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San Andreas INSANITY™


Ezekiel
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Michael_Townley

Woah... Look at this piece of awesomeness, it's just so impressive man! Really can't wait for the full release of it.

Anyway, nice work Ezekiel :D

 

Edit: Are you going to release the other parts of your Insanity Map one by one like how you released this Grove Street Insanity or you gonna release every parts of the map in one big, heavily-sized rar file?

Edited by Michael_Townley
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Man you are amazing and what you did is truly impressive. Please don't let this die and make the whole map like this! I can't still image the whole san andreas look like this and also with new peds a behaviours. Maaan. :^::^::^::^::^:

Edited by blackalienHD
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Woah i can't believe it. Nice work i had hope this would finish and now seeing this is exciting.

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Holy sh*t this is amazing!

This is the greatest map mod ever made for San Andreas!

Keep it up!

:^::^::^:

Edited by WindowsExPee
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Oh my god this looks so amazing!!!

Guys please make a lot of pictures with and without ENB as I don't have a chance to play San Andreas for a while right now. But I would still like to enjoy it!

Some pictures with ENB.

Clean version of SA (well, almost). I've used shadow settings extender and Project 2dfx.

 

gallery4.jpg

gallery5.jpggallery11.jpg

gallery10.jpg

Edited by Clark.
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You got some bugs, houses next to OG Loc's house aren't enterable

I don't think they are meant to.

 

Edit: By the way Ezekiel, what skybox are you using for the stars at night?

Edited by blackalienHD
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BS_BlackScout

You are probably being redirected somewhere, Mediafire has no surveys.

05b19-b680bb2d-4110-4cc1-8e0a-2b15b16a45

Edited by TrustedInstaller
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Oh my god this looks so amazing!!!

Guys please make a lot of pictures with and without ENB as I don't have a chance to play San Andreas for a while right now. But I would still like to enjoy it!

Clearly this is with enb. Also combining all Ezekiel's mods feels like he is making his own remastered version of the game.

1PRSUF9.jpgJlBqJku.jpg4lAlhqW.jpg2fl0Bme.jpgP.S. The cat in the last screenshot is not looking as bad as on the picture, it just wasn't on focus :D

If there are some weird things, they are from the enb!

Edited by blackalienHD
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Awesome :)

Only the Cleos are not good, there is memory leak and global variable.
The load of models was multiplied because you checked it finished loading, if not, load again. Doing so will mark the model to be loaded- for example, if the 60 FPS and the model is not loaded into one second, it will load the model 60 times! And you unload once, so the model will remain stuck in the game's memory forever.

Also, avoid loading special actors in "1", it is very common and some other special actor can be replaced, as actors missions, so it can cause the appearance eg Sweet meowing and turning garbage.
(if you want I can fix the scripts for you)

In the hungry cat script you used a global var. Here's my quote about global vars:

 

Global variables, as the name implies, are variables that communicate with all scripts and all mods
contrary to what many think, global variables are not names, but numbers, when you type a name, such as "$CAR" and compiles the Sanny Builder will scour your game to put the appropriate number to your GTA, e.g. "$6"
Meanwhile, another modder will do the same, will use a global variable and will also compile on his GTA, and will also compile with the number 6
Their two mods will use the variable "$6", if you created an actor with it and the other mod created an object, will surely crashing for millions of reasons that I don't need to mention
And the problem does not stop there, when you save the game, global vars remain in your save game forever! Is like a virus.

(and, can replace variables from missions and sub-missions, thereby leaving some missions impossible to finish or giving crashes, bugs etc.)

 

 

Also, volume 10.0 doesn't exist, is 0.0~1.0
And you need not load the cat sound already when the game starts, load it when in place.

tip: I think the cat sound is too loud
And I did not like having used their credits on the ground, that's an exaggeration, why not as graffiti on a wall?

Liiiiiittle bug: Hole in Sweet's house

For those who want to see the true mod (without the "brushstrokes" of enb series or any other graphic mod), here:
mod-1.jpg
VERY NICE, even in vaniila graphics! (only with anti-aliasing 8x)

And for those who are scared that it will be a FPS-eater, I tested with the Aero Version and the fall of FPS was 79 to 53! I thought it would be much heavier :D
(4 GB of RAM, Intel i3 3250 3,5 GHz, HD Graphics 2500)

Edited by Junior_Djjr
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Michael_Townley

Hell yeah, Junior DJJR working together with Ezekiel and what we'll get is a damn super mega HD realistic GTA San Andreas. This is really an insanity bruh!

Edited by Michael_Townley
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Hell yeah, Junior DJJR working together with Ezekiel and what we'll get is a damn super mega HD realistic GTA San Andreas. This is really an insanity bruh!

I love this things to add more life in San Andreas, as this cat he added.

It would be really cool to have the insanity cleos mods that add that kind of thing throughout San Andreas. After all, a map of this, if lifeless boring is :p

 

 

 


I rewrote the scripts of the actors, now in only one .cs. I made several minor fixes and improvements, including the fix of a memory leak of 2.6 MB

 

 

 

{Created by Junior_Djjr - JuniorDjjr.blogspot.comExclusive for INSANITY - gtaforums.com/topic/716129-san-andreas-insanity}{$cleo}0000:while not player.Defined(0)    wait 0endwhile true    wait 0    00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes     if and    [email protected] >= 6     [email protected] <= 20     then         if 00FE:   actor $player_actor sphere 0 in_sphere 2518.58 -1711.84 14.0125 radius 50.0 50.0 50.0        then                                    //Load models and anims              Model.Load(#BMYPOL1)            repeat                wait 0             until Model.Available(#BMYPOL1)                Model.Load(#SBMOTR2)            repeat                wait 0             until Model.Available(#SBMOTR2)            023C: load_special_actor 'CATY' as 8            repeat                wait 0             until 023D:   special_actor 8 loaded                    04ED: load_animation "INSANITY3"                    repeat                wait 0             until 04EE:   animation "INSANITY3" loaded                                    //Create                                                                 [email protected] = Actor.Create(Mission1, #SBMOTR2, 2518.8, -1710.0, -100.0)            [email protected] = Actor.Create(Mission1, #SPECIAL08, 2518.58, -1711.84, -100.0)               [email protected] = Actor.Create(Mission1, #BMYPOL1, 2533.8, -1657.3, -100.0)            //Mark as no longer needed              Model.Destroy(#BMYPOL1)              Model.Destroy(#SBMOTR2)            0296: unload_special_actor 8                                    //Load and play sounds            if and            [email protected] = Audiostream.Load("CLEO\sounds\dcat.mp3")            [email protected] = Audiostream.Load3D("CLEO\sounds\hcat.mp3")            then                 Audiostream.LinkToActor([email protected], [email protected])                 Audiostream.PerformAction([email protected], PLAY)                  Audiostream.Volume([email protected]) = 0.8                Audiostream.Loop([email protected], 1)                [email protected] = true              else                //I don't like to show a message in this case, because of SAMP sometimes it does not load the sound                //Anyway, if you want, uncomment it:                //0ACD: show_text_highpriority "~r~Unable to load Insanity's 'CLEO\sounds\-cat.mp3'" time 2000                [email protected] = false            end                                       //Set anim            0812: AS_actor [email protected] perform_animation "HOMELS" IFP "INSANITY3" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1            0812: AS_actor [email protected] perform_animation "CATBC" IFP "INSANITY3" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1              0812: AS_actor [email protected] perform_animation "FATMAN" IFP "INSANITY3" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1                       03FE: set_actor [email protected] money 5            0446: set_actor [email protected] dismemberment_possible 0            0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1            0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1               0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1                       //MAIN LOOP            while true                wait 0                                  if [email protected] == -1                then if 00FE:   actor $player_actor sphere 0 in_sphere 2518.58 -1712.3 14.0125 radius 60.0 60.0 60.0                else if 0104:   actor $player_actor near_actor [email protected] radius 60.0 60.0 60.0 sphere 0                end                jf break                                if [email protected] <> -1                then                    if 051A:   actor [email protected] damaged_by_actor $player_actor                    then                                        0792: disembark_instantly_actor [email protected]                         Actor.RemoveReferences([email protected])                           [email protected] = -1                    end                end                    if [email protected] <> -1                then                    if 051A:   actor [email protected] damaged_by_actor $player_actor                    then                          if [email protected] <> -1                        then 05E2: AS_actor [email protected] kill_actor $player_actor                        end                        Actor.DestroyInstantly([email protected])                              Audiostream.Release([email protected])                        Audiostream.PerformAction([email protected], PLAY)                        wait 2000                                      audiostream.Release([email protected])                         [email protected] = -1                    end                end                 if [email protected] <> -1                then                    if 051A:   actor [email protected] damaged_by_actor $player_actor                    then                                                0792: disembark_instantly_actor [email protected]                         Actor.RemoveReferences([email protected])                           [email protected] = -1                    end                end              end                                     //Release            if [email protected] <> -1            then                            034F: destroy_actor_with_fade [email protected]            end                   if [email protected] <> -1            then                                      034F: destroy_actor_with_fade [email protected]                 Audiostream.Release([email protected])                  Audiostream.Release([email protected])            end                if [email protected] <> -1            then                            034F: destroy_actor_with_fade [email protected]            end                               04EF: release_animation "INSANITY3"        end    endend

 

 

Bonus: When you kill the cat, the homeless man will kill you :lol:(please don't kill the cat :c)

 

(DOWNLOAD)

READ DA FUKIN README

 

 

edit: Your ped is buggy (LOL)

Edited by Junior_Djjr
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Noticed same things like Junoir except the scripting part. Also deateoying any of the objects or peda is causing them to dissapear i instantly.

 

By the way your script looks nice Junior, from what I can understand from the cide. For sure will try it out later.

Edited by blackalienHD
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@Ezekiel THIS screenshot, looks like you're not using TwoPassRendering from SilentPatch, I don't know if you don't know or forgotten, but will fix this blue borders.

Edited by Junior_Djjr
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-Thanx for fixing script..and it's nice when it's all in one...

-That credit on ground will be removed of course..it's ugly to me...that is just temporarily..

-and haha I know about that bug on Sweet's House..was to lazy to fix it...

-I had SP but Now I have latest version..tnx...

 

 

 

For those who want to see the true mod (without the "brushstrokes" of enb series or any other graphic mod), here:

mod-1.jpg
VERY NICE, even in vaniila graphics! (only with anti-aliasing 8x)

 

 

As you can see on this pic..My Map don't have DAY NVC..Only NIGHT..So map looks ugly at day without

 

DK Shadows Settings Extender 2.0

Edited by Ezekiel
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As you can see on this pic..My Map don't have DAY NVC..Only NIGHT..So map looks ugly at day without

You think to add the day nvc? It will also please people like me who does not use enb series, after all, so it will create a "low" shadow effect on the models.

But if you do not intend to spend time on it, I understand, after all, most people will download this mod will use ENB and so the day nvc will be less noticeable.

 

Ah, also

 

...and thank you for breaking the prejudice with SketchUp :p:p

Edited by Junior_Djjr
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BlackStallionDX

-Thanx for fixing script..and it's nice when it's all in one...

-That credit on ground will be removed of course..it's ugly to me...that is just temporarily..

-and haha I know about that bug on Sweet's House..was to lazy to fix it...

-I had SP but Now I have latest version..tnx...

 

 

For those who want to see the true mod (without the "brushstrokes" of enb series or any other graphic mod), here:

mod-1.jpg

VERY NICE, even in vaniila graphics! (only with anti-aliasing 8x)

As you can see on this pic..My Map don't have DAY NVC..Only NIGHT..So map looks ugly at day without

 

DK Shadows Settings Extender 2.0

So why not made 2 vesions, i mean with shadows and without shadow, but with DVC ( DAY NVC is'nt right, day night vertex colors?)

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So why not made 2 vesions, i mean with shadows and without shadow

Too many versions
Also, vertex color for model shadows should not be bad with occ and enb shadows, I think will serve as a complement. Is good to test.

but with DVC ( DAY NVC is'nt right, day night vertex colors?)

4022245258.png

Edited by Junior_Djjr
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Here House with Day NVC

22697758063_0387326e42_o.jpg

 

Here House with Day NVC + Shadows

23298750836_407b7afa51_o.jpg

to dark..for me ugly...

 

Shadows on my models play Big Role in this project

 

 

23216558462_1110f3090b_o.jpg

 

 

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22660156683_dc0ca49322_o.jpg22919390739_0425096327_o.jpg

Ezekiel please - what are these particles in the second screen(or they are from the enb) and what is the mod for those stars on the first screen(also how is the dof on most of your screenshots so much, stars are gigantic for example).

Edited by blackalienHD
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My SA_DirectX + your Insanity

 

Day:

0_143419_57c48112_XL.jpg

0_143417_d12378b4_XL.jpg

0_14341a_c07e4f90_XL.jpg

0_143416_b7741187_XL.jpg

0_143414_39f5a159_XL.jpg

0_143415_5a901149_XL.jpg

 

Night:

0_143413_30165cd6_XL.jpg

0_143412_55970840_XL.jpg

0_143411_fd42a3b7_XL.jpg

I wonder How will this look a like with your Master Work...

AND I know now....

AMAZING WORK

Edited by Ezekiel
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My SA_DirectX + your Insanity

 

Day:

 

0_143419_57c48112_XL.jpg

0_143417_d12378b4_XL.jpg

0_14341a_c07e4f90_XL.jpg

0_143416_b7741187_XL.jpg

0_143414_39f5a159_XL.jpg

0_143415_5a901149_XL.jpg

 

Night:

0_143413_30165cd6_XL.jpg

0_143412_55970840_XL.jpg

0_143411_fd42a3b7_XL.jpg

 

Well God Damn Edited by TJGM
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