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# just showing some stuff where nobody'll notice (1MB PNG warning)

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i hope silent will hate me for this topic and warn me big time

i apologize for the big screenshot, please don't quote it

Edited by NTAuthority

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Hacked bounds? Awesome work NTA! How's the performance?

• 1

Lovely

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Awesome! Been waiting for this since I first joined here!

I'm back..

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what? a billboard? '-'

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what? a billboard? '-'

yes, people are loving me creating billboards!

hint: check the coordinates

• 2

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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lol did you broke SA boundaries? Because there's a transparent line in front of CJ. I guess 3500x3000 is where the map should end (by sea), right?.

I guess people will jizz in their pants when you show something like this with GTA IV .-.

Edited by fefenc
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Silent is too lazy to do something epic like this

TODO - hacking boundaries in GTA V.

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Would you mind if I share some tips about sectors publicly?

Sectors are something which hasn't brought my attention yet, thus current researched information are poor and rushed. Getting to the point, entities are arranged in a 120x120 grid every 50m2 on the basis of the coordinates range [-3000,3000] in both XY components. Here is the formula the game benefits from to pinpoint the grid cell where locating an entity:

`unit_m2 = (3000 - -3000) / 120 = 50inv_unit_m2 = 1 / unit_m2 = 0.02list = sectors[(x_coord * inv_unit_m2) + 60][(y_coord * inv_unit_m2) + 60]`
You can easily stretch the bounds by changing inv_unit_m2 as it is a constant in the executable. The side effect is the cell size will increase proportionally as long as you extend the coordinates range, therefore more entities will be processed at a time resulting into a performance decrease. The best approach is to increment the number of sectors and edit the formula a bit (not a big deal at all, i.e. a coordinates range of [-6000,6000] should have a 240x240 grid), but this implies a slight modification (indices clamp, pointer alignment and such) of the algorithm involved into the sectors processing which appears so many times in the whole executable. It's going to be tedious, but yet broadly feasible.

By the way, take these information:

`// Linked-list node?class CPtrListSingleLink // sizeof = 8{public:	CPtrNodeSingleLink *m_pUnkPtr[2];};// Tree node?class CPtrListDoubleLink // sizeof = 12{public:	CPtrNodeDoubleLink *m_pUnkPtr[3];};CPtrListSingleLink CWorld::ms_aSectors[120][120];	// 0x00B7D0B8CPtrListDoubleLink CWorld::ms_aRepeatSectors[256];	// 0x00B992B8`
I don't know what the last one is used for at the moment and if it requires to be expanded too, needs further research.

Edited by Wesser
• 3
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Good job NTA... I would expect nothing less from you

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Nice work NTA. The GTA Trilogy mod would benefit from this.

Also, if you hack the map boundaries in GTA IV, do you think it might be possible to convert The Crew's map to the game from the beta files? I think that map in GTA would be the best thing ever! GTA has aircraft and you can fly from city to city. You possibly could use the beta map as the beta was released for free, and they will be making changes to the map obviously.

However, that map would probably be better on GTA V, on IV we still have scripts to bring basically almost all the GTA V features. I also doubt GTA IV would handle The Crew vehicles. They are high poly, even more than the current car mods for the game that cause the taxi bug.

Edit: Does GTA V even have map boundaries? Even if they can be cracked if they exist, far away from the map there will be problems rendering distant water.

Edited by nkjellman
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God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

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God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

This.

+

=

Your, and many other GTA players dream.

I also hope for a mod on GTA V for PC where you can fly to LC.

Edited by nkjellman
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Is it the time where we spread the news and make SA modding alive again?

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Is it the time where we spread the news and make SA modding alive again?

yep , it's the perfect time. i never think that the SA engine limit can get hacked

**I Wonder will rockstar like this hack on one of their best III Era GTA game**

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i think this is really cool, i'd like to see someone port the GTA V map over to San Andreas, without constant errors and in English .

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More and more people are getting interested in this. It will give some life to San Andreas. Hopefully there are more vids of this

This what happens when you try to out of bounds...

Thank you a lot modders

Edited by Neddo
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NTAuthority, what effect would this have on the good ole' gang zones bug? (fly waay outta the map zone to make new gang zones appear) also as you know a lot about the inner programmed workings of GTASA, could you explain some of SA's weird programming oddities and stuff? One example being the gang zones bug, any idea what actually causes it? The gym/mad-dogg saving bug, etc. Did any of you reverse-engineer guys find the actual coding bugs that caused these known SA glitches?

Edited by Frank.s
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NTAuthority, what effect would this have on the good ole' gang zones bug? (fly waay outta the map zone to make new gang zones appear) also as you know a lot about the inner programmed workings of GTASA, could you explain some of SA's weird programming oddities and stuff? One example being the gang zones bug, any idea what actually causes it? The gym/mad-dogg saving bug, etc. Did any of you reverse-engineer guys find the actual coding bugs that caused these known SA glitches?

Zones bug is a minor overlook in the code. When you travel around, game keeps track of your position, converts it to a zone index (each zone is 600x600) and then checks if it's been visited already:

`bool CTheZones::GetCurrentZoneLockedOrUnlocked(float posX, float posY){  return ZonesVisited[10 * ((posX + 3000.0f) / 600.0f) - ((posY + 3000.0) / 600.0f) + 9];}`
Later, if this zone wasn't visited yet, it'll just set it as visited by writing 1 to this array. The problem is, they don't do a range check. They allocated space for 100 zones, but them not doing a range check on write means they overwrite different parts of memory.

See SilentPatch thread, all 3 are fixed

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This would've been so useful if it was in IV and some months back. We would've the entire map inside IV by now. But this is interesting anyway.

Is it possible to port all 3D Era maps into the game with this patch? Or is there still a model/texture/collision limit?

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This would've been so useful if it was in IV and some months back. We would've the entire map inside IV by now. But this is interesting anyway.

Is it possible to port all 3D Era maps into the game with this patch? Or is there still a model/texture/collision limit?

Edited by Ss4gogeta0
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God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

I'm working on this merging LC with LCS. VC with VCS and SA. This will be for both SA and VC engines. The biggest problem is the ID limit 0-19999?

.

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God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

I'm working on this merging LC with LCS. VC with VCS and SA. This will be for both SA and VC engines. The biggest problem is the ID limit 0-19999?

I don't know about IV, but there is no way that The Crew's map will fit into that ID limit.

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• 3 weeks later...

God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

VCS And LCS? VCS has the same map as VC and LCS the same map as GTA III.

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• 2 weeks later...

God , maybe with this one day , my dream of having GTA III , VC , SA , VCS And LCS in one game would be true.

VCS And LCS? VCS has the same map as VC and LCS the same map as GTA III.

Removed, modified buildings?

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