VirusMS Posted January 12, 2016 Author Share Posted January 12, 2016 I understood the idea generally, no problems mate. I have better idea for the entrance though. Maybe there must be an entrance right around the MAIN ENTRANCE (doors to the right of П - just on the 2nd screenshot). You know, kind of an emergency staircase around the entrance, reachable through a door which is usually locked for emergencies but can be blasted open with ease. btw, RP servers put elevator in the building. Usually. We can make one anyways. But the idea is yet good, I might just discuss it with the crew when we reach the building. cosmys, Z i X and 65536 3 Link to comment Share on other sites More sharing options...
65536 Posted January 12, 2016 Share Posted January 12, 2016 (edited) @Maxandmov, if you want to put more similar interiors, this could one of best major map mod for San Andreas for me! I have a suggestion: you can free some limits via removing most of the fireescapes from buildings in all of three main cities Los Santos, Las Venturas, San Fierro - in fact they're not usable by CJ and seems they never was meant to be used at all (unlike proper usable fireescapes from buidlings in GTA HD Universe - GTA IV / GTA EFLC / GTA V), and I think removing them might NOT produces any negative effects for people wanting to play missions... Although it might free more limits for least one or two additional interiors in worst case... About elevators, you might need to remodel them because if you see close to elevators inside internal floors of that skyscrapper (best way is via a zoomed in scope from any of the sniper weapons), you'll see on every floor elevator's doors width and position are slightly mismatched! Edited January 12, 2016 by 65536 Link to comment Share on other sites More sharing options...
VirusMS Posted January 12, 2016 Author Share Posted January 12, 2016 @Maxandmov, if you want to put more similar interiors, this could one of best major map mod for San Andreas for me! I have a suggestion: you can free some limits via removing most of the fireescapes from buildings in all of three main cities Los Santos, Las Venturas, San Fierro - in fact they're not usable by CJ and seems they never was meant to be used at all (unlike proper usable fireescapes from buidlings in GTA HD Universe - GTA IV / GTA EFLC / GTA V), and I think removing them might NOT produces any negative effects for people wanting to play missions... Although it might free more limits for least one or two additional interiors in worst case... About elevators, you might need to remodel them because if you see close to elevators inside internal floors of that scrapper (best way is via a zoomed in scope from any of the sniper weapons), you'll see on every floor elevator's doors width and position are slightly mismached! Elevators' remodelling ain't no problem with our modeller team, of course. Regarding those similar interiors. Well, it's much like burglary DLC, but, you know, I am not sure. This is even more huge work than burglary interiors, there would be like hundreds more of those. Can we just finish full version first to encount plans like this? It's not going as fast as I felt about it when I started the mod. Link to comment Share on other sites More sharing options...
65536 Posted January 12, 2016 Share Posted January 12, 2016 (edited) OK! Only to ask last: 1. When you can actually have more time and faster progress? Because it's could be pity if your mod gets stopped and dead! Please don't let this happen, seriously! You might understood about Vice City Stories PC Edition was announced it's discontinued and is dead since about 3-4 months ago, as currently nobody seems to work on it anymore... In beginning, @Maxandmov, your mod had an insane fast progress, but since then seems progressing appears to be very minimal, as I don't see any newer completed interior - this really bothered me... 2. Also, how you can be sure whether your mod will work on newer versions of Windows? Because for example I give GTA United 1.2.0.1 (TC putting GTA III & GTA Vice City maps on SA engine) where people reported it works on Windows XP / Vista / 7 but appears it just crashes and WON'T work on Windows 8 (probably same is with Windows 8.1 / 10)... Edited January 12, 2016 by 65536 Link to comment Share on other sites More sharing options...
VirusMS Posted January 12, 2016 Author Share Posted January 12, 2016 (edited) 1. Well we're working now and I am certainly hoping as well as you it will stay that way. Though it's not always possible, but I must agree that first year of the mod was mostly at all, but we're yet alive. If it is to repeat, I am even more serious regarding hiring people from GTAForums and other communities from all over to work on the mod, maybe split the team into three independant divisions who will be purposed to work on one city each (which I had in my mind some while ago, during the previous attempt to hire someone through this topic).I mainly disagree with a charge of being on slow pace of progressing the mod. The only thing I got to admit is that scripting is going quite hard. Try and read R* coding and then you will feel the pain in the b*tt our scripters have while porting those ol' good scripts to work the way we need. Now, after a NY, we have a steady pace.2. How can I? Who said I can?.. I don't know mate. We're working in CLEO 4.3 and I personally has windows 8.0, some mates of the team seemed to have win 7 and it's all fine. The only case when the mod didn't work well while being (re)installed is when our mates didn't have a pair of straight hands to install the mod properly, which I was hardly preventing and which finally led them to being able to install them files properly. Edited January 12, 2016 by Maxandmov 65536 1 Link to comment Share on other sites More sharing options...
3458435340503495 Posted January 12, 2016 Share Posted January 12, 2016 Is this mod still going strong? It'd be great to see a resurgence in the GTA SA mod releases. Link to comment Share on other sites More sharing options...
VirusMS Posted January 13, 2016 Author Share Posted January 13, 2016 @Alex_2259, what do you mean strong? Link to comment Share on other sites More sharing options...
ihcorochris Posted January 13, 2016 Share Posted January 13, 2016 @Alex_2259, what do you mean strong? What he meant was is the mod still being worked on or in other terms "isn't dead" Link to comment Share on other sites More sharing options...
VirusMS Posted January 13, 2016 Author Share Posted January 13, 2016 @Alex_2259, what do you mean strong? What he meant was is the mod still being worked on or in other terms "isn't dead" Ah, of course we're not dead. Link to comment Share on other sites More sharing options...
JN92 Posted January 14, 2016 Share Posted January 14, 2016 That multistory is quite something. Every single level enterable is a really cool feature I think. 65536 1 Link to comment Share on other sites More sharing options...
ihcorochris Posted January 19, 2016 Share Posted January 19, 2016 Madd Dogg's Mansion... THE EXTERIOR DOESN'T FIT THE INTERIOR Link to comment Share on other sites More sharing options...
Nellsen Posted January 19, 2016 Share Posted January 19, 2016 Such strange questions ... And why it should not work, and work in principle on different versions of Windows? Lord, the people enough, facepalm simple. And what about the maps and models in the answer for it is I, this should not bother the card account. How would you not want to, no matter how long events are not developed, no demo version will not, and other nonsense. Only complete the final version. If something does not suit not expect this mod ._. Oh yeah, anything new you do not ask, because I have all these ideas have already been 5 years ago... Good luck. Link to comment Share on other sites More sharing options...
rollschuh2282 Posted January 19, 2016 Share Posted January 19, 2016 (edited) i have a New question, will this mod also fix Main.SCM bugs. ( for example, the madddogs save bug for the basktetballs or the unlimited training enough message in the gym) ? Edited January 19, 2016 by rollschuh2282 Link to comment Share on other sites More sharing options...
VirusMS Posted January 19, 2016 Author Share Posted January 19, 2016 i have a New question, will this mod also fix Main.SCM bugs. ( for example, the madddogs save bug for the basktetballs or the unlimited training enough message in the gym) ? Why shall we avoid fixing them? I think we surely will. Link to comment Share on other sites More sharing options...
dongtastory Posted January 23, 2016 Share Posted January 23, 2016 Awesome! Please update Link to comment Share on other sites More sharing options...
VirusMS Posted January 23, 2016 Author Share Posted January 23, 2016 Awesome! Please update Once we have something to tell you, we will. Link to comment Share on other sites More sharing options...
rollschuh2282 Posted February 4, 2016 Share Posted February 4, 2016 ok i have a little offtopic question what needs the most time the Main.SCM scripting or the interior modeling. that's interesting for me Link to comment Share on other sites More sharing options...
VirusMS Posted February 5, 2016 Author Share Posted February 5, 2016 @rollschuh2282, I think scripting would take more time since our modellers are perfectly fine. That explains why coding goes so slow. If you'd see the way R* coded GTA SA externals, you'd understand what's the struggle is all about. They are done in some mayhem, horrible ways. Link to comment Share on other sites More sharing options...
rollschuh2282 Posted February 5, 2016 Share Posted February 5, 2016 can you give me an example and when this mod is complete will the gta_int.IMG unused undertaker fan 1 Link to comment Share on other sites More sharing options...
VirusMS Posted February 5, 2016 Author Share Posted February 5, 2016 @rollschuh2282, decode main.scm, press CTRL+F, type in :BARB, and look through the code. If you coded on some language for a while you would understand that. If not... Well they did the coding in some weird fashion I'm not really fancy to explain. No, gta_int.img will be used because it has lots of objects we'll stick to. Plus I'm not really fancy changing the game structure the way it never implements any use for gta_int.img. Link to comment Share on other sites More sharing options...
santotaku Posted February 26, 2016 Share Posted February 26, 2016 Cool mod bruh but one question? are you going to do interiors of shops,resturaunts of/or San fierro and Las venturas? btw where is the dl link? Link to comment Share on other sites More sharing options...
plsdeletemyprofileN0r0k Posted February 26, 2016 Share Posted February 26, 2016 (edited) Cool mod bruh but one question? are you going to do interiors of shops,resturaunts of/or San fierro and Las venturas? btw where is the dl link? A quick reminder: Make sure you read FAQ before asking questions. maybe even read the whole OP. The mods Name is Open San Andreas, not Open Los Santos Edited February 26, 2016 by R4gN0r0K //XP// 1 Link to comment Share on other sites More sharing options...
santotaku Posted February 27, 2016 Share Posted February 27, 2016 Cool mod bruh but one question? are you going to do interiors of shops,resturaunts of/or San fierro and Las venturas? btw where is the dl link? A quick reminder: Make sure you read FAQ before asking questions. maybe even read the whole OP. The mods Name is Open San Andreas, not Open Los Santos Well i was kinda curious , cuz it would kinda give it a VIish feel yknow? Link to comment Share on other sites More sharing options...
VirusMS Posted February 27, 2016 Author Share Posted February 27, 2016 @R4gN0r0K, thanks a bunch for answering him. It's freaking me out sometimes to answer all the same questions all over again. That's (yeah, most certainly) what FAQ is for. @santotaku, well it's not like V'ish feel. Since the idea came from IV, it'd be like IV'ish idea. And yeah, mod is named Open San Andreas, which means interiors of San Andreas will be Opened. Ain't that a surprise, lads... *phew* Link to comment Share on other sites More sharing options...
GPerdomo Posted February 28, 2016 Share Posted February 28, 2016 This mod is amazing, in IV/V the protagonist pushes the door with his hand, will a small script be made to replicate that action? Because CJ just walks against the door. Its a small thing really but some details bother me. Link to comment Share on other sites More sharing options...
11pixels Posted February 28, 2016 Share Posted February 28, 2016 Keep it up! Hope you can complete it soon. It'll be awesome mod Link to comment Share on other sites More sharing options...
rollschuh2282 Posted February 28, 2016 Share Posted February 28, 2016 when this mod die ( as example) will you release the latest version as open source? ( i hope you understand me) Link to comment Share on other sites More sharing options...
VirusMS Posted February 28, 2016 Author Share Posted February 28, 2016 @Rollschuh2282, I think that'd be most reasonable so everyone else who is capable of that can just continue the work. But I am not aiming to end this mod. I am aiming to finish this. Haven't you heard the phrase 'Русские не сдаются'? @sasdom919, we certainly'd love to as well, but, unfortunately, you know how these enthusiasm-powered mods go. I'm not about dying but about progress though. @G.I.Thecoder, the idea is good, but I am not sure how this would be implemented but about colliding an object with some ID. I'll request the answer from my teammates, let's see if it's possible. Link to comment Share on other sites More sharing options...
santotaku Posted February 29, 2016 Share Posted February 29, 2016 @R4gN0r0K, thanks a bunch for answering him. It's freaking me out sometimes to answer all the same questions all over again. That's (yeah, most certainly) what FAQ is for. @santotaku, well it's not like V'ish feel. Since the idea came from IV, it'd be like IV'ish idea. And yeah, mod is named Open San Andreas, which means interiors of San Andreas will be Opened. Ain't that a surprise, lads... *phew* oops i meant IVish not Vish and its becuase i didnt really understand the faqs too well btw im new too the whole gta forums thing SpaceAmethyst 1 Link to comment Share on other sites More sharing options...
rollschuh2282 Posted February 29, 2016 Share Posted February 29, 2016 maybe you can put a invisible marker in Front of the doors that let the player plays the open doors animation ( please unterstand what i said ) Link to comment Share on other sites More sharing options...
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