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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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iiCriminnaaL

Is removing and adding grass in locations available in SkyGfx?

 

Well, currently, PC version has grass in the Los Sepulcros (LS' cemetery), while PS2 doesn't have. You can check videos to be sure, or simply see the first mission, when CJ and Smoke go to the cemetery, you'll see many grasses, while in PS2, place seems clean and cool, without those grasses there.

 

(missions which CJ goes to the cemetery: Big Smoke, Sweet & Kendl / Los Sepulcros.)

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XBox version vehicle pipeline is still available. The only thing that was removed is the VCS-ish vehicle pipeline which is replaced by the neo vehicle pipeline.

 

I mean this one, when I press f10 key, this one does not cycle anymore:

30dVQNG.png

Isn't that how XBOX supposed to be? I don't have this one anymore. F10 cycles between these: Neo cars, PS2 and PC default.

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Is removing and adding grass in locations available in SkyGfx?

 

Well, currently, PC version has grass in the Los Sepulcros (LS' cemetery), while PS2 doesn't have. You can check videos to be sure, or simply see the first mission, when CJ and Smoke go to the cemetery, you'll see many grasses, while in PS2, place seems clean and cool, without those grasses there.

 

(missions which CJ goes to the cemetery: Big Smoke, Sweet & Kendl / Los Sepulcros.)

 

 

 

If isn't in the changelog list then that means isn't in skygfx. Also, why do you want to remove the grass from cutscenes? To match PS2?
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iiCriminnaaL

Yeah, to match PS2.

 

Anyway, doesn't really matter. About the timecyc, I guess the original PS2 one have stronger color and atmosphere, check for example this video:

 

(Not so good quality in the video, but anyway, check 1:52, you'll see the Grove's circle color orange as the strong atmosphere, and time was around 8-9:00, didn't even reach 20:00.)

 

 

And many others I've seen, stronger colors. (as well as when I used to play it in PS2, I remember the atmosphere was better)

Edited by Kane49
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inadequate

 

XBox version vehicle pipeline is still available. The only thing that was removed is the VCS-ish vehicle pipeline which is replaced by the neo vehicle pipeline.

I mean this one, when I press f10 key, this one does not cycle anymore:

 

30dVQNG.png

 

Isn't that how XBOX supposed to be? I don't have this one anymore. F10 cycles between these: Neo cars, PS2 and PC default.

Because skygfx1 is PS2 config, skygfx2 PC config and skygfx3 Neo with additional tweaks. You will need to create your own INI with Xbox reflections (skygfx4?) and cycle between them.
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So, it is removed then. It was available in previous version

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inadequate

Yeah. You can take the Xbox INI from v3.0a, add the additional entries for the newest version and you will be fine.

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Yeah, to match PS2.

 

Anyway, doesn't really matter. About the timecyc, I guess the original PS2 one have stronger color and atmosphere, check for example this video:

(Not so good quality in the video, but anyway, check 1:52, you'll see the Grove's circle color orange as the strong atmosphere, and time was around 8-9:00, didn't even reach 20:00.)

 

 

And many others I've seen, stronger colors. (as well as when I used to play it in PS2, I remember the atmosphere was better)

 

 

 

I don't know but skygfx is almost identical, plus I'm not sure if the PS2 resolution in that video is making the atmosphere and color "stronger".
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inadequate

It's not removed. Stop being stupid. Just set vehiclePipe=Xbox and be happy.

If I'm not in a mistake... He doesn't only wants the Xbox reflections, he wants the Xbox config (ini) that you included in previous versions. :p
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So copy - paste whatever is the same from previous version, I never use preset .ini's :p

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Kane, you've said multiple times you have different mods installed, some of those will conflict, as for the grass, grab the PS2 map files then, you can't expect SkyGFX to do every single thing for you.

 

PS: post your SkyGFX uni here (in a spoiler) so we can see what can be done, you also realise the blur you disabled adds to the atmosphere which is hidden better on PS2 due to the low resolution (640x448).

 

Note: And I don't even get grass in front of the camera for that cutscenes!

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iiCriminnaaL

 

[skyGfx]

; PS2-like configuration
;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP
;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)
;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1
;; Render Pipelines
buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=PS2 ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.0 ; Neo specular light intensity
sunGlare=1 ; Sun glare on cars like in VC
;; Grass
grassAddAmbient=1 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=1 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance
;; Shadows (if unset game settings will be used)
pedShadows=0 ; Enable dynamic ped shadows
stencilShadows=0 ; Enable stencil shadows (vehicles and poles)
;; Color filter
colorFilter=PS2 ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity/VCS trails
doRadiosity=1 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=0 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=1 ; Use Neo water drops on screen
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=0 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
;;;;;
;;;;; Advanced fine tuning
;;;;;
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=0
; dualPassDefault=1 ; everything else
;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PS2 ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PS2 ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"
;; Radiosity settings
radiosityFilterPasses=2 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; ; for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220 ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=2 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=2 ; when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=2 ; default 80
; trailsIntensity=1 ; default 38

 

 

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Ok, and what mods do you have installed?

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iiCriminnaaL

Colormod only. Not sure if it even works though, but I tried SkyGfx even before I install the colormod.


Btw, the ini I just sent shows that I have the gamma disabled, I always enable it, but I've just disabled it to test smth.

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TWIST_OF_HATE

For some bloody reason my game crashes on startup without any error code after installing new SkyGfx version ((

Previously everything was fine, the only addition is a new SkyGfx version.

I tried to remove all installed mods step-by-step, but nothing changes, only after deleting SkyGfx my SA starts again ...

Any help ?..

Here is the content of my skygfx.ini, just in case:

 

 

[skyGfx]
; PS2-like configuration

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,
;; the default PC setting will be used, in some cases the game code will not
;; even be touched then. This might be useful should there be incompatibilities
;; with other mods.
;; Disabling buildingPipe is recommended for SA:MP

;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx
;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.
keySwitch=0x79 ; cycle through inis (0x79 = F10)
keyReload=0x7A ; reload all inis (0x7A = F11)

;; Texture modulation: ps2Modulate(Building|Grass)
;; Emulates the PS2 way of texture modulation.
;; In practice this means the world and grass will be brighter
;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)
;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance
;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1
;; These are used as fallback if the fine tuned settings are not set:
ps2Modulate=1
dualPass=1

;; Render Pipelines
buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting
; values: "PS2", "PC"
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
vehiclePipe=Neo ; Select the vehicle pipeline to be used
; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)
; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).
neoShininess=0.75 ; Neo reflection intensity
neoSpecularity=2.0 ; Neo specular light intensity
sunGlare=1 ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2
ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)
grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=1 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=0 ; Enable dynamic ped shadows
stencilShadows=0 ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PC ; Select the color filter
; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"
; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)
blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop= 0 ; to disable blur set these to 0
blurRight= 0
blurBottom= 0
;; Radiosity/VCS trails
doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity
; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)
;; Misc
disableClouds=1 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0 ; Use Neo water drops on screen
transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC


;;;;;
;;;;; Advanced fine tuning
;;;;;

;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1 ; everything else

;; PostFX
; These three are tied to colorFilter if not explicitly set:
; infraredVision=PS2 ; Select the infrared vision
; ; values: "PS2", "PC"
; nightVision=PS2 ; Select the night vision
; ; values: "PS2", "PC"
; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain
; ; values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; ; for VCS trails this is interpreted as a boolean whether to downscale or not
; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensityLimit=220 ; Limit for highlights, hardly ever used (default 220)
; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)
; radiosityFilterUCorrection=0 ; How much the effect will be stretched out to the upper left (default 2)
; radiosityFilterVCorrection=0 ; when u=0, no offset for VCS trails
;; VCS trails settings
; trailsLimit=80 ; default 80
; trailsIntensity=38 ; default 38

 

 

Edited by TWIST_OF_HATE
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For some bloody reason my game crashes on startup without any error code after installing new SkyGfx version ((

Previously everything was fine, the only addition is a new SkyGfx version.

I tried to remove all installed mods step-by-step, but nothing changes, only after deleting SkyGfx my SA starts again ...

Any help ?..

Here is the content of my skygfx.ini, just in case:

 

 

[skyGfx]

; PS2-like configuration

 

;; If you leave the value empty (e.g. buildingPipe= ) or remove the line,

;; the default PC setting will be used, in some cases the game code will not

;; even be touched then. This might be useful should there be incompatibilities

;; with other mods.

;; Disabling buildingPipe is recommended for SA:MP

 

;; Hotkeys for toggling in game

;; The numbers below are VK keycodes, you can look them up on https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx

;; I'm aware this is super sh*tty. Set to zero or remove the lines to disable.

keySwitch=0x79 ; cycle through inis (0x79 = F10)

keyReload=0x7A ; reload all inis (0x7A = F11)

 

;; Texture modulation: ps2Modulate(Building|Grass)

;; Emulates the PS2 way of texture modulation.

;; In practice this means the world and grass will be brighter

;; Dual pass: dualPass(Default|Ped|Building|Vehicle|Grass)

;; Enables dual pass to fix alpha issues (emulates PS2 behaviour). This could affect performance

;; NOTE: set TwoPassRendering=0 in SilentPatch when using dualPassBuilding=1

;; These are used as fallback if the fine tuned settings are not set:

ps2Modulate=1

dualPass=1

 

;; Render Pipelines

buildingPipe=PS2 ; Select the building pipeline settings to be used, they only differ in reflection and lighting

; values: "PS2", "PC"

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

vehiclePipe=Neo ; Select the vehicle pipeline to be used

; values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox)

; otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)

neoEnvMapSize=128 ; Size of the reflection map used for Neo car reflections (rounded up to next power of 2).

neoShininess=0.75 ; Neo reflection intensity

neoSpecularity=2.0 ; Neo specular light intensity

sunGlare=1 ; Sun glare on cars like in VC

 

;; Grass

grassAddAmbient=0 ; Add current ambient light to grass color like on the PS2

ps2grassFiles=0 ; Load two sets of grass models (grass[23]_n.dff) like on the PS2, the PC game loads only one set of models (cannot be toggled at runtime)

grassFixPlacement=1 ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this

grassBackfaceCull=1 ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

 

;; Shadows (if unset game settings will be used)

pedShadows=0 ; Enable dynamic ped shadows

stencilShadows=0 ; Enable stencil shadows (vehicles and poles)

 

;; Color filter

colorFilter=PC ; Select the color filter

; values: "PS2", "PC", "Mobile", (needs colorcycle.dat, does not look right yet), "None"

; usePCTimecyc=1 ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat (cannot be toggled at runtime)

blurLeft= 0 ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)

blurTop= 0 ; to disable blur set these to 0

blurRight= 0

blurBottom= 0

;; Radiosity/VCS trails

doRadiosity=0 ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)

vcsTrails=0 ; Render Vice City Stories PS2 trails instead of San Andreas radiosity

; (scaleOffsets and radiosityFilterPasses apply as well, radiosityFilterUCorrection=0 will disable blur) (default 0)

;; Misc

disableClouds=1 ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)

disableGamma=1 ; Brightness slider doesn't change gamma (cannot be toggled at runtime)

neoWaterDrops=0 ; Use Neo water drops on screen

transparentLockon=1 ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)

lightningIlluminatesWorld=1 ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC

 

 

;;;;;

;;;;; Advanced fine tuning

;;;;;

 

;; PS2 texture modulation, these override ps2Modulate

; ps2ModulateBuilding=1

; ps2ModulateGrass=1

;; Dual pass, these override dualPass

; dualPassBuilding=1

; dualPassVehicle=1

; dualPassGrass=1

; dualPassPed=1

; dualPassDefault=1 ; everything else

 

;; PostFX

; These three are tied to colorFilter if not explicitly set:

; infraredVision=PS2 ; Select the infrared vision

; ; values: "PS2", "PC"

; nightVision=PS2 ; Select the night vision

; ; values: "PS2", "PC"

; grainFilter=PS2 ; Select the grain filter for infrared, night vision and rain

; ; values: "PS2", "PC"

 

;; Radiosity settings

; radiosityFilterPasses=0 ; How often the frame will be downsampled (dimensions are halved each time) (default 2)

; ; for VCS trails this is interpreted as a boolean whether to downscale or not

; radiosityRenderPasses=1 ; How often the radiosity effect will be applied to the frame (default 1)

; radiosityIntensityLimit=220 ; Limit for highlights, hardly ever used (default 220)

; radiosityIntensity=35 ; Multiplier for radiosity intensity (default 35)

; radiosityFilterUCorrection=0 ; How much the effect will be stretched out to the upper left (default 2)

; radiosityFilterVCorrection=0 ; when u=0, no offset for VCS trails

;; VCS trails settings

; trailsLimit=80 ; default 80

; trailsIntensity=38 ; default 38

 

 

set compatibility mode to Windows 7 or Windows 7 (32bit) if your windows is 64 bit , also always run gta_sa.exe as admin ... that fixed it for me , i had exactly the same crash.

Edited by Crspy
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TWIST_OF_HATE

Some sort of crash report from Windows Event Viewer (translated from Russian ):

1. The process (gta_sa.exe) made a request to disable the desktop window manager.

2. Failed to start the desktop window manager because the desktop composition is turned off by the running application.

P.S. Nevermind, I just renamed gta_sa.exe to avoid issues with desktop windows manager, but game still does not launch. May be smth got fuc*ed up with my system after CR2032 BIOS (SMOS) battery discharged, or some other issue ...

Edited by TWIST_OF_HATE
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In occasion of drops of a rain I have noticed that the bug appears approximately in 50% of cases if for change of weather to use the gtasa control center, if to use a cheat AUIFRVQS there was no case of such bug

Who can confirm?

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iiCriminnaaL

It's fantastic! Thankee!

 

Which timecyc is this one used in the video? (if it's one of SkyGfx' ones)

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Igor Bogdanoff

Water drops appear in interior if it rains outside (or at least when cheats used to get the weather)

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Rachel Amber

also Vehicles becomes invisible with some .ini config

Edited by NOskillx
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This reminded me that the night vision noise was also broken with the Overdose particle effects mod. Not sure how to fix that yet.

Have you tried grainFilter=PC in the ini?

 

It doesn't make a difference. Which means this is a problem with the Overdose mod. I have no idea how the effect is generated and what changes were made to it by the particle effects mod. Edited by ΣΓ

The Audiophile Thread

 

XB271HU | TESORO Gram XS | Xtrfy MZ1 | Xbox Elite v2 | Hifiman Sundara | Fiio K9 Pro

i7 4790K 4.4 GHz | GTX 1080 Ti | 32 GB Crucial DDR3 | ADATA 256GB | Samsung 860 PRO 2TB

Xbox | Xbox 360 | Xbox Series X | PS2 | PS3 | Google Pixel 6 Pro

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Stefan Berthold

f*ck. When I press F10 the SA hangs. SkyGfx 3.1.

Edited by Stefan Berthold
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