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El Dorado

[REL|SA] PS2 map + map fixes

Recommended Posts

Reyks

Since we discovered the binary-decompiler can cause cracks in the map I started looking for them.

 

And to be honest the only ones I found were already in the vanilla game, so I really don't think it's a big deal at all, but if you do plan on continuing this mod just use IPL helper to be safe.

 

Also I removed the plants under the road:

 

GlyrYbP.png

 

Turns out these plants are spawned with collision files, just like the grass, wich is interesting.

 

DOWNLOAD

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El Dorado

Thank you.

 

Anyone knows if the author of this mod is still active around here? I wanted to ask for permission to add some of his work into mine, I managed to add a few light effects via binary ipl's and they look really nice.

 

4JpFO1w.png

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TWIST_OF_HATE

Reyks, I have this issue in my game, not sure what causes it, may`be it is similar to yours.

 

 

yd2m84m6iwd2.jpg

 

 

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Honker1944

The year 2012 is coming. Are you ready? If you not you can buy Skimmer made by Dodo Aircraft Company. If you call imediatly you will buy it only for 75000$.

Edited by Honker1944

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Reyks

@TWIST_OF_HATE

 

I fixed that already a few months ago, and also made proper collision to all roadblocks (wich means no more massive invisible barriers and no chance of crashing your plane when going over a bridge):

 

wsEDlgs.png

 

1mB700E.png

 

I was going to release it along with a new massive San Andreas Remapped update, but since that mod is taking waaay longer than I expected, and there's nothing left to do with the seabed collision files I will just post it here:

 

DOWNLOAD

 

NOTE: This is only the seabed collision files and the roadblocks, I'm still fixing all sorts of collision bugs in the game, once it's finished I will release it with SA:Remapped.

Edited by Reyks

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El Dorado

Update

 

Including: Reky's collisions, few objects repositioned around Glen Park and some additions from afterburner 2dfx mod (he states that "plz credit me if you release / host elswhere", then I think he's ok with me re-releasing some of his amazing work, I strongly recommend installing the whole thing)

 

https://www.sendspace.com/file/o9w5mu

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Reyks

I'm not sure if adding new objects into binary IPLs is a safe thing to do...

 

This is safer IMO:

 

1) Remove the new objects you added from the binary IPL files.

 

2) Add this line in a .txt file inside the data folder (in modloader ofc):

IPL DATA\MAPS\New Objects\New Objects.ipl

3) And then create a new folder named "New Objects" inside the maps folder.

 

4) In the "New Objects" folder create an .ipl file named "New Objects.ipl" and put these lines inside it:

inst18631, bowln, 256, -98.1953, 1180.06, 29.9344, 0, 0, 0, 1, -118632, jlneon, 256, 701.438, -1417.125, 17.664, 0.000, 0.000, -1.000, -0.000, -1end

I would always avoid messing with binary stuff unless you really have to, who knows how the game will handle them if there's new objects in there.

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El Dorado

Assuming you install the binary ipl's correctly (using modloader or fastman img console) the game will handle them without any problems. It's a VERY flexible format to work with.

 

The way you described will work fine too, but it requires changes to gta.dat, no? Now I would avoid messing with that.

 

Also, keep in mind you'll need to add a new timed objects in the .ide, 18631 and 18632 are new ID's.

Edited by El Dorado

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Reyks

Assuming you install the binary ipl's correctly (using modloader or fastman img console) the game will handle them without any problems. It's a VERY flexible format to work with.

Yeah I guess you're right, but I still rather use regular IPLs if given the choice, they are easier to mess around with since it doesn't require any compiling/decompiling, and they don't load in "chunks" like the binary ones, wich means fading won't be broken if the draw distance for the object is increased.

 

The way you described will work fine too, but it requires changes to gta.dat, no? Now I would avoid messing with that.

No need to, if you put the line inside a .txt file ModLoader will be able to read it without even touching the gta.dat file.

 

And yeah, for some reason I already had the new objects in my .ide files :p.

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MatthewFarrell

Flying trailer near LS. This smells like a bug....

 

30cebe37ff4d.png

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El Dorado

Z rotation, it's a quaternion value. I don't fully understand this subject yet, so I ain't touching it.

 

This is the best I can do for now, one of the wheels still floating

 

https://www.sendspace.com/file/h72a5s

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Savidge

just letting you know, the file occluveg.IPL should be placed in the data/maps folder. in that RAR file it's placed in the data folder which could confuse some new people.

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El Dorado

certain things never change

 

wJGqF84.jpg

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FMMZ

@up that is a recurring feature in the series not a bug.

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Reyks

certain things never change

-pic-

Indeed

 

E8XRTyv.jpg

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Blackalien

@Reyks

At least you found a place to hide from the cops, I'm always driving or running to escape :D #GTAhacks

Edited by blackalienHD

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uncaged

That ^ means something. R* is teasering some DLC. The April is coming soon. Expect the free Nostalgia DLC from R* that will make everything in GTAV f*cked up just like in vanilla SA. To let us remember that good old times...

Edited by uncaged

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El Dorado

maintenance update, some trees in SF clipping into buildings and a bad placed lamppost in LS near the airport

 

 

https://www.sendspace.com/file/hoky7n

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TWIST_OF_HATE

El Dorado, did you include all stuff from afterburner 2dfx mod in this update, or just some of them ? If no, it will be routine work to check the files. I`m becoming so lazy ...

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El Dorado

some of them, timed objects only

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Darkdrium

This mod is causing the tree lod to be white, I installed it with modloader, using Vegetation Original quality + map texture fix by Yoel44 too.

uQpwzim.jpg

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El Dorado

Sorry, I've accidentally shipped a modded vegepart.ide. Revert that file to the original one.

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Darkdrium

Sorry, I've accidentally shipped a modded vegepart.ide. Revert that file to the original one.

Thanks, it's working fine now.

I would also like to report some bugs, I have posted this on Map Fixes thread but the mod seems dead so I figured i repost it here.

 

Some bugs I found, mostly shadow bugs. West/North Western part of the Visage Casino in LV is full of shadow bugs.

 

lSgulPc.jpg

UBr2gHB.jpg

brLGWMC.jpg

iiXg2Ro.jpg

jTKgUaw.jpg

wQBgEQV.jpg

8xuooFg.jpg

 

South-Eastern part of LasVenturas

8KB9MG2.jpg

p0Cu9Yg.jpg

 

West of Quarry in the desert

XhMuuWt.jpg

 

Palomino Creek

ygX5S0r.jpg

J3k52sO.jpg

 

Military fuel depot at northeast Las Venturas

Q76c36M.jpg

 

cZ9k4Ru.jpg

 

 

Edited by Darkdrium

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_DOG_

This bug will suit ??

GoogleTranslate :)

5sfsFoqpwlU.jpg

Edited by _DOG_

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TWIST_OF_HATE

El Dorado, latest ps2 map update cause some weirdness with sun intensity.

With ps2 map:

 

 

m58pdpyr3m5c2b9uyx2tgock1.jpg

 

 

Without ps2 map:

 

 

l035xsad9omh2c6xyl2sawj07.jpg

 

 

Edited by TWIST_OF_HATE

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Inadequate

It's provoked by seabed.ipl. Only use the PC version file and you will be ok.

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Niga619

 

between this post here and the one im putting the link which one i should be using? both or just one of them

http://gtaforums.com/topic/739169-wipsa-gta-san-andreas-map-fixes/

Download the one from that thread and then replace the files with the ones from this mod.

 

sorry for being a pain in the **** but the thread i put offers 2 things "fixed maps" and "Fixed .DFFs" so i download both and then replace everthing with the stuff from this mod?

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