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[WIP|BETA|SA] GTA: Underground - Mod Discussion


dkluin

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Also you should update the list of Snapshot 3 because most of the bugs/glitches and many more are fixed

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how can i send you the log file? the game crashed when trying to change clothes in grove street binco, the rest of the mod is working perfect :) great work

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thenightprowler

@Ghost38 you should send it on the mod's bug report website:

bugs.gta-underground.gq

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ILOVEFOOTBALL95

All bugs now go on the aforementioned bug website for gta underground, it saves this thread getting spammed with bugs instead of updates.

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There is a separate thread to diskus underground vehicles here.

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In my opinion having a vehicles thread is just a bad idea.

 

We should keep it to this thread.

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In my opinion having a vehicles thread is just a bad idea.

 

We should keep it to this thread.

Let see, the best thing would be a subforum for Underground.

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In my opinion having a vehicles thread is just a bad idea.

 

We should keep it to this thread.

Let see, the best thing would be a subforum for Underground.

 

Exactly.

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Working on fixing the Ammu-Nation bug. It should soon work properly again.

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Great mod, but what exactly are the installation steps? First I need to install Snapshot 2.1 and after that apply Patch 5? Or do I need to download all the patches?

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Great mod, but what exactly are the installation steps? First I need to install Snapshot 2.1 and after that apply Patch 5? Or do I need to download all the patches?

Just patch 5, another thing that should be added to the first page.
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Working on the Ammu-Nation bug still..

 

It should be fixed in patch 6.

 

The reason why you would have tons of messages + the store clerk holding weapons whilst shooting outside:

57f976483430936.jpg 54f585483430942.jpg

 

The current shop name wouldn't reset, which is basicly hardcoded. If you look at how it's handled, it becomes obvious that it should always reset when leaving an interior, otherwise it wouldn't constantly check if the shop GXT name changed (it basicly stores the interior name inside a new variable which won't get changed in any way, so it can be checked by constantly updating a variable which holds the interior id, if its empty it means the player is not in any interior), and if it did, the Ammu-Nation script should shut down. But since, as shown in the screenshots, these values don't update, there's something wrong.

 

I know I could also make a workaround which empties the value stored on that address when leaving each interior, but that's not an appropiate solution, because the bug would still exist and I would have to do this for a whole bunch of interiors. It's best to sort it out properly.

Edited by dkluin
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Thanks, I didn't literally get any further then I posted though.

 

I decided to see if the shutdown crash could be fixed.

 

The game would no longer crash when exiting the game.

 

----------------

This was alot more successful than what I thought really. I guess the shutdown crash really has a good chance of getting fixed.

 

Patch 6 fixes:

-In Staunton Island and Shoreside Vale, cars will now stop infront of traffic lights (Portland still needs to be done)

-Lampposts in LC and VC (doublestreetlgt1/doublestreetlgt1_d if I recall correctly) are now placed correctly and are breakable

-Some more fixes to Liberty City traffic

Edited by dkluin
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@Ghost38 you should send it on the mod's bug report website:

bugs.gta-underground.gq

thanks

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Hi dkluin, patch 5 is very stable, but I have found a bug, the game consistently crashes after a player dies!! I made a video how to get this bug, please view fully to understand how the game crashes

Video -

LOG - https://yadi.sk/d/JgyHuwXhrhBRK

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Hi dkluin, patch 5 is very stable, but I have found a bug, the game consistently crashes after a player dies!! I made a video how to get this bug, please view fully to understand how the game crashes

Video -

LOG - https://yadi.sk/d/JgyHuwXhrhBRK

 

Please report all bugs to the bug page at http://bugs.gta-underground.gq/ (Which should be added to the 1st page, by the way. Would be appreciated! :))

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Quick couple of questions.

1. Judging by the radar, there is plans to connect the maps with rural landscape. Will we have a cannon version where the cities are islands? All the cities from the Rockstar games are there, just in their original form. But I would still like to have the custom cities, upstate, and the maps from other Rockstar titles.

 

2. Do you think you might make a GTA V style character switch between the protagonists? Claude, Tommy, and CJ, and maybe Hopkins. Claude is in San Fierro by the garage till CJ beats him in the race, then hes in LC, Tommy is in VC at one of his businesses, and CJ is in SA near his next playable missions. If Hopkins is in there, he would be at Bullworth.

 

3. When I play the most recent beta, the Bully map isn't actually there. I thought it was supposed to be in this version. Is it disabled in the gta.dat because its unfinished? Can't wait to have it in my game. My dream TC of having all of the maps combined plus another dream TC of having the Bully map in GTA SA would be amazing.

 

5. Since we can play the original story line, do you guys think that you will make a seamless version of the Saint Marks Bistro mission? If I did it, it would play like this. [sA] means unchanged part of mission.

-Intro cut scene [sA]

-Drive to LV airport [sA]

-Fly to Liberty City. Rather than flying to a blip, you land at Francis International Airport, and taxi the plane to a blip by the airport exit.

-The player can choose to take a taxi waiting for them at the airport to the Bistro causing the taxi ariving cut scent to play [sA], or they can drive over there themselves.

-Player enters Bistro interior marker.

-CJ making his enterance cut scene plays [sA]

-Player shoots his way through the mobsters in the Bistro. At the end he assassinates the target. [sA]

-Player exits the bistro.

-Player must loose the LCPD.

-After loosing LCPD, player drives to airport and gets into the Shamal he arrived in. Then the player takes off from airport.

-Player flies back to LV. [sA]

-Player lands at LV airport. [sA]

So what do you think? I think it would be an excellent way to use the mods advantage of multiple cities to enhance/expand one of the best missions in GTA SA.

 

Anyways keep up the good work on this amazing nostalgic mod. :)

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Bullworth is included. Mainland Liberty is aswell.

 

Just look for them. Also, please install patch 5 for snapshot 2.1.

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5. Since we can play the original story line, do you guys think that you will make a seamless version of the Saint Marks Bistro mission? If I did it, it would play like this. [sA] means unchanged part of mission.

-Intro cut scene [sA]

-Drive to LV airport [sA]

-Fly to Liberty City. Rather than flying to a blip, you land at Francis International Airport, and taxi the plane to a blip by the airport exit.

-The player can choose to take a taxi waiting for them at the airport to the Bistro causing the taxi ariving cut scent to play [sA], or they can drive over there themselves.

-Player enters Bistro interior marker.

-CJ making his enterance cut scene plays [sA]

-Player shoots his way through the mobsters in the Bistro. At the end he assassinates the target. [sA]

-Player exits the bistro.

-Player must loose the LCPD.

-After loosing LCPD, player drives to airport and gets into the Shamal he arrived in. Then the player takes off from airport.

-Player flies back to LV. [sA]

-Player lands at LV airport. [sA]

So what do you think? I think it would be an excellent way to use the mods advantage of multiple cities to enhance/expand one of the best missions in GTA SA.

 

Anyways keep up the good work on this amazing nostalgic mod. :)

That is actually an insanely good idea, but seems a bit low priority and too time consuming at the moment.

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I recorded a new video showing LC breakable lampposts, LC savehouses, LC lift bridge stuff, cars stopping at traffic lights in LC, and other LC improvements.

 

Here's an upcoming savehouse:

abf8c2483507464.jpg

Edited by dkluin
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I recorded a new video showing LC breakable lampposts, LC savehouses, LC lift bridge stuff, cars stopping at traffic lights in LC, and other LC improvements.

 

Sadly I had alot of programs and such open so it lags a bit :(

pls upload make my keyboard wet daddy

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ILOVEFOOTBALL95

I recorded a new video showing LC breakable lampposts, LC savehouses, LC lift bridge stuff, cars stopping at traffic lights in LC, and other LC improvements.

 

Here's an upcoming savehouse:

abf8c2483507464.jpg

 

I can't wait for that safehouse, thought you may not do it, you should be able to get the interior for it from Gta LCS? It was in a cutscene

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abf8c2483507464.jpg

 

I remember looking at that place when I was playing yesterday and was asking to myself why it has SA style doors...

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ILOVEFOOTBALL95

Quick couple of questions.

1. Judging by the radar, there is plans to connect the maps with rural landscape. Will we have a cannon version where the cities are islands? All the cities from the Rockstar games are there, just in their original form. But I would still like to have the custom cities, upstate, and the maps from other Rockstar titles.

 

2. Do you think you might make a GTA V style character switch between the protagonists? Claude, Tommy, and CJ, and maybe Hopkins. Claude is in San Fierro by the garage till CJ beats him in the race, then hes in LC, Tommy is in VC at one of his businesses, and CJ is in SA near his next playable missions. If Hopkins is in there, he would be at Bullworth.

 

3. When I play the most recent beta, the Bully map isn't actually there. I thought it was supposed to be in this version. Is it disabled in the gta.dat because its unfinished? Can't wait to have it in my game. My dream TC of having all of the maps combined plus another dream TC of having the Bully map in GTA SA would be amazing.

 

5. Since we can play the original story line, do you guys think that you will make a seamless version of the Saint Marks Bistro mission? If I did it, it would play like this. [sA] means unchanged part of mission.

-Intro cut scene [sA]

-Drive to LV airport [sA]

-Fly to Liberty City. Rather than flying to a blip, you land at Francis International Airport, and taxi the plane to a blip by the airport exit.

-The player can choose to take a taxi waiting for them at the airport to the Bistro causing the taxi ariving cut scent to play [sA], or they can drive over there themselves.

-Player enters Bistro interior marker.

-CJ making his enterance cut scene plays [sA]

-Player shoots his way through the mobsters in the Bistro. At the end he assassinates the target. [sA]

-Player exits the bistro.

-Player must loose the LCPD.

-After loosing LCPD, player drives to airport and gets into the Shamal he arrived in. Then the player takes off from airport.

-Player flies back to LV. [sA]

-Player lands at LV airport. [sA]

So what do you think? I think it would be an excellent way to use the mods advantage of multiple cities to enhance/expand one of the best missions in GTA SA.

 

Anyways keep up the good work on this amazing nostalgic mod. :)

I already said this months ago, maybe as an option if you don't want to fly, you can use Kluins airport script to get a flight to Liberty

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I was wondering what was the purpose of LC Lift bridge if there's no boat crossing it?

I know its not right time to do it, probably try to make a ship crossing it? It would look cool though just my opinion~

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Bullworth is included. Mainland Liberty is aswell.

 

Just look for them. Also, please install patch 5 for snapshot 2.1.

Hmm. Bullworth and MLL don't show up in my game. I do get some limit adjuster error 1/4th of the way through the loading screen, I press enter, and the game loads up.
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