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


dkluin

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So you say that those maps are early version of BETA 1.0

Now you work on BETA 1.0(FINAL) Or BETA 2.0 ?

No man. He is working on Snapshot 3 (a early release of Beta 1.0).... then maybe beta 1.0 Edited by G4L.Uzzi.G4L
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Can you add icons on radio stations for San Andreas as a addon mod ?(since you say you won't do that for mod but you can do that as an addon mod or separate ?)

Edited by BETA HUNTER
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But they are added.

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Funny thing is that Patch 2 is not show in Patch list :) but you can found it on page 161 :)

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Things added:

 

Not all vehicles have original handling, sadly.

-III handling data for the Blista

-VCS handling data for the Polaris V8

-III handling data for the Borgnine

-VC handling data for the Kaufman Cab

-VC handling data for the Zebra

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spaceshape

Hey dkluin when will you release snap3 because i am waiting for it i cant download snap2 which is 2.7 gigs and with patches 1-5 (less than 2 gigs)

Just release the final one will all bug fixes :) or do upload the patches on modb.com :D

Edited by ShenHAX
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Why not just download snapshot 2.1 and install patch 5...

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spaceshape

Hey dkluin can you also add the gta iv and v maps in gta underground ???? :D:D:D

Then you can call it "GTA UNDERGROUND COMBINES THE R* GAMES MAP "

Anyways but i think is it not possible as gta sa is not fully hacked :(


Why not just download snapshot 2.1 and install patch 5...

uhh does patch 5 contains the patches 1-4 ???

Edited by ShenHAX
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No. This mod combines the 3D era.

 

Yes it does include all patches.

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Yeah it does.

 

Fixing more rooftops + fixed a few texture bugs.

002e9d483626882.jpg

08c909483627020.jpg 88708a483627024.jpg eebbac483627031.jpg

Edited by dkluin
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Ilya Savchenko

MainLand Liberty is lagging a lot for me. Much more than liberty city before you fixed it. Will you do smthn with this in future?

Edited by Ilya Savchenko
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spaceshape

Hey dkluin is your underground map bigger than gta v map ??? :D

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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. The radar is off, they are actually a bit north of where they are on the radar, so fly a ways above and you'll see it. Don't get the errors though. Edited by zanesix
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Yeah it does.

 

Fixing more rooftops + fixed a few texture bugs.

 

 

SA Styled Roof tops? Will you add like antennas and heli pads and door to rooftops?

 

Anyways cheers! this looks more lively LC

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Did the LC stadium roof.

e7196f483656251.jpg 50e586483656414.jpg

Edited by dkluin
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Did the LC stadium roof.

e7196f483656251.jpg

Why you did that?

350px-Aspatria-GTAIII.jpg

It looks better like this. Solid ground, and some better textures and it would be even more better.

Edited by Tomas007
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Spartan_112

It should be fully remodeled.

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I am going to add stadium events there.

 

Bloodring Banger races, with ofcourse, a small touch (introducing the Clover Racer finally, maybe)

 

Basicly, VC and LC would have stadium events. The LC stadium needed a roof.

 

Also, I might drop the encryption completely soon. You would be able to see how we did things, what was changed inside the files, and more importantly, grab some vehicles from the vehicles.img and test them out on your default SA by replacing existing vehicles.

 

You could also replace the vehicles and start making GTA Underground mods. You get the point. Mods like "bridges between cities" would become possible.

 

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

 

Another thing:

 

Patch 6 might be released today!

The following stuff was fixed:

 

-Lampposts in Liberty City (doublestreetlgt1 and doublestreetlgt1_d) are now breakable and are now placed on correct heights. They can also be seen from a further distance.

-Added a few more rooftops to Liberty City

-Fixed a few texture bugs related to fire exits/balconies, you can walk over some of them now too

-Lift bridge now has a correctly working sound system (they are not loud anymore and their volume is determined by how far away the player is)

-Cars now stop properly infront of the lift bridge

-Some tweaks to ambience audio again, more scripts using audio streams would now use the main menu slider instead of playing incredibly loud (it doesn't update inmediately yet)

-VC Polaris now has custom handling + a few bugs were fixed, it also supports tuning now, that's what you could check out for yourself :)

-Some unique VC/III/LCS/VCS vehicles didn't have unique handling from their original games, now they do (SA handling works differently so they like to flip sometimes when steering)

-Unfinished car crusher script added (it doesn't fully work yet but it does lift the car properly and such)

-Some GXT string were too long, which could lead to issues later on (seen on the car spawner)

-VCN Maverick didn't work properly

-Game saving on Storyline mode should be working now

 

This list might not contain everything which was fixed.

Edited by dkluin
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I will make everything ready for the release of patch 6. Expect it soon..

 

Want to test it? PM me.

  • Like 1
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Hello dkluin, I really appreciate your work, I wouldn't imagine something like that gonna happen in past years, I would like to donate you if I wasn't student.

 

I wonder what language you use in SCM. I'm coder too but it is extremely hard to get used to SCM. Are you simply coding it with opcodes or do you write it in C and convert to SCM?

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I just did some memory patches in C++ (Underground_Core.asi), not the best programmer and all it does is allow more cop cars/ambulances/firetrucks/rhinoes/taxi's/buses/and so on.

 

Other stuff is done inside the SCM, which is not encrypted in any way and can be decompiled with SB, but ofcourse I dont recommend re-compiling it again :p

Edited by dkluin
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Yeah, someday I will need decompile and look into it I think.

 

But I mean while you're writing SCM stuff, do you simply write them in SCM language or is writing in any other language and converting it to SCM possible?

Edited by erorcun
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I write them in SCM language ofcourse.

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Ok, thanks for reply.

 

It's interesting nobody made SCM language-C converter yet, I will make someday =D

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