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


dkluin

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ClaudeSpeed1911

I think people should stop posting ideas because the mod developers are not going to need it right now, Mods like cover are not needed since the AI is not designed around it and its easy to stay alive without it.

 

Guys, just wait until the mod is stable enough and everything the developers want is in place then if they want post your ideas.

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Does this mod have some sort of cache?

I feel like my stability decreases each time I play. I never crash when crossing the lift bridge in LC, until recently. Now I crash every time. No mods made between the two trials.

The mod is great, but I will admit, before adding any additional features, the crashes must be worked out, because they take away the fun. Its just as unstable as GTA V with a custom gameconfig.xml (which is the very reason why I don't enjoy the great add on car mods offered in that).

Also, could loading a save decrease stability? (NOTE: I speak of a GTA Underground save as its required now to have one because you don't get any weapons). If it is the save, I guess I need to memorize one of the weapon cheats. I don't remember the mod crashing this much when I played the first time, where I started a new game.

Edit: Its definitely my save. I can play for hours on a new game. I think the issue is related to the clothing stores because I bought a few items on that save. Now that I recall, my game has crashed a few times after buying clothing. It seems like scripts cause the game to crash when using the save. Things like:
-Walking into a gym
-The script controlling the Callahan bridge.
-Ammunation (crapped out when I was in a mission)

I think that it could be two things.
1. A logic error in the scm.
2. The game needs memory for the scripts like the shop, gym, etc... I believe that this issue is related to the game having issues before when the SA story line was still in the mod.

 

Edit: Another annoying bug. For some reason the body guards attack you when you go into clubs. Both the Malibu and the Pole Position in VC do this, and I haven't tested the SA clubs.

 

If I kill them I get a wanted level for self defense. (logic)

Edited by nkjellman
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Jhoshua Wolfox

So, ok, i had time to kill and so i decided to do something little to show my support:

gta_underground_by_francis097-dag5jdy.pn

It could have done better, blah blabbity blah. Enjoy : )

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So, ok, i had time to kill and so i decided to do something little to show my support:

 

[EDITED SO IT DOESNT SHOW A BIG ASS PICTURE]

 

It could have done better, blah blabbity blah. Enjoy : )

 

That looks so cool, great job.

Edited by _Zeron
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Jhoshua Wolfox

 

So, ok, i had time to kill and so i decided to do something little to show my support:

 

[bIG ASS PICTURE]

 

It could have done better, blah blabbity blah. Enjoy : )

 

That looks so cool, great job.

 

Thanks dude!

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I'm going to work on a new LC safehouse.

 

Toni's Shoreside Vale safehouse.

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I think people should stop posting ideas because the mod developers are not going to need it right now, Mods like cover are not needed since the AI is not designed around it and its easy to stay alive without it.

 

Guys, just wait until the mod is stable enough and everything the developers want is in place then if they want post your ideas.

 

Half the problem is that there aren't any specifics on where the mod will/will not go and what the mod developers are aiming to do at this time, this opens up all these suggestions. Maybe good to have an 'upcoming features' list or at least an overview of what the next update could have so that expectations are set properly to everyone.

 

FYI. I suggested cover because I thought it could be easier to make given that the code for that functionality already exists in the game. It doesn't make sense in any GTA game these days that your character has no ability to cover (just like it doesn't make sense that the character in Driver:Parallel lines can't jump!).

 

This is something to consider for future updates as well, not thinking it should be done anytime soon. To your point, I think that if we can get something like that implemented with the desired stability at some point in the future that would be great :)

 

It would be good if this mod was realised with a few features that SA didn't have but make all the sense for a GTA game, e.g. :

 

- Being able to drive-by in any direction like in newer GTA games ( I understand SA already has some code around that as gang members do it)

- Being able to cycle user tracks (can be as simple as selecting another random song)

- Cover system if possible (again I think SA has some code around that as it is featured in missions)

 

These would be good to shorten the capability gap between SA and newer GTAs.

The second one already exists in the main game. Take a look at your controls ingame to see what key triggers it (on my side it was 3 on the numpad, but it was a custom button so yeah)

 

It's crazy how I hadn't realised this feature existed all this time!

 

Thanks for pointing that out.

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I think people should stop posting ideas because the mod developers are not going to need it right now, Mods like cover are not needed since the AI is not designed around it and its easy to stay alive without it.

 

Guys, just wait until the mod is stable enough and everything the developers want is in place then if they want post your ideas.

 

Half the problem is that there aren't any specifics on where the mod will/will not go and what the mod developers are aiming to do at this time, this opens up all these suggestions. Maybe good to have an 'upcoming features' list or at least an overview of what the next update could have so that expectations are set properly to everyone.

 

FYI. I suggested cover because I thought it could be easier to make given that the code for that functionality already exists in the game. It doesn't make sense in any GTA game these days that your character has no ability to cover (just like it doesn't make sense that the character in Driver:Parallel lines can't jump!).

 

This is something to consider for future updates as well, not thinking it should be done anytime soon. To your point, I think that if we can get something like that implemented with the desired stability at some point in the future that would be great :)

 

It would be good if this mod was realised with a few features that SA didn't have but make all the sense for a GTA game, e.g. :

 

- Being able to drive-by in any direction like in newer GTA games ( I understand SA already has some code around that as gang members do it)

- Being able to cycle user tracks (can be as simple as selecting another random song)

- Cover system if possible (again I think SA has some code around that as it is featured in missions)

 

These would be good to shorten the capability gap between SA and newer GTAs.

The second one already exists in the main game. Take a look at your controls ingame to see what key triggers it (on my side it was 3 on the numpad, but it was a custom button so yeah)

 

It's crazy how I hadn't realised this feature existed all this time!

 

Thanks for pointing that out.

 

I believe there is a cheat code for the first one as well.

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C'mon people, stop posting multilevel quotes with kilometer length! Cut them to last quote or put some spoilers if it is SO important to you!

Edited by comanche93
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Toni's LCS Shoreside Vale interior is now done. It will feature a working wardrobe, a garage, and can ofcourse, be purchased.

 

 

 

1q4hw2.jpg

20pujci.jpg

b7xwg2.jpg

 

 

Edited by dkluin
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Jhoshua Wolfox

 

So, ok, i had time to kill and so i decided to do something little to show my support:

 

[EDITED SO IT DOESNT SHOW A BIG ASS PICTURE]

 

It could have done better, blah blabbity blah. Enjoy : )

 

That looks so cool, great job.

 

Lol i see what you did there, respect! (y)

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I believe there is a cheat code for the first one as well.

 

There is too!

 

However with the cheat it doesn't look like you can enable/disable it.

 

So really, can we have the toggling free-aim feature while driving for the next update? Unless its not as easy as it looks.

Edited by magma24
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Good job, but isn't it kinda pointless to have 2 hunters, these two arr pretty much identical to each other...or is it going to have some special features?

 

Correct me if i am wrong, but the whole point of this mod is to TRANSFER all maps, vehicles, weapons etc. from older GTA games to SA without replacing them and other sh*t, keeping all content altogether...

If it is pointless to have to hunters from different GTA's, so isnt it pointless also to have similar sentinels, for example, or similar weapons, or peds and so on...

If "yes", so it wont be a great conversional mod but just regular mod with different models or additional maps...

IMHO

with sentinels (and prettu much all other cars) they're different in every 3d game, just look at gta iii and vice city...hunters on other hand, are propably gonna have differens only in texture...weapons are not similar to each other, cause gta games have almost all different weapons (glock18-lcs, scorpion-vcs,all of them have different texture (maybe not m9-gta vc,sa,III?.But for example in gta lcs-chainsaw is yellow not orange...thats little difference.About peds, if you want to have other cities from other gta's,you need correct peds...Back to weapons, some of them are simmilar, so there's no need to implement them. I dont really know, if ak from gta iii is in this section (unneeded weapons),but i guess that sa's ak is different...But with python, its the same gun in 3 games (4 if chinatown wars). Edited by DeliRoxeD
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Just made a few properties added to VC/LC alot more expensive.

 

Changed prices:

 

Tommy's mansion $150.000 -> $750.000

Lance's Hotel $55.000 -> $75.000

Lance's House $115.000 -> $315.000

Catalina's Mansion $125.000 -> $425.000

 

Business prices are untouched. However, some other price info:

 

Phil's Place Price: $50.000, Maximum revenue: $12.500

Toni's Shoreside Vale safehouse $350.000

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The downside is that SA seems to have a bug where int32 values are incorrectly displayed above the pickup. This does not affect the price, just the value shown above the pickup.

 

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

Toni's house in LC is now completed!

 

 

 

313rae9.jpg

fvh9a0.jpg

 

 

 

Soon we will have pools with water.dat definitions in both VC and LC so you can swim in them.

 

 

 

jtuovt.jpg

 

 

Edited by dkluin
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I'm trying to resolve the remaining bugs already, however people are more interested in Snapshot 3 than another set of bug fixes/improvements.

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The downside is that SA seems to have a bug where int32 values are incorrectly displayed above the pickup. This does not affect the price, just the value shown above the pickup.

 

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

Toni's house in LC is now completed!

 

 

 

313rae9.jpg

fvh9a0.jpg

 

 

 

Soon we will have pools with water.dat definitions in both VC and LC so you can swim in them.

 

 

 

jtuovt.jpg

 

 

Danny the Cheat "CHANGEPERSPECTIVE" is bit too long to type can you make it bit shorter like "CHANGEP" or something shorter like that Edited by A##B##C
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The game crashes when entering any vehicle.

Installed on a clean 1.0US version of GTA SA.

Version 2.1 worked fine.

I created a new game, and when I enter a vehicle, the game crashes.

 

Game crashed unfortunately, here's a crash log:
Current process ID: 376
Current thread ID: 2096
Last file to be loaded: AUDIO\STREAMS\MH
Last library loaded: Kernel32.dll
Exception address: 0x00000000 (module not found)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x0

 

 

Anyone else having same problem?

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1. Send a full log.

2. Remove any broken CLEO scripts.

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I guess it could be used a Second code Just like SA ones like HESOYAM is an option to INEEDSOMEHELP

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Some progress.

 

The area behind the dam now has a working seabed, which was the only map part missing it. Fixed up more lakes so we can complete the water.dat, since we have the tunnels already defined, we can pretty much do the rest aswell. Expect swimming pools where you can swim in VC. Thanks to Pieer.

 

0582fb502450962.jpg a14880502450964.jpg 44e2a6502450966.jpg af37d0502451233.jpg

Edited by dkluin
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I'm liking the progress.

 

But speaking of the water.dat, is there any chance you can fix the lake in SA. I speak of the dirty lake in SA just west of Los Santos. The water texture clips with the dirty water texture. I think the water is supposed to be invisible so you see the dirty water. Sorry I can't take a screenshot. For some reason, I can't take screenshots in GTA Underground as they come out black, and taking them through Steam doesn't work for some odd reason (Maybe because its a non Steam game, but I thought you could take screens in those).

 

Also, regarding the dirty water. You might be able to use the same effect in the pools so the water in the pools looks more pool like. A brighter, and more tropical looking blue color rather than the darker color of the water normally. I believe this is why Rockstar used the fake water in pools. So, you could leave the fake water there, and make the real water transparent, just like in the dirty lake I mentioned earlier. That way the water will look the way it originally did, look more pool like, and still have the properties of actual water.

 

Also, you may face issues lining things up for Toni's pool in LC because the pool looks like its on a slant. lol

 

 

 

On another note regarding the integration of Stories content into the mod, I've got a few ideas regarding them.

-For the lighthouse east of Portland, I was thinking that you should use some stuff from the LCS version. In GTA III, it is missing a lot of detail, and doesn't even have a dock. However in LCS, it has a dock, and a lot more detail. However, you should use the GTA III textures so it matches up with the rest of the map in terms of quality (especially if you decide to update the maps to use Xbox textures which I hope you do so it matches SA and Bullworth quality).

-For Mendez's mansion, I was thinking that it could be restored, along with the house located southwest of it. However not the house south east as it has an interior in VC. With permission, you could maybe use VCS PC Edition textures so it matches the quality of the rest of the map. Since it seems that GTA Underground doesn't have a particular time period for its setting, this could work.

-It would be neat if you added the White Stallionz bar in VC by Kaufman Cabs from VCS. It was renamed to Crocs bar in VC, so if you wanted, you could retexture the interior so it is Crocs Bar (which I think it would be better that way considering the version of VC you are using).

-I have noticed that the texture quality in the Stories interiors isn't the greatest. Are you by any chance using the PSP versions of the interiors, or did Rockstar not upgrade the textures on the PS2 version? The interiors look very very bright too. If you are planning on upgrading their textures so they aren't PSP quality, you could use the mobile textures from LCS Mobile, and use the mobile textures from VCS Mobile (when it is released that is). I'm not entirely sure if the textures on LCS Mobile are III (Xbox), VC (Xbox), SA (Xbox/PC) quality, or if they are higher quality.

 

On a side note:

-For the interiors where you can see outside (like the Stories ones or the VC ones), despite them being SA style, you can still add stuff outside the windows. The SA style interiors typically have blinds over the windows to simulate the view of the outside being obstructed. But, for the LS Atrium interior, you can see outside, you can still see the objects around the building, like in VC, LCS, and VCS. So you could add objects outside.

 

Anyways, keep up the good work. Always looking forward to more progress.

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am i the only one that think that the interior are a little too bright?

no one? ok

Everything in the stories games were as saturated as hell for some reason, just checked on my old PSP and it's just as bright. Maybe if the textures were a little darker it wouldn't look so bad.

Edited by zanesix
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Little progress

 

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1. Send a full log.

2. Remove any broken CLEO scripts.

That was my mistake, a cleo script was creating the bug. Thanks for your help. Awesome work with the mod!

I'm deleting the post I've made before, since it's useless now.

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I have not got the mod let but I havent seen any gta 3 or gta vice city boats when i watch your channel :dontgetit: are you planning on adding them in?

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