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


dkluin

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I don't understand that why don't people try to read the first post. They're are annoying when they say like "Hey how to download the mod?" or Just "Hey my game is not working. I'm using steam version" blah blah blah... I really don't understand it...

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I don't understand that why don't people try to read the first post. They're are annoying when they say like "Hey how to download the mod?" or Just "Hey my game is not working. I'm using steam version" blah blah blah... I really don't understand it...

Because they are lazy or stupid.

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I don't understand that why don't people try to read the first post. They're are annoying when they say like "Hey how to download the mod?" or Just "Hey my game is not working. I'm using steam version" blah blah blah... I really don't understand it...

Because they are lazy or stupid.

I'd say both.

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when i enter some exported vechicles (mostly securicar)

 

my game crashes

 

i was i SA wich had normal radio

Edited by Flusak1235
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Why would you own the steam version in the first place anyway? It's the worst version of the game.

I think Steam version (ver. 3.0) is still better because actually more and more ASI mods (like SilentPatch) are compatible with it. For comparison the copies of retail version available for purchase now are only ver. 2.0 that not only doesn't allow any mods like textures in gta3.img like Steam version, but also NOT accepting other modifications as it appears impossible to use also any config mods like peds behavior / vehicle handling / main.scm mods as version 2.0 of retail version will also not accepting those types of mods. That version is worst one because it's just completely UNMODDABLE and no any mods will work on it - period! For modding this version (applies for the Steam SA one as well) you're need some sh*t like downgrading that version and turning it into modifiable 1.0 version. Steam version appears to have restrictions only for modding gta3.img and int.img I think. Cleo mods might work but CLEO library and CLEO script mods just doesn't support it yet, but I think main.scm and config *.dat mods are usable on Steam version unlike retail one...

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Why would you own the steam version in the first place anyway? It's the worst version of the game.

 

It's nice to have if you don't have a retail version, you just need to know how to downgrade it and you're set.

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Starting fastman92 limit adjuster 3.45, compilation time: Jun 30 2016 23:08:19

Please visit http://fastman92.ml

 

Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.

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

IPL ID limit > 256 check disabled. Game may have some bugs if ID IPL limit is increased.

At least one ID limit is changed. ModelIDlimit::PatchModelPtrsLimit will do a job.

Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches.

Count of file IDs is over 65535 and base ID of CStreamingInfo requires __int32. Applying __int32 base ID patches.

COL ID limit is over 256 and requires something more than unsigned __int8. Applying unsigned __int16 patches.

 

New ID limits:

0 - 59999 (60000) - DFF models defined within IDE files

60000 - 125499 (65500) - TXD texture archives.

125500 - 185499 (60000) - COL collision archives.

185500 - 186523 (1024) - IPL Binary IPL files.

186524 - 190619 (4096) - DAT files limited to nodes*.dat

190620 - 196119 (5500) - IFP animation archives.

196120 - 204242 (8123) - RRR car recordings, carrec*.rrr files

204243 - 204369 (127) - SCM scripts

204370 - 204371 (2) - Loaded list

204372 - 204373 (2) - Requested list

204374 - count of all file IDs

 

 

Addresses:

CStreaming::ms_modelInfoPtrs: 0x198D728

CStreaming::ms_aInfoForModel: 0x43D9020

CAnimManager::ms_aAnimBlocks: 0x19C80B0

CVehicleRecording::StreamingArray: 0x19F3038

CTheScripts::StreamedScripts: 0x1A12BF0

 

Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit.

Format of new savefiles will be different: patch for enhanced format of model flags block is applied!

Format of new savefiles will be different: patch for save game of variable length is applied!

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

Modified count of killable model IDs: 42000

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

Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied!

Format of new savefiles will be different: patch for save game of variable length is applied!

Modified limit Car generators to: 65534 Is CCarGenerator_extended structure used: 1

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

Modified limit of number of process counter passes for car generators to 6

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

Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).

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

Tracks*.dat coordinate limit patch enabled.

Number of tracks.dat files set to 6

Renderware world map size set to 48000 x 48000

Radar map size set to 48000 x 48000

Water map size set to 48000 x 48000

World map size set to 48000 x 48000

Paths limit patch enabled.

Paths map size set to 48000 x 48000

 

Radar info:

Number of radar tiles per dimension: 96

Total number of radar tiles: 9216

 

Water info:

Water map size: 48000 x 48000

Number of water blocks per dimension: 96

Total number of water blocks: 9216

 

World map info info:

World map size: 48000 x 48000

 

World sectors:

CWorld::ms_aSectors

type: buildings, dummies

count: 960 * 960 = 921600

sector area: 50 x 50

 

CWorld::ms_aLodPtrLists

type: lod

count: 240 * 240 = 57600

sector area: 200 x 200

 

CWorld::ms_aRepeatSectors

type: vehicles, peds, object

count: 16 * 16 = 256

 

 

 

Paths info:

ThePaths: 0x4107020

Number of path tiles per dimension: 64

Total number of path tiles: 4096

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

Enabling handling.cfg limit adjuster.

New limits:

Number of standard lines = 510

Number of bike lines = 333

Number of flying lines = 244

Number of boat lines = 122

Number of animation group lines = 30

 

&mod_HandlingManager = 0x1A50590, sizeof(mod_HandlingManager) = 0x2C220

sizeof_cHandlingDataMgr_header = 0x68

sizeof(tHandlingData_extended) = 0x100

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

Modified limit of DYNAMIC LIMITS: VehicleStructs to: 15050

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

Modified limit of rwObjectInstances to: 27500

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

Modified limit of matrices to: 55000

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

Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 1770000

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

Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 128000

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

Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 15000

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

Modified limit of DYNAMIC LIMITS: Peds to: 540

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

Modified limit of DYNAMIC LIMITS: Objects to: 22350

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

Modified limit of DYNAMIC LIMITS: Tasks to: 7500

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

Modified limit of DYNAMIC LIMITS: Events to: 5200

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

Modified limit of DYNAMIC LIMITS: PointRoute to: 5532

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

Modified limit of DYNAMIC LIMITS: PatrolRoute to: 5532

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

Modified limit of DYNAMIC LIMITS: NodeRoute to: 4096

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

Modified limit of DYNAMIC LIMITS: TaskAllocator to: 256

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

Modified limit of DYNAMIC LIMITS: PedIntelligence to: 8123

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

Modified limit of DYNAMIC LIMITS: PedAttractors to: 512

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

Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 24400

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

Modified limit of DYNAMIC LIMITS: Collision links to: 79550

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

Modified limit of DYNAMIC LIMITS: ColModels to: 128000

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

Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 8123

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

Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 4096

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

Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 19666

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

Modified limit of IPL:inst, buildings to: 1250000

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

Modified limit of IPL:inst, dummies to: 155500

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

Modified limit of IPL: inst per file to: 24000

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

Modified limit of IPL: entity index array to: 1240

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

Format of new savefiles will be different: patch for save game of variable length is applied!

Modified limit of IPL:map zones to: 812

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

Format of new savefiles will be different: patch for save game of variable length is applied!

Modified limit of IPL:navigation zones to: 1888

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

Modified limit of IPL:interior occluders to: 2940

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

Modified limit of IPL:occluders to: 15000

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

Modified limit of IPL:Timecycle modifiers to: 15000

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

Modified limit of 'IPL:CULL mirror attribute zones' to: 9072

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

Modified limit of 'IPL:CULL tunnel attribute zones' to: 8400

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

Modified limit of 'IPL:CULL attribute zones' to: 65000

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

Modified limit of IPL:Stunt jumps to: 9000

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

Modified limit of IPL:Entry exits to: 1500

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

Modified limit of IPL:AUZO boxes to: 512 Is extended structure used: 1

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

Format of new savefiles will be different: patch for save game of variable length is applied!

Format of new savefiles will be different: patch for pickups is applied.

 

Modified limit of 'IPL:PICK' to: 16000, pickups collected: 40

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

Modified limit of IDE:objs:type1 section to 28000

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

Modified limit of IDE:objs:type2 section to 2070

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

Modified limit of IDE:hier section to 992

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

Modified limit of IDE:tobj section to 9999

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

Modified limit of IDE:cars section to 7000

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

Modified limit of IDE:peds section to 1800

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

Modified limit of IDE:weap section to 251

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

Modified limit of IDE:2DFX section to 2500

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

Enabled handling of new enhanced IMG archives.

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

Modified limit of DIRECTORY LIMITS: Extra to: 28750

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

Modified limit of DIRECTORY LIMITS: Clothes directory to: 2950

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

Modified limit of WATER LIMITS -> Water triangles to: 999

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

Modified limit of WATER LIMITS -> Water quads to: 8888

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

Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 9999

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

Modified limit of WATER LIMITS -> Water vertices to: 9999

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

Streaming memory available limit set to 2147483648 bytes (2048 MB)

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

Modified limit of 'Number of requested models above which the game considers loading very busy' to: 20

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

Modified script space limits:

- max size of MAIN segment from main.scm: 2000000 bytes

- max size of mission from main.scm: 256000 bytes

Total size of CTheScripts::ScriptSpace: 2256000 bytes

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

Modified limit of SCM LIMITS: Running scripts to: 127

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

Modified limit of SCM LIMITS: Mission cleanup to: 512

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

Modified limit of SCM LIMITS: Max number of used objects to: 12048

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

Modified limit of SCM LIMITS: Switch jump table cases to: 12048

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

Modified limit of RENDERER: Invisible entity pointers to: 7500

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

Modified limit of RENDERER: Visible LOD pointers to: 15000

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

Modified limit of RENDERER: Visible entity pointers to: 7500

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

Modified limit of VISIBILITY: Alpha list limit to: 1750

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

Modified limit of VISIBILITY: Alpha boat atomic list to: 1750

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

Modified limit of VISIBILITY: Alpha entity list limit to: 5575

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

Modified limit of VISIBILITY: Alpha really draw last list limit to: 250

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

Modified limit of VISIBILITY: Alpha really draw last list limit to: 2500

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

Modified limit of VISIBILITY: Weapon peds for PC limit to: 250

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

Modified limit of OTHER LIMITS: References to: 17000

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

Modified limit of OTHER LIMITS: Coronas to: 4096

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

Modified limit of OTHER LIMITS: Object info entries to: 512

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

Modified limit of OTHER LIMITS: Vehicle colors to: 2048

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

Format of new savefiles will be different: patch for save game of variable length is applied!

Format of new savefiles will be different: patch for radar traces is applied.

 

Modified limit of OTHER LIMITS: Radar traces to: 4096

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

Modified limit of OTHER LIMITS: Number of plate textures: 8

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

Vehicle special features are enabled

Number of hydra vehicles = 5

Hydra 0 = 520

Hydra 1 = 6537

Hydra 2 = 6538

Hydra 3 = 6679

Hydra 4 = 6720

Number of ZR350 vehicles = 5

ZR350 0 = 477

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

Level limit is enabled

 

Number of levels = 9

Cop car level 0 = 599

Cop car level 1 = 596

Cop car level 2 = 597

Cop car level 3 = 598

Cop car level 4 = 1326

Cop car level 5 = 1573

Cop car level 6 = 6703

Cop car level 7 = 6754

Cop car level 8 = 6685

Cop bike = 523

 

Cop ped level 0 = 283

Cop ped level 1 = 280

Cop ped level 2 = 281

Cop ped level 3 = 282

Cop ped level 4 = 6755

Cop ped level 5 = 6015

Cop ped level 6 = 6721

Cop ped level 7 = 6775

Cop ped level 8 = 283

Cop ped bike = 284

 

Ambulance level 0 = -1

Ambulance level 1 = 416

Ambulance level 2 = 416

Ambulance level 3 = 416

Ambulance level 4 = 6553

Ambulance level 5 = 5690

Ambulance level 6 = 6684

Ambulance level 7 = 6757

Ambulance level 8 = 6688

 

Medic level 0 = -1

Medic level 1 = 274

Medic level 2 = 275

Medic level 3 = 276

Medic level 4 = 6701

Medic level 5 = 18723

Medic level 6 = 6722

Medic level 7 = 274

Medic level 8 = 274

 

Fire engine level 0 = -1

Fire engine level 1 = 407

Fire engine level 2 = 407

Fire engine level 3 = 407

Fire engine level 4 = 6662

Fire engine level 5 = 6603

Fire engine level 6 = 6689

Fire engine level 7 = 6758

Fire engine level 8 = 6690

 

Fireman level 0 = -1

Fireman level 1 = 277

Fireman level 2 = 279

Fireman level 3 = 278

Fireman level 4 = 278

Fireman level 5 = 18668

Fireman level 6 = 6723

Fireman level 7 = 6777

Fireman level 8 = 277

 

Number of cab drivers for level 0 = 0

Number of cab drivers for level 1 = 2

Cab driver level 1 place 0 = 262

Cab driver level 1 place 1 = 261

Number of cab drivers for level 2 = 2

Cab driver level 2 place 0 = 220

Cab driver level 2 place 1 = 234

Number of cab drivers for level 3 = 2

Cab driver level 3 place 0 = 182

Cab driver level 3 place 1 = 206

Number of cab drivers for level 4 = 2

Cab driver level 4 place 0 = 18833

Cab driver level 4 place 1 = 18833

Number of cab drivers for level 5 = 2

Cab driver level 5 place 0 = 18684

Cab driver level 5 place 1 = 18750

Number of cab drivers for level 6 = 2

Cab driver level 6 place 0 = 234

Cab driver level 6 place 1 = 234

Number of cab drivers for level 7 = 2

Cab driver level 7 place 0 = 262

Cab driver level 7 place 1 = 261

Number of cab drivers for level 8 = 2

Cab driver level 8 place 0 = 262

Cab driver level 8 place 1 = 261

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

Modified limit of hospital restarts to: 256

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

Modified limit of police restarts to: 256

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

SPECIAL: Plane speed limit disabled.

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

SPECIAL -> Make save of variable size is active.

Format of new savefiles will be different: patch for save game of variable length is applied!

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

SPECIAL: Make paintjobs work for any ID applied.

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

SPECIAL: Fix streaming memory bug applied.

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

Error reporting going to be applied.

GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.

GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.

GTA_ERROR_CAR_GENERATOR_LIMIT_EXCEEDED enabled.

GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.

GTA_ERROR_REQUESTED_FILE_DOES_NOT_EXIST enabled.

Error reporting is applied now.

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

Debugging output is enabled now. Use debugger to catch messages.

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

"Enable logging of files loaded" is enabled now.

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

Weapon type loader is enabled. NumberOfWeaponTypes = 512.

Melee combo type loader is enabled. Max number of melee combos = 512.

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

Roadblox.dat better loader is enabled.

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

Train type carriages loader is enabled. ms_numberOfTypeIDs = 19, ms_maxNumberOfVehiclesForType = 18.

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

Radar blip sprite filename loader: config was loaded. ms_numberOfTypeIDs = 106

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

CThePluginPatches::RegisterPatcher executed.

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

Number of memory changes made: 9318

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

CThePatches: CLEO library 4.3.16 has been detected and patched!

Game closed.

 

 

Edited by Sergiu
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Why would you own the steam version in the first place anyway? It's the worst version of the game.

 

It's nice to have if you don't have a retail version, you just need to know how to downgrade it and you're set.

 

This.

 

The only version I had was the PS2 and I wanted to own a PC version that didn't require a CD, it's just a matter of keeping mods and the downgrader in a pen drive and install whenever needed. Besides, when I bought the game on Steam it came with the others + GTA 1 and 2, so why the f*ck not? XD

Edited by _Zeron
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Im start a new game and when you are loading the screen turns black and not responding.

 

I have the same problem , how should i fix it?

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At the risk of sounding crass, could we get some descriptive answers?

 

Furien and TimJab can't get a new game to load

Flusak1235 gets a crash at times when entering some vehicles

I can't travel to other islands without getting a crash

 

I gave a log, and maybe these other guys will. Could you just say the first possible answer(s) that comes to mind and then root around in the log? I don't mean to come across as shrewd and/or impatient, I just haven't gotten to experience any of these mods yet. I've only been able to watch videos of others.

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I cannot provide accurate reasons at this moment.

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I cannot provide accurate reasons at this moment.

An inaccurate reason would be good enough for me. Anything to maybe get me in the ballpark of the problem and I may be able to find a fix.

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I see some static planes in Vice City, just the 3 of them that needs to get removed.

 

 

gta_sa%2B2016-09-06%2B08-35-40-944.png

gta_sa%2B2016-09-06%2B08-35-35-802.png

 

 

And floating clothing hanging in the airport in Liberty City that replaces the helipad

 

gta_sa%2B2016-08-29%2B21-58-49-250.png

 

While I'm DYOM, I notice the invisble wall I'm standing in mid-car and other invisble collisons around this area

gta_sa%2B2016-09-05%2B15-29-56-006.png

(Yeap, my screenshot are big, by the way)

 

Edited by skatefilter5
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Just thought it could have been looking cool with peds doing something instead of just walking around

But you just repeated yourself, you gave no new information of what you actually want, you still are just saying that you want them to be "doing something". What is that something?

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Why would you own the steam version in the first place anyway? It's the worst version of the game.

 

It's nice to have if you don't have a retail version, you just need to know how to downgrade it and you're set.

 

This.

 

The only version I had was the PS2 and I wanted to own a PC version that didn't require a CD, it's just a matter of keeping mods and the downgrader in a pen drive and install whenever needed. Besides, when I bought the game on Steam it came with the others + GTA 1 and 2, so why the f*ck not? XD

 

I wonder what happend to gta 1 and 2 on steam?

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Why would you own the steam version in the first place anyway? It's the worst version of the game.

 

It's nice to have if you don't have a retail version, you just need to know how to downgrade it and you're set.

 

This.

 

The only version I had was the PS2 and I wanted to own a PC version that didn't require a CD, it's just a matter of keeping mods and the downgrader in a pen drive and install whenever needed. Besides, when I bought the game on Steam it came with the others + GTA 1 and 2, so why the f*ck not? XD

 

I wonder what happend to gta 1 and 2 on steam?

 

Even though they didn't get delisted from Steam, they are no longer available for purchase.

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I wonder what happend to gta 1 and 2 on steam?

 

Even though they didn't get delisted from Steam, they are no longer available for purchase.

 

they are usually available on rockstar games home page classics section but it seems this is temporarily down too, any chance that's connected to steam problem?

Edited by Jaanus949
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Time to work on UG.

 

Will do more scripting features today.

 

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

Spartan_112 did a few vehicles, so now Vice City's FBI Rancher is added and uses FBI vehicle features, the FBI Kuruma is updated, aswell as the regular Kuruma, which can now be modified at TransFender, like his other civillian vehicles.

 

 

 

FBI Kuruma is not bugged, it's just the screenshot mod which activates that SA bug.

fef0934c94.jpg

fef09998b7.jpg

fef0ad38a7.jpg

fef0b8af1a.jpg

fef0d4f5ac.jpg

fef0c821ed.jpg

 

 

 

I updated a few things:

 

Fixed a taxi feature patch error.

Fixed a copcar feature patch error.

 

Working on the Vice Squad feature. It should be done soon. At first I will only use 1 Vice Squad ped, but in the future they will all be used and picked randomly.

 

The Vice Squad cars will only chase you in Vice City, and when you have a 3 star wanted level. The Vice Squad peds will use the UZ-I (as that's the weapon they used in Vice City, correct me if I am wrong).

The Vice Squad vehicle also uses ZR350 lights which can go up and down when it's darker, as Spartan updated the model.

Edited by dkluin
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I see some static planes in Vice City, just the 3 of them that needs to get removed.

gta_sa%2B2016-09-06%2B08-35-40-944.png

gta_sa%2B2016-09-06%2B08-35-35-802.png

 

And floating clothing hanging in the airport in Liberty City that replaces the helipad

gta_sa%2B2016-08-29%2B21-58-49-250.png

 

While I'm DYOM, I notice the invisble wall I'm standing in mid-car and other invisble collisons around this area

gta_sa%2B2016-09-05%2B15-29-56-006.png

(Yeap, my screenshot are big, by the way)

 

you should hide big stuff with

 

[*spoiler] stuff here [*/spoiler]

 

Remove the * to make it work

Edited by Flusak1235
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Sorry , I announce Game MTA but I would like Download this mod Silla SAME folder , if I do okay THE SAME MTA and the mod ??

Sorry , I announce Game MTA but I would like Download this mod Silla SAME folder , if I do okay THE SAME MTA and the mod ??

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Sorry , I announce Game MTA but I would like Download this mod Silla SAME folder , if I do okay THE SAME MTA and the mod ??

Sorry , I announce Game MTA but I would like Download this mod Silla SAME folder , if I do okay THE SAME MTA and the mod ??

Wat?

Protip: don't use Google Translate.

If you are asking if it's gonna work on MTA, the short answer is no.

Edited by MGgames100
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danny add mta suport pleas im want ugmp refifed

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how to open and control debug mode?

 

is it allowed for players too?

Edited by Flusak1235
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danny add mta suport pleas im want ugmp refifed

Let me add more stupid requests.

 

 

danny me need in samp,

pls add first person danny,

add gta 4 lc nd gta 5 ls plz!

culd u add ped interaction danny?

culd ya added real life vehicles?

 

On topic now, I have no time to download the mod because my internet sucks but I want to ask something, Is the Portland traffic fixed? I haven't seen any new businesses and shops in LC in the video, but seriously LC need some love.

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