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


dkluin

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dkluin the the a large Tow Truck in the added cars. do you make it work like a tow truck an get the Lineruner from LC and VC a dummy to pull trailers?

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Nonsense. They still are different, and so they are kept in the mod.

yes they're different but when they styled for SA there will be almost no differences

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Done already.

 

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

Actually finishing every single neighbourhood is a long way from completed...

Edited by dkluin
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Well i looked only at half of your vehiclr list, and its terrible theres too much unneccerary vehicles, no im serious you dont LCS have manana and kuruma, but you have ALOT of same cars, no i understand when they have visual differences, but what about walton?oceanic? aren't the standard SA walton looks exacly same? I mean seriosly they are same, or the "Hoods" van, yes they have different size, but i dont think that's enough to make it as a separate vehicle.The "Monstrosity', is exacly same, as gta 3 landstalker, can't you rename it? instead of having 2 exact vehicles with different names, and also why you called the gta 3 landstalker "Monstrosity"? Why not the LCS landstalker? is bigger and its -1 landstalker. Banshee, is it different from the one that was in gta 3? its not, but it does have different wheels, but i dont think thats enough to make it a separate vehicle, i mean the SA banshee has different wheels from the one that was in gta 3, aren't all the sport cars had those wheels? ou yeah they did. Let the Infernus(gta 3) have them as he's uniqe wheels. Why am i telling you all this? because i know cars, because i know gta cars, and i have ideas.If you wanna talk about other your mistakes, well its your choice, i would enjoy helping you with all these cars, because i love cars.

Your car loving Groov.

So what do you suggest?
To cut all of dat "unnecesary" and "similair" vehicles?
Yeah, it would be COOL to have 2,5 different cars ingame...
^It was sarcasm, if somebody didnt get that...

 

 

 

 

2.5 vehicles huh? This mod already has a plenty of them.

I agree that some vehicles really should replaced with something more unique.

Edited by eagle152
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I connected the Prison/asylum levels together. Did some modelling to make them all fit nicely, just like Bullworth's scrapyard. However, I'll fix anything unfinished/corrupted ingame soon aswell.

 

 

 

0f6d4e63e8.jpg0f7d822b22.jpg

 

 

i'm trying to imagine how all these linear levels can turn in a full city :v

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Well before doing that, I need to document alot of stuff so I dont destroy the original map (not accurate enough) :p

Edited by dkluin
  • Like 2
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I am also having issues loading my game. When I install both 2.2 and 2.2.0.1, and launch my game, the titles appear. I then go to load in my game by selecting my save file. The loading screen will appear for a VERY brief second, even shorter, and then immediately crash. "gta-sa.exe has stopped working" Is this common for this version or am I installing this incorrectly? I was very excited to use this mod, and am very upset that I cannot use it.

 

Using the Steam version? gta-sa.exe is the Steam executable, so it sounds like you are.

 

Yes, I am indeed using the steam version.

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I am not going to add it.

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Here's an idea, make a route similar to Route 66 across the whole map with bars and stops next to it every once in a while. Call it Route 69 or something like that..

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Bullworth is gonna have Bully weapons ? :r*: (sorry if bad english)

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i love, how Dkluin have this forum, but when someone want some changes 90% of them will get no...

In this case, just removing alot of vehicles and instead not paying attention to small detail is like rushing through homework to get it done faster. The result may not be as good as when you take your time. Point is, I think you guys will definitely enjoy UG's upcoming Snapshot 3 alot more if it wasn't rushed.

 

Bullworth is gonna have Bully weapons ? :r*: (sorry if bad english)

Yes, Bully weapons are going to be implemented.
----------
I'm going to redo the Carcer City levels currently implemented, so no bugs remain. I wonder why I never did this earlier...
Edited by dkluin
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I am also having issues loading my game. When I install both 2.2 and 2.2.0.1, and launch my game, the titles appear. I then go to load in my game by selecting my save file. The loading screen will appear for a VERY brief second, even shorter, and then immediately crash. "gta-sa.exe has stopped working" Is this common for this version or am I installing this incorrectly? I was very excited to use this mod, and am very upset that I cannot use it.

 

Using the Steam version? gta-sa.exe is the Steam executable, so it sounds like you are.

 

Yes, I am indeed using the steam version.

 

Downgrade to 1.0. Steam version doesn't work with this mod. Here's a link to the downgrader: http://gtaforums.com/topic/753764-steam-downgrader/

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What program should I use to extract from custom_mods.img?

custom_mods.img is used to extract .txd, .dff etc etc into it means you can install custom mods of your choice into it.. It acts same as gta3.img..

Edited by Ronit Gomes
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yeah, i understand

---

Hell yeah, let's kill someone with f*cking eggs...

Anyway, what about Beam cola (i think it's called like that, if not, sorry, correct me), will there be machine for it?

---

And Carcer City will be like normal city, because it looks like some ruins...

Really looks like after Nuclear War...

PS: You know that after some time, this mod is getting bigger, i mean, yes, these cars are minimally different, but they're still textures, and for people with sh*tass pc, it will be hard to enjoy this mod... (i guess, i know that SA is Nicely Optimized, and it cqn bue runned on potatoe, but i dont know about this mod..

Edited by DeliRoxeD
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ILOVEFOOTBALL95

No I think it is great having all the different vehicles, adds more diversity to the mod and different cities as do the different peds and guns

Edited by ILOVEFOOTBALL95
  • Like 3
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dkluin are you planning to release any new patch/snapshot this year ? Great work on Carcer City! :)

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I doubt we will get Snapshot 3 out so quickly.

 

-----------

Finally finished with the derelict, der2, and jury_turf levels.

 

The missing der2 area is now added and connected.

Edited by dkluin
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Why so much controversy about kids?

 

this is just a mod, not a whole new game that is going to be sold at gamestop

*cough* hot coffee *cough*

 

  • Like 3
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there are car whrecks in VC mainland same as SA but they cant be moved by a car ow explosives,

 

they can be replaced with the SA ones

  • Like 2
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Why so much controversy about kids?

 

this is just a mod, not a whole new game that is going to be sold at gamestop

*cough* hot coffee *cough*

 

HAHA good one...
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Hey UGdev guys, how did you guys were able to hook GTA SA main player.IMG to other player's IMGs? Can you guys show the SCM code?

 

Are you guys gonna release a stripped SCM with UG core patches so that the other modders can work with their mod specially for UG?

 

Are you guys gonna release a video about behind the mod like behind the scenes in movies?

 

I hope you guys gonna answer my question.

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SCM doesn't contain important UG patches anymore :monocle:

I pretty much rewrote all of them and moved those to Underground_Core.asi, where currently over 5000-6000ish lines of patches (mostly vehicle special features), are located.

 

I already added the GTA: VC opcode for hidden packages (soon I'll introduce even more opcodes for stuff like checking if the player is using any of UG's special vehicles), so if I change IDs, scripts compiled as CLEO scripts are still compatible, unless I change the opcode IDs.

  • Like 2
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yeah, i understand

---

Hell yeah, let's kill someone with f*cking eggs...

Anyway, what about Beam cola (i think it's called like that, if not, sorry, correct me), will there be machine for it?

---

And Carcer City will be like normal city, because it looks like some ruins...

Really looks like after Nuclear War...

PS: You know that after some time, this mod is getting bigger, i mean, yes, these cars are minimally different, but they're still textures, and for people with sh*tass pc, it will be hard to enjoy this mod... (i guess, i know that SA is Nicely Optimized, and it cqn bue runned on potatoe, but i dont know about this mod..

"sa is nicely optimized" for a 2004 game it's not near close to be optimized

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Don Timmy Vercimelli

Is the Empire building feature still on the to-do list, or was it scrapped? It seems kinda complicated.

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Is the Empire building feature still on the to-do list, or was it scrapped? It seems kinda complicated.

It was scrapped long ago.

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