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


dkluin

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hey guys, greatings from germany

 

i saw this mod on youtube and i decided to download it,

 

i installed it but after like 25% of loading in the loading screen it just freezes and just the gta sa theme music plays, but it wont load, i cant get in the game, what should i do? i start the gta sa.exe as an admininstrator and as windows xp mode, i just cant figure out what to do now :D

 

me and my little brother want to play this mod so hard , please help :D

When it stops to load futhermore, try to hit enter a couple of times, i had smth similair because of massages game shows...

 

 

 

And yet I don't remember a post of any type about such issue?

 

Actually, you should 'cause i've posted my issue with custom_mods.img about 1 or 2 weaks ago in bug thread, yet i've managed to solve it.

If you mean that...

Edited by comanche93
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this version of the game does not crash with this mod installed:

 

(CENSORED)

 

for me

Great... now you're distributing the game illegaly. You know that's not allowed on the site, right?

Edited by Ivan1997GTA
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From what game atlantis ia?

From what game atlantis is?

To my knowledge, it's its own thing which makes me wonder why dkluin is so reluctant to include certain locations if we aren't staying 100% faithful to the 3D era.

I mean while we're at it, it would be a good idea to find out who holds the copyright for Myriad Islands so we can add them in too, it was the first Total Conversion for any GTA after all, completed for VC back in 2004 and half-finished for SA circa 2007. In its heyday it was recognized in the same way that Underground is right now, and even to this day it remains one of the most sought-after mods in both its incarnations. Would be a shame if it wasn't.

No.

 

Now do you see my point? The way I see it, this mod either sticks to the script and only includes locations that are actually shown to us (SA, LC, Carcer etc.) and those which are mentioned and therefore confirmed (Upstate Liberty, New Hampshire (state which Bullworth is located), the main part of Florida that VC is separated from), or it opens the floodgates to allow others to put in whatever state they want, even if it makes zero canonical sense. Don't get me wrong, MI is a good TC but it isn't an official R* location and has precisely the same amount of claim to be in this mod that this Atlantis place does once you take away all the copyright issues, so regardless of quality, I don't see how it warrants a place on the map. I'm not slating it at all, but a place like that would do better off as its own mod, because unless I'm mistaken, the whole point of Underground was to join everything from the 3D era up in one neat San Andreas-flavoured package, was it not? I really don't want to be a pain in your anus, but you got to clarify which direction you want to be taking this mod otherwise you'll get other users doing similar requests and they won't be as lenient as I am.

Edited by AlexGRFan97
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From what game atlantis ia?

From what game atlantis is?

To my knowledge, it's its own thing which makes me wonder why dkluin is so reluctant to include certain locations if we aren't staying 100% faithful to the 3D era.

I mean while we're at it, it would be a good idea to find out who holds the copyright for Myriad Islands so we can add them in too, it was the first Total Conversion for any GTA after all, completed for VC back in 2004 and half-finished for SA circa 2007. In its heyday it was recognized in the same way that Underground is right now, and even to this day it remains one of the most sought-after mods in both its incarnations. Would be a shame if it wasn't.

No.

 

 

 

Now do you see my point? The way I see it, this mod either sticks to the script and only includes locations that are actually shown to us (SA, LC, Carcer etc.) and those which are mentioned and therefore confirmed (Upstate Liberty, New Hampshire (state which Bullworth is located), the main part of Florida that VC is separated from), or it opens the floodgates to allow others to put in whatever state they want, even if it makes zero canonical sense. Don't get me wrong, MI is a good TC but it isn't an official R* location and has precisely the same amount of claim to be in this mod that this Atlantis place does once you take away all the copyright issues, so regardless of quality, I don't see how it warrants a place on the map. I'm not slating it at all, but a place like that would do better off as its own mod, because unless I'm mistaken, the whole point of Underground was to join everything from the 3D era up in one neat San Andreas-flavoured package, was it not? I really don't want to be a pain in your anus, but you got to clarify which direction you want to be taking this mod otherwise you'll get other users doing similar requests and they won't be as lenient as I am.

 

Somehow personally me mostly share your opinion. But...

As we can see, right now there are Carcer city and Bullworth under development, after that probably will go Cottonmouth or bugfixing part..

There are NO GARANTIES that Atlantis, Upstate and other locations will be under development, and there might be ALOT of reasons of that - personal, temporal, inpatience, other reasons, who knows...

We saw ALOT of great projects that were discontinued for some reasons...

 

Lil' disclamer: That doesnt mean i dont like this mod or dont want it to be completely finished!

Edited by comanche93
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this version of the game does not crash with this mod installed:

 

 

removed

 

for me

Pirating in GTAForums? Cool, can't wait for the mods to see it.

  • Like 4
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Hey, it's possible to make a separate folder for the mod to run independently from the game?

a "Standalone"?

it's not possible cause it would be pratically piracy

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Hey, it's possible to make a separate folder for the mod to run independently from the game?

a "Standalone"?

it's not possible cause it would be pratically piracy

 

Maybe he's talking about modloader-alike system, where you can install mod to independent folder.

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Here's a new development video from one of our testers.

 

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Sorry i forgot

 

 

this version of the game does not crash with this mod installed:

(CENSORED)

for me


Great... now you're distributing the game illegaly. You know that's not allowed on the site, right?

 

sorry i forgot

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Hi guys i have problem game crash

http://screenshot.sh/mGytgpQGNfrRP

plz help this mod is awesome i can send full log but if you tell me where to find it :D

Don't screenshot it. You have to find the whole log from Fastman92 Limit adjuster and copy everything. and then post it here. Make sure to do it under a spoiler or at Pastebin.com Edited by Davve95
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Hi guys i have problem game crash

http://screenshot.sh/mGytgpQGNfrRP

plz help this mod is awesome i can send full log but if you tell me where to find it :D

Don't screenshot it. You have to find the whole log from Fastman92 Limit adjuster and copy everything. and then post it here. Make sure to do it under a spoiler or at Pastebin.com

 

Can you help me find it i have no idea where full log is :c or its is this txt file here? "fastman92limitAdjuster.log" then i can paste it

Edited by Guchix
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Alright, I'm going to make a poll about the crash log system. I don't want people to struggle with simply finding the files and make it easier for everyone.

 

Plus, personally I think that most of the UG players would agree with this. It would mean less spam.

  • Like 3
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that post with a link has been deleted?if not,please Dkluin delete it .i dont want to get in trouble :facedesk:

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that post with a link has been deleted?if not,please Dkluin delete it .i dont want to get in trouble :facedesk:

You can just edit the post

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modloader doesn't work in underground i need help because the gta3.img looks empty how can i put custom peds?

Edited by skatefilter5
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Here's a new development video from one of our testers.

[VIDEO]

Progress is coming along nicely. A few things I'd like to point out.

1. How come Carcer City is next to Vice City? It should be near Liberty City, and have Cottonmouth near Vice City.

2. It still is a work in progress, but do you think you guys will give the GTA III Police Maverick an interior? Maybe make it a little higher poly too? Since GTA III had no flyable helicopters without mods, they didn't make the helicopter more detailed. Personally, I would have just used the LCS Police Maverick, as it is consistent with all of the other games.

3. It would be really cool if you guys put the racing mini game from Bully into the mod.

4. The tester who made the video could have used the super jump cheat to get out of that area where he got stuck. :)

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that post with a link has been deleted?if not,please Dkluin delete it .i dont want to get in trouble :facedesk:

You can just edit the post

 

ok.thanks

Edited by Vlad Viper
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that post with a link has been deleted?if not,please Dkluin delete it .i dont want to get in trouble :facedesk:

Too late, if you posted it and it was deleted it can still be viewed.
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I see the direction of this mod is still in the air then.

  • Like 3
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Here's a new development video from one of our testers.

[VIDEO]

Progress is coming along nicely. A few things I'd like to point out.

1. How come Carcer City is next to Vice City? It should be near Liberty City, and have Cottonmouth near Vice City.

2. It still is a work in progress, but do you think you guys will give the GTA III Police Maverick an interior? Maybe make it a little higher poly too? Since GTA III had no flyable helicopters without mods, they didn't make the helicopter more detailed. Personally, I would have just used the LCS Police Maverick, as it is consistent with all of the other games.

3. It would be really cool if you guys put the racing mini game from Bully into the mod.

4. The tester who made the video could have used the super jump cheat to get out of that area where he got stuck. :)

 

Suicide cheat also works for getting out from that area the cheat is "goodbyecruelworld" type this and CJ will die...

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I will export some Carcer City areas soon.

Yesterday I made a format for a .dat file loader and I made it possible to define vehicles with features. Some have optional parameters such as siren position, and other stuff.

 

​File format

The file is located in the data folder under the name vehiclefeatures.dat​. It can be opened with a normal text processing program, for example Notepad.

 

​This file has multiple sections, and every line is put in a section based on the first character of the line.

​For example:

 

​Standard section

$ ZR350 477 VEHICLE_FEATURE_ZR350​

​The ​'$'​ identifies that this line is part of the first/standard section. This section is used to define ALL vehicles and give them a label which is then used in other sections, and a feature name which is also important.

 

​The format:

$ const char *name[16] (identifier used to bind other sections to this one) uint16_t model_id const char *feature_name[128] (list can be seen below)

As you can see, EVERY vehicle which you want to give a hardcoded feature, requires a line of this type. Without it, it will crash your game, because it uses the identifier to obtain the model ID and the feature type, which are handled with IDs internally.

 

​Other sections

​I didn't make other sections yet, but these will use the identifier name to obtain the vehicle feature, and the ID.

 

​These sections will use a different starting character (other than ​'$'​), and will define extra properties for a vehicle feature as customization options.

​This includes extra stuff like siren position (basicly offset from model pivot), SWAT/FBI/Army ped ID (however you can only define peds which are already using hardcoded ped features, to be customizable in the future)

 

​List of vehicle feature names you will be able to use

VEHICLE_FEATURE_DEFAULT | No specific featureVEHICLE_FEATURE_SPECIAL_GEARBOX | Used by faggio's to make sure the engine only has 1 gearVEHICLE_FEATURE_ZR350 | ZR350 styled lightsVEHICLE_FEATURE_BF_INJECTION | Rotating engine partVEHICLE_FEATURE_DOZER | Dozer movable armsVEHICLE_FEATURE_AT400 | AT400 jet engine soundVEHICLE_FEATURE_BUSCOACH | Bus/coach featureVEHICLE_FEATURE_TAXICABBIE | Taxi/cabbie feature​VEHICLE_FEATURE_FLATBED | Only traffic-related​VEHICLE_FEATURE_SKIMMER | Landing in water.dat defined areas​VEHICLE_FEATURE_SEA_SPARROW | Landing helicopter on water​VEHICLE_FEATURE_LITTLE_WILLIE | Modified gun position/fire rate, removed water landing ability, rest is the same as sea sparrowVEHICLE_FEATURE_PREDATOR | Predator featuresVEHICLE_FEATURE_FORKLIFT | ForkliftVEHICLE_FEATURE_ANDROMADA | Same as AT400VEHICLE_FEATURE_SHAMAL | Same as AT400VEHICLE_FEATURE_TOWTRUCK | Tow Truck abilityVEHICLE_FEATURE_HYDRA | Hydra guns/flare droppingVEHICLE_FEATURE_HUNTER | Hunter gunsVEHICLE_FEATURE_DINGHY | DinghyVEHICLE_FEATURE_VORTEX | Vortex abilityVEHICLE_FEATURE_ATV600 | Hardcoded, but can be assigned to other vehiclesVEHICLE_FEATURE_NEWS_HELI | News heli, hardcodedVEHICLE_FEATURE_POLMAV | Police maverick, hardcodedVEHICLE_FEATURE_ENFORCER | Enforcer feature, requires custom sectionVEHICLE_FEATURE_FBI_RANGER | FBI Rancher, requires custom sectionVEHICLE_FEATURE_BARRACKS | Barracks, requires custom section​VEHICLE_FEATURE_RHINO | Rhino ability, requires custom sectionVEHICLE_FEATURE_SWAT_TANK | SWAT tank features (water cannon)VEHICLE_FEATURE_FIRETRUCK | Firetruck siren, water hose, and other abilities, requires custom sectionVEHICLE_FEATURE_AMBULANCE  | Ambulance features, requires custom sectionVEHICLE_FEATURE_COPCAR | Copcar features, requires custom sectionVEHICLE_FEATURE_COPBIKE | Copbike features, requires custom section​
Edited by dkluin
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I will export some Carcer City areas soon.

 

Yesterday I made a format for a .dat file loader and I made it possible to define vehicles with features. Some have optional parameters such as siren position, and other stuff.

 

​File format

The file is located in the data folder under the name vehiclefeatures.dat​. It can be opened with a normal text processing program, for example Notepad.

 

​This file has multiple sections, and every line is put in a section based on the first character of the line.

​For example:

 

​Standard section

$ ZR350 477 VEHICLE_FEATURE_ZR350​

​The ​'$'​ identifies that this line is part of the first/standard section. This section is used to define ALL vehicles and give them a label which is then used in other sections, and a feature name which is also important.

 

​The format:

$ const char *name[16] (identifier used to bind other sections to this one) uint16_t model_id const char *feature_name[128] (list can be seen below)

As you can see, EVERY vehicle which you want to give a hardcoded feature, requires a line of this type. Without it, it will crash your game, because it uses the identifier to obtain the model ID and the feature type, which are handled with IDs internally.

 

​Other sections

​I didn't make other sections yet, but these will use the identifier name to obtain the vehicle feature, and the ID.

 

​These sections will use a different starting character (other than ​'$'​), and will define extra properties for a vehicle feature as customization options.

​This includes extra stuff like siren position (basicly offset from model pivot), SWAT/FBI/Army ped ID (however you can only define peds which are already using hardcoded ped features, to be customizable in the future)

 

​List of vehicle feature names you will be able to use

VEHICLE_FEATURE_DEFAULT | No specific featureVEHICLE_FEATURE_SPECIAL_GEARBOX | Used by faggio's to make sure the engine only has 1 gearVEHICLE_FEATURE_ZR350 | ZR350 styled lightsVEHICLE_FEATURE_BF_INJECTION | Rotating engine partVEHICLE_FEATURE_DOZER | Dozer movable armsVEHICLE_FEATURE_AT400 | AT400 jet engine soundVEHICLE_FEATURE_BUSCOACH | Bus/coach featureVEHICLE_FEATURE_TAXICABBIE | Taxi/cabbie feature​VEHICLE_FEATURE_FLATBED | Only traffic-related​VEHICLE_FEATURE_SKIMMER | Landing in water.dat defined areas​VEHICLE_FEATURE_SEA_SPARROW | Landing helicopter on water​VEHICLE_FEATURE_LITTLE_WILLIE | Modified gun position/fire rate, removed water landing ability, rest is the same as sea sparrowVEHICLE_FEATURE_PREDATOR | Predator featuresVEHICLE_FEATURE_FORKLIFT | ForkliftVEHICLE_FEATURE_ANDROMADA | Same as AT400VEHICLE_FEATURE_SHAMAL | Same as AT400VEHICLE_FEATURE_TOWTRUCK | Tow Truck abilityVEHICLE_FEATURE_HYDRA | Hydra guns/flare droppingVEHICLE_FEATURE_HUNTER | Hunter gunsVEHICLE_FEATURE_DINGHY | DinghyVEHICLE_FEATURE_VORTEX | Vortex abilityVEHICLE_FEATURE_ATV600 | Hardcoded, but can be assigned to other vehiclesVEHICLE_FEATURE_NEWS_HELI | News heli, hardcodedVEHICLE_FEATURE_POLMAV | Police maverick, hardcodedVEHICLE_FEATURE_ENFORCER | Enforcer feature, requires custom sectionVEHICLE_FEATURE_FBI_RANGER | FBI Rancher, requires custom sectionVEHICLE_FEATURE_BARRACKS | Barracks, requires custom section​VEHICLE_FEATURE_RHINO | Rhino ability, requires custom sectionVEHICLE_FEATURE_SWAT_TANK | SWAT tank features (water cannon)VEHICLE_FEATURE_FIRETRUCK | Firetruck siren, water hose, and other abilities, requires custom sectionVEHICLE_FEATURE_AMBULANCE  | Ambulance features, requires custom sectionVEHICLE_FEATURE_COPCAR | Copcar features, requires custom sectionVEHICLE_FEATURE_COPBIKE | Copbike features, requires custom section​

 

 

Isnt FLA able to add special abilities?

And one more thing.

Is it possible to give a vehicle 2 or more special abilities, e.g. hunter and hydra features?

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i havent read any new things recently so i decided to ask a question,

 

are there bullworth paths for peds and cars?

 

i havent downloaded the new snapshot, only the sh*tshot 1 cause i lost my files

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So been a while since I showed anything from the model rigging side for this mod. So here we have a custom BW medic/paramedic I have been working on a bit when I've had time. Chose to make the uniform a slightly washed out blue to blend in with the BW colour scheme and to contrast well with the GTA SA paramedic colours in the cities. Still a WIP as I wanna add more to him.

 

8M66WCc.png

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I will export some Carcer City areas soon.

 

Yesterday I made a format for a .dat file loader and I made it possible to define vehicles with features. Some have optional parameters such as siren position, and other stuff.

 

​File format

The file is located in the data folder under the name vehiclefeatures.dat​. It can be opened with a normal text processing program, for example Notepad.

 

​This file has multiple sections, and every line is put in a section based on the first character of the line.

​For example:

 

​Standard section

$ ZR350 477 VEHICLE_FEATURE_ZR350​

​The ​'$'​ identifies that this line is part of the first/standard section. This section is used to define ALL vehicles and give them a label which is then used in other sections, and a feature name which is also important.

 

​The format:

$ const char *name[16] (identifier used to bind other sections to this one) uint16_t model_id const char *feature_name[128] (list can be seen below)

As you can see, EVERY vehicle which you want to give a hardcoded feature, requires a line of this type. Without it, it will crash your game, because it uses the identifier to obtain the model ID and the feature type, which are handled with IDs internally.

 

​Other sections

​I didn't make other sections yet, but these will use the identifier name to obtain the vehicle feature, and the ID.

 

​These sections will use a different starting character (other than ​'$'​), and will define extra properties for a vehicle feature as customization options.

​This includes extra stuff like siren position (basicly offset from model pivot), SWAT/FBI/Army ped ID (however you can only define peds which are already using hardcoded ped features, to be customizable in the future)

 

​List of vehicle feature names you will be able to use

VEHICLE_FEATURE_DEFAULT | No specific featureVEHICLE_FEATURE_SPECIAL_GEARBOX | Used by faggio's to make sure the engine only has 1 gearVEHICLE_FEATURE_ZR350 | ZR350 styled lightsVEHICLE_FEATURE_BF_INJECTION | Rotating engine partVEHICLE_FEATURE_DOZER | Dozer movable armsVEHICLE_FEATURE_AT400 | AT400 jet engine soundVEHICLE_FEATURE_BUSCOACH | Bus/coach featureVEHICLE_FEATURE_TAXICABBIE | Taxi/cabbie feature​VEHICLE_FEATURE_FLATBED | Only traffic-related​VEHICLE_FEATURE_SKIMMER | Landing in water.dat defined areas​VEHICLE_FEATURE_SEA_SPARROW | Landing helicopter on water​VEHICLE_FEATURE_LITTLE_WILLIE | Modified gun position/fire rate, removed water landing ability, rest is the same as sea sparrowVEHICLE_FEATURE_PREDATOR | Predator featuresVEHICLE_FEATURE_FORKLIFT | ForkliftVEHICLE_FEATURE_ANDROMADA | Same as AT400VEHICLE_FEATURE_SHAMAL | Same as AT400VEHICLE_FEATURE_TOWTRUCK | Tow Truck abilityVEHICLE_FEATURE_HYDRA | Hydra guns/flare droppingVEHICLE_FEATURE_HUNTER | Hunter gunsVEHICLE_FEATURE_DINGHY | DinghyVEHICLE_FEATURE_VORTEX | Vortex abilityVEHICLE_FEATURE_ATV600 | Hardcoded, but can be assigned to other vehiclesVEHICLE_FEATURE_NEWS_HELI | News heli, hardcodedVEHICLE_FEATURE_POLMAV | Police maverick, hardcodedVEHICLE_FEATURE_ENFORCER | Enforcer feature, requires custom sectionVEHICLE_FEATURE_FBI_RANGER | FBI Rancher, requires custom sectionVEHICLE_FEATURE_BARRACKS | Barracks, requires custom section​VEHICLE_FEATURE_RHINO | Rhino ability, requires custom sectionVEHICLE_FEATURE_SWAT_TANK | SWAT tank features (water cannon)VEHICLE_FEATURE_FIRETRUCK | Firetruck siren, water hose, and other abilities, requires custom sectionVEHICLE_FEATURE_AMBULANCE  | Ambulance features, requires custom sectionVEHICLE_FEATURE_COPCAR | Copcar features, requires custom sectionVEHICLE_FEATURE_COPBIKE | Copbike features, requires custom section​

 

 

Isnt FLA able to add special abilities?

And one more thing.

Is it possible to give a vehicle 2 or more special abilities, e.g. hunter and hydra features?

 

Ofcourse it is possible, however my current method does not exactly make converting 5000 lines of patches to this new system worth it, so I stopped working on the loader. It isn't possible to give vehicles multiple features with this loader, although the features can be thrown together internally, and labelled as a new vehicle feature which can be assigned to vehicles with this loader. I already gave the VCPD Cheetah a custom vehicle feature, and the zr350 lights. This loader also solves the problem of "multiple vehicle features in one patch", so all of those 5000 lines can be converted to a loader-format and therefore it would make every vehicle feature assignable. But, in my opinion, it's not worth doing so much effort only to give users the ability to modify it themselves, and possibly, release it as a standalone mod. Not only that, it's not exactly fun, and interesting to do.

 

Long story short, I decided to work on something interesting for Monday's video, which will be shown soon.

 

If you are really curious about why this system is so time consuming, it'll get quite deep into how the system I created works, and also, what it tries to do (build the patches based on what's in the file), and how there's not really a different solution for doing it.

Edited by dkluin
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