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


dkluin

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are all easter eggs gonna be in this mod?(like triggerable stuff,like the Diçk building in VC)

or vagina in desert

 

i just gave an example :barf:

 

for such a ban, and there probably are

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7) Guess it's caused by some unhacked limits. The new maps are actually out of the default boundaries, so the game respawns you at the default coord (which is Blueberry)

 

I'm using no clip to rapid fly side by side of the big map. LINK

Extract the files on "CLEO" folder in rar to "CLEO" folder in GTA folder.

In game type "NOC" to active/disable, use "W" to walk (fly), scroll mouse or "R" and "F" to change fly speed.

 

 

 

NoClip by Junior_Djjr

Edited by Mr_Coke
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Upstate Liberty Ambulance

 

d1Bdn2oDVU8.jpgmdyKjUWR0cA.jpg

 

 

 

Really hope to see this ambulance in the mod, just needs something on the hood of the vehicle (example: ambulance letters) and it should be good to go.

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They're so cute...Give them a hug!

UQDaCSs.jpg

 

Yhdf, are you using Mix Sets on UG like is showed in this screenshot, or it's a clean gta? (Eu tentei usar o mix sets mas ele crashava)

 

Edit: I reinstalled everything and worked. :whistle:

 

no nigga

 

Thanks for the N word... Im sure some will ban you for that.

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I already dislike his tendency to make 10 posts in a row, sooo...

  • Like 2
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ClaudeSpeed1911

Anyway Dkluin maybe stupid question but when next snapshot or patch gonna be released?

When its done. Mods might be planned for release on a spesific date but game braking bugs happens all the time which makes it hard to tell when.

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no nigga

 

Thanks for the N word... Im sure some will ban you for that.

 

I already reported him, i'm sure he will enjoy some nice vacations in Ban Island.

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I honestly doubt he will actually be banned, that would be way too harsh for a new member, maybe he'll get a warning, dunno. Not my decision.

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I thought about making a multiplayer addition and so I might aswell think about some goals we want to archieve if we end up making one:

Keep in mind that this post is not confirming the fact that I'm going to do it.

  • A multiplayer addition which doesn't require you to run a seperate program, but instead would be available from the main menu.
  • Ability to join and create servers (we may host an official server, I dunno)
  • Client-based player statistics which you can view and would apply for all servers

 

 

Main problem here would be the freedom to create gamemodes like in SA-MP and the compatibility of those scripts and scripting language.

I'm saying this because the gross community of GTA San Andreas is in SA-MP and people still play it because of that freedom and also because people are too used to play like that.

 

I'm not opposing you from doing your own multiplayer, I'm just saying it would be easier for everyone and for the mod's popularity itself if you could just port SA-MP to the mod, because in the end adapting server scripts would be just a matter of changing coordinates, rather than a full re-script know what I mean?

Apparently you already ported a previous version of SAMP for testing, so it'd be only a matter of porting the latest version and you wouldn't have to worry about anything else, but as far as I can remember reading somewhere in here, you didn't have an official permission from Kyeman right? What if you had that permission just like that russians who ported the multiplayer to United, Anderius, etc?

 

Also, keep in mind I'm not going to do any kind of pressure on you guys about this. We're just talking here, and if we can help each other on this matter as time goes by it'll be easier to reach a result in the future. I understand you still have a lot of stuff going on with the mod so the best thing is to just let you guys do your work and let this multiplayer thing slide. Best thing I can do for now is to create some hype in the SA-MP forums to see if Kye says yes, while at the same time this will give Underground some spotlights.

I also noticed that in the multiplayer videos you were using a ported 0.2X version and you commented with redreaper the sync was kinda fcked up (true, because 0.2X is old (2009)), any special reason for that? (0.3.7 is the latest version atm)

 

MTA would be much better since SAMP don't support peds and MTA does

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what is MTA?i dont know :blink:

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what is MTA?i dont know :blink:

MTA - Multi Theft Auto

Multiplayer client for SA, just like SAMP

Both of them have their advantages and disadvantages.

Personely me like MTA because of its editor, you can place things directly on SA map, in SAMP you have to get desired coordinates to put smth on map.

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Some info about next Monday's video:

 

I might update the paramedic side mission script, so you can play it properly in added cities, so that feature is out of the way, and I can make a video about it.

  • Like 4
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what is MTA?i dont know :blink:

MTA - Multi Theft Auto

Multiplayer client for SA, just like SAMP

Both of them have their advantages and disadvantages.

Personely me like MTA because of its editor, you can place things directly on SA map, in SAMP you have to get desired coordinates to put smth on map.

 

Oh ,ok

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Dkluin, you did a great thing about adding multiplayer system. If you create it, you should include official gamemode the way it should be... and also give an option to use custom gamemode and other option.

 

---------

 

I think that your optional mission should be as a separate cleo mod or a cheat or something to active them. Because, there are modders well actually I want to make a remake of pizza delivery phone assassination mission for UG VC.

 

-------

 

How did you/I can hook the main player.img to player_tommy.img?

 

-------

 

What's the origin coords of VC?

 

-------

 

I hope you will answer my question this time.

Edited by Bigbossbro08
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Well not sure where to post this as i can't find the bugs topic (think it may have been deleted) but many of these are not really bugs but annoyances within the game which affects my ability to enjoy playing the game to its fullest. well anyway I only just got the game working today as i have had issues starting the game in the past and have already within like half an hour pf playing found many issues which need to be dealt with to enhance the gameplay

1) The maps for LC and VC are of crappy quality and it would be good if you could update the quality of all of the maps including the SA map

2) I know this is not a bug or big issue and i may piss people off but i really hope this can be sorted out if possible the LC and VC textures are just ports and look like GTA III and VC games i would loe to see SA style textures

3) The game always crashes when i try to quit it or minimize it

4) Random peds spawning and walking above the liberty campus on the roof

5) Radio scripts need tweaking as i enjoy listening to the non SA radio stations but why do VC/LC radio stations only work in VC/LC and why does the San Andreas one work everywhere else what you should do is have a system where all radio scripts work anywhere besides other cities for example i am in LC and want to go to VC the LC radio stations will play until i reach VC and so on

6) the game crashing thing is really bad. I use the GTA SA Crazy Trainer which makes the game better to play and to use it i need to minimize the game at times but i can't as quitting or minimizing the game causes it to crash also if this could be modified or slightly edited to work with the game would be awesome as once or twice i have had issues where trying to play would input a cheat in the game for example pressing W it would do a blow up cars cheat and so on but to use cheats on the trainer normally you would have to press a modifier such as Tab, LShift/RShift, LAlt/RAlt and LCtrl/RCtrl then you would need to press any letter or number whilst holding down to use a cheat

7) The map is really big so i used a Cleo mod "Teleport To Maker" which essentially just teleports you to where ever you have placed the marker. By pressing Y and X you teleport to the marker location. This cleo mod does not break the game but it keeps spawning me in the same place in the badlands near blueberry

 

If you can't even minimise your game, then your OS is broken.

 

Seriously though, if you use win10, it means that a SA bug (or d3d9, dunno, NTAuthority said something within these lines) causes Windows to somehow look really dark when alt tabbing, but thats what all SA players will have to deal with. Silent might fix it, dunno.

 

This means that, in your case, you should check if the game is actually completely frozen (excluding game shutdown!) or actually just a visual bug.

 

how is my OS broken i am on Windows 10 Pro 64bit and i can minimize GTA V and IV without any problems as well as all 3D era games

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Well the crazy trainer thing may have been a glitch as i am not really experiencing it enough to call it a problem but i would love to see mobile ports for the textures of all GTA maps and the crashing of the game whilst minimizing it or quitting it is a really bad problem and the radio thing is bad as i am getting so overly bored of the SA radio and it covers the entire map besides like a VERY short distance from each island including them and if anyone could code the teleport to marker thing to work in this game that would be awesome :)

Edited by ZS GTA
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Please focus on the game crashing more than anything else when it crashes from minimizing/quitting as it gets really annoying the whole screen goes black and i have to restart my PC in order to use it again

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what is MTA?i dont know :blink:

MTA - Multi Theft Auto

Multiplayer client for SA, just like SAMP

Both of them have their advantages and disadvantages.

Personely me like MTA because of its editor, you can place things directly on SA map, in SAMP you have to get desired coordinates to put smth on map.

No, there's map editors for SA-MP too. And in-game ones too. And you can even use MTA Map editor if you convert the code.

 

ZS GTA: This might be useful: http://gtaforums.com/topic/453979-how-to-minimize-sa/

Edited by Davve95
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I've been away for a while but now I'm back with some more peds to show ;)

CfaNaX4.jpg

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I've been away for a while but now I'm back with some more peds to show ;)

CfaNaX4.jpg

 

Good job , i like them!! :^:

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Dkluin, you did a great thing about adding multiplayer system. If you create it, you should include official gamemode the way it should be... and also give an option to use custom gamemode and other option.

 

---------

 

I think that your optional mission should be as a separate cleo mod or a cheat or something to active them. Because, there are modders well actually I want to make a remake of pizza delivery phone assassination mission for UG VC.

 

-------

 

How did you/I can hook the main player.img to player_tommy.img?

 

-------

 

What's the origin coords of VC?

 

-------

 

I hope you will answer my question this time.

Origin coords of VC, if you mean, the offset I used for VC, it's 7500, -7500, -5. The entire map is lowered because of the ocean being different in GTA: VC, so it would match up.

 

Hook the player img to player_tommy.img? It's just a simple "call player.img loader with different file", with some code around it. Should be easy to do.

 

No, I won't make my optional missions as CLEO mods. That's the wrong way to do missions.

Edited by dkluin
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will there be also beta cars from III

 

like panto?

 

i can export them from a mod to be edited to SA style

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I've been away for a while but now I'm back with some more peds to show ;)

CfaNaX4.jpg

for what map these peds are gone to be used?

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Dkluin, you did a great thing about adding multiplayer system. If you create it, you should include official gamemode the way it should be... and also give an option to use custom gamemode and other option.

 

---------

 

I think that your optional mission should be as a separate cleo mod or a cheat or something to active them. Because, there are modders well actually I want to make a remake of pizza delivery phone assassination mission for UG VC.

 

-------

 

How did you/I can hook the main player.img to player_tommy.img?

 

-------

 

What's the origin coords of VC?

 

-------

 

I hope you will answer my question this time.

Origin coords of VC, if you mean, the offset I used for VC, it's 7500, -7500, -5. The entire map is lowered because of the ocean being different in GTA: VC, so it would match up.

 

Hook the player img to player_tommy.img? It's just a simple "call player.img loader with different file", with some code around it. Should be easy to do.

 

No, I won't make my optional missions as CLEO mods. That's the wrong way to do missions.

I'm a pretty noob in memory address coding. So, what is the code to hook them. I don't find any scm opcode to hook them. Can you show the code or an example please

?

 

I saw a code of yours where you use "CHANGEPERSPECTIVE" to change player. I also saw that after decoding there is a hex...end section. So, it's pretty hard to understand.

 

-------

 

So, you are saying CLEO mission is wrong way to do. Why is that? I found a mission template on GTA modding website. What's problem in .cm missions?

 

-------

 

Thanks for replying again.

Edited by Bigbossbro08
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I thought about making a multiplayer addition and so I might aswell think about some goals we want to archieve if we end up making one:

Keep in mind that this post is not confirming the fact that I'm going to do it.

  • A multiplayer addition which doesn't require you to run a seperate program, but instead would be available from the main menu.
  • Ability to join and create servers (we may host an official server, I dunno)
  • Client-based player statistics which you can view and would apply for all servers

 

 

Main problem here would be the freedom to create gamemodes like in SA-MP and the compatibility of those scripts and scripting language.

I'm saying this because the gross community of GTA San Andreas is in SA-MP and people still play it because of that freedom and also because people are too used to play like that.

 

I'm not opposing you from doing your own multiplayer, I'm just saying it would be easier for everyone and for the mod's popularity itself if you could just port SA-MP to the mod, because in the end adapting server scripts would be just a matter of changing coordinates, rather than a full re-script know what I mean?

Apparently you already ported a previous version of SAMP for testing, so it'd be only a matter of porting the latest version and you wouldn't have to worry about anything else, but as far as I can remember reading somewhere in here, you didn't have an official permission from Kyeman right? What if you had that permission just like that russians who ported the multiplayer to United, Anderius, etc?

 

Also, keep in mind I'm not going to do any kind of pressure on you guys about this. We're just talking here, and if we can help each other on this matter as time goes by it'll be easier to reach a result in the future. I understand you still have a lot of stuff going on with the mod so the best thing is to just let you guys do your work and let this multiplayer thing slide. Best thing I can do for now is to create some hype in the SA-MP forums to see if Kye says yes, while at the same time this will give Underground some spotlights.

I also noticed that in the multiplayer videos you were using a ported 0.2X version and you commented with redreaper the sync was kinda fcked up (true, because 0.2X is old (2009)), any special reason for that? (0.3.7 is the latest version atm)

 

MTA would be much better since SAMP don't support peds and MTA does

 

 

Don't know what you're talking about, SA-MP has always supported peds. You can't just port MTA.

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I thought about making a multiplayer addition and so I might aswell think about some goals we want to archieve if we end up making one:

Keep in mind that this post is not confirming the fact that I'm going to do it.

  • A multiplayer addition which doesn't require you to run a seperate program, but instead would be available from the main menu.
  • Ability to join and create servers (we may host an official server, I dunno)
  • Client-based player statistics which you can view and would apply for all servers

 

 

Main problem here would be the freedom to create gamemodes like in SA-MP and the compatibility of those scripts and scripting language.

I'm saying this because the gross community of GTA San Andreas is in SA-MP and people still play it because of that freedom and also because people are too used to play like that.

 

I'm not opposing you from doing your own multiplayer, I'm just saying it would be easier for everyone and for the mod's popularity itself if you could just port SA-MP to the mod, because in the end adapting server scripts would be just a matter of changing coordinates, rather than a full re-script know what I mean?

Apparently you already ported a previous version of SAMP for testing, so it'd be only a matter of porting the latest version and you wouldn't have to worry about anything else, but as far as I can remember reading somewhere in here, you didn't have an official permission from Kyeman right? What if you had that permission just like that russians who ported the multiplayer to United, Anderius, etc?

 

Also, keep in mind I'm not going to do any kind of pressure on you guys about this. We're just talking here, and if we can help each other on this matter as time goes by it'll be easier to reach a result in the future. I understand you still have a lot of stuff going on with the mod so the best thing is to just let you guys do your work and let this multiplayer thing slide. Best thing I can do for now is to create some hype in the SA-MP forums to see if Kye says yes, while at the same time this will give Underground some spotlights.

I also noticed that in the multiplayer videos you were using a ported 0.2X version and you commented with redreaper the sync was kinda fcked up (true, because 0.2X is old (2009)), any special reason for that? (0.3.7 is the latest version atm)

 

MTA would be much better since SAMP don't support peds and MTA does

 

 

Don't know what you're talking about, SA-MP has always supported peds. You can't just port MTA.

 

i played in like 1000 servers and never saw peds like in single player... but in mta i already saw some with normal peds in the city

 

in SAMP the max i saw was a "100peds custom script",but "100 peds" is like nothing to the entire san andreas

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quote:Don't know what you're talking about, SA-MP has always supported peds. You can't just port MTA.

 

but sa-mp peds can't die(i think)

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I thought about making a multiplayer addition and so I might aswell think about some goals we want to archieve if we end up making one:

Keep in mind that this post is not confirming the fact that I'm going to do it.

  • A multiplayer addition which doesn't require you to run a seperate program, but instead would be available from the main menu.
  • Ability to join and create servers (we may host an official server, I dunno)
  • Client-based player statistics which you can view and would apply for all servers

 

 

Main problem here would be the freedom to create gamemodes like in SA-MP and the compatibility of those scripts and scripting language.

I'm saying this because the gross community of GTA San Andreas is in SA-MP and people still play it because of that freedom and also because people are too used to play like that.

 

I'm not opposing you from doing your own multiplayer, I'm just saying it would be easier for everyone and for the mod's popularity itself if you could just port SA-MP to the mod, because in the end adapting server scripts would be just a matter of changing coordinates, rather than a full re-script know what I mean?

Apparently you already ported a previous version of SAMP for testing, so it'd be only a matter of porting the latest version and you wouldn't have to worry about anything else, but as far as I can remember reading somewhere in here, you didn't have an official permission from Kyeman right? What if you had that permission just like that russians who ported the multiplayer to United, Anderius, etc?

 

Also, keep in mind I'm not going to do any kind of pressure on you guys about this. We're just talking here, and if we can help each other on this matter as time goes by it'll be easier to reach a result in the future. I understand you still have a lot of stuff going on with the mod so the best thing is to just let you guys do your work and let this multiplayer thing slide. Best thing I can do for now is to create some hype in the SA-MP forums to see if Kye says yes, while at the same time this will give Underground some spotlights.

I also noticed that in the multiplayer videos you were using a ported 0.2X version and you commented with redreaper the sync was kinda fcked up (true, because 0.2X is old (2009)), any special reason for that? (0.3.7 is the latest version atm)

 

MTA would be much better since SAMP don't support peds and MTA does

 

 

Don't know what you're talking about, SA-MP has always supported peds. You can't just port MTA.

 

i played in like 1000 servers and never saw peds like in single player... but in mta i already saw some with normal peds in the city

 

in SAMP the max i saw was a "100peds custom script",but "100 peds" is like nothing to the entire san andreas

 

do you have auto-aim script to enable in gta sa mp? im controlling 2-player mod in multiplayer version

 

 

Edited by skatefilter5
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