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


dkluin

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Why they should that? In vanilla it is same.

It is indeed in Vanilla, but i hated it in Vanilla. Made the map look sloppy.

 

Not to mention that when I load a save with this mod, it is unstable (on the last public build ) so I gotta use new game every time to enjoy it.

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A question here: After all maps are completed, we will have a custom story mission to link all of them? Of course, not using the original protagonists,(because the time difference) but, maybe a new one.

 

Even if it's a simple thing, would be awesome to show everything you guys created.

 

I asking this because i don't know the future plans after the map is finished. Sorry if this had already being explained and for my terrible english writing skills.

 

Edited by linacanin
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anyway would be cool if gta ug multiplayer would have traffic like in single player that would be cool you know like in gta 4 mp or gta online if this is possible ;)

Edited by NOskillx
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A question here: After all maps are completed, we will have a custom story mission to link all of them? Of course, not using the original protagonists,(because the time difference) but, maybe a new one.

 

Even if it's a simple thing, would be awesome to show everything you guys created.

 

I asking this because i don't know the future plans after the map is finished. Sorry if this had already being explained and for my terrible english writing skills.

 

 

 

 

 

 

 

 

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

 

 

 

no,since "autoaim" would probably the same as aimbot it was completely removed in samp(atleast it was before i played everything up)

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Obviously yes, also, I noticed that this model is actually corrupted. Will fix that and add a fountain particle, very soon.

 

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

Statistics patches are completed. I also updated the statistics menu again.

Also, I'll assign new weapon stats soon aswell, dunno. It depends on how much effort it really takes and if it requires more than what fastman92 has done.

Edited by dkluin
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wow seriously you guys are just too hyped for UGMP just chill guys UGMP is not getting released before 1 or 2 yrs ;)

PS Awesome progress btw when you finish connecting all the maps it would look wonderful ;)

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anyway would be cool if gta ug multiplayer would have traffic like in single player that would be cool you know like in gta 4 mp or gta online if this is possible ;)

Yeah that would be neat. It's possible to simulate it in SA-MP although it takes quite some skill and patience because it's all scripted server-side but synced for everyone. MTA probably just reads the game's AI nodes and loads them up, not sure if they are synced for everyone, although MTA is probably much harder to port to total convertions than SA-MP.

The ideal setting would be loading the game's nodes like MTA probably does but sync it for everyone and be able to apply or recognize actions over NPCs. You can do that with SA-MP but SA-MP treats each NPC individually, not sure how MTA handles it.

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Obviously yes, also, I noticed that this model is actually corrupted. Will fix that and add a fountain particle, very soon.

 

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

Statistics patches are completed. I also updated the statistics menu again.

Also, I'll assign new weapon stats soon aswell, dunno. It depends on how much effort it really takes and if it requires more than what fastman92 has done.

It's pretty boring to keep upgrading same type weapon skill. Like, you have a AK47 and M4 and Ruger. If you upgrade your weapon skill with AK47, you won't get skill upgrade for M4 and Ruger. Doing the same thing over and over again, and very time wasting. So, I'm saying why not use a single stat Assault Rifle skill and assign all Assault Rifle to it?

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I am going to merge some stats, yeah. The system is currently done, but since I feel like I can go beyond fixing the savegame issues, I might even write a complete ingame savegame converter which would work, in the first few versions, a bit like this (I've started considering this, but can't be certain I will implement it, if so, current plans are going to be changed.)

 

  • Updated savegame formats can be managed. When loading your game even from Snapshot 2.1.9, you would be able to continue playing.
  • The game spawns you at grove street, as normally, but your statistics, conquered turfs, weapons, clothes, health, time, and alot of other stuff, even up to a point where explored map territories can just be initialized using information gathered from savegame.
  • Later on, this system can evolve into a more complete system, which also takes properties, and businesses into consideration. Actually, I'd like to make businesses hardcoded and tied to a file loader, so adding new businesses can be done by modding UG.

Why can't you make it read your aquired properties/businesses?

 

That's quite simple. The savegame format isn't exactly super easy to understand when it comes to loading the script, it would actually be quite hard to make it load specific data from the complex SCM block. This is why I'd start moving these things into a file loader, which uses a custom savegame block instead. This way, it's not only future-proof, but much easier to modify.

 

Will you change this?

Obviously, yes.

Edited by dkluin
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bothefriendlygiant

How do I change the car dff and txd files? (Kuruma, all those cars) I can't because I've been trying to with IMG TOOL 2.0 and it doesn't allow me...

  • Like 1
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Going to have to delay tommorow's video a bit, didn't have enough time to get something done. Won't be longer than 1 or 2 days. On the bright side, I did however complete the statistics stuff, and will have to complete the zone stuff soon aswell.

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mod img are blocked so nobody could steal files from archives. If you want install mods put files in custom mods img.

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bothefriendlygiant

mod img are blocked so nobody could steal files from archives. If you want install mods put files in custom mods img.

I'll just try modloader then.

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That's incompatible.

 

Just use custom-mods.img....

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bothefriendlygiant

That's incompatible.

 

Just use custom-mods.img....

Sorry, for asking this but I'm a newbie to the GTA Modding world. what is and where do you get the custom-mods.img?....

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I am going to merge some stats, yeah. The system is currently done, but since I feel like I can go beyond fixing the savegame issues, I might even write a complete ingame savegame converter which would work, in the first few versions, a bit like this (I've started considering this, but can't be certain I will implement it, if so, current plans are going to be changed.)

 

  • Updated savegame formats can be managed. When loading your game even from Snapshot 2.1.9, you would be able to continue playing.
  • The game spawns you at grove street, as normally, but your statistics, conquered turfs, weapons, clothes, health, time, and alot of other stuff, even up to a point where explored map territories can just be initialized using information gathered from savegame.
  • Later on, this system can evolve into a more complete system, which also takes properties, and businesses into consideration. Actually, I'd like to make businesses hardcoded and tied to a file loader, so adding new businesses can be done by modding UG.

Why can't you make it read your aquired properties/businesses?

 

That's quite simple. The savegame format isn't exactly super easy to understand when it comes to loading the script, it would actually be quite hard to make it load specific data from the complex SCM block. This is why I'd start moving these things into a file loader, which uses a custom savegame block instead. This way, it's not only future-proof, but much easier to modify.

 

Will you change this?

Obviously, yes.

can't you just create a "boolean variable" that turns "true" when he buys a property,and then when he loads the game,the game will just automatically buy the business again(without using money)

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It's much more complicated than a simple if statement.

The business reset is just one small drawback.

 

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

Programming todo list

  • Build a custom GTA UG website
  • Implement a savegame conversion option
  • Finish zones system
  • Implement children system
  • Fix savegame issues and corruption errors people reported
  • Work on an update detection program
  • Allow people to continue playing on their old Snapshot 2.1.9 savegames by implementing a savegame reader
  • Find a way to easily obtain businesses/properties bought from old savegames
Edited by dkluin
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<p>

 

It's much more complicated than a simple if statement.

 

The business reset is just one small drawback.

 

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

Programming todo list

  • Build a custom GTA UG website
  • Implement a savegame conversion option
  • Finish zones system
  • Implement children system
  • Fix savegame issues and corruption errors people reported
  • Work on an update detection program
  • Allow people to continue playing on their old Snapshot 2.1.9 savegames by implementing a savegame reader
  • Find a way to easily obtain businesses/properties bought from old savegames
You said you wouldn't add children. Please remove any children type things. Killing them in videogames it's pretty harsh.

 

-------

 

I'm saying again will you release a stripped scm file and opcodes.txt and sascm.ini file for Sanny Builder or for the other modders to mod the GTA:UG?

Edited by Bigbossbro08
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I already thought of a good gameplay system which roughly matches Bully's original system and still keeps the Bully feel to the game, by making it realistic.

 

The exact details are buried somewhere inside the topic, but I have the links stored somewhere.

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I already thought of a good gameplay system which roughly matches Bully's original system and still keeps the Bully feel to the game, by making it realistic.

 

The exact details are buried somewhere inside the topic, but I have the links stored somewhere.

But there are children. Killing them it's too wrong. Even if you add strict wanted level system. If you are going to add peds in Bullsworth just add new adult peds. No children peds please.

 

------

 

I'm reposting again will you release opcodes.txt, sascm.ini and stripped scm to mod the GTA:UG?

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For God sakes, nobody has to do what you demand. Stop. There was a god damn poll about this, and people agreed to add this feature but doing so will give you 1 star.

Edited by Jinx.
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For God sakes, nobody has to do what you demand. Stop. There was a god damn poll about this, and people agreed to add this feature but doing so will give you 1 star.

Adding children in a video game is a pretty bad idea. If there is a option that they will be spawned and won't be able to kill them I would like that idea. If I kill them and get one star it's bad idea. Because violence against the children is not a good thing. It's not kinda good. Or if they spawn adult peds instead of kids it would be better. I hope that you will understand.

 

Sorry for my poor English.

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There's going to be an option to disable them from spawning completely, you know?

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I already thought of a good gameplay system which roughly matches Bully's original system and still keeps the Bully feel to the game, by making it realistic.

 

The exact details are buried somewhere inside the topic, but I have the links stored somewhere.

But there are children. Killing them it's too wrong. Even if you add strict wanted level system. If you are going to add peds in Bullsworth just add new adult peds. No children peds please.

 

------

 

I'm reposting again will you release opcodes.txt, sascm.ini and stripped scm to mod the GTA:UG?

 

Grow a pair. You don't have to kill them.

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Here's a post link I spoke about, have a read.

 

http://gtaforums.com/topic/776561-wipbetasa-gta-underground-mod-discussion/page-337?do=findComment&comment=1069104968

 

I updated the main post to include this aswell.

 

http://gtaforums.com/topic/776561-wipbetasa-gta-underground-mod-discussion/?p=1067140727

Edited by dkluin
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