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


dkluin

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Really, the main topic is now spammed again. DK, can you clean it?

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On it.

 

-----------

The issue isn't caused the debug mode at all, it's because for whatever reason island IDs aren't updating (if you can check if each city has the correct police vehicles, then report the result back to me then I have more info. I mean, if each city doesn't have the correct police vehicles, firefighters, or ambulances, then the problem is that island IDs themselves do not update, therefore it means that it will not reload the files which control weather/traffic)

 

If you can do that and send me a screenshot of which vehicles chase the player, then I have more info. Since I never replicated this problem, and as you said you did not save or load the game, finding out why this happens for you is difficult.

Edited by dkluin
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On it.

 

-----------

The issue isn't caused the debug mode at all, it's because for whatever reason island IDs aren't updating (if you can check if each city has the correct police vehicles, then report the result back to me then I have more info. I mean, if each city doesn't have the correct police vehicles, firefighters, or ambulances, then the problem is that island IDs themselves do not update, therefore it means that it will not reload the files which control weather/traffic)

 

If you can do that and send me a screenshot of which vehicles chase the player, then I have more info. Since I never replicated this problem, and as you said you did not save or load the game, finding out why this happens for you is difficult.

Hi

 

At First original police spawn then spawn correctly

 

Pic

 

http://imgur.com/U6sXcu0

 

http://imgur.com/KBnEfGe

 

http://imgur.com/HPH1TRd

 

http://imgur.com/ce3OP8s

 

http://imgur.com/hgrwUz2

 

http://imgur.com/LllEcv1

 

http://imgur.com/Ptke82P

 

http://imgur.com/h7DCcn4

 

http://imgur.com/avORPvJ

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Hello! What are the RAM needed in GTA: Underground? I have 32-bit Windows 7, And a 2 GB of RAM. @dkluin what is the recommended RAM for GTA Underground?

Edited by notabuster
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Hello! What are the RAM needed in GTA: Underground? I have 32-bit Windows 7, And a 2 GB of RAM. @dkluin what is the recommended RAM for GTA Underground?

You will require almost the same specs as GTA San Andreas. Imo your specs are enough for UG.

Edited by spaceshape
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_shogunstar_

 

Hello! What are the RAM needed in GTA: Underground? I have 32-bit Windows 7, And a 2 GB of RAM. @dkluin what is the recommended RAM for GTA Underground?

You will require almost the same specs as GTA San Andreas. Imo your specs are enough for UG.

 

GTA UG requires a slightly beefier computer than standard GTA SA. My old craptop can run GTA SA fine on default graphics (except with frame limiter off) however it sometimes struggles with GTA UG (using the same default graphics as GTA SA, again with frame limiter off).

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That's correct, however Snapshot 3 does come with optimizations which will improve performance on older hardware.

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Rachel Amber

Nice :3 can't wait for it Dkluin you are master, mod getting even better with every day full respect for your hard work!

Edited by NOskillx
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On it.

 

-----------

The issue isn't caused the debug mode at all, it's because for whatever reason island IDs aren't updating (if you can check if each city has the correct police vehicles, then report the result back to me then I have more info. I mean, if each city doesn't have the correct police vehicles, firefighters, or ambulances, then the problem is that island IDs themselves do not update, therefore it means that it will not reload the files which control weather/traffic)

 

If you can do that and send me a screenshot of which vehicles chase the player, then I have more info. Since I never replicated this problem, and as you said you did not save or load the game, finding out why this happens for you is difficult.

Hi

 

At First original police spawn then spawn correctly

 

Pic

 

http://imgur.com/U6sXcu0

 

http://imgur.com/KBnEfGe

 

http://imgur.com/HPH1TRd

 

http://imgur.com/ce3OP8s

 

http://imgur.com/hgrwUz2

 

http://imgur.com/LllEcv1

 

http://imgur.com/Ptke82P

 

http://imgur.com/h7DCcn4

 

http://imgur.com/avORPvJ

 

 

 

Then the problem isn't that the island ID does not change, the problem is that the files themselves aren't reloading. I could write a test ASI or CLEO script which you can install which may help with that.

Edited by dkluin
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claude_speed123

hey everyone i need gta underground 100% save game please if you have 100% save game please give me the link :panic:

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Adding more cheat codes. I'm interested in setting up some cheats like IDONTHAVETHEMONEYSONNY.

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MessingWithTheMan

I look at this topic and I say it again: F*** Take2

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GrudgefromSanAndreas

Will 100% of the ped voices/speech from III, VC, LCS & VCS be included in Snapshot 3? Cause i watched plenty of YT videos and never heard any of those unfortunately :/

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Hello! What are the RAM needed in GTA: Underground? I have 32-bit Windows 7, And a 2 GB of RAM. @dkluin what is the recommended RAM for GTA Underground?

You will require almost the same specs as GTA San Andreas. Imo your specs are enough for UG.

 

GTA UG requires a slightly beefier computer than standard GTA SA. My old craptop can run GTA SA fine on default graphics (except with frame limiter off) however it sometimes struggles with GTA UG (using the same default graphics as GTA SA, again with frame limiter off).

 

 

The frame limiter is really bugged though.

(On a non modded SA). So even if you have a great pc it can be damn laggy anyway.

 

 

GrudgefromSanAndreas @ Yeah that would be cool. But maybe there's more important things to do at the moment.

Edited by Davve95
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On it.

 

-----------

The issue isn't caused the debug mode at all, it's because for whatever reason island IDs aren't updating (if you can check if each city has the correct police vehicles, then report the result back to me then I have more info. I mean, if each city doesn't have the correct police vehicles, firefighters, or ambulances, then the problem is that island IDs themselves do not update, therefore it means that it will not reload the files which control weather/traffic)

 

If you can do that and send me a screenshot of which vehicles chase the player, then I have more info. Since I never replicated this problem, and as you said you did not save or load the game, finding out why this happens for you is difficult.

Hi

 

At First original police spawn then spawn correctly

 

Pic

 

http://imgur.com/U6sXcu0

 

http://imgur.com/KBnEfGe

 

http://imgur.com/HPH1TRd

 

http://imgur.com/ce3OP8s

 

http://imgur.com/hgrwUz2

 

http://imgur.com/LllEcv1

 

http://imgur.com/Ptke82P

 

http://imgur.com/h7DCcn4

 

http://imgur.com/avORPvJ

 

 

 

Then the problem isn't that the island ID does not change, the problem is that the files themselves aren't reloading. I could write a test ASI or CLEO script which you can install which may help with that.

 

Ok I'm Waiting you

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https://postimg.org/image/wqjz0vtdb/ (cant post images without them being prohibited to use on the GTAForums, so i'll just give a link)

 

You want it?

 

 

It's yours, my friend, as long as you have enough rupees.

_______________________________________________________________________________________

 

 

Things to Come

 

 

 

 

Oh, another update you can expect, all those doppleganger rides that look just like eachother, such as

the Bobcat from GTA Vice City, SA, LCS, VCS, etc. will be removed, but the VCS one should stay in my opinion.

 

Why the VCS Bobcat? It's from the latest 3D era GTA game, so it's going to be the most detailed.

 

Want some more examples? The Greenwood from GTA VC and SA look too similar if not the same vehicle, so only the SA one will be kept, as it is the latest and most detailed. This is also a good way to decrease how much space the mod takes.

 

Any vehicles that share the same name but look different (ex. Infernus from VC and GTA III) will be kept.

 

 

 

 

screen1024x1024.jpeg

 

 

 

 

Do you see what's in that image of the mobile version of GTA LCS? The vehicles have 3D wheels and reflection.

 

Oh yeah, and those vehicles have updated models. What you see in that image can come in GTA: UG.

 

What wont come from that? The HUD. GTA UG, in my opinion, should have its own HUD (custom health/money at the top right + a custom map instead of utilizing GTA SA's HUD) in the near future.

 

The only city in GTA UG's map that you'll have to find on your own will be Carcer City. But remember, its inbetween 50-100 miles from Liberty City in any 8 directions.

 

https://postimg.org/image/5tp2u8w5p/

 

That's a map containing all possible locations for it. It totally won't be in that large circle out in the middle of the ocean, as a troll.

 

 

 

Edited by jigsteal
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Rachel Amber

Anyway Dkluin is the SNAPSHOT 3 gta3.img and other will be decrypted?? this encryption piss me off i can't extract anything change or add

EDIT: Also there is a guy Blue he doing a cool custom vehicles maybe you can ask him for permission to add them to underground?

here's link to his workshop http://gtaforums.com/topic/767394-blues-workshop/page-41

Edited by NOskillx
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Snapshot 3 is coming along nicely. Still need to finish some features. mainly:

  • Businesses in LC
  • Cheat codes, we need to add VCS/LCS cheat codes
  • Improved weapon spawner, perhaps an addon plugin will work
  • SCM extensions (extra opcodes), and a small API written in C++
  • Camera script needs some more work
  • ClassicHUD support
  • ModLoader support
  • V HUD needs support for added weapons, yes, still...
  • SAMP needs support for added weapons and vehicles, which is going to take some time
  • Support for fastman92's 32 bit IDs will come in a Snapshot 3 patch.
  • Some more Carcer City work is needed as the Church level got slightly messed up after exporting.
  • Align Dunsfold radar
  • Make some Bullworth interiors accessable
  • Launcher/installer...
  • New website, ofcourse
  • Finish error-proofing UG's code
  • Finish the dialog system
  • Introduce a wanted level vehicle/ped override feature which can be used in CLEO scripts/ASI plugins to use custom wanted level vehicles, mostly useful for this mod.
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skatefilter5

can you change the skins for modloader when it the .img file was in 0 bytes?

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What programming language/s are you using more then C++ ?

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MessingWithTheMan

 

Snapshot 3 is coming along nicely. Still need to finish some features. mainly:

  • Businesses in LC
  • Cheat codes, we need to add VCS/LCS cheat codes
  • Improved weapon spawner, perhaps an addon plugin will work
  • SCM extensions (extra opcodes), and a small API written in C++
  • Camera script needs some more work
  • ClassicHUD support
  • ModLoader support
  • V HUD needs support for added weapons, yes, still...
  • SAMP needs support for added weapons and vehicles, which is going to take some time
  • Support for fastman92's 32 bit IDs will come in a Snapshot 3 patch.
  • Some more Carcer City work is needed as the Church level got slightly messed up after exporting.
  • Align Dunsfold radar
  • Make some Bullworth interiors accessable
  • Launcher/installer...
  • New website, ofcourse
  • Finish error-proofing UG's code
  • Finish the dialog system
  • Introduce a wanted level vehicle/ped override feature which can be used in CLEO scripts/ASI plugins to use custom wanted level vehicles, mostly useful for this mod.

 

I think you should add universetwisters' car mods, they would be great for SA

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What programming language/s are you using more then C++ ?

We are using HTML/CSS/JavaScript/PHP for the official website, C++ for the launcher/installer/ASI, MAXscript/Python/Batchscript/C# for development tools, and PAWN for SAMP stuff.

 

can you change the skins for modloader when it the .img file was in 0 bytes?

That's rather a question you should ask LINK2012, as far I know the answer is yes. ModLoader should be able to use any IMG archive defined in gta.dat already.

 

 

 

 

 

Snapshot 3 is coming along nicely. Still need to finish some features. mainly:

  • Businesses in LC
  • Cheat codes, we need to add VCS/LCS cheat codes
  • Improved weapon spawner, perhaps an addon plugin will work
  • SCM extensions (extra opcodes), and a small API written in C++
  • Camera script needs some more work
  • ClassicHUD support
  • ModLoader support
  • V HUD needs support for added weapons, yes, still...
  • SAMP needs support for added weapons and vehicles, which is going to take some time
  • Support for fastman92's 32 bit IDs will come in a Snapshot 3 patch.
  • Some more Carcer City work is needed as the Church level got slightly messed up after exporting.
  • Align Dunsfold radar
  • Make some Bullworth interiors accessable
  • Launcher/installer...
  • New website, ofcourse
  • Finish error-proofing UG's code
  • Finish the dialog system
  • Introduce a wanted level vehicle/ped override feature which can be used in CLEO scripts/ASI plugins to use custom wanted level vehicles, mostly useful for this mod.

 

I think you should add universetwisters' car mods, they would be great for SA

 

 

Some of his cars are in GTA: Underground already.

 

--------

Working on the wanted level override feature.

Edited by dkluin
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Around 3GB.

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Around 3GB.

HL3 Confirmed.
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I am having an issue where whenever I save the game and load it up again it doesn't spawn the cars exclusive to the different cities it just spawns the San Andreas cars. Is anyone else having this issue or know how to fix it?

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AlSahHim4905

Here's a hotfix for GTA UG that fixes: http://www.mediafire.com/file/ghxirtr7ubpt3uf/hot_fix.7z

 

1.crashes while playing gangwars or enemy gangs attacking you.

2.the heavy lag in Liberty City.

 

installation : just extract it in your GTA UG folder.

 

Have a nice day & enjoy :)

Hi guys. Well, there is a water.dat file within data folder in that fix. is it necessary to install it too? It seems a bit noobish to ask it.

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Is anybode else having an error after some time driving the gang cars (cholo sabre/mafia sentinel/cartel cruiser)?

I hope it's fixed in Snapshot 3.

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SonnyNapoli

 

Oh, another update you can expect, all those doppleganger rides that look just like eachother, such as

the Bobcat from GTA Vice City, SA, LCS, VCS, etc. will be removed, but the VCS one should stay in my opinion.

 

Why the VCS Bobcat? It's from the latest 3D era GTA game, so it's going to be the most detailed.

 

Want some more examples? The Greenwood from GTA VC and SA look too similar if not the same vehicle, so only the SA one will be kept, as it is the latest and most detailed. This is also a good way to decrease how much space the mod takes.

 

Any vehicles that share the same name but look different (ex. Infernus from VC and GTA III) will be kept.

 

 

How about doing the same thing with peds? Replace most of them ugly motherf*ckers from III and VC with more detailed and fitable peds from LCS/VCS?

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