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


dkluin
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im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

That looks like some acid phantom hacked your game

 

i have no idea how to fix it ,i cant go anywhere cus this thing just shows up whenever i go somewhere.

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Those screenshots weren't taken in Snapshot 3.

 

---------

Fixed random crashes in hardware stores in VC.

 

 

I know But same thing in snapshot 3

 

just cops and medic spawn correctly

 

 

and sometimes one Different car and ped spawn

 

All you have to do is wait a bit, the change doesn't happen immediately and nothing can be done about it, it's like that in vanilla SA too.

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im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

What the f*ck is that? It looks like your computer sucks ass and cant run the game properly, that or you have some messed up install or maybe an illegal copy of the game

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im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

Ayy lmao. This has never happened to me in GTA San Andreas at least. But something similar has happened to me in Flatout 2. There are two ways of fixing this (it's not fixing forever but for the time you're playing). In Flatout 2 you either leave the race and go to the menu screen, selecting a different race or restart the game.

 

im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

 

What the f*ck is that? It looks like your computer sucks ass and cant run the game properly, that or you have some messed up install or maybe an illegal copy of the game

 

Hey fam, everybody who's playing Underground has an illegal copy of SA.
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im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

What the f*ck is that? It looks like your computer sucks ass and cant run the game properly, that or you have some messed up install or maybe an illegal copy of the game

 

oy my pc aint suckin anyones ass and my copy is an downgraded steam copy

 

 

im experiencing only this one glitch where the loading thing just pops out and doesnt go away

 

 

 

 

 

help pls thx

Ayy lmao. This has never happened to me in GTA San Andreas at least. But something similar has happened to me in Flatout 2. There are two ways of fixing this (it's not fixing forever but for the time you're playing). In Flatout 2 you either leave the race and go to the menu screen, selecting a different race or restart the game

all was fine in snapshot 2 this only happens to me in snapshot 3. would be cool if i knew the fix

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Fixed the Downtown biker shop windows.

 

 

gallery1515.jpg

 

 

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Fellas, can't get the game to run. I get the donation box and the "gangs file not needed", "IMG file not needed", "Vehicle loader not needed" boxes and then nothing happens. I'll post the fastman file if needed. I wasn't sure if this was a simple "oh you have to delete this one file" or something.

 

I have a 1.0 version of the game

I have the hoodlum exe

I have snapshot 2 files that I just replaced with snapshot 3 file

I also copied over snapshot 3.1

 

I appreciate the help, guys.

 

 

 

Starting fastman92 limit adjuster 4.3 for WIN_X86, unreleased edition, compilation time: Jun 3 2017 12:47:55
Please visit http://fastman92.com
Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes
At least one ID limit is changed. ID limits will be patched.
Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches.
Count of file IDs is over 65535 and base ID of CStreamingInfo requires uint32_t. Applying uint32_t base ID patches.
COL ID limit is over 256 and requires something more than uint8_t. Applying uint32_t patches.
IPL ID limit is over 256 and requires something more than uint8_t. Applying uint32_t patches.
New ID limits:
0 - 59999 (60000) - DFF models defined within IDE files
60000 - 125499 (65500) - TXD texture archives.
125500 - 185499 (60000) - COL collision archives.
185500 - 186523 (1024) - IPL Binary IPL files.
186524 - 190619 (4096) - DAT files limited to nodes*.dat
190620 - 196119 (5500) - IFP animation archives.
196120 - 204242 (8123) - RRR car recordings, carrec*.rrr files
204243 - 204369 (127) - SCM scripts
204370 - 204371 (2) - Loaded list
204372 - 204373 (2) - Requested list
204374 - count of all file IDs
Addresses:
CStreaming::ms_modelInfoPtrs: 0x1A61FE8
CStreaming::ms_aInfoForModel: 0x4313020
CAnimManager::ms_aAnimBlocks: 0x1A9C970
CVehicleRecording::StreamingArray: 0x1AC78F8
CTheScripts::StreamedScripts: 0x1AE74B0
Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit.
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
Modified count of killable model IDs: 30000
---------------------------------------------
Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 65534 Is CCarGenerator_extended structure used: 1
---------------------------------------------
Modified limit of number of process counter passes for car generators to 6
---------------------------------------------
Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).
---------------------------------------------
Tracks*.dat coordinate limit patch enabled.
Track config loader enabled.
Renderware world map size set to 48000 x 48000
Radar map size set to 48000 x 48000
Water map size set to 48000 x 48000
World map size set to 48000 x 48000
Paths limit patch enabled.
Paths map size set to 48000 x 48000
Radar info:
Number of radar tiles per dimension: 96
Total number of radar tiles: 9216
Water info:
Water map size: 48000 x 48000
Number of water blocks per dimension: 96
Total number of water blocks: 9216
World map info info:
World map size: 48000 x 48000
World sectors:
CWorld::ms_aSectors
type: buildings, dummies
count: 960 * 960 = 921600
sector area: 50 x 50
CWorld::ms_aLodPtrLists
type: lod
count: 240 * 240 = 57600
sector area: 200 x 200
CWorld::ms_aRepeatSectors
type: vehicles, peds, object
count: 16 * 16 = 256
Paths info:
ThePaths: 0x5138020
Number of path tiles per dimension: 64
Total number of path tiles: 4096
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 510
Number of bike lines = 333
Number of flying lines = 244
Number of boat lines = 122
Number of animation group lines = 30
&mod_HandlingManager = 0x1B1CDC8, sizeof(mod_HandlingManager) = 0x2C220
sizeof_cHandlingDataMgr_header = 0x68
sizeof(tHandlingData_extended) = 0x100
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 15050
---------------------------------------------
Modified limit of rwObjectInstances to: 60000
---------------------------------------------
Modified limit of matrices to: 55000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 2770000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 256000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 60000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Peds to: 8123
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Objects to: 52350
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Tasks to: 7500
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Events to: 5200
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PointRoute to: 5532
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PatrolRoute to: 5532
---------------------------------------------
Modified limit of DYNAMIC LIMITS: NodeRoute to: 4096
---------------------------------------------
Modified limit of DYNAMIC LIMITS: TaskAllocator to: 256
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedIntelligence to: 8123
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedAttractors to: 512
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 48400
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 79550
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 128000
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 8123
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 4096
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 19666
---------------------------------------------
Modified limit of IPL:inst, buildings to: 100000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 155500
---------------------------------------------
Modified limit of IPL: inst per file to: 24000
---------------------------------------------
Modified limit of IPL: entity index array to: 1240
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 812
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:navigation zones to: 1888
---------------------------------------------
Modified limit of IPL:interior occluders to: 2940
---------------------------------------------
Modified limit of IPL:occluders to: 1000
---------------------------------------------
Modified limit of IPL:Timecycle modifiers to: 1000
---------------------------------------------
Modified limit of 'IPL:CULL mirror attribute zones' to: 9072
---------------------------------------------
Modified limit of 'IPL:CULL tunnel attribute zones' to: 8400
---------------------------------------------
Modified limit of 'IPL:CULL attribute zones' to: 65000
---------------------------------------------
Modified limit of IPL:Stunt jumps to: 9000
---------------------------------------------
Modified limit of IPL:Entry exits to: 12500
---------------------------------------------
Modified limit of IPL:AUZO boxes to: 512 Is extended structure used: 1
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Format of new savefiles will be different: patch for pickups is applied.
Modified limit of 'IPL:PICK' to: 16000, pickups collected: 40
---------------------------------------------
Modified limit of IDE:objs:type1 section to 28000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 8000
---------------------------------------------
Modified limit of IDE:hier section to 992
---------------------------------------------
Modified limit of IDE:tobj section to 16000
---------------------------------------------
Modified limit of IDE:cars section to 7000
---------------------------------------------
Modified limit of IDE:peds section to 1800
---------------------------------------------
Modified limit of IDE:weap section to 1024
---------------------------------------------
Modified limit of IDE:2DFX section to 2500
---------------------------------------------
Enabled handling of new enhanced IMG archives.
---------------------------------------------
Modified max number of IMG archives to: 512
---------------------------------------------
Modified limit of DIRECTORY LIMITS: Extra to: 28750
---------------------------------------------
Modified limit of DIRECTORY LIMITS: Clothes directory to: 2950
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 999
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 8888
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 9999
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 9999
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62
---------------------------------------------
Streaming memory available limit set to 2147483648 bytes (2048 MB)
---------------------------------------------
Modified limit of 'Max number of stream handles' to: 1024
---------------------------------------------
Modified limit of 'Number of requested models above which the game considers loading very busy' to: 20
---------------------------------------------
Modified script space limits:
- max size of MAIN segment from main.scm: 2000000 bytes
- max size of mission from main.scm: 256000 bytes
Total size of CTheScripts::ScriptSpace: 2256000 bytes
---------------------------------------------
Modified limit of SCM LIMITS: Running scripts to: 127
---------------------------------------------
Modified limit of SCM LIMITS: Mission cleanup to: 512
---------------------------------------------
Modified limit of SCM LIMITS: Max number of used objects to: 12048
---------------------------------------------
Modified limit of SCM LIMITS: Switch jump table cases to: 12048
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 7500
---------------------------------------------
Modified limit of RENDERER: Visible LOD pointers to: 15000
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 7500
---------------------------------------------
Modified limit of VISIBILITY: Alpha list limit to: 1750
---------------------------------------------
Modified limit of VISIBILITY: Alpha boat atomic list to: 1750
---------------------------------------------
Modified limit of VISIBILITY: Alpha entity list limit to: 5575
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 250
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 2500
---------------------------------------------
Modified limit of VISIBILITY: Weapon peds for PC limit to: 250
---------------------------------------------
Modified limit of OTHER LIMITS: References to: 65500
---------------------------------------------
Modified limit of OTHER LIMITS: Coronas to: 20480
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 2048
---------------------------------------------
Modified limit of OTHER LIMITS: Vehicle colors to: 2048
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Format of new savefiles will be different: patch for radar traces is applied.
Modified limit of OTHER LIMITS: Radar traces to: 4096
---------------------------------------------
Modified limit of OTHER LIMITS: Number of plate textures: 12
---------------------------------------------
Vehicle special features are enabled
Number of hydra vehicles = 5
Hydra 0 = 520
Hydra 1 = 6537
Hydra 2 = 6538
Hydra 3 = 6679
Hydra 4 = 6720
Number of ZR350 vehicles = 5
ZR350 0 = 477
---------------------------------------------
Level limit is enabled
Number of levels = 11
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop car level 4 = 1326
Cop car level 5 = 1573
Cop car level 6 = 6703
Cop car level 7 = 6754
Cop car level 8 = 6685
Cop car level 9 = 4788
Cop car level 10 = 5701
Cop bike = 523
Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped level 4 = 26475
Cop ped level 5 = 26310
Cop ped level 6 = 283
Cop ped level 7 = 26665
Cop ped level 8 = 26822
Cop ped level 9 = 288
Cop ped level 10 = 26566
Cop ped bike = 284
Ambulance level 0 = -1
Ambulance level 1 = 416
Ambulance level 2 = 416
Ambulance level 3 = 416
Ambulance level 4 = 6553
Ambulance level 5 = 5690
Ambulance level 6 = 6684
Ambulance level 7 = 6757
Ambulance level 8 = 6688
Ambulance level 9 = 0
Ambulance level 10 = 6719
Medic level 0 = -1
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276
Medic level 4 = 26530
Medic level 5 = 26375
Medic level 6 = 274
Medic level 7 = 274
Medic level 8 = 26838
Medic level 9 = 0
Medic level 10 = 274
Fire engine level 0 = -1
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407
Fire engine level 4 = 6662
Fire engine level 5 = 6603
Fire engine level 6 = 6689
Fire engine level 7 = 6758
Fire engine level 8 = 6690
Fire engine level 9 = 0
Fire engine level 10 = 407
Fireman level 0 = -1
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278
Fireman level 4 = 26497
Fireman level 5 = 26319
Fireman level 6 = 277
Fireman level 7 = 26672
Fireman level 8 = 26828
Fireman level 9 = 0
Fireman level 10 = 277
Number of cab drivers for level 0 = 0
Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261
Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234
Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206
Number of cab drivers for level 4 = 2
Cab driver level 4 place 0 = 26461
Cab driver level 4 place 1 = 26461
Number of cab drivers for level 5 = 2
Cab driver level 5 place 0 = 26338
Cab driver level 5 place 1 = 26433
Number of cab drivers for level 6 = 2
Cab driver level 6 place 0 = 234
Cab driver level 6 place 1 = 234
Number of cab drivers for level 7 = 2
Cab driver level 7 place 0 = 262
Cab driver level 7 place 1 = 261
Number of cab drivers for level 8 = 2
Cab driver level 8 place 0 = 26820
Cab driver level 8 place 1 = 26821
Number of cab drivers for level 9 = 0
Number of cab drivers for level 10 = 2
Cab driver level 10 place 0 = 262
Cab driver level 10 place 1 = 261
---------------------------------------------
Modified limit of hospital restarts to: 254
---------------------------------------------
Modified limit of police restarts to: 254
---------------------------------------------
SPECIAL: Plane speed limit disabled.
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
SPECIAL: Make paintjobs work for any ID applied.
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_LIMIT_EXCEEDED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_REQUESTED_FILE_DOES_NOT_EXIST enabled.
Error reporting is applied now.
---------------------------------------------
"Enable logging of files loaded" is enabled now.
---------------------------------------------
Weapon type loader is enabled. NumberOfWeaponTypes = 512.
Melee combo type loader is enabled. Max number of melee combos = 512.
---------------------------------------------
Roadblox.dat better loader is enabled.
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Train type carriages loader is enabled. ms_numberOfTypeIDs = 19, ms_maxNumberOfVehiclesForType = 18.
---------------------------------------------
Number of memory changes made: 9427
---------------------------------------------

 

For whatever it's worth, I installed the game (legally) and copied all the SS files and HOODLUM file into the San Andreas original install directory (Program Files). I don't know if that matters.
Edited by asahendrix
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skatefilter5

Fixed the Downtown biker shop windows.

 

 

gallery1515.jpg

 

 

before I check at biker store were you steal a bike, I use airbreak to look at the back if it's a interior to enter and... nope. it's just glass not transparent but break-able and the bike is inside too.

 

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

one more thing, I went to bullsworth, driving a car and none of the lamps, lights, traffic lights, trash, bench won't get knock over and for carcer city the trees leaves has collision, and are you planning to add a subway too because I was looking forward to new subway station similiar to syphon filter

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EzequielKing

Why some cars crash my game?, for example: when i select some determinate car (VC Enforcer, VC Stretch, Socialite, etc) crash my game :(

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I'm working on fixing collision bugs in VC/LC.

 

----------

Fixed all LOD placement bugs in VC.

 

 

gallery1521.jpg

gallery1522.jpg

gallery1523.jpg

gallery1524.jpg

gallery1525.jpg

gallery1527.jpg

gallery1528.jpg

 

 

 

----------

Restored these props in the ocean near VC/LC.

 

 

gallery1533.jpg

gallery1537.jpg

 

 

Edited by dkluin
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dkluin

Great work! I am very pleased that I have this mod and I can play it calmly. 3 snapshot is much more stable than its predecessor. Thank you for the mod and all your team, success in the future. What to expect next? Only patches?
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Markus Marcion

You're about to read the sh*test English out there, Ok here we go!

Game crashes every time I enter a vehicle from VC or LC, Maybe it's related to gang warfare and radio stations (cuz it worked like a charm the day before yesterday ) and teleport mods are buggy with UG (once again... radio stations! )
I will disable gang warfare using cheat menu and start a new game.

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_shogunstar_

You're about to read the sh*test English out there, Ok here we go!

 

Game crashes every time I enter a vehicle from VC or LC, Maybe it's related to gang warfare and radio stations (cuz it worked like a charm the day before yesterday ) and teleport mods are buggy with UG (once again... radio stations! )

I will disable gang warfare using cheat menu and start a new game.

That English wasn't that bad to be honest.

 

____________

 

Man, haven't been here in a while. Didn't knew snapshot 3 was out for a while since no official video was made about it.

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Question:

How to make progress in the game, because i cant buy vercetti's mansion and other proprieties, can you explain me how to do it? i would appreciate :)

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Question:

How to make progress in the game, because i cant buy vercetti's mansion and other proprieties, can you explain me how to do it? i would appreciate :)

Take over Diaz's turfs.

 

-----------

The blimp is re-introduced in the 3.2 patch and can be blown up. Also added a player stat ("Blimps blown up"). If you manage to blow it up, you will get a 4 star wanted level.

 

 

gallery1539.jpg

 

 

Edited by dkluin
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@Jbeato50: So far the following fixes are on the changelog:

 

  • · Fixed a bunch of visual alpha bugs in Vice City (specifically neon)

    · Fixed VC lighthouse beam rotating faster when the frame rate is higher, it now takes the elapsed frame delta time into account

    · Fixed random crash in hardware stores in VC

    · The VC Lighthouse beam can now be seen from far away

    · Fixed missing water in one pool in VC

    · Fixed LOD placement bugs in VC

    · Restored missing VC Seabed props (rocks, crashed ship)

    · Restored missing LC Seabed props (rocks)

    · Fixed white couch in a SA safehouse

    · Fixed SA minigun sound being wrong

    · Re-implemented the VC GASH Blimp, which can be blown up by both rockets or colliding with any type of vehicle (blimps have no skeleton and are filled using a lifting gas like hydrogen and/or helium, not a good combination with a vehicle, but you can walk on it if you are lucky enough to not explode the blimp when exiting your vehicle), and it also has a bug fix where it would rotate faster with a higher frame rate

Edited by dkluin
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@Jbeato50: So far the following fixes are on the changelog:

 

  • · Fixed a bunch of visual alpha bugs in Vice City (specifically neon)

    · Fixed VC lighthouse beam rotating faster when the frame rate is higher, it now takes the elapsed frame delta time into account

    · Fixed random crash in hardware stores in VC

    · The VC Lighthouse beam can now be seen from far away

    · Fixed missing water in one pool in VC

    · Fixed LOD placement bugs in VC

    · Restored missing VC Seabed props (rocks, crashed ship)

    · Restored missing LC Seabed props (rocks)

    · Fixed white couch in a SA safehouse

    · Fixed SA minigun sound being wrong

    · Re-implemented the VC GASH Blimp, which can be blown up by both rockets or colliding with any type of vehicle (blimps have no skeleton and are filled using a lifting gas like hydrogen and/or helium, not a good combination with a vehicle, but you can walk on it if you are lucky enough to not explode the blimp when exiting your vehicle), and it also has a bug fix where it would rotate faster with a higher frame rate

 

where is microsoft visual runtime error fix

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It's not on there. So far you are the only one who has the issue, and without more info I am unable to help you.

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It's not on there. So far you are the only one who has the issue, and without more info I am unable to help you.

how to fix that issue

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I need more information about the issue. Perhaps a screenshot of your installation folder will help?

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@dkluin Why "if you manage to blow it up"? Is there a trick or something? Like stopping the train in GTA V?

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chrisc-styll

In the snapshot 3.2 update, are they the san andreas story line and the other mission accesible ?

 

For the gameplay, the patch 3.1 have solved all crash in game, un little lag sometime in liberty city but no crash.

 

Great work. You did an incredible job.

Edited by chrisc-styll
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@dkluin Why "if you manage to blow it up"? Is there a trick or something? Like stopping the train in GTA V?

No, you will be able to blow it up by either firing rockets at it (which if it blows the blimp up, will actually give you a 4 star wanted level), or by touching it with any vehicle. If you somehow manage to land on it without the vehicle hitting the blimp, you will be able to walk around on the blimp while it travels around Downtown.

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