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


dkluin
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Officer Ronson
On 5/5/2021 at 1:27 PM, dkluin said:

Ah.. Those should also be correct. The construction site area probably won't make it to UG (anytime soon).

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The Truth just imported the VCPD HQ rooftop assets from GTA: VCS.

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Is this based off Ladder 17 from Backdraft? Looks pretty good, though Fire Engines are usually sitting in the bay and not in the back. 

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14 hours ago, Officer Ronson said:

Is this based off Ladder 17 from Backdraft? Looks pretty good, though Fire Engines are usually sitting in the bay and not in the back. 

I don't think so. This is based on a real-life fire house in Chicago.

 

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MaxBaxman's latest progress with his generic building block for Midway:

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Edited by dkluin
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On 5/11/2021 at 4:39 PM, Officer Ronson said:

Is this based off Ladder 17 from Backdraft? Looks pretty good, though Fire Engines are usually sitting in the bay and not in the back. 

That's right! I'll be considering that. :)

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For those of you with the eye for little details - here's a little private project of mine that i plan to be done for the next update: I take the ORIGINAL carcols.dat from GTA III/VC/VCS/LCS  and convert them into UG on all VC and LC vehicles. As a result - those vehicles will spawn in their original colors as they appeared in their respective games, therefore creating a more accurate representation of these vehicles. It's a rather small detail that not a lot of people will notice, but it will create a pretty noticeable difference between VC/LC vehicles and original vanilla SA vehicles.

 

Example: VC Infernus with 4.1.7 carcols:

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And here: VC Infernus with 4.2 carcols - taken straight from VC's carcols.dat:

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I've been doing a lot of exporting prepwork for Midway.... what you see here is the Wringley Building, which was made by TheBlackLion over a year ago. He was working on a new version not too long ago but it isn't quite finished yet. I updated the plaza & roundabout road which Mario made last year and pieced it somewhat back together. It still needs some work, but it may be included ingame as-is.

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Edited by dkluin
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On 5/5/2021 at 4:49 PM, 4Kant said:

With clouds i meant the long stretched clouds.

 

With workside i meant to replace Fort Staunton's worksite with LCS buildings :/

I know its a rather common request to replace the worksite with the buildings from LCS, however i always favor the option of keeping both assets from III and LCS.

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Good news! As I hinted at in #ug-discussion I've been working hard on something. More precisely, I'm currently exporting the assets that are completed in Midway for our first snapshot version which will be included in Snapshot 4.2.

An article outlining what our vision is for Midway (and thus what each update is building towards) will be up soon. 
 

Right now, the following is in-game:
- All of the roads I made for the city, complete with LODs
- NPC traffic in the northwestern part of The Square (which is the most finished part as of right now)
- The Willis Tower block Mario made which was shown before
- MaxBaxman's Midway Theatre block
- All of Reyo's buildings
- Mario's park area
- ...and a few others.

All of this amounts to roughly 80% of what Snapshot 4.2 would offer.

I also want to thank The Truth for his help with the LODs for the roads and exporting Midway in-game. He has done a lot and thus deserves a special mention.

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It should be noted that Midway peds and vehicles also spawn in the city, including even emergency services. These vehicles and peds have been in the mod for a very long time, so these aren't really new. Some of them will receive changes in the near future, however.

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Edited by dkluin
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22 hours ago, dkluin said:

Good news! As I hinted at in #ug-discussion I've been working hard on something. More precisely, I'm currently exporting the assets that are completed in Midway for our first snapshot version which will be included in Snapshot 4.2.

An article outlining what our vision is for Midway (and thus what each update is building towards) will be up soon. 
 

Right now, the following is in-game:
- All of the roads I made for the city, complete with LODs
- NPC traffic in the northwestern part of The Square (which is the most finished part as of right now)
- The Willis Tower block Mario made which was shown before
- MaxBaxman's Midway Theatre block
- All of Reyo's buildings
- Mario's park area
- ...and a few others.

All of this amounts to roughly 80% of what Snapshot 4.2 would offer.

I also want to thank The Truth for his help with the LODs for the roads and exporting Midway in-game. He has done a lot and thus deserves a special mention.

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gallery629.jpg

gallery630.jpg

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It should be noted that Midway peds and vehicles also spawn in the city, including even emergency services. These vehicles and peds have been in the mod for a very long time, so these aren't really new. Some of them will receive changes in the near future, however.

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you should allow cars mods

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Here are two showing one of the interesting details Midway has - reflections on props. These props are of course completely custom, and we may introduce additional props for Midway which have similar features soon.

 

Edited by dkluin
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SonicFan99

Sorry I had to ask you this again because there haven't been any reply, but I would appreciate it if someone could just help me out with this problem: I want to play GTA UG with custom mods, but the modded vehicles and/or peds don't appear, some are still vanilla. (Yes, that happened in the latest 4.1.7 Snapshot also.)

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Another interesting detail for Midway - UV animations.

 

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On 5/22/2021 at 3:40 PM, daniel_dude said:

 

Are those original colors selectable in Transfender? Or it's still limited to San Andreas' colors there? Might be cool to have those avaiable also for other cars than their intended ones. 

Tuning garages are unaffected.

 

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We've added functional traffic lights now. The model was made by marc and is not only functional, but is breakable and has reflections similar to that of the bus stops shown before.

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New video:

 

Edited by dkluin
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We're proud to show MaxBaxman's latest progress on his block of buildings for Midway. As you can see, a functional Burger Shot store is planned to exist here for starters, as well as a Didier Sachs clothing store.

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Hi all, as part of the 4.2 update me and the vehicle department have made a lot of progress in terms of new vehicles, improved handling lines and more lore-friendly fixes to existing ones. However i'd like to showcase my little personal project that is already finished for the next update.

Some of you may (or may have not) noticed that the vehicles in 4.1.7 that spawn in VC and LC have very generic car colors, therefore i have taken upon myself to redo all of these carcol lines and make them appear more unique and true to their original games - as a result, a total of 34 Liberty City vehicles and 50 Vice City vehicles now have their original spawn colors as they appear in GTA III, Liberty City Stories, Vice City and Vice City Stories:

 

4.1.7 VC Infernus carcols:

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4.2 VC Infernus carcols:

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As you can see, the carcols for 4.2 will be more based on the original carcols.dat of the other games - resulting in more unique and vibrant colors that will be different than the cars found in San Andreas.

 

EDIT: I just noticed that dkluin posted this progress update in the last page, however just note that the car color revamp is now done for both VC and LC vehicles - it will be available in 4.2

Edited by Reuben-Paez
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Midway exporting is nearing completion... We're in the process of polishing our exported content for 4.2 and have exported 99% of what we wanted to export.
The screenshot below shows doubledoseofdeath's block with the traffic lights we added earlier.

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Marc just finished a building block which features a generic church with some generic buildings. It will be featured in the south of The Loop, near the planned ghetto (more on this later).

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And finally, a functional safehouse is planned in the block Baxman is working on.

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Edited by dkluin
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Crystalien
7 hours ago, Miku Nakano said:

For Those who are looking for 25 Snapshots in LC, here's the map for you

Sauce here: https://www.mediafire.com/view/pszit47t4khwhwm/GTA_III_snapshots.jpg/file

Thank you SO MUCH for identifying the last remaining LC snapshots for us, sir! :colgate: You are a real godsend! :cookie:

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Miku Nakano
3 hours ago, Crystalien said:

Thank you SO MUCH for identifying the last remaining LC snapshots for us, sir! :colgate: You are a real godsend! :cookie:

Well, I've been starting roaming around LC at Night, finding some of the blinking white strobes but by the way, you're welcome :)

 

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could please add chead codes from ports of GTA SA (Windows 8, Mobile, Consoles) such as scriptbypass? Some missions like Flying and Driving School or Zero quests are especially difficult...

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17 hours ago, REAJNXPL said:

could please add chead codes from ports of GTA SA (Windows 8, Mobile, Consoles) such as scriptbypass? Some missions like Flying and Driving School or Zero quests are especially difficult...

I don't know of any such cheats.

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or atleast simple abiliity skip missions and sub-mission in dev menu (ctrl+m) would be great addition, some my mods make game crash after i passed supply lines and now im triggered i think if somebody have similiar problems this could help because if im even remove those mods game wont works fine and theres no cleo mission skipper thing. only scm scripts but im dont know how to merge both of undeground and mission passer main.scm so im politely ask you for help and idea of creating mission skip option in some sort of menu 

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43 minutes ago, REAJNXPL said:

or atleast simple abiliity skip missions and sub-mission in dev menu (ctrl+m) would be great addition, some my mods make game crash after i passed supply lines and now im triggered i think if somebody have similiar problems this could help because if im even remove those mods game wont works fine and theres no cleo mission skipper thing. only scm scripts but im dont know how to merge both of undeground and mission passer main.scm so im politely ask you for help and idea of creating mission skip option in some sort of menu 

The crash that happens in Supply Lines is now fixed in 4.2, alongside Vertical Bird, Up Up and Away and flying school's Destroy Targets lesson.

 

Here's some new screenshots of the vehicles that will be in the next update:

 

Civique (By Son Of Big Boss) - a new Midway lowrider vehicle, also tunable in Loco Low Co.

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Guardian (By Calvin) - Will replace Midway's old enforcer, also comes with additional paintjobs for SAPD, LCPD, VCPD and state marshal to use in Multiplayer.

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Imperator (by Calvin)

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Stock Police Truck (By Compeast) - comes with additional LCPD, VCPD and blank paintjobs

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Improved Bully School Bus (By Compeast)

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Of course this is just a small taste of all the progress that has been made for vehicles, So far we accumulated 60+ vehicle model updates, 70+ data (handling, tuning, sounds and more) fixes/improvements and of course as mentioned previously: the car color project that was finished for VC and LC vehicles.

Edited by Reuben-Paez
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Hello everyone!

I just downloaded and installed GTA: Underground and I went scrolling weapons and found two skateboards; one from Bullworth and one from beta GTA:SA game. My question is are they somehow drivable like cleo skateboard mods cause I didnt figured how?

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Hello,I have a question. Will the Midnight Club game maps ever be added to this mod? Are they considered 3D universe?

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10 minutes ago, Ad_006 said:

Hello,I have a question. Will the Midnight Club game maps ever be added to this mod? Are they considered 3D universe?

No.

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Hi, I have a question. How long can we wait for the new version of 4.2?

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Aristotel2003
5 hours ago, Jenka said:

Hi, I have a question. How long can we wait for the new version of 4.2?

when it's ready, it's released 

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DoomReaper
On 6/6/2021 at 8:02 PM, segy172 said:

Hello everyone!

I just downloaded and installed GTA: Underground and I went scrolling weapons and found two skateboards; one from Bullworth and one from beta GTA:SA game. My question is are they somehow drivable like cleo skateboard mods cause I didnt figured how?

 

No, it's just weapons. 

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DL has been expanded to include the ability to load raw IDEs and IPLs. An offset can be applied while loading them, too, so you can place them in your server easily.
We're hoping to include this expansion of DL into Snapshot 4.2!

 

The map shown is Gosttown Paradise which we loaded in as a test of this feature. 
To put it simply, it is possible to load ANY MAP with LITTLE CONVERSION AT ALL needed. The possibilities of loading pure IPLs and IDEs combined with the dynamic ID assignment are endless!

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Edited by dkluin
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Can confirm that this addition in UGMP works flawlessly. I was amazed we could actually play these custom maps together 😁

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