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


dkluin
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The new peds use SA audio lines since limits are preventing us from adding the VC/III/LCS/VCS ones....

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This looks awesome man! can't wait for the next snapshot :) If you want to i could make some 'official game' posters?

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Read the install readme.

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Why are you not working with VCS PC TEAM?!?!?!

 

That empire building code could help greatly

Because VCSPCE is dead?

And the fact that I only have time for Underground.

 

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

 

I have adjusted the empire buying code, getting it to support for example adding extra empire sites for sale which was needed for the hardest part, the war system. Any empire site can be for sale, and it can have an owner gang, an empire type, empire size (high roller, medium venture, small time), and all of these values are done for every empire site, and any empire site can be attacked, destroyed, or under construction.

 

Yes, repairing empire sites is going to be done sometime soon aswell.

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Nope, you have to downgrade to 1.0 US.

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No. I'll fix it soon, after I finished setting up all Biker empire sites, I will start fixing up the SCM a bit more, getting everything a bit more structured.

For example, the biker bar needs peds sitting, and it needs bug fixing aswell.

 

And I would like to finish the pizza parlors for VC at last, so much to do for snapshot II before I can publish it with all the new content.

 

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

Started adding a few more props from SA, to give VC a bit more life, and to get the maps a bit more of an unique feel which fits better with SA.

n2fntv.jpg

Edited by dkluin
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No. I'll fix it soon, after I finished setting up all Biker empire sites, I will start fixing up the SCM a bit more, getting everything a bit more structured.

For example, the biker bar needs peds sitting, and it needs bug fixing aswell.

 

And I would like to finish the pizza parlors for VC at last, so much to do for snapshot II before I can publish it with all the new content.

 

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

Started adding a few more props from SA, to give VC a bit more life, and to get the maps a bit more of an unique feel which fits better with SA.

n2fntv.jpg

don't know if u though this but maybe the marker to start storymode should be at francis intl airport, so it be like cj getting on plane to go home? and why sould marker only last 20 seconds, marker should stay, so we can start story anytime. :S

Edited by sumGUY99
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SA features in VC and LC news

 

The marker lasts 20 seconds because thats how long you have to choose if you want to play it or not. I'm probably going to finish the SCM with fixed issues for some things like CPRACE script today. Then, I will also resolve all LC texture bugs, and I will make sure that LC is bug free. This means, that I will finally get around to modify the LC map and add lots of new content such as some extra details like the first LC safehouses, additional LCS interiors and more rooftop fixes, additional LCS vehicles in traffic, and the empire buildings coming to LC, which will also be placed.

 

Script news

 

For SOL Underground and it's new "storyline mode" and "sandbox mode", you can only play up to the High Stakes Lowrider missions. All of OG Loc's missions work, and all other missions work perfectly aswell. No major bug besides the crash with any race mission.

 

Since we have alot of new gangs since snapshot I (Russians, Bikers, Italians) which can attack turfs all around SA, there will be a sortof fix for gang wars being limited to Los Santos.

Now, San Fierro Rifa could conquer Grove Street.

 

Also fixed up a few issues with the new SCM layout, and I would like to include the radio stations script at last at some point in the near future. Including a converter to do so.

Empire building news

 

I just realised that my script used for "setting up empire sites", such as buying an empire site, deciding what type, it's state, and it's size will be is bigger then the script used for all restaurants in SA.

 

And the war script will be no different. The ammount of code involved in it that manages when an enemy gang would start a war, requires a timer. A timer for when an enemy gang purchases a destroyed site needs to be done. Once that timer hits 0, then there will be code which will chose what empire site will be placed there.

 

After a while a random empire site which is not owned by Grove Street (or Vercetti/Yakuza, color is green) will get destroyed again and it can then be either bought by the player or re-purchased by a non Grove gang.

 

And to finish it off, I have set up a limit of 12 empire sites for now, increasing it requires me to update alot of code really, since it's used all over the place, maybe we can set it to 128 empire sites? Before the empire scripts grow too big....

 

Any unused empire site can be spawned very easily in SCM, and we also would like to implement alot of SA empire sites too, having to adjust models for them too.

Edited by dkluin
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GaryRoachSanderson

Sorry if this is a stupid question or if it has been answered before, but what version of CLEO should I install?

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The latest version ofcourse.

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SA features in VC and LC news

 

The marker lasts 20 seconds because thats how long you have to choose if you want to play it or not. I'm probably going to finish the SCM with fixed issues for some things like CPRACE script today. Then, I will also resolve all LC texture bugs, and I will make sure that LC is bug free. This means, that I will finally get around to modify the LC map and add lots of new content such as some extra details like the first LC safehouses, additional LCS interiors and more rooftop fixes, additional LCS vehicles in traffic, and the empire buildings coming to LC, which will also be placed.

 

Script news

 

For SOL Underground and it's new "storyline mode" and "sandbox mode", you can only play up to the High Stakes Lowrider missions. All of OG Loc's missions work, and all other missions work perfectly aswell. No major bug besides the crash with any race mission.

 

Since we have alot of new gangs since snapshot I (Russians, Bikers, Italians) which can attack turfs all around SA, there will be a sortof fix for gang wars being limited to Los Santos.

Now, San Fierro Rifa could conquer Grove Street.

 

Also fixed up a few issues with the new SCM layout, and I would like to include the radio stations script at last at some point in the near future. Including a converter to do so.

 

Empire building news

 

I just realised that my script used for "setting up empire sites", such as buying an empire site, deciding what type, it's state, and it's size will be is bigger then the script used for all restaurants in SA.

 

And the war script will be no different. The ammount of code involved in it that manages when an enemy gang would start a war, requires a timer. A timer for when an enemy gang purchases a destroyed site needs to be done. Once that timer hits 0, then there will be code which will chose what empire site will be placed there.

 

After a while a random empire site which is not owned by Grove Street (or Vercetti/Yakuza, color is green) will get destroyed again and it can then be either bought by the player or re-purchased by a non Grove gang.

 

And to finish it off, I have set up a limit of 12 empire sites for now, increasing it requires me to update alot of code really, since it's used all over the place, maybe we can set it to 128 empire sites? Before the empire scripts grow too big....

 

Any unused empire site can be spawned very easily in SCM, and we also would like to implement alot of SA empire sites too, having to adjust models for them too.

no man, my question was, why does it only last 20 second,it too hard for you not make it last until you walk in it.

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But it does do that. Just for 20 seconds :)

Sandbox mode is automatically enabled after that.
Heres why: We want to give the player the ability to play storyline mode too, and it feels a bit more realistic... The user shouldnt decide to play the SA storyline months after starting...

And its also because all stats get reset when walking into it.

 

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

Adding more empire sites for several gangs.

2n0u23o.jpg

Edited by dkluin
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Snapshot topic.

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No. I'll fix it soon, after I finished setting up all Biker empire sites, I will start fixing up the SCM a bit more, getting everything a bit more structured.

For example, the biker bar needs peds sitting, and it needs bug fixing aswell.

 

And I would like to finish the pizza parlors for VC at last, so much to do for snapshot II before I can publish it with all the new content.

 

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

Started adding a few more props from SA, to give VC a bit more life, and to get the maps a bit more of an unique feel which fits better with SA.

n2fntv.jpg

don't know if u though this but maybe the marker to start storymode should be at francis intl airport, so it be like cj getting on plane to go home? and why sould marker only last 20 seconds, marker should stay, so we can start story anytime. :S

The amount of time wouldn't be an issue, since twenty seconds is quite a long time if you think about it. Hold your breath for twenty seconds and you will realize.

 

The idea of the marker's location however I do find a really neat idea. It is indeed a nice little touch and you wouldn't spawn at a random location because this has a meaning. I support this! Easy to implent as well.

 

The progress is great, dkluin! Solving that bug will end up okay, I'm sure about that. Hats off.

 

A question, has the bridge been fixed yet? I saw at your latest picture it's still plain white. And is it functional yet?

 

Another question, is it possible to replace vehicles in missions with the added one? Replacing some wouldn't have much influence on the missions, depending on which one you add. Plus it will increase the Underground feeling!

 

Think about it, it will be awesome having some VC and LC cars in SA. Idaho for example makes a great low rider.

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Yes, the bridge is fixed, aswell as most LC texture bugs.

 

 

wmo8m1.jpg

 

More empire building :)

2ln7fh2.jpg

Edited by dkluin
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hey there man, glad you like y idea, I like little touches like that as well, just I was thinking the marker should just always be there as a 'CJ' on the radar or something so we can have a look around the universe and start the story when we want.

 

However I thought we could just let time run down, explore then when want to play story start new game and go in marker?

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Yeah well i'm not going to change it anyways.

 

Snapshot II is probably coming in the end of February (maybe as a 1 year celebration on 23th february 2016, which is when 1 full year of development has ended)

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Sentinellas II

Yes, the bridge is fixed, aswell as most LC texture bugs.

 

 

wmo8m1.jpg

 

More empire building :)

2ln7fh2.jpg

Tbh, I think you should move this empire building next to the others ones.

Looks weird seeing a small warehouse sitting alone infront of the stadium.

Edited by Sentinellas II
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Yeah well i'm not going to change it anyways.

 

Snapshot II is probably coming in the end of February (maybe as a 1 year celebration on 23th february 2016, which is when 1 full year of development has ended)

 

I'm hyped for Snapshot II, and seeing the development progress, I expect a LOT of things implemented in the coming weeks. Hmmm... do you plan to implement an unused Los Santos big house interior somewhere? Maybe a new property in Vice, Liberty?

 

I also have to ask if you plan to implement better textures from mobile ports? I see you have already implemented the improved hand model for CJ.

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I didnt modify the player model, and I used the big house interior for the new safehouse in Little Haiti.

And I am adding empire building interiors soon, LC texture bugs are finally resolved by now.

 

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

Three new things for VC:

-Two safehouses

-1 Victim clothes shop in VC

 

 

34g1360.jpg

jpfsqa.jpg

mja51.jpg

 

 

Edited by dkluin
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Yeah I can :)
Wait for me to render it.
The new SOL U safehouses now have savegame pickups, this stuff is finally resolved.

dbh4xh.jpg

 

New video is here :)

Edited by dkluin
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