X-Seti Posted August 3, 2015 Author Share Posted August 3, 2015 (edited) I made it clear in the past about what was and, was not happening in the project information thread however I need to update this again to include GTA SOL stories. There will be 4 releases of SOL for the VC, SA engines and one release for Rage engine (GTAIV) I am not sure I can touch GTA V just yet??. GTA SOL Underground (on the SA engine, worked on by team Dkluin) GTA SOL Trilogy (on the VC engine by Team X-Seti) and the (SA engine version by Team Dkluin) GTA SOL Stories (SA engine version by Team Dkluin) GTA SOL Infusions (on the VC, SA and Rage engines by Team X-Seti) There are only 2 teams. headed by X-Seti and Dkluin, so when I am not around busy with other life matters or sick Dkluin runs the show 100%. however Dkluin will be my successor when the time comes for me to retire from the project. Progression. Team X-Seti. I am working on the VC engine version of SOL Trilogy and SOL Infusions branch of the project only. I will be updating the VC map version for the SA engine and remodeling the same map for the Rage engine. Team Dkluin and his team are working on the Underground version for the SA engine foremost. SA version of SOL Trilogy will follow that will have the original maps only and the stories version will have LCS, VCS and a Stores version of SA that will be GTA SOL Stories. ---- Now about me helping people! I am getting very tired of people complaining.. Now I have been getting a high number of requests to help other projects and also teach people 1 on 1 how to mod RW and Rage. those spreading crap about the unfairness of me only helping ONLY a handful of people. Those people should Stop Trolling me because this has been going on for several years. I CAN NOT BE EXPECTED TO BE HERE AND TEACH EVERYONE WHO COMES MY WAY. I do not have that sort of time. no-one ever does. I am not a member of GTAForums staff and we all only work on this project on a voluntary basis. It started out as first come first served, and if you show the kind of aptitude and understanding you will get help in time. but with all that is happening and the time I have for modding these days it is hard as I have other responsibilities in life. I help those who have some understanding of how their computer works, and a level of understanding of how to mod and least know some of the basics I can not be expected to teach someone /anyone the first baby steps to the point I'm showing them how to wipe their arse. how to walk to the point their a pro-modder. life is not that easy. If you want to know how to mod you have to read and learn this kind of stuff for yourselves as there are many tutorials and documents all over the web (Google can be your best friend). there are no short cuts and as learning modding will take sometime. .. Edited August 3, 2015 by X-Seti goodidea82, fastman92 and Ss4gogeta0 3 . Link to comment Share on other sites More sharing options...
ILOVEFOOTBALL95 Posted August 3, 2015 Share Posted August 3, 2015 I am apologising to all who I offended with my stupid comments and want to apologise publically, I could've said what I felt in a more civilised manner, sorry again. X-Seti 1 Link to comment Share on other sites More sharing options...
X-Seti Posted August 3, 2015 Author Share Posted August 3, 2015 Accepted now lets move on. . Link to comment Share on other sites More sharing options...
dkluin Posted August 3, 2015 Share Posted August 3, 2015 Great, accepted aswell. ILOVEFOOTBALL95 1 Link to comment Share on other sites More sharing options...
ILOVEFOOTBALL95 Posted August 3, 2015 Share Posted August 3, 2015 thank you, I'm truly sorry again, a very poor way of venting frustration, I would also like to give my well done to you and X-Seti for accepting it, I know people say it's hard to apologise but I think its harder to accept one sometimes, especially when someone's as wrong as I was. Oh the least I can do is delete my post, I'll do it now. Link to comment Share on other sites More sharing options...
undertaker fan Posted August 3, 2015 Share Posted August 3, 2015 Now on topic, when release iz come???? Link to comment Share on other sites More sharing options...
X-Seti Posted August 6, 2015 Author Share Posted August 6, 2015 (edited) Beta 70 for the VC engine Christmas. (the very last release with bug fixes) Beta 1 for SA engine, Next year. VC engine to SA port. Beta 1 for Rage engine, unknown as this version is being remodeled. Edited August 6, 2015 by X-Seti undertaker fan 1 . Link to comment Share on other sites More sharing options...
IgorX Posted August 6, 2015 Share Posted August 6, 2015 (edited) Still unknown what version for RAGE (IV or V) will be released. I suggest that rage version is going to be in 2016. IV version of RAGE is not stable in some cases so we're waiting for V mapping and Limit Adjuster (SOL map is larger than V) Edited August 6, 2015 by IgorX undertaker fan 1 Link to comment Share on other sites More sharing options...
yannd01 Posted September 3, 2015 Share Posted September 3, 2015 Hi! What is the last version please ? Where is the link for download it ? it's work on windows 7 ?Because a have lost parts is the map in the GTA: SOL beta 69.9.5.3 (StrongAsBull) version...How to fix ?Thanks in advance Yann Link to comment Share on other sites More sharing options...
dkluin Posted September 4, 2015 Share Posted September 4, 2015 Hi! What is the last version please ? Where is the link for download it ? it's work on windows 7 ? Because a have lost parts is the map in the GTA: SOL beta 69.9.5.3 (StrongAsBull) version... How to fix ? Thanks in advance Yann Wait for X-Seti to answer. Link to comment Share on other sites More sharing options...
X-Seti Posted October 19, 2015 Author Share Posted October 19, 2015 (edited) I am planning to release a fix for the last VC engine version (GTASOL 70 Final). Right now all my time is being put into the SA/Rage version. Edited October 19, 2015 by X-Seti dkluin, Ss4gogeta0, BS_BlackScout and 2 others 5 . Link to comment Share on other sites More sharing options...
IgorX Posted November 9, 2015 Share Posted November 9, 2015 (edited) Finally GTA 4 Map Limits are hacked. We can continue to port infusion version on rage and improve many stuffs there. Follow the progress, new screenshots are going to be here! Also thanks to fastman92. Without his limit adjuster it would be impossible to do. p.s. notice that you see very old midway from dec. 2014. It was improved a way better now. Edited November 9, 2015 by IgorX BS_BlackScout 1 Link to comment Share on other sites More sharing options...
dkluin Posted November 9, 2015 Share Posted November 9, 2015 Finally GTA 4 Map Limits are hacked. We can continue to port infusion version on rage and improve many stuffs there. Follow the progress, new screenshots are going to be here! Also thanks to fastman92. Without his limit adjuster it would be impossible to do. p.s. notice that you see very old midway from dec. 2014. It was improved a way better now. No love for night lights? undertaker fan 1 Link to comment Share on other sites More sharing options...
X-Seti Posted November 10, 2015 Author Share Posted November 10, 2015 Lights and other fx crap will come, for now I better start work on the new midway and get this stuff in. undertaker fan 1 . Link to comment Share on other sites More sharing options...
dkluin Posted November 10, 2015 Share Posted November 10, 2015 Isn't Midway pretty much done with the generics I did for it? And why not just focus on MLL remodelling? Link to comment Share on other sites More sharing options...
X-Seti Posted November 11, 2015 Author Share Posted November 11, 2015 (edited) Here I am going to discuss the methods I use for 3dsmax modeling and where I may need texture assist for some objects like billboards. I will admit I am not texture artist even through i've made a lot of bad textures. Now who is up for designing new billboards for VC, LC and SA. ... Edited November 11, 2015 by X-Seti . Link to comment Share on other sites More sharing options...
dkluin Posted November 12, 2015 Share Posted November 12, 2015 There are some unneeded polygons I spoke about here: If you're not going to use these for anything (e.g an alleyway of some sort which requires them) then try to optimize it a bit. Link to comment Share on other sites More sharing options...
X-Seti Posted November 21, 2015 Author Share Posted November 21, 2015 I'm not really bothered about the extra polys here and there. I'm very picky about roads where I would want them to have smooth round corners. polys are needed to create the effect i am after. I make a big mistake in the docks area where on the rage engine the new roads look terrible. We higher poly roads are needed, but not so much for SA. . Link to comment Share on other sites More sharing options...
dkluin Posted November 21, 2015 Share Posted November 21, 2015 (edited) I'm not really bothered about the extra polys here and there. I'm very picky about roads where I would want them to have smooth round corners. polys are needed to create the effect i am after. I make a big mistake in the docks area where on the rage engine the new roads look terrible. We higher poly roads are needed, but not so much for SA. Did you even look at the circle? It's not a road, it's the fact that in the circle you have some unneeded poly's even for RAGE. Edited November 21, 2015 by dkluin Link to comment Share on other sites More sharing options...
IgorX Posted November 22, 2015 Share Posted November 22, 2015 (edited) I'm not really bothered about the extra polys here and there. I'm very picky about roads where I would want them to have smooth round corners. polys are needed to create the effect i am after. I make a big mistake in the docks area where on the rage engine the new roads look terrible. We higher poly roads are needed, but not so much for SA. Did you even look at the circle? It's not a road, it's the fact that in the circle you have some unneeded poly's even for RAGE. He said about the roads in Docks which are not shown in these screenshots. We already have ported docks to the rage version but the problem is that infusion hasn't their own lods so we need to do some of them from scratch. Edited November 22, 2015 by IgorX Link to comment Share on other sites More sharing options...
dkluin Posted November 22, 2015 Share Posted November 22, 2015 (edited) I'm not really bothered about the extra polys here and there. I'm very picky about roads where I would want them to have smooth round corners. polys are needed to create the effect i am after. I make a big mistake in the docks area where on the rage engine the new roads look terrible. We higher poly roads are needed, but not so much for SA. Did you even look at the circle? It's not a road, it's the fact that in the circle you have some unneeded poly's even for RAGE. He said about the roads in Docks which are not shown in these screenshots. We already have ported docks to the rage version but the problem is that infusion hasn't their own lods so we need to do some of them from scratch. I see, my bad. Edited November 22, 2015 by dkluin Link to comment Share on other sites More sharing options...
Graber Posted November 30, 2015 Share Posted November 30, 2015 Just askin: How very different is the RAGE engine from RenderWare? There are any hints about RAGE being based on renderware, being heavly based on it or just few hints? Link to comment Share on other sites More sharing options...
IgorX Posted December 1, 2015 Share Posted December 1, 2015 Just askin: How very different is the RAGE engine from RenderWare? There are any hints about RAGE being based on renderware, being heavly based on it or just few hints? Rage version is based on RW map but it will be improved. Link to comment Share on other sites More sharing options...
X-Seti Posted December 6, 2015 Author Share Posted December 6, 2015 (edited) Topic under construction, please do not please here. Change Logs: 1. A new ID layout for all the IDE and IPL files where all the objects now range from 616- 16500. As well as fixing two major issues; those bugs around the map that effected engine stability - the random crashing and the vehicle damage bug. 2. I am in the process of recreating the game map models around the map that is still on going, No more alpha corruption that you get from using KAMs scripts. 3. Water has been fixed at last. Tunnels can be used. 4. New 2dfx array setup that works this time, Lighting objects can be stand alone and not linked to any other objects, also with the ability to tag light object using IPL entires. 5. 160 MVL SA/LC Vehicles now added, VC vehicles are now set as default and added back into the mod. 6. Optimized maps that will path the way to this mod running on SA, 7. GTA3.img file has been rebuilt to IDE entry order. Engine objects, Peds, Vehicles, Ifp and light dffs, Radar has it's own img file and the game maps have been sorted into there own map img files like game-vc.img, game-lc.img.etc. 8. Respawn cords have been fixed, no more fulling in random places. 9. New areas around the map like the Lower docks and Airport beta maps. 10. SA IPLs are still yet to be sorted out. 11. LC is a mess but I will get around to this, You can have a look around VC for now. More.... Look at the Readme. Credits; check here http://gtaforums.com/topic/695917-documentation-install-credits/make sure your on the list. because of all the changes to the project files, I can make mistakes on who belongs to what file I have decided to take a short break from modding, maybe a month or so. Enjoy this release. Edited June 24, 2017 by X-Seti . Link to comment Share on other sites More sharing options...
X-Seti Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) I have decided to drop the Rage version of this project. I do not have a lot of other engine options to put everything except back to RW this time on the SA engine. Edited June 24, 2017 by X-Seti . Link to comment Share on other sites More sharing options...