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Son of Zeus

Whoa man I just came in this section by chance! I mean, I never came before!

 

This is amazing man, the only mod that caught my interest. Keep it up! :)

 

A question though: Will the animals be only in the cages or will they roam the countryside too? Because animals were meant to be in the game but R* had problems with the AI.

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Whoa man I just came in this section by chance! I mean, I never came before!

 

This is amazing man, the only mod that caught my interest. Keep it up! :)

 

A question though: Will the animals be only in the cages or will they roam the countryside too? Because animals were meant to be in the game but R* had problems with the AI.

Rabbits in cages, chickens in coups, pigs in pigpens, the rest (horses, cows, sheeps) in enclosures, deers in some places as a static objects - like you can see on the screens.

If you mean freely walking around the countryside, then I don't know, possibly, just will need to find a good place, because animals roaming around a country town together with peds will look kinda out of place imo.

 

 

Aliens, UFO's, corn... this is going to be interesting ^^ Just a suggestion, can you add some wild boars?

 

Dzik jest dziki, dzik jest zły... XD

 

There's no boar skin to SA, but I could try to make it as object aswell.

Edited by Camil1999
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- Do the animals require PED replacement?

- Do the animals spawn dynamically or is there a fixed number like in other animal mods?

 

Btw, I'm really interested in deer and I have seen they exist in your mod, that's good.

 

You promissed to release two versions of your mod a full mod and a reduced mod. I like that! How about releasing different parts of your mod as stand-alone mods? This would be a modular approach that would allow easier debugging, updating of the individual componentes, and replacing of components. You could still make a mod-pack that includes all of the components.

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- Do the animals require PED replacement?

- Do the animals spawn dynamically or is there a fixed number like in other animal mods?

 

Btw, I'm really interested in deer and I have seen they exist in your mod, that's good.

 

You promissed to release two versions of your mod a full mod and a reduced mod. I like that! How about releasing different parts of your mod as stand-alone mods? This would be a modular approach that would allow easier debugging, updating of the individual componentes, and replacing of components. You could still make a mod-pack that includes all of the components.

1. No, they are loaded as special actors (deers & rabbits as objects).

2. What u mean?

3. Yeah, if I get permission from StrideR, I'll do them as actors, so the player will be able to kill them.

4. It's not really needed, all the scripts are separated, so you can decide what you want or not to install.

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Sounds good.

 

2. I used to have an animal mod for SA (don't remember which one it was) that had a fixed number of animals. When I decompiled the script I saw that only ~ 5 animals are created at the beginning of the script and that's it for the entire game. Peds on the other hand are generated and destroyed dynamically by the game engine when you drive or walk around the map. This creates the illusion that there are thousands of peds in the game everywhere. So how is your mod in this respect?

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Peds on the other hand are generated and destroyed dynamically by the game engine when you drive or walk around the map. This creates the illusion that there are thousands of peds in the game everywhere. So how is your mod in this respect?

It's not the same. The animals are spawned in defined coords, and disappear when the player is far away from the sphere, and reappear when player gets in the sphere again.

I could remove references from them (turn them in peds) so they would freely walk around, but it doesn't work like that. Peds are walking by paths. Even if I do it, the animals will go strightly to the street, at least they will try, because some farm fences will block their way.

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  • 2 weeks later...

A little update - done 2 fields. Only 1 left and the basic version gets released.

 

 

PEwih17.jpg

 

Also remade scarecrow's head:

x3lc2NL.jpg

 

 

-------

EDIT: Retextured haybales:

 

LEQMecQ.jpg

 

TDtofBd.jpg

 

 

 

Fixed night vertex colours/lighting on scarecrow, rabbit, snakes, boar pile and old well:

 

Gt0dCf5.jpg

 

L2K9cQO.jpg

 

Epdc5x7.jpg

 

cKTQEkK.jpg

 

Lf8LRdY.jpg

 

Edited by Camil1999
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  • 3 weeks later...
  • 1 month later...

The mod is finally released:

Basic Edition

Extended Edition

(of course it's still not finished, but I'm busy with school and all that sh*t so the progress is really slow, although I did some updates recently and decided to release it as it currently is)

 

@down, already awaiting approval

Edited by Camil1999
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The mod is finally released:

Basic Edition

Extended Edition

(of course it's still not finished, but I'm busy with school and all that sh*t so the progress is really slow, although I did some updates recently and decided to release it as it currently is)

Cool!

 

But.. why not gtagarage?

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Really great mod with many features, it would be good to see some kind of easter egg like big foot (of course not some 10000 HP monster) spawning in a forest.

Actually there IS an easter egg. And it has something in common with the real egg (and VC).

Hint: desert

Edited by Camil1999
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Really great mod with many features, it would be good to see some kind of easter egg like big foot (of course not some 10000 HP monster) spawning in a forest.

Actually there IS an easter egg. And it has something in common with the real egg (and VC).

Hint: desert

 

 

Sounds good ! You really make me wanna play GTA SA again lol.

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Updates!

 

Haybale stuff:

 

 

0lsWhDd.jpg

 

yJz6l1F.jpg

 

LxOSF5p.jpg

 

ji6iEc3.jpg

 

T3tfILb.jpg

 

lLplXT8.jpg

 

CtBcSWB.jpg

 

 

Truck Terminal restoration:

 

 

new collision and all, removed the fences and elmtree

Hfdr9Q5.png

 

tPQXpWo.jpg

 

bVS1iUF.jpg

 

oBBrd79.jpg

 

OeUuxOi.jpg

 

Oa68X0d.jpg

 

9N4TLaT.jpg

 

YhPso6s.jpg

 

3vXNrLB.jpg

 

7GX4zLC.jpg

 

I9t0ud6.jpg

 

screen from WIP:

Oh3p4GA.jpg

 

 

 

Now it's time to get some real beer instead of that paper trash:

 

 

zoY2hEe.jpg

 

 

Experimenting with object.dat

 

(don't expect it to be in the next update)

NKS6sIA.jpg

 

Edited by CML99
  • Like 4
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  • 2 weeks later...
universetwisters

Nice to see you're still soldiering on with this. If you ever need any custom farmish vehicles, don't hesitate to ask, I'd be more than happy to do some for something like this.

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Nice to see you're still soldiering on with this. If you ever need any custom farmish vehicles, don't hesitate to ask, I'd be more than happy to do some for something like this.

 

As for now, I have what I needed.

 

 

 

Not for this project, but in not far future I'm planning to do a new map for SA, and when I'm done, I'll need a little vehicle edits, also use a few of your euro cars with some edits if you don't mind.

But nothing is sure 'till I don't finish the map (and get new vehicle/ped paths to work).

 

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