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SAxVCxLC - VC and LC in San Andreas


PlatinumSerb
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What if, instead of creating these lengthy bridges or massive landscape, you created a ferry system?

 

Think about it, put ferry piers at each port of entry, in LS Docks, in SF Docks, at the docks south of LV, at Vice Port and Portland Docks, I'm talking about the type of ferries that carry cars. Get on board while in your vehicle or on foot, menu pops up, choose destination like at the airport, pay small fee, fade to black, teleport to your destination while keeping the vehicle you're in.

 

Might be the most realistic solution, both in game and in terms of workload for you than modeling an entire landscape.

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Hi everyone, I wonder if the next update would support skygfx and airport systems between cities ?

Edited by santosvagos
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On 1/1/2021 at 7:39 AM, Laowaiboss said:

What if, instead of creating these lengthy bridges or massive landscape, you created a ferry system?

 

Think about it, put ferry piers at each port of entry, in LS Docks, in SF Docks, at the docks south of LV, at Vice Port and Portland Docks, I'm talking about the type of ferries that carry cars. Get on board while in your vehicle or on foot, menu pops up, choose destination like at the airport, pay small fee, fade to black, teleport to your destination while keeping the vehicle you're in.

 

Might be the most realistic solution, both in game and in terms of workload for you than modeling an entire landscape.

I believe that you can also create this along with some landmass and bridges. 

 

For modeling the landmass to conect the cities I believe there will be NOT a need for modeling too hard the land. The only purpose of the lands will be making a connection between the cities, so the player can travel by car to them. So in my opinion there will be NOT a need for spent time with textures for example, only very very few textures (even in low quality) will be needed (for example you can use only one texture for almost entire landmass parts). And very few objects would be needed to create this (besides the grounds parts only some trees or another thing maybe). The scene can just be simple, with simple landscape. Nothing more.

 

 

Using the last sketch basis, I did another sketchs schemes. Because I thought the last one I sent was a bit large. The first one would be modeling with independent islands connecting the cities. Its size would be less than a half of san andreas state:

 

1wPWF5V.jpeg

 

The second would be one landmass with independent bridges connecting all the cities. This landmass would be also less than a half of san andreas state size (as it is showed in a comparison with san andreas state in the red square):

 

NwN7Kke.jpg

 

The last one I did it according to a new coordinate that make it much closer between the cities, but not united (as already mentioned here). So in this case a much smaller landmass would be needed to connect the cities. Its size would be equivalent to the size of los santos and red county (as it is showed in the red square):

 

UysKJbE.jpg

 

Well, I still think that if the idea of creating bridges go ahead, there should be some landmass to connect the bridges. However, it is up to all of you involved with the project to decide how the project will be.

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2 hours ago, daniel_dude said:

Since we are throwing map concepts around of how we should unite these maps with having little landmass as possible, I present to you all my concept map.

 

GL7A9um.png

What about a ferry between the docks of the three cities to move military grade and large vehicles? 

Btw great concept I love it, my only concern is the viewing distance.

Edited by CyberRock
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8 hours ago, santosvagos said:

Hi everyone, I wonder if the next update would support skygfx and airport systems between cities ?

 

Skygfx support - I didn't think about it at all.

Airport systems - not yet in the next version.

 

Below is the current list of changes already made in version 1.2:

- added all LC and VC weapons (including hud icons from this games),

- added the ability to buy weapons in Ammu-Nations and Hardware Stores in LC and VC,

- added CLEO+,

- updated CLEO library,

- removed SilentPatch (because it wasn't required for the mod to work),

- removed WidescreenFix (because it wasn't required for the mod to work),

- removed HD water texture (because it wasn't required for the mod to work),

- added a few new optional modifications.

 

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1 minute ago, artginPL said:

 

Skygfx support - I didn't think about it at all.

Airport systems - not yet in the next version.

 

Below is the current list of changes already made in version 1.2:

- added all LC and VC weapons (including hud icons from this games),

- added the ability to buy weapons in Ammu-Nations and Hardware Stores in LC and VC,

- added CLEO+,

- updated CLEO library,

- removed SilentPatch (because it wasn't required for the mod to work),

- removed WidescreenFix (because it wasn't required for the mod to work),

- removed HD water texture (because it wasn't required for the mod to work),

- added a few new optional modifications.

 

Can we have a look at the weapons?

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1 hour ago, CyberRock said:

Can we have a look at the weapons?

 

Of course.

 

Spoiler

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1 hour ago, artginPL said:

 

Of course.

 

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They look fabulous.

Did you replace the pickups also?

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Morningstar666

excellent job artipl I made a mini map of white and black LC I believe it was much better if you want I can send it to you to add in the new version

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18 hours ago, daniel_dude said:

 

I made an improved version of it. I simplified it a lot more, so it should be more easier and doable to actually create it.

 

msJIP0B.png

 

In this version I made it simplier by removing the islands and just making it barebones to the modeler. The new landmasses are really small to create in comparison to the other one, and apart of the northern side of Vice City and Liberty City, the other ones should be more or less editing of existing land. I threw in some optional stuff, such as an island under the San Andreas - Vice City bridge to be a support of the bridge itself, but you can delete it and have a bridge without it like the Gant Bridge of San Fierro. I also added a city on the northern side of Liberty City, which is again a double copy of Dillimore, just to showcase that you can fit a medium sized city there. Regarding the railways I made it that it only goes to Liberty City's airport, which could be an optional rail track which can be accessed with a track switch mod, like I said in my post before. These three things I said can be optional and can be removed if necessary. I also took the liberty to delete the eastern landmass of Liberty City, since it was only present in the minimap and not even present in the game.

Hopefully this can be a good base for any potential modeler which wants to connect those islands close to each other.

 

I made a quick showcase which new landmass should be modeled in the spoiler below. The gray map is the already existing one, while the colored one is the one to be made. Once again, thanks to GTA Underground for using their map as a base.

  Reveal hidden contents

XE9RFD2.png

 

 

Sure why not? Though it's up to the author to create a script for that. Could be a simple marker next to the model of the LCS ferry present at the docks of those maps that will teleport you or your vehicle in another part of the map.

Well, I really appreciate your project, very well illustrated and detailed, and as I understand it, you propose placing lc and vc as part of san andreas. My only question about your map is why removing all this part of the countryside of lc? I see no reason, as this offer a very nice aspect to the city (just as the country gives a nice aspect to the scenarios of the original cities of san andreas). Another thing, I believe creating new cities or anything else more complex would be an unnecessary work to do, because the only purpose of the land masses would be just connecting bridges and nothing else (some islands could be modeled but I do NOT think anything anything else would be necessary).

 

An issue I have in mind is that although many people would prefer a closer coordinates between vc, lc and san andreas, many would not enjoy vc and lc so close to san andreas.

 

Therefore, I reiterate, it is important to first have a consensus among those involved on how this TC map will look like. Without a consensus it is difficult to go ahead, and then the only solution would be to create something optional, or keep the map the way it is.

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In my opinion the maps need to be far enough that I can't see Vice City when looking at sea from East Los Santos Beach or from the Los Santos docks with the game's default draw distance. Similarly, I don't want to see Liberty City when standing on the hills northeast of Las Venturas. Also when in Vice City I want to see nothing but the sea (and eventually the bridge to San Andreas fading in the distance) around, just like in the actual game. Anything less would be such an immersion breaker to me.

Edited by Laowaiboss
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On 1/1/2021 at 5:17 PM, daniel_dude said:

I made an improved version of it. I simplified it a lot more, so it should be more easier and doable to actually create it.

This is the ideal map for me. If anyone is willing to make it happen, I'm right here to help

 

As for the TC, I made a exclusive mod for it that adds security to the VC Airport

Now the metal detectors are functional and will beep if you go through them with any fire weapon in hands, and the guards in front of them will try to arrest you.

There is an ini file to set wether or not to spawn the guards, disable the red marker or make the detector set off if you have any kind of fire weapon, even if not in hands

t1k2YMK.jpg

 

You can download it here

Edited by Neon32
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On 1/2/2021 at 9:59 PM, Laowaiboss said:

In my opinion the maps need to be far enough that I can't see Vice City when looking at sea from East Los Santos Beach or from the Los Santos docks with the game's default draw distance. Similarly, I don't want to see Liberty City when standing on the hills northeast of Las Venturas. Also when in Vice City I want to see nothing but the sea (and eventually the bridge to San Andreas fading in the distance) around, just like in the actual game. Anything less would be such an immersion breaker to me.

I agree with you - seeing Vice City so close to LS is kinda weird (although I would accept it anyway). Main issue with why it looks weird, is because there are no transition in form of countryside/desert/whatever. And honestly @daniel_dude's version looks pretty decent. It adds a small amount of landmass in VC/LC and connects with not so long bridges. Maybe moving LC and VC slightly further could help it so that you wont be able to see SA cities from the VC.

@daniel_dude - this mod already fixes northern part of Shoreside Vale by adding hude landmass and you might include it in your map.

Adding huge amount of landmasses sounds only good on the paper. In reality it will turn in some sort of barren, featureless land with no places of interest.

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On 1/1/2021 at 5:17 PM, daniel_dude said:

I made an improved version of it. I simplified it a lot more, so it should be more easier and doable to actually create it.

msJIP0B.png

 

 

On 1/2/2021 at 4:59 PM, Laowaiboss said:

In my opinion the maps need to be far enough that I can't see Vice City when looking at sea from East Los Santos Beach or from the Los Santos docks with the game's default draw distance. Similarly, I don't want to see Liberty City when standing on the hills northeast of Las Venturas. Also when in Vice City I want to see nothing but the sea (and eventually the bridge to San Andreas fading in the distance) around, just like in the actual game. Anything less would be such an immersion breaker to me.

 

The map is cool and I agree that we shouldn't be able to see the cities with the game default draw distance.
I tested out his positioning and turns out that it's impossible to hide the cities with the draw distance if we follow exactly the map.

So I moved a bit. It's not equal to his map, but its very similar and the draw distance hide the cities. So we have the best of both worlds.
On my version you can't see LC VC while on SA and vice versa.

 

Here is the final result: (I used project2dfx to render all maps)

2MTy3Wx.jpg

 

On 1/2/2021 at 4:59 PM, Laowaiboss said:

when in Vice City I want to see nothing but the sea

As shown on the gif, we can't see SA from VC using default max draw distance. But just a little walk on the ocean and SA pops out. As I said, this seems to be the best of both worlds.

2gMkihZ.gif

 

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In my opinion, moving the Islands a bit closer and connecting them with long bridges would be fun but assuming nobody would want to drive across a long and empty bridge would mean having to create new paths for peds to drive on these bridges. Can this be accomplished? Having said that, I like this version of the map. I'd like it even without ped paths.

 

  

2 hours ago, daniel_dude said:

Alright then, I just finished a third revision of my map by using the (more or less) positions of @Clara's map.

 

XKCV5gH.png

 

In this version, I adjusted the position so the problem of seeing the other islands should be gone since the default fog should make it a little better. I changed the connections of the three islands, now Vice City is connected via the Los Santos - Las Venturas highway and Liberty City is connected to Las Venturas. Maybe Vice City bridge can be a bit more slanted than in my concept map, if you want to get the rid of the S-shape road. It's up to a modeler for that, really.

 

I also added back the landmass from Liberty City since @eagle152 said that in this mod it actually exists and it's not just on the minimap. I took the liberty to modify it a little bit, making it look like a very big Chilliad since the San Andreas doesn't have many open area mountain ranges enviroments. On both Liberty City and Vice City new landmasses I edited in some dirt paths and some farmlands, since we acknowledged that even small cities are way too complex to create. I added a small island under the northern Las Venturas - Liberty City connection so it can support it's bridge since it's a bit longer than the Gant Bridge, and IMO it would look rather out of place to be stretching out over the sea like that. However feel free to don't model it if you really want to.

 

In the spoiler I made a version of this map to show which is the new land to add inside the mod, while the black and white map is the already existing one. The biggest landmass to create is on the north west side of Vice City, I made it so big so the road and thus the bridge won't stretch out too far on the sea. Same thing for the landmass on the southern side of Liberty City and on the eastern part of San Andreas.

 

  Hide contents

55xaheP.png

 

Hopefully this should iron out the issues that you guys brought up!

 

Edited by Kookachulu
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On 1/4/2021 at 8:19 AM, daniel_dude said:

Alright then, I just finished a third revision of my map by using the (more or less) positions of @Clara's map.

 

XKCV5gH.png

 

In this version, I adjusted the position so the problem of seeing other islands should be gone since the default fog should make it a little better. I changed the connections of the three islands, now Vice City is connected via the Los Santos - Las Venturas highway, and Liberty City is connected to Las Venturas. Maybe the Vice City bridge can be a bit more slanted than in my concept map, if you want to get the rid of the S-shape road. It's up to a modeler for that, really.

 

I also added back the landmass from Liberty City since @eagle152 said that in this mod it actually exists and it's not just on the minimap. I took the liberty to modify it a little bit, making it look like a very big Chilliad since the San Andreas doesn't have many open mountain range areas. Both in Liberty City and Vice City new landmasses I edited in some dirt paths and some farmlands, since we acknowledged that even small cities are way too complex to create. I added a small island under the northern Las Venturas - Liberty City road so it can support it's bridge since it's a bit longer than the Gant Bridge, and in my opinion it would look rather out of place to be stretching out over the sea like that. However feel free to don't model it if you really want to.

 

In the spoiler I made a version of this map to show which is the new land to add inside the mod; the black and white map is the already existing one. The biggest landmass to create is on the north west side of Vice City, I made it so big because otherwise the road and thus the bridge would stretch out too far over the sea. Same thing for the landmass on the southern side of Liberty City and on the eastern part of San Andreas.

 

  Reveal hidden contents

55xaheP.png

 

Hopefully this should iron out the issues that you folks brought up!

Click here to see the high resolution version of my map.

I liked you project projection. I think it will be very cool. I just believe that if the distance were a bit little further, it would be possible to reach a consensus about this.

 

For example, I used your project and here I made a quick projection of the distance I would find the best option. I placed the distance of the map projection to be approximately the distance it would take to go from one city to another in san andreas, travelling through the countryside. My idea is, while using your projection, is to move LC and VC just a little bit further from san andreas state, also move LC just a little bit to the north, while moving VC a little bit to south, so then LC and VC will be not too close to each other. So it would be neither too far nor too close, but good to travel both by car and by plane.

 

By increasing the distance a little, it would also be necessary to increase the land masses, which will connect the roads. But as you can see, in my projection I increased it just a little more (the landmasses I edited is just an idea). The land masses, in addition to connecting the bridges, will be important to allow a feeling that one is going through contryside before arriving in LC or VC (as the way it is while travelling to the cities of los santos, san fierro and las venturas), so it will work as a transition scenario before arriving in the cities of LC or VC.

 

So below I just did a quick edit to your map projection, showing you the distance I think would be better :

 

9lL1k5a.jpg

 

OBS: I just used your project map to show you that I really aprove your idea, but only wanted to illustrate to you how I would thought about the ideal. I just did a quick edit on your map projection. Also I just wanted the show you the coordinates distance would be better in my opinion. 

Edited by TKat
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This is basically the current map with LC and VC a bit lower/higher. I personally don't think it worth do this way.

vdUJr1v.jpg
It seems too far, the idea of a giant road in the middle of ocean looks weird to me, even with landmasses on the way. My current position is 1000 meters, which is far, but not that far. SF bridge length is only 300 meters less than this. So it doesn't seems that weird to me. In my opinion any distance above 1000 meters is way too much.

The moving maps process is more complicated than I tought. I tought that we would be able to create dozens of versions of this mod, but I was wrong. My version will probably will be  the only alternative available.

The main problem that people had with the cities being close is that would be possible to see that they are way too close. I aleardy solved that positioning them 1000 metters from each other, transpassing the draw distance limit of 800 meters. LC VC SA aren't visible one from another. I stil hadn't take a final decision, but I think I will stick it the position that I showed before.

Reach a consensus about this would be great. It seams that every person has a different idea about the position of the cities. I'll only be able to follow one of those ideas.

Either way, I'll still share my tools, but as I said, moving maps is complicated.

Edited by Clara
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Morningstar666

Clara, you made a great choice by adding the maps 1000 meters away, over the land masses there could be something more during the road so it doesn't look so fake
but anyway, please release this version without the landmasses first

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SAxVCxLC -  All Cities Connected 0.2 https://drive.google.com/file/d/1DmSk4vSB_FrbFdDIYSL2rohoT6SZZ4b8/view?usp=sharing

It's still incomplete. Things left to move: paths, water.dat, WLE_SAxVCxIII.SA.asi, ZoneUpdatesSAxVCxLC.asi, fullseabed.ipl

Installation: Throw the folder at modloader

Render in-game:

UtG8Kou.png

Comparison with the Daniel's map:

Xk2h5JA.png

This is the final position. No further edits will be made.

The game default draw distance hide the cities, so you can't see VC LC while on SA and vice versa.

The distance between the cities is about 1000 meters.

 

SAxVCxLC - Teleport mods

 

Attention: Each mod has two versions. One for the regular and one for our map.

 

Here's a teleport mod created by Junior_Djjr. https://drive.google.com/file/d/1v3gXbrO33P4yHGDo2JL13g6YvBeex42A/view?usp=sharing

3ka0Bf3.png

bIAcNL2.png

 

Here's a simpler teleport menu made by me (base script by: RaverDave). Hit ''6'' and select the area.  https://drive.google.com/file/d/1EV8EAkeTcO5tjlqPAsNMmt3FDsOn_FLl/view?usp=sharing

yHue5Zr.png

 

Feel free to add those scripts on the next version of the mod.

Edited by Clara
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My suggestion is to create a new thread for this new version of the map. And move the last few posts to a new thread. Currently there is too much confusion here. 

 

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39 minutes ago, artginPL said:

My suggestion is to create a new thread for this new version of the map. And move the last few posts to a new thread. Currently there is too much confusion here. 

 

Yes, it's already been 2 pages about the subject. Sorry for the confusion I caused. Feel free to ask a moderator to delete the posts.
I'll stop posting stuff here, and will cease the development of my custom version of this mod. So theres no need to create a new thread.

I'm really feeling bad for this. I didn't realized that I was messing up this thread. I didn't wanted to bother anyone. Sorry.

Edited by Clara
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I suggest a Discord server, that way people who has thoughts and opinions can discuss them freely in certain channels and others who only want to keep up with the development can have a changelog channel. But at the end what's the purpose of this thread if it's not for the discussion about the mod itself. If the devs feel this subject becoming spammy (which isn't imo), a poll is the right thing to do, opinions are shared with votes in a less messy way.

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PlatinumSerb
12 hours ago, Clara said:

SAxVCxLC -  All Cities Connected 0.2 https://drive.google.com/file/d/1DmSk4vSB_FrbFdDIYSL2rohoT6SZZ4b8/view?usp=sharing

It's still incomplete. Things left to move: paths, water.dat, WLE_SAxVCxIII.SA.asi, ZoneUpdatesSAxVCxLC.asi, fullseabed.ipl

Installation: Throw the folder at modloader

Render in-game:

UtG8Kou.png

Comparison with the Daniel's map:

Xk2h5JA.png

This is the final position. No further edits will be made.

The game default draw distance hide the cities, so you can't see VC LC while on SA and vice versa.

The distance between the cities is about 1000 meters.

 

SAxVCxLC - Teleport mods

 

Attention: Each mod has two versions. One for the regular and one for our map.

 

Here's a teleport mod created by Junior_Djjr. https://drive.google.com/file/d/1v3gXbrO33P4yHGDo2JL13g6YvBeex42A/view?usp=sharing

3ka0Bf3.png

bIAcNL2.png

 

Here's a simpler teleport menu made by me (base script by: RaverDave). Hit ''6'' and select the area.  https://drive.google.com/file/d/1EV8EAkeTcO5tjlqPAsNMmt3FDsOn_FLl/view?usp=sharing

yHue5Zr.png

 

Feel free to add those scripts on the next version of the mod.

Great work! This is really good! When I was actively working on the MTA version of the mod(around 2016) I ran into an MTA limitation where things would not be synched past ~6000x/y so to get around this I created a custom gtaM.dat(loaded only by MTA launcher) and ipl + radar.img files that moved the map to  5250/-5250. Both @goodidea82 and myself were working on scripts to make moving the map customizable by users. I'm not sure how far goodidea got with his scripts, but mine are able to move the maps + paths(using a tool made by @Swoorup and assuming you're moving in increments of 750). I didn't even attempt to move the water or radar through my scripts, but I'm fairly sure goodidea was working on this. I can take a look and see if I can dig them up and share.

 

7 hours ago, Clara said:

Yes, it's already been 2 pages about the subject. Sorry for the confusion I caused. Feel free to ask a moderator to delete the posts.
I'll stop posting stuff here, and will cease the development of my custom version of this mod. So theres no need to create a new thread.

I'm really feeling bad for this. I didn't realized that I was messing up this thread. I didn't wanted to bother anyone. Sorry.

No don't stop, what you are doing is essentially what the initial purpose of this mod was - to provide a base for others to build on. Having your own topic for your work would allow it to get the attention it deserves and not be sandwiched between @artginPL's and others updates to the base mod. Keep up the great work, I'm really enjoying the updates!

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Looks really good @Clara, keep it up.

I haven't kept up with all the discussion but is it being merged with the SAxVCxLC project or it gonna be a separate? I'd personally prefer it to be a part of it tbh. It'd ensure future updates don't collide with each other.

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I wasn't planning to make thousands of posts here. In fact, I would only post here once I finished moving all that was left. I only made 6 posts here, they were just to let people know what I'm doing, and their suggestions helped me to improve the cities positions. I don't like the idea of show progress in hundreds of posts. I preffer do a lot of things and release all at once (already released two versions).

My boyfriend made a thread on his forum, here's the link if anyone interessed. I'm not participating there and I have no plans to make a thread here. I don't really want to lead a project of this size. For me this was only a weekend funny project.
Since there's only a few things left, I decided to finish the mod. At moment I already finished moving the water.dat and next will move the path. The addition of bridges and landmasses probably won't will be made by me, so I'll keep it open to anyone that wants to colaborate.

From now I'll stop commenting on this thread and will stop to share my mods for SAxVCxLC here (or it's ok to share? / Anyway, I can still share them privately to anyone that wishes). Once again, I don't want to bother anyone with my posts here. Sorry again for all this mess.

 

I made a discord server, but don't expect much activity from me. There you guys can start to add the landmasses and bridges. https://discord.gg/9CffvPSQP7

 

Edited by Clara
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6 hours ago, PlatinumSerb said:

Great work! This is really good! When I was actively working on the MTA version of the mod(around 2016) I ran into an MTA limitation where things would not be synched past ~6000x/y so to get around this I created a custom gtaM.dat(loaded only by MTA launcher) and ipl + radar.img files that moved the map to  5250/-5250. Both @goodidea82 and myself were working on scripts to make moving the map customizable by users. I'm not sure how far goodidea got with his scripts, but mine are able to move the maps + paths(using a tool made by @Swoorup and assuming you're moving in increments of 750). I didn't even attempt to move the water or radar through my scripts, but I'm fairly sure goodidea was working on this. I can take a look and see if I can dig them up and share.

 

No don't stop, what you are doing is essentially what the initial purpose of this mod was - to provide a base for others to build on. Having your own topic for your work would allow it to get the attention it deserves and not be sandwiched between @artginPL's and others updates to the base mod. Keep up the great work, I'm really enjoying the updates!

The FLA for the time being has got some compatibility for different limits - ID limits, world sector limits. That's a result of recent work.

What's still missing to do:
- vehicle ID synchronization. MTA protocol change, vehicle ID is saved as uint8_t, model ID - 400.

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