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SAxVCxLC - VC and LC in San Andreas


PlatinumSerb
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  • 2 weeks later...
  • 3 weeks later...

hey yeah, so Google Drive is denying the acces to the SAxVCxLC file...

Edited by MicsMasher
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Due to the T2 attacks against modders, and lawsuits against some modders, I decided to remove access to this modification.

Sorry. Maybe the situation will change in some time.

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On 9/4/2021 at 10:02 PM, artginPL said:

Due to the T2 attacks against modders, and lawsuits against some modders, I decided to remove access to this modification.

Sorry. Maybe the situation will change in some time.

 

Now it doesn't make sense, because if T2 wants to block your mod, they will ask you to remove its theme from the site and everything related to it. Can you open access now, please?

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7 hours ago, Maximuslfl said:

 

Now it doesn't make sense, because if T2 wants to block your mod, they will ask you to remove its theme from the site and everything related to it. Can you open access now, please?

You're not right. T2 filed a lawsuit against several modders without any warning. Simply for the unlawful use of their property. Access to most of the major mods has been removed.

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20 minutes ago, Slovan said:

You're not right. T2 filed a lawsuit against several modders without any warning. Simply for the unlawful use of their property. Access to most of the major mods has been removed.

Maybe. I didn't imagine that they simply require the administrators of the mods site to remove the mod under the threat of legal proceedings. Sorry I didn't have time to download this mod :(

Edited by Maximuslfl
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On 9/4/2021 at 4:02 PM, artginPL said:

Due to the T2 attacks against modders, and lawsuits against some modders, I decided to remove access to this modification.

Sorry. Maybe the situation will change in some time.

Well I have seen that unfortunalety take-two (T2) have NOT been friendly regarding gta modding community. They argue that modding can affect their gains, and I do NOT know if it really happens, but I know modding keep GTA alive, and many gta lovers like GTA because of the mods. And this time they sadly did even worse than before (now attacking gta sa moddings), even trying to block gta sa important mods projects (as this saddly caused, for example, gta underground project to be shutted down, after so much work and efforts). And I think that if take-two is going ahead with this, it will be the end of all gta modding. And for me and all modding lover, a tragedy.

I was excited with the development of the project gta saxvcxlc, and I hope this saddly attitude will be just temporary, and maybe even a tactic for 3d era gta remaster projects or even gta 6 project. Because I cannot understand why this kind of attitude after so many time. But anyway that attitude is really sad...

Edited by TKat
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On 9/13/2021 at 1:21 PM, SIMPOSTOR12 said:

Why did you turn on restricted mode on Google Drive

Because this 

On 9/4/2021 at 10:02 PM, artginPL said:

Due to the T2 attacks against modders, and lawsuits against some modders, I decided to remove access to this modification.

Sorry. Maybe the situation will change in some time.

 

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chaosbginwenrealityend

@lbgh That was a long standing bug I had found since the first version and decided to fix it for v.1.0. I just never reported it. Original VC water plane is at 6.0 but SA water plane is at 0.0 so the ported VC map was moved down like it should be but not enough (-1 deficit like you mentioned). I'm sorry for the inconvenience but it was necessary to make it right since I was rebuilding the seabed anyway. Your CJ should be alot happier knowing he can climb onto piers, docks and other land pieces a lot easier than before.

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  • 3 weeks later...

Hello all,

I would like to officially say that the work on the modification is still in progress, although the modification is TEMPORARILY unavailable for download. I am writing this because information has emerged that the project has died. Information is spread by people hostile to this project. Currently I would like to wait until the release of "GTA Trilogy - The Definitive Edition" and see how the mod situation develops further. I've already added a lot of news to the next version, and I'm working on it all the time.

Greetings to all.

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Glad to hear it!

It really is terrible how we have to work under the radar, but even so we gotta keep pushing on.

I just hope the situation would ease up somehow so we can all develop our mods in earnest again without worries.

 

Keep up the good work, man! Looking forward to the next version!

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RedBaronFromTheUG
19 hours ago, artginPL said:

Hello all,

I would like to officially say that the work on the modification is still in progress, although the modification is TEMPORARILY unavailable for download. I am writing this because information has emerged that the project has died. Information is spread by people hostile to this project. Currently I would like to wait until the release of "GTA Trilogy - The Definitive Edition" and see how the mod situation develops further. I've already added a lot of news to the next version, and I'm working on it all the time.

Greetings to all.

I thought the mod was over, glad it wasn't, this is a great and fun mod, hope it comes back in a near future.

Just now, RedBaronFromTheUG said:

I thought the mod was over, glad it wasn't, this is a great and fun mod, hope it comes back in a near future.

Keep up the good work, wish you the best and i am looking forward to the next version.

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I am very happy that the mod is still in development but I want to contribute something what could motorcycles add in LC good the motorcycles of gta Liberty city stories because I feel that the map without motorcycles feels boring and dull.

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chaosbginwenrealityend

I'm still working on this too. I had completely redone VC similar to how I had done LC that works most efficient with the default SA timecyc with alot more ped attractors and VC ambience. There is also a nice little surprise too in VC provided I can get some little bugs worked out. 

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Could you improve compatibility with mods? me I have reported what mods how ragdoll mod, first person, weapons on the ground etc (The first person mod only crashes when you are in a car).

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  • 2 weeks later...

The download is gone:

9pI4WJq.png

Edit: Nevermind, I read the comment from the developer.

Edited by conwayfan98
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On 11/11/2021 at 6:52 PM, eagle152 said:

@conwayfan98 look up for the GTA Mixed mod (its below). It is a continuation of this mod.

 

GTA Mixed is not a continuation of this mod! It is a new separate mod using 99% of this modification. Additionally, it brings the islands closer and adds bridges that connect the islands.

As one of the authors wrote - this mod is still being continued.

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Guys. Important Information about glitches:

 

I discovery another bug in fastman limit adjuster. I used the latest fla versions.

Changing anything in this value below:

 

FILE_TYPE_DFF = 20000

 

And it will cause glitches in some specific missions sometimes. For example. In stowaway mission, it may cause the game to be stucked in black screen. I tested in original and modded games and the result is the same. After I changed the value (for example, to 21000) the glitchs became to occur. I was testing a whole entire day. 

 

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  • 2 weeks later...
chaosbginwenrealityend

@TKat thanks for continuing bug reports. Yeah there appears to be sill some things with the limit adjuster that break original functions. I know another one that happens too that was never pointed out on any forum is that there are no police road blocks at three star and higher wanted levels. The cops just stand/walk in the road where they should be. Or is this just on my end? Hopefully you got the last version (V.1.3) which contained alot of map fixes in VC and I think it was that one where I completely redid the mall and fixed a ton of R geometry errors. Also, I discovered why there was alot of backface culling most noticeable around the VC mall. I think you mentioned some things about this a while back. You see it with handrails/fences.  I made this discovery (actually a long time ago but I don't remember if these fixes made it into V. 1.3) as I was porting a new/correctly done VC 2 SA port and here is how to fix it if you don't want to wait for the next release. I also made another huge discovery - not mentioned anywhere else but it applies equally to SAxVCxLC so here it goes.

 

I'm just gonna post a summary of my exhaustive research here in case it could be helpful info or for people who want to fix all this themselves. It may answer the question 'why is this happening' thing.

 

Mipmaps: when NOT to use this - and this is also an R bug and often times incorrectly applied. Supposedly or presumably, this was to help alleviate heavy rendering strains on the game engine and for smoother running on low PCs but to me this is no longer needed with todays PCs. In fact, I find that the maps are much clearer even at far distance without mipmaps and looks more rich like gta IV or 5 but with SA feel. This is why we have the 'black roads', culling of fences, guard rails, windows or anything else that uses an alpha channel, and I have seen with this also very slow rendering/ holes in the map with certain land pieces - like near the VC lighthouse for example. This happens in SA also. LC shouldn't have this issue as none of the textures are mipmapped. It is most noticeable on images with alpha/DXT3 compression and higher. Mipmaps on images containing an alpha channel is an absolute no no as this is what causes the glass railing culling for example. It will also enhance the alpha bug on vegetation.

 

1- In VC, the area most effected is around the Mall/ Vice City Beach and area around the lighthouse. The 'mainland' which refers to places like Haiti and downtown didn't have this problem because I have not found mipmaps there but only on "Beach' side like someone started once to mipmap everything but never completed all of them. I don't have the list of changed .txd in front of me (I can't seem to find it at the moment) but the gist of it is use IMGFactory 1.2 and open Vice.img; create a work directory somewhere and then use the search function in IMGFactory search for .txd and extract all .txd archives into the work directory. If you want to fix rendering bugs then you need to remove mipmaps.

 

2- The easy way is to use Med (map editor) to identify the .TXD archive for the area you want to fix if you want to narrow it down to specific objects. The downside with Med is its unpredictable on if the .ipl will open without crashing Med. On mine oceandrv.ipl won't open but on original VC game it will; but also may not effect everyone because it also depends upon the operating system being used to run Med. This is where I wish I had continued my c++ learning 25 years ago; I would have patched Med to fix the problems it has. oh well. It was originally built and compiled on win. XP. If you have the original VC game I would suggest use that for using Med in identifying objects. There are just a few renamed objects or .txd in SAxVCxLC but those will have vc_ appended in front or end of name.

 

3- Some may say one could just turn off mipmaps in the games settings but on mine the option to turn off is disabled and yours is too probably.

 

4- The last few years I have seen mipmapped peds. Again, one should never mipmap the textures of the peds .txd because this will most certainly cause rendering bugs. If you have a ped that seems like its missing its head or something but seems fine really close up chances are, its been mipmapped.

 

In a nutshell, where people are raising draw distance on objects and/or complaining of low draw distance on peds and cars, the mipmaps are reducing the number of pixels at a distance thus reducing draw distance in many cases.

 

Next, if you get a very random crash with this address: Exception address: 0x005381A5 ("gta_sa.exe"+0x1381A5)

 

Common reason I found this occurs.

 

This all started when I created new ped attractors in VC using info from interior objects like cj_pizza_chair and having minor animation bugs and one thing led to another.

It was common, I have seen at least way back before any limit adjuster was thought of, where one would use objects from gta_int.img in their mods because there was a limit of just 2 added objects before the game crashed. In other words, we would just use the existing game objects to create mods in the open world - mostly the props from gta_int.img but have also seen objects from the interiors gen_int .ide used to like Bdups interior for example. The 'interiors' i.e those in the 'heavens' i.e interior 1 - 16, operate very differently from the open world; which is refered to as interior 0 in main.scm and .ipls. If Carl is loaded at game start in one his safehouse in the 'heavens' all the collisions in gta_int.img are loaded and the open world cols are not loaded yet. When Carl passes through an enex to the open world, most if not all the collisions in gta_int.img are unloaded and the collisions for the open world are loaded. Programers may argue over how this works but I'm explaining this as easy as possible without being technical.

 

I think the original VC with Tommy was an experiment with interior switching because I noticed some bugs with this operation. One was at the Pole Position where if Tommy was inside the outside looked like all the map was gone except one could see peds and cars roaming. At the Malibu they solved this issue by using several props and false fronts to simulate the outside using the same interior number as the malibu interior. In SA most interior were moved up 950+ in Z coords (the Atrium in LA is in the building it goes in being one exception) and is literally 'separate' in terms of interior vs. exterior. It is mainly because the heaven interiors have a different way of handling .cols and a few other things.

 

gta_int.img  and the entries are in /data/maps/interior/   props and props2.ide with corresponding .col archives sorted by .ide    see also in leveldes (Rockstar organized this .img and corresponding .ide and .ipl nicely)

 

The props in gta_int.img were for use in interiors only which is why I don't find any of these used in the open world- at least so far. For example, the correct Sprunk machine for 'exteriors' ie interior 0 would be CJ_EXT_SPRUNK from generics but there is also an identical one with different name for interiors in the heavens i.e interiors 1-16 in props.ide. This is why when one uses some interior props from gta_int.img there is most often times no collision but the object renders fine. It is still unknown to me why some of these do have collision and some don't even though the .col has mesh/col faces. I have also found the same object used more than once would have collision in one place but not in another. 

 

Now, here is where I have experienced crashes. There is no static reasoning why but certain interior objects (interiors 1-16) used in the exterior (interior 0) will crash the engine while others won't, but here is all symptoms I have found in testing:

1- game crashes when entering an enex - either in the heavens above or earth below (haha) i.e interior 0. I think this is because of a conflict of the game trying to load / unload collisions of objects designated for interiors 1-16 but used in the interior 0 also or vice-versa. Of course make sure first you deleted gta.set in my documents and started a new game if you changed any of the enexes.

2- game crashes in random areas. The first thing to check here is if one used any objects from gta_int.img near the crash site. The interior objects that will most certainly crash the engine are any of the objects from any of the gen_int .ide's and/or objects from furnature.dat used in the interiors. I did not test objects used from leveldes like the LC stuff found there and Zero's play house so don't know about these. I'm pretty sure I fixed in the new LC port in V. 1.0 where a couple bistro objects were reused from there by adding as new objects in LC but either way I've had no issues.

 

For V. 1.3 I made the VC mansion non-teleport which changed the 'interior' to 0. This may or may not effect the older teleport type but either way if you experience this issue then try the following if you get a random crash in VC with the aformentioned crash address then go to data/maps/VC and open mansion.ipl look for this line and comment it out like this:

 

#1828, man_sdr_rug, 0, 7845.141, -8810.128, 11.94639, 0, 0, 0, 1, -1    

 

This is one of those objects from gta_int.img being used here because it is the same as the VC one. To my knowledge, this is the only object from gta_int.img being used in VC. Modders versed in editing can either check the Vice.img and see if there is a VC one or extract it, its .col and its .txd from gta_int.img and import into Vice.img as a new re-named object, .col and .txd. Add it to mansion.ide (should be IDs free but check first) and change the corresponding id and name in the .ipl. If you're not experiencing this particular one then don't worry about it.

 

The only safe way I know of to use interior objects from gta_int.img is to copy whatever objects one wants to use in the 'exterior' (interior 0) world is to extract the object, .col and txd and copy the renamed object, .col and txd into another img; and make a new .ide but objects containing ped attractors may have animation bugs because some like cj_pizza_chair have special  animation flags in main.scm which would have to be edited to include the new object. Editing the 2dfx info for XYZ coords in the .dff to reflect main.scm won't work; I tried. 2dfx entries found in some .ide only work in interiors not exteriors (interior 0) There's no documentation on all the flags so still fiddling with these but so far they seem to have no effect in interior 0.

 

Hopefully this will shed some light on the whys and hows about interiors. To stress test even further the gta_int.img for fun and kicks and debunk any 'can't be done' scenarios; and this is just one example of something I had done with gta_int.img for testing:

In this example is if one will never use the 'heaven' interior but want to use it in the 'exterior' (interior 0) which is entirely possible and one will not have bugs and/or crashes. The first thing to do is check and make sure whatever interior object/s and .txd's are not used anywhere else. This won't work with most props because they are used by other interiors so one is reverted to make a copy and re-name.

I don't play any of the main missions but when I 'rebuilt' main.scm years ago I kept all side missions and Catalina's missions because well, they're fun to play and made it so they could be replayed even if saved. I made the Welcome Pump (Catalina's first mission) non-teleport by bringing in the interior which was close by. (it almost right underneath the bar) I removed all .dff, .col, txd pertaining to that bar from gta_int.img. Since I modified some of the bars interior to fit better in Welcome Pump shell, (it fit with alot of extra room to spare) I then just made new optimised .cols I kept all same names because these were not in gta_int.img anymore and edited int_cont.ipl with the new coords. I then edited the .cut (from cutscene.img) file with the new xyz coords pertaining to that mission and it all works like I never touched anything. (its interesting to watch the peds and cars roam outside while Catalina is gun-slinging her knife around and being loud LOL) It has all the original prelight and 2dfx plus added some lighting so it looks great at night. Years ago when my gta3.img was pushing 2 gigs and an .img limit adjuster became available, I split it into 4 parts: gta3 has all the generics, cars, and peds. 'LA' has all LA stuff, 'Country" has all country stuff; 'SF' has sf stuff and 'VEGAS' has all las venturas stuff so all new Welcome Pump interior stuff went into 'country'

 

The only extra step there is if the interior is in a binary. That one is not.  Everything pertaining to the interior would need removed from the binary and then one can relocate the interior anywhere in interior 0. I did this with several others like Zero's shop, Wuzi's, the driving school, Rusty donuts, Pleasure Dome and a few others. Adjusted any side missions like driving school and Zero's to run from the new locations and everything works like I never touched anything. Also moved cull and audio zones. In conclusion, basically whatever heaven interior object used in interior 0 has to be removed from gta_int.img along with its .col and .txd (as long as the .dff and/or .txd is not used elsewhere) and brought into another .img and then all default collisions will work unless the .col was empty in the first place in which case one would just make a new one.

 

Also tested:

1- extracting certain .cols from props.col and props2.col but leaving in gta_int.img   //still no collision

 

 

 

 

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chaosbginwenrealityend
On 11/21/2021 at 5:25 PM, TKat said:

I discovery another bug in fastman limit adjuster. I used the latest fla versions.

Changing anything in this value below:

 

FILE_TYPE_DFF = 20000

 

I know fastman92 always stated raising these limits would cause bugs so I adjusted main.scm in my dev version of this mod to be able to replay this mission and conducted a series of tests: Played with and without skipping cutscenes and deliberately failed randomly. I mostly lean toward there is a fault in the mission itself, particularly the third jump table where the following code sections appear.

 

1- First tested just replaying the mission with no scm edits but found the problem is code goes into infinite wait 0 loop. It's not a crash - just looping in wait 0. However, its random and doesn't do this all the time about 1 out of 3 times. Closing the game then going back and trying again works as if nothing happened but again works randomly.

2- Next test I removed Cleo.asi to eliminate any cleo extensions as a potential problem - got same results.

 

This code section is from the mission Stowaway so you can see here what happens if opcode 016B 'corrupts' or something or is treated as if its a wait command. The fade condition will never become false.

 

//:DESERT9_4473
//00D6: if  
//016B:   fading  
//004D: jump_if_false @DESERT9_4497  
//0001: wait 0 ms  
//0002: jump @DESERT9_4473

 

Opcode 016A: fade 0 time 0. This one seems effected but not as effected as opcode 016B fading or 816B not fading. I commented out in main.scm several instances of code using 016B and was able to replay the missions through with no problem several more times one after another before opcode 016A stuck in infinite wait 0 in the next jump table: 

 

:DESERT9_5665
016A: fade 1 time 1000

 

When skipping the cutscene, I found the problem was here:

 

:DESERT9_4296
00D6: if  
0039:   [email protected] == 1  
004D: jump_if_false @DESERT9_4348  
//00D6: if  
//816B:   not fading  
//004D: jump_if_false @DESERT9_4348  
0006: [email protected] = 5  
0006: [email protected] = 2  
0006: [email protected] = 9  
 
:DESERT9_4348
0051: return

 

Because the condition is reversed, the opposite took effect. The condition still remained true (the engine thought it was still not fading) so [email protected] = 2 could not be switched and therefore could not advance to the next table and thereby stuck in infinite wait 0. With that section commented out, I had no skipping issues unless I did it too early in the mission.

 

The question remains why this particular mission - or is this the only effected mission? At this writing, this is the only logical conclusion I can find. It is entirely possible this could be a fault in this particular mission because these 2 jump tables are written kinda hap-hazardly; especially the way skipping the initial cutscene is handled. With all my edited coding so far (and there's more than what's here), it seems the only time I get issues is at a very specific circumstance when trying to skip the first cutscene. I know there was issues with several other missions that Silent Patch fixes but nothing for this one to my knowledge. I know I fixed on mine many other R main.scm issues not documented anywhere. I'll run some more tests but I really lean toward faults in this particular mission especially with this particular jump table and can see why it's buggy.

 

 

 

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19 hours ago, chaosbginwenrealityend said:

...The question remains why this particular mission - or is this the only effected mission? At this writing, this is the only logical conclusion I can find. It is entirely possible this could be a fault in this particular mission because these 2 jump tables are written kinda hap-hazardly; especially the way skipping the initial cutscene is handled. With all my edited coding so far (and there's more than what's here), it seems the only time I get issues is at a very specific circumstance when trying to skip the first cutscene. I know there was issues with several other missions that Silent Patch fixes but nothing for this one to my knowledge. I know I fixed on mine many other R main.scm issues not documented anywhere. I'll run some more tests but I really lean toward faults in this particular mission especially with this particular jump table and can see why it's buggy.

I use v1.3 and I don't have this problem. So it might be the save file. I've just used the one from here for testing (N.O.E since the next mission is Stowaway).

 

Whatever the problem is - if the fade opcode is really making the game trapped in a loop - I can temporarly modify it until the game exits the loop (it should work in all cases - not just the Stowaway mission).

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chaosbginwenrealityend

I should have mentioned I started a new game every time in testing Stowaway. Saving was going to be the next test if the first one passed. @TKat also mentioned he tested in original not modified game with same results so that is why I started with the mission itself and I assumed there was no limited adjuster being used in the original.

Edited by chaosbginwenrealityend
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On 12/7/2021 at 11:38 AM, chaosbginwenrealityend said:

I should have mentioned I started a new game every time in testing Stowaway. Saving was going to be the next test if the first one passed. @TKat also mentioned he tested in original not modified game with same results so that is why I started with the mission itself and I assumed there was no limited adjuster being used in the original.

And I forgot to mention that this kinda of with problem with this mission only occurs when you replay the mission, I mean when you fail the mission and play again. Also btw I always start a new game when testing a misson. I usually use the mission select or mission passer mod (passing the mission by just pressing a key). But for a more secure test with a specific mission I modify the main.scm script for playing this specific mission by just replacing the first mission with this specific mission. For example, for testing stowaway, I just replace the first mission big smoke with the line that starts this mission stowaway or any mission whatever. I have tested many missions by this way, I mean replaying missions, and as I remember, it seems that, besides stowaway, I guess only vertical bird or home coming occurs a similar problem (don't remember which one it occurs). Although I did't replayed all missions to test, I replayed most missions, and I will test all to confirm. Also you said that It is a fault of the script, and It makes senses, but It is weird why this occurs only when you increase DFF models amount from FLA that can be read. 

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