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SAxVCxLC - VC and LC in San Andreas


PlatinumSerb
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Hi guys!

 

I did the tests here with all missions, by playing and fail each one and replaying each one. To know which missions occur the same problem as stowaway (when the game became stuck in black screen after replaying the mission again when you fail). According to my tests along all the missions I did, in the following missions occur the same problem as occurs in stowaway mission (stuck in black screen when replaying again). They are:

 

Grey Imports 
Reuniting the Families
Body Harvester 
Local Liquor Store 

Stowaway
Black Project 
Home Coming 
End of Line (only part 3)

 

 

 

And I would like too to report a problem that is old here and I think is not solved yet. Well I guess all the guys knows that in the specific mission OG LOC occurs problems. It was already reported that this specific mission CRASH at the point when chasing freddy, when near to skatepark. And I think this problem is NOT randomic. It will occur only if you finish the following missions first: HOME INVASION, CATALYST or ROBBING UNCLE SAM (those ryder missions). Because if you play OG LOC before those missions, NO problem will occur if you do OG LOC mission. But if you play OG LOC mission after those missions, then you will have a CRASH. If you finish HOME INVASION or ROBBING UNCLE SAM first and play OG LOC mission, the OG LOC mission will usually CRASH when chasing freddy near to Jefferson Motel, but if you finish also ROBBING UNCLE SAM the game will CRASH at the skatepark when chasing freddy also. 

 

It is possible to pass OG LOC mission, even after doing all those ryder mission. And the way is if you overtake freddy and arrive at the skate park before freddy and is far from freddy, then the game will NOT CRASH. Or if you manage to kill freddy before somehow. And, well, it is very weird, and I guess it may be related to some path conflict, maybe.

 

So the best thing to do in this mission would be finish OG LOC mission early as soon as it is available. Because in this case the OG LOC mission will NOT CRASH. DON'T MATTER WHAT.

 

And I test a bit here to know more information about this. Well I test an original SA, I installed FLA 6.0 and raised all limits in FLA section, including map size limits. And it seems NO problem ocurred. So still don't have an idea what section of FLA can be the cause, or even if this problem is caused by FLA directly or NOT.

 

So, according to those problem in missions. Although I know the guys DIDN'T want to modify the MAIN script. I think, maybe, will be needed to change something in MAIN.SCM to adapt it. 

 

 

 

Edited by TKat
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  • 2 weeks later...
On 12/5/2021 at 2:17 PM, chaosbginwenrealityend said:

 

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.

 

 

 

I tested here and I discovered something. Well, first, according to what I discovered here. The problem that makes those specific missions (like stowaway) became stuck in black screen when you replay the mission again (after failing) is direclty related to this part of the main.scm script (take a look):

 

:DESERT9_4626
if 
  [email protected] == 1 
jf @DESERT9_4743 
if and
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
   Model.Available(#PCJ600)
07C1:   path 134 available 
jf @DESERT9_4743 
if and
   Model.Available(#SATCHEL)
   Model.Available(#BOMB)
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
jf @DESERT9_4743 
[email protected] = 2

 

What I discovered here is... after the script engine load the models (Model.Load(#ANDROM)...Model.Load(#BOBCAT)...) it jumps to a table to this table I posted here. And after you replay the mission again after failing the script became stuck in this table (when the script engine asks for the conditional if models are available to proceed, and for some reason, the script engine think some of those models are still not available and became stuck in those table somehow.

 

How I know that?

 

Well, after removing the following part:

 

if and
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
   Model.Available(#PCJ600)
07C1:   path 134 available 
jf @DESERT9_4743 
if and
   Model.Available(#SATCHEL)
   Model.Available(#BOMB)
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available

 

Now I can replay the mission how many times I want!

 

Also I think I removed some initial 'if fading' actions, but I only could replay the mission after removing this parte of the table, so I think it is direclty related to this table that I posted here.

 

So this appear to be the same with the other missions where this problem also occurs (Grey Imports, Reuniting the Families, Body Harvester, Local Liquor Store, Black Project , Home Coming and End of Line part 3).

 

And I would like to say again what this bug only occurs when you increase the dff models amount (FILE_TYPE_DFF = 20000)in FASTMAN LIMIT ADJUSTER. 

 

And well, at least for me, it was the results and causes I found about this bug!

Edited by TKat
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5 hours ago, TKat said:

I tested here and I discovered something. Well, first, according to what I discovered here. The problem that makes those specific missions (like stowaway) became stuck in black screen when you replay the mission again (after failing) is direclty related to this part of the main.scm script (take a look):

 

:DESERT9_4626
if 
  [email protected] == 1 
jf @DESERT9_4743 
if and
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
   Model.Available(#PCJ600)
07C1:   path 134 available 
jf @DESERT9_4743 
if and
   Model.Available(#SATCHEL)
   Model.Available(#BOMB)
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
jf @DESERT9_4743 
[email protected] = 2

 

What I discovered here is... after the script engine load the models (Model.Load(#ANDROM)...Model.Load(#BOBCAT)...) it jumps to a table to this table I posted here. And after you replay the mission again after failing the script became stuck in this table (when the script engine asks for the conditional if models are available to proceed, and for some reason, the script engine think some of those models are still not available and became stuck in those table somehow.

 

How I know that?

 

Well, after removing the following part:

 

if and
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
   Model.Available(#PCJ600)
07C1:   path 134 available 
jf @DESERT9_4743 
if and
   Model.Available(#SATCHEL)
   Model.Available(#BOMB)
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available

 

Now I can replay the mission how many times I want!

 

Also I think I removed some initial 'if fading' actions, but I only could replay the mission after removing this parte of the table, so I think it is direclty related to this table that I posted here.

 

So this appear to be the same with the other missions where this problem also occurs (Grey Imports, Reuniting the Families, Body Harvester, Local Liquor Store, Black Project , Home Coming and End of Line part 3).

 

And I would like to say again what this bug only occurs when you increase the dff models amount (FILE_TYPE_DFF = 20000)in FASTMAN LIMIT ADJUSTER. 

 

And well, at least for me, it was the results and causes I found about this bug!

You need to check it on unmodified game, with only the FLA and this limit enabled. 

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On 12/28/2021 at 5:04 PM, fastman92 said:

You need to check it on unmodified game, with only the FLA and this limit enabled. 

Ok. I have just tested it here. I installed an unmodified game. I tested again AND THE RESULT IS THE SAME!

 

I installed FLA and just changed to those values:


[ID LIMITS]
; Apply ID limit patch (0)
Apply ID limit patch = 1

; FILE_TYPE_DFF (20000)
FILE_TYPE_DFF = 21000

 

And my test is, after you change FILE_TYPE_DFF (20000), this bug starts to happen! 

 

And, at least for me, here, but anyone can confirm this is the case!

 

 

Like I have already said, this problem will occur in GREY IMPORTS, REUNITING THE FAMILIES, LOCAL LIQUOR STORE, BODY HARVEST, STOWAWAY, BLACK PROJECT, HOME COMING AND END OF LINE PART 3. Where the script engine will NOT proceed and will became stuck in the black screen (after replaying again the mission when you fail). 

 

And like I said in my last post, now I can confirm in all those missions I quoted that the bug will really occurs at the part of the script when the script confirm if a model is loaded or available to proceed.

 

For example, in the mission gray imports, where the same bug occurs (as stowaway and the others missions I quoted), I can confirm that the script became stuck in this exactly part of the table:

 

 

:DRUGS3_260
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#MULE)
87C1:   not path 342 available 
jf @DRUGS3_297 
wait 0 
jump @DRUGS3_260 

 

:DRUGS3_297
if or
   not Model.Available(#SEC_KEYPAD)
   not Model.Available(#MP5LNG)
   not Model.Available(#KMB_RAMP)
   not Model.Available(#BANSHEE)
   not Model.Available(#PCJ600)
jf @DRUGS3_344 
wait 0 
jump @DRUGS3_297

 

 

After you remove this part of the table in the beginning of the mission script (in this example case, GRAY IMPORTS), the script proceed normally, and you can replay the mission again when you fail.

 

 

 

What happens is that, for some reason, when you increase the FILE_TYPE_DFF FLA section, this bug begin to occurs, but, it occurs only to those specific missions I quoted (the others missions you can play and replay again normally)

 

And I think that what begins to happen in the script engine of those specific missions, is that for some reason, also, the script engine acts and understand that some model is NOT available or loaded YET. So the result is an infinite loop!

 

 

 

For example, in this part of the table:

 

:DRUGS3_260
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#MULE)
87C1:   not path 342 available 
jf @DRUGS3_297 
wait 0 
jump @DRUGS3_260

 

For some reason some of the models here or the path here is considered NOT available by the script engine, so it keeps returning in an infinite loop and cannot proceed anymore. And it is curious for me, that this bug will ocurr only when you replay again after failing and NOT in the first time.

 

 

And according to my tests here, that is really the case here, and FADING commands have NO relation to this bug!

 

 

 

 

 

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Download link is not working

 

Edit: Just realized the reason

 

Edited by Ragutheone
error
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On 12/28/2021 at 7:02 PM, TKat said:

Ok. I have just tested it here. I installed an unmodified game. I tested again AND THE RESULT IS THE SAME!

 

I installed FLA and just changed to those values:


[ID LIMITS]
; Apply ID limit patch (0)
Apply ID limit patch = 1

; FILE_TYPE_DFF (20000)
FILE_TYPE_DFF = 21000

 

And my test is, after you change FILE_TYPE_DFF (20000), this bug starts to happen! 

 

And, at least for me, here, but anyone can confirm this is the case!

 

 

Like I have already said, this problem will occur in GREY IMPORTS, REUNITING THE FAMILIES, LOCAL LIQUOR STORE, BODY HARVEST, STOWAWAY, BLACK PROJECT, HOME COMING AND END OF LINE PART 3. Where the script engine will NOT proceed and will became stuck in the black screen (after replaying again the mission when you fail). 

 

And like I said in my last post, now I can confirm in all those missions I quoted that the bug will really occurs at the part of the script when the script confirm if a model is loaded or available to proceed.

 

For example, in the mission gray imports, where the same bug occurs (as stowaway and the others missions I quoted), I can confirm that the script became stuck in this exactly part of the table:

 

 

:DRUGS3_260
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#MULE)
87C1:   not path 342 available 
jf @DRUGS3_297 
wait 0 
jump @DRUGS3_260 

 

:DRUGS3_297
if or
   not Model.Available(#SEC_KEYPAD)
   not Model.Available(#MP5LNG)
   not Model.Available(#KMB_RAMP)
   not Model.Available(#BANSHEE)
   not Model.Available(#PCJ600)
jf @DRUGS3_344 
wait 0 
jump @DRUGS3_297

 

 

After you remove this part of the table in the beginning of the mission script (in this example case, GRAY IMPORTS), the script proceed normally, and you can replay the mission again when you fail.

 

 

 

What happens is that, for some reason, when you increase the FILE_TYPE_DFF FLA section, this bug begin to occurs, but, it occurs only to those specific missions I quoted (the others missions you can play and replay again normally)

 

And I think that what begins to happen in the script engine of those specific missions, is that for some reason, also, the script engine acts and understand that some model is NOT available or loaded YET. So the result is an infinite loop!

 

 

 

For example, in this part of the table:

 

:DRUGS3_260
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#MULE)
87C1:   not path 342 available 
jf @DRUGS3_297 
wait 0 
jump @DRUGS3_260

 

For some reason some of the models here or the path here is considered NOT available by the script engine, so it keeps returning in an infinite loop and cannot proceed anymore. And it is curious for me, that this bug will ocurr only when you replay again after failing and NOT in the first time.

 

 

And according to my tests here, that is really the case here, and FADING commands have NO relation to this bug!

 

 

 

 

 

Important Update

 

Fastman92 managed to fix this problem in FLA. Fastman92 will release this fix in the next FLA release.

23 hours ago, Ragutheone said:

Download link is not working

 

Edit: Just realized the reason

 

Yes, if you go back the page,you get the answer.

Edited by TKat
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On 12/19/2021 at 7:19 PM, YufflesGaming said:

The @PlatinumSerbYour mod is best of all and @Clara is all bugs but anyway she's copied from you since january.

What are you rambling about?

 

PlatinumSerb gave permission to Clara. He actually prefers Mixed because Clara's project is more closer to his original vision of than this one - which is connecting the cities closer to San Andreas. If you have actually read the posts here (when it still was called Connected) and the GTA Mixed topic you'll should know better.

 

"is all bugs", so is this mod as well. I'm not defending or attacking nor the original one or Mixed, but since that project is based from this one of course is shares all of the original bugs. Which is getting ironed out each release.

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LazytownSpo666

unfortunately, i cannot download this. :(

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Vishnuka

In the World One OF Great MoD, GooD luck Keep It Up brother...! 2764-fe0f.png👍

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  • 3 weeks later...
RedBaronFromTheUG
On 1/20/2022 at 1:59 PM, geravit said:

is it possible to access version 1.3?


Nope but i wished someone would have archived it.

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1 hour ago, RedBaronFromTheUG said:


Nope but i wished someone would have archived it.

I have it but I don't think I'm allowed to post it. Though I'm missing the radio install.

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On 1/22/2022 at 11:54 PM, Garpown said:

I have it but I don't think I'm allowed to post it. Though I'm missing the radio install.

What if you put it in a private message?
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LazytownSpo666

oh! i just reliased that take two takes down DL

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а я до сих пор катаюсь на v.0.6, так как моя сборка паровозов и поездов не подходит для версий выше. Так как я настраивал шлейфы через SATL3, а не через FLA. Интересно, сколько новых вагонов, поездов и локомотивов игра увидит на новом id (я вижу около 200 trains.img, а trains2.img с американскими поездами уже не видит).

мне жаль

 

 

 

Edited by lbgh
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HalanoSiblee

Download link not working for version 1.3 Google drive won't allowed me to download it :S

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On 1/22/2022 at 10:54 PM, Garpown said:

I have it but I don't think I'm allowed to post it. Though I'm missing the radio install.

could u ask author for permission and then dm me/us with link to it? there is already SAxVCxLC Connected and GTA Mixed but i dont know if they inlcuded fixes from 1.3 OG version

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  • 2 weeks later...

Hello everyone,

After a short break, I would like to inform you that work on the modification is still in progress. The new version (v1.4) will be available around April 1.

 

 

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17 minutes ago, artginPL said:

The new version (v1.4) will be available around April 1

 

>April 1

Hmmmm :whuh:

 

Jokes aside, glad to hear it! Can't wait

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vizakavizard
On 1/23/2022 at 3:24 AM, Garpown said:

I have it but I don't think I'm allowed to post it. Though I'm missing the radio install.

I think I got the links to Radio. PM me for more info on this maybe??

 

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  • 2 weeks later...
On 8/7/2015 at 9:02 PM, PlatinumSerb said:

7DpAZXX.png

 

All 3 cities in one map!

Hey guys here is a project I have been working on the past couple of months. I shared a video about it in fastmans limit adjuster topic a while back and now I'm finally ready for a public release. In a couple of weeks I wont really have much time to work on it anymore, so I figured I might as well release it before it goes to waste. I do not like writing long posts so I'll get straight to the point.

 

GTA SAxVCxLC V1.3 HAS BEEN RELEASED !!!

 

Below is a link to GTA SAxVCxLC V1.3

DOWNLOAD

 

Before installing, please read the ReadMe. Make sure you have 'gta_sa.exe' version 1.0 US HOODLUM (14 383 616 bytes).

 

SAxVCxLC V1.3 CHANGELOG:

    - updated Fastman Limit Adjuster to version 6.0
    - added train and subway system in LC
    - improved a few vehicles, now all vehicles are in SA style
    - improved garages
    - garages in LC and VC now work for original vehicles from GTA SA, but still not working for new vehicles
    - converted to non-teleport with operating doors Vercetti Estate and El Banco Corrupto Grande
    - added original background audio in VC's North Point Mall, Ocean View Hotel, Pole Position Club and Malibu
    - many LC and VC map fixes (flags, procedural grass, textures)
    - lots of VC's North Point Mall interior fixes
    - improved 2dfx lighting in VC's North Point Mall, Ocean View Hotel, Vercetti Estate, El Banco Corrupto Grande and Malibu
    - added working escalators at the VC's North Point Mall and Escobar International Airport
    - fixed missing ceiling fans in VC's North Point Mall and Ocean View Hotel
    - added animated airport radar (all airports)
    - added ped attractors in VC's North Point Mall and Pole Position Club
    - improved VC water fountains effects
    - added missing game 100% and races complete items in Ocean View Hotel and Vercetti Estate
    - updated 'ZONE UPDATES' to version 1.05 (find out more in OPTIONAL MODS)
    - updated 'WANTED LEVEL EDITOR' to version 1.081 (find out more in OPTIONAL MODS)
    - added a airports travel system that works as a teleport
    - added a few new options in SAxVCxLC.ini - you must check it out!
    - added 'VC OFFICE SCRIPT' to OPTIONAL MODS (a few things that allow you to jump on roofs like in G-Spotlight mission from GTA VC)
    - added a sailor from Cortez's yacht as a ped on industrial areas
    - added Police Wintergreen parked at LC and VC police stations (they will be parked after enabling the option in SAxVCxLC.ini)

 

Additional files(for 1.3):

The real cause of the crash had been found and fixed:

ZoneUpdates_SAxVCxIII

(original weapon sounds and emergency vehicle sirens for LC and VC are also converted).

If the game crashes at the pay & spray garage again (which is unlikely) post a crash report or don't post at all.

Older versions:

Version 1.2

  Reveal hidden contents

 

GTA SAxVCxLC V1.2 HAS BEEN RELEASED !!!

 

 

Below is a link to GTA SAxVCxLC V1.2

DOWNLOAD

 

Before installing, please read the ReadMe. Make sure you have 'gta_sa.exe' version 1.0 US HOODLUM (14 383 616 bytes).

 

SAxVCxLC V1.2 CHANGELOG:

    - added all weapons from GTA III and GTA VC (including hud icons from this games)
    - added all unique stunt jumps from GTA III and GTA VC
    - added ability to buy weapons in Ammu-Nations and Hardware Stores in LC and VC
    - added all pickup icons from GTA III and GTA VC
    - added CLEO+ version 1.0.7
    - updated CLEO library to version 4.4.0
    - 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)
    - moved 'ZONE UPDATES', 'WANTED LEVEL EDITOR' and 'LC COP HELI MEGAPHONE' to optional mods (due to unsolved bugs they cause and lack of contact with author)
    - added a Statue of Liberty to optional mods
    - added a few new options in SAxVCxLC.ini - you must check it out!

 

Have fun ☺️

 

Version 1.1

  Reveal hidden contents

 

 GTA SAxVCxLC V1.1 HAS BEEN RELEASED !!!

 

Below is a link to GTA SAxVCxLC V1.1

DOWNLOAD

 

Before installing, please read the ReadMe. Make sure you have 'gta_sa.exe' version 1.0 US HOODLUM (14 383 616 bytes).

 

Below is a link to radio stations from GTA III / GTA VC. They can be added optionally.

 

GTA III / GTA VC RADIO STATIONS

 

Below is a link to radio stations from GTA LCS / VCS. They can be added optionally and used simultaneously with radio stations from GTA III / GTA VC.

 

GTA LCS / GTA VCS RADIO STATIONS

 

 

SAxVCxLC V1.1 CHANGELOG:
    - added law enforcement for higher levels (3, 4, 5 and 6 stars)
    - added unique license plates for Liberty City and Vice City vehicles
    - added VC submissions for the new firetruck models
    - added LC and VC hidden packages to their original locations (it doesn't support save file for now)
    - added Liberty City and Vice City police helicopter megaphone
    - added LOD files to Long Island and LC seabed
    - added folder with optional mods (also includes CLEO v4.1)
    - added ability to disable individual functions of mod (in CLEO/SAxVCxLC.ini)
    - radio stations are available for download in a separate file
    - improved paths
    - fixed behavior of security guards in LC and VC
    - improved LC culls
    - The Sunshine Autos windows now render correctly on both sides
    - VC shops glass are breakable
    - added fuel pumps at LC gas station
    - fixed multiple collision surface properties for procedural grass
    - some other LC and VC map fixes
    - improved save icons script

 

Have fun ☺️

 

Version 1.0

  Reveal hidden contents

 

GTA SAxVCxLC V1.0 HAS BEEN RELEASED !!!

 

Below is a link to GTA SAxVCxLC V1.0

DOWNLOAD

 

Before installing, please read the ReadMe. Make sure you have 'gta_sa.exe' version 1.0 US HOODLUM (14 383 616 bytes).

 

 

Below is a link to radio stations from GTA LCS / VCS. They can be added optionally and used simultaneously with radio stations from GTA III / VC

 

LCS / VCS RADIO STATIONS

 

 

@artginPL and @chaosbginwenrealityend put a lot of work into this version so we hope you enjoy it. We are waiting for your opinions, information about found bugs and screenshots.

 

 

 

Out of date GitHub versions:

  Reveal hidden contents

 

Latest Download:
For the latest download of the mod please visit our GitHub Page.

Download Links

Stable Build: https://github.com/goodidea82/SAxVCxLC/tree/master

Experimental Build: https://github.com/goodidea82/SAxVCxLC/tree/Experimental

 

 

 

To-do list: https://github.com/goodidea82/SAxVCxLC/issues/18

Bug list: https://github.com/goodidea82/SAxVCxLC/issues/17

 

 


About:
SAxVCxLC basically adds Vice City and Liberty City into the San Andreas map with the use of fastman92's limit adjuster. In addition to adding VC and LC, I have also created a new seafloor to cover the much larger map and there is now a temporary land addition north of Liberty City. Maybe eventually I will make something up there but for now its just there so that the LC cliffs do not just abruptly end.

The mod works with an original main.scm, although I have only tested the first couple of missions. Since it doesn't change any of the original game files, I don't see why it would not work throughout the whole story line.

Important Note: I do not intend to have this mod be competition for SOL/Underground. We have two different goals. SOL/Underground intends to create a much more immersive mod, while the intention of my release is to provide modders with a base to build their own mods.

This mod is intended to be free for anyone to use. If you wish to use these files to create your own mod, feel free to do so, all I ask is that you give credit.


Media(Screenshots/Videos):
I'm sure most of you have already seen all of the cities in this mod, but here are a few screenshots of how VC and LC look in this mod. San Andreas has been left untouched, so no point of showing it.


http://i.imgur.com/cZNNl3fb.jpg http://i.imgur.com/s8PoYzXb.jpg http://i.imgur.com/NMPt2wwb.jpg

http://i.imgur.com/ZNemtlUb.jpg http://i.imgur.com/rcoqYMQb.jpg http://i.imgur.com/zvXbcz4b.jpg

http://i.imgur.com/FYa3yw5b.jpg http://i.imgur.com/6wx1y9db.jpg http://i.imgur.com/j3q4k8yb.jpg
Album available here: http://imgur.com/a/D2Io8/all

Map
BLBeYIV.png

 

Videos:


 

  Reveal hidden contents

 

Interior Testing(Cleo script)

 


Old test(Build 0.4)

 

 


I'll add more videos eventually.

 

 

Original Author:

PlatinumSerb

 

Current Lead Developers:

 

Credits/Special Thanks:

  • @fastman92- Limit Adjuster, IMG Console, Debugging
  • @goodidea82 - Infrastructure, Installation
  • @HeicoDE - Development 8.5+
  • inan.ahammad - added garages in VC, testing/bug reporting
  • artginPL - ENEX/Interior Markers, Patches, Conversion of music for radio
  • @Swoorup - PathMover, COLRenamer(old program ), Conversion of LC and VC paths
  • GTA: Liberty City Team - Use of GTA:LC map
  • OpenVice(@NTAuthority) - Use of Vice City map
  • @Silent - ASI Loader and Extended Gangs ASI
  • F - use of GTA VC cars Converted to SA
  • @cj2000 - use of GTA VC and III vehicles
  • Kam - Kam's Max Scripts
  • Deniska - 3dmax script pack
  • x-men - 3dmax scripts/IMG Manager
  • @Seemann - CLEO
  • @ThirteenAG - Project2dfx
  • @Beckerbrasil- testing/bug reporting
  • @Junior_Djjr - Overhaul of CLEO scripts
  • @ZAZ - some of his CLEO mods were crucial for debugging/getting around the map.
  • X-Seti - original concept of combining GTA III era cities so he deserves a shout out
  • Squad - testing/bug reporting, map fixes
  • @Crspy - ModLoader installation fix
  • @DK22Pac - for his 2dfx tools which helped immensely in the making of the LC ped attractors as well as lighting and smoke effects. The compiler/decompiler is crucial for this.
  • @gold_fish - for his new and improved Kams 3ds Max Scripts which helped immensely in the making of the new LC port to SA.
  • @DexX - for 3ds max scripts sa_tools which also helped in the creation of 2dfx effects
  • @santosvagos - Testing and bug reporting.
  • @TKat - Testing and bug reporting.

 

 

This mod wouldn't be possible without these great people/mods. Thank you.

 

Thank you Rock* Games

 

Latest Download:
For the latest download of the mod please visit our GitHub Page.

Download Links

Stable Build: https://github.com/goodidea82/SAxVCxLC/tree/master

Experimental Build: https://github.com/goodidea82/SAxVCxLC/tree/Experimental

  Reveal hidden contents

Download(Current Build: 0.6a):

 

http://i.imgur.com/B84eFw8.png

Download:


Mirror 1 - mega.co.nz

More links coming...

Please Start a new game to get the full experience from this build.

CLEO has been included in this version.

Next versions will focus on getting more vehicles/peds.[\spoiler]

 

 

 

  Reveal hidden contents

 

http://i.imgur.com/82nlvAG.png

Update: this build has been updated to 0.5a. If you still encounter a crash delete the cleo scripts.

Mirror 1 - mega.co.nz (0.5a)


 

  Reveal hidden contents

 


http://s3.postimg.org/cjj8iik3n/release0_4.png

 

Mirror 1 - mega.co.nz

Mirror 2 - mediafire.com

  Reveal hidden contents

 

Mirror 3 - megafileupload.com
Mirror 4 - filedropper.com

 

 

 

GTA Garage link coming soon.

Please report any bugs you might find.

link of version 1.3 broken. you have to reupload it

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RedBaronFromTheUG
42 minutes ago, Diegor95 said:

link of version 1.3 broken. you have to reupload it

It was removed at the time due to T2 Takedowns, the new version will be the updated link and it will show up at April 1st.

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SLON1936

My two pennies, but I think that given the time of action (1992) it would be logical to see an LC similar to LCS (some fork, may be...).

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RedBaronFromTheUG
On 3/1/2022 at 2:46 PM, SLON1936 said:

My two pennies, but I think that given the time of action (1992) it would be logical to see an LC similar to LCS (some fork, may be...).

I think there should be both a "normal" version and a "timeline-accurate" version for those who are into this kind of stuff.

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Undertaker555

Hi. I have a problem with SAxVCxLC when using First-Person V3 by Voron.

Everything is fine in FP when driving SA cars, etc. but the crash happens when entering any of the original VC or LC cars that came included with SAxVCxLC.

This crash happens only when try a VC or LC car in FP. When I am in third person view, I can enter, drive, and everything is fine. It is only when entering one of these cars, or also bikes, etc.

 

I also tried a clean, new install of GTA SA, only using FP mod and SAxVCxLC, and it still happened, so it clearly is something between the mod cars and FP.

I will post my problem also in the FP mod thread, but I thought it would be related to here, because as far as I know it only happens with cars included in this mod.

 

When it crashes, there comes a fastman92 error which tells me something about a log. I can post it, if you tell me what exactly I need to post.
Maybe you can help me or tell me if there is a fix.

 

 

---

I want to use this opportunity to thank all you modders for this, and any other mod.

 

After quite a while without playing GTA SA, I installed it once again, and I am very happy about the amount of mods, and especially the quality of these!

I always played GTA SA with the United mod, which was still full of bugs back then, and always something was missing.. the actual San Andreas map.

So I am very happy to see all these options such as SAxVCxLC, but also the "Mixed" and "Underground".

 

Please don't let yourselves become demotivated by Rockstar's current behavior.

They just want to push their new "Remastered" games, so they can earn some quick money.

Eventually they will stop that, when they concentrate on GTA 6 or something, I hope.

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RedBaronFromTheUG
4 hours ago, Undertaker555 said:

Hi. I have a problem with SAxVCxLC when using First-Person V3 by Voron.

Everything is fine in FP when driving SA cars, etc. but the crash happens when entering any of the original VC or LC cars that came included with SAxVCxLC.

This crash happens only when try a VC or LC car in FP. When I am in third person view, I can enter, drive, and everything is fine. It is only when entering one of these cars, or also bikes, etc.

 

I also tried a clean, new install of GTA SA, only using FP mod and SAxVCxLC, and it still happened, so it clearly is something between the mod cars and FP.

I will post my problem also in the FP mod thread, but I thought it would be related to here, because as far as I know it only happens with cars included in this mod.

 

When it crashes, there comes a fastman92 error which tells me something about a log. I can post it, if you tell me what exactly I need to post.
Maybe you can help me or tell me if there is a fix.

 

 

---

I want to use this opportunity to thank all you modders for this, and any other mod.

 

After quite a while without playing GTA SA, I installed it once again, and I am very happy about the amount of mods, and especially the quality of these!

I always played GTA SA with the United mod, which was still full of bugs back then, and always something was missing.. the actual San Andreas map.

So I am very happy to see all these options such as SAxVCxLC, but also the "Mixed" and "Underground".

 

Please don't let yourselves become demotivated by Rockstar's current behavior.

They just want to push their new "Remastered" games, so they can earn some quick money.

Eventually they will stop that, when they concentrate on GTA 6 or something, I hope.

I hope for the same too.

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Undertaker555
On 3/6/2022 at 7:36 PM, RedBaronFromTheUG said:

I hope for the same too.

Actually I am not so sure about this anymore.

Today I found out, that they even pulled the original Trilogy from Steam.

 

I think they might want to kill everything that has to do with the original games.

It is really disappointing, but I don't want to get too off-topic here.

I actually just wanted to ask about the FP mod problem, so I will check this thread for a while.

 

Also I found 3 things that I want to report:

 

1. When I visit the Pay n Spray in Vice City it crashes when I spray a VC car.

Though with SA cars the same Pay n Spray shops work without problem. It seems to be something with the VC cars (maybe LC cars, too?)

SOLVED: I didn't use a healthy setup. I had broken downgrade and many other smaller things that might be the reason for such things.

 

2. Is it normal that there is sandstorm in Vice City? Is it only like that for me, or is it normal for now?

This is still my question.

 

3. I have in VC and LC everywhere the country police of SA. Although I think in VC it fits that Florida aesthetic well, and literally like that better than the green VC police.

SOLVED: I didn't use a healthy setup. I had broken downgrade and many other smaller things that might be the reason for such things.

 

 

EDIT: Well, as I said my problem is that I play with FP mod, and it crashes with VC / LC cars. A simple solution for now would be to remove the cars and replace them with the SA versions. How can I remove the LC and VC cars as easy as possible without messing up the SAxVCxLC mod?

Edited by Undertaker555
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On 3/7/2022 at 2:44 PM, Undertaker555 said:

1. When I visit the Pay n Spray in Vice City it crashes when I spray a VC car.

Though with SA cars the same Pay n Spray shops work without problem. It seems to be something with the VC cars (maybe LC cars, too?)

It has been reported and fixed earlier. Go to the 1st page and download ZoneUpdates_SAxVCxIII.

 

On 3/7/2022 at 2:44 PM, Undertaker555 said:

3. I have in VC and LC everywhere the country police of SA. Although I think in VC it fits that Florida aesthetic well, and literally like that better than the green VC police.

Also fixed. Install the latest Wanted Level Editor for SAxVCxLC (v1.10). 

 

On 3/7/2022 at 2:44 PM, Undertaker555 said:

EDIT: Well, as I said my problem is that I play with FP mod, and it crashes with VC / LC cars. A simple solution for now would be to remove the cars and replace them with the SA versions. How can I remove the LC and VC cars as easy as possible without messing up the SAxVCxLC mod?

I'll try to fix it myself when I get my hands on it (unless some1 else does it in the meantime). Is FP a cleo or an asi mod?

Edited by Jack
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Undertaker555
On 3/9/2022 at 1:23 PM, Jack said:

I'll try to fix it myself when I get my hands on it (unless some1 else does it in the meantime). Is FP a cleo or an asi mod?

I guess it is an .asi mod.

Cleo it is definitely not.

 

The mod includes these files:

- FirstPerson.cfg

- FirstPerson.sp

- GUI.fp

- Hooks.asi

- msvcr100d.dll

- vorbisFile.dll

- vorbishooked.dll

 

Because of the Hooks.asi I think it is an .asi mod.

 

This is a link to the mod:

 

 

 

 

EDIT: The ZoneUpdates thing works great as you said. Sorry that I didn't knew.

EDIT2: With ZoneUpdates now come 2 problems:

1. Now it doesn't crash in Pay N Spray, but it paints the car always in the same color (yellow).

SOLVED: I had not downgraded correctly and did not create a new savegame.

 

2. I can't aim with RPG / sniper on Xbox One controller with Ginput mod anymore. When I try to aim, the crosshair just flickers for 1 second and is gone after this.

 

Thank you very much for trying to fix the FP mod crash.

Btw. the 3.5 Beta Version of FP mod also doesn't fix it, too.

Edited by Undertaker555
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