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Parik

Rainbomizer: San Andreas Randomizer

Recommended Posts

AkaPreston

@Parik This mod was hilarious, I cant stop laughing while using this mod, Good job tho!

 

This not San Andreas, This is Troll Andreas!

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Snoops27

I miss boats 

 

HlxE3Yj.jpg

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Parik
7 hours ago, AkaPreston said:

 This mod was hilarious, I cant stop laughing while using this mod, Good job tho!

Thanks!

 

7 hours ago, Snoops27 said:

I miss boats 

I'll add a configuration option to enable car generators to be replaced with the same type perhaps. Boats still properly spawn on water though, it's just the fixed spawns that aren't.

 

About the other points regarding the few missions, I think it's fair to say that this mod was created with mostly people familiar with the game. It's already possible to make those changes by changing the config file (in v2.0, which is still in alpha stages), but I suppose the structure isn't well explained in there either.

 

I've tried my hardest to make completing the missions doable while also making sure that not too much randomness is lost in the process. I know this has made the game less realistic, but to be fair the other aspects of the mod aren't too realistic either. I wanted the mod to be a fun thing to make the game worth playing again. The packer in Just Business was actually intentional, including the parts where the helicopters turn into flying cars, are all part of the fun. But yeah, I agree that they might not be realistic, and I could probably add a config option to have that toggled, but to be fair, I don't think a lot of people would bother editing the config file, so I don't want it to be a wasted effort.

 

Thanks.

 

  

12 hours ago, SirPingu said:

yes i have the latest version

I'm afraid I don't have any other clues regarding what might've caused these crashes. I'd suggest getting a clean copy of SA from Steam and then downgrading it to 1.0 and try again from scratch.

  • Like 1

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SirPingu

i think i found the problem ive installed ultimate asi loader and i installed cleo 4 and with cleo4 came silents asi loader im gonna mod a clean 1.0 us version again see if that fixes anything

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SirPingu

well still crashed log is the same its always during the mission robbing uncle same after i loaded in all boxes and get in the car 

Edited by SirPingu

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Snoops27

Thanks Parik, keep up the good work :) yes i agree the missions are still doable, although Catalina's weapon doesn't do damage in Local Liquor Store when the vehicles are randomized, but apart from that everything else works.

 

I would definitely like to see boats spawn as randomized boats, a config file would be nice. And if you decide to make a config file for changing some mission vehicles that would be appreciated, but if not its all good :)

Edited by Snoops27

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Leo Reif

Someone, please help me!

 

In the first time that I played, it worked very well. But, the next time that I started the game, it not worked and I don't know why.

All the files is ok. I took a print from the GTA Directory (https://imgur.com/a/jcjzh7V).

 

 

 

 

  • Like 1

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Klob
On 11/29/2019 at 5:11 PM, Parik said:

 

Release v1.1

Update v1.1 for Rainbomizer adds the Weapon Randomizer along with Autosaves. The Weapon Randomizer uses patterns to choose which weapons to replace in certain missions, so that all missions are doable. You can modify these patterns in the rainbomizer.toml file.

Autosaving has been implemented, and it autosaves by default in the 8th slot. There is no visual indication of an autosave yet. You can change the slot or disable the autosave altogether in the rainbomizer.toml file.

New Features

  • Weapon Randomizer is now stable!
  • Autosaving is implemented for all missions that increase the player's progress and each of the End of the Line parts.

Bug Fixes

  • Crash fixes for Badlands and Desert related to Police Bikes.
  • Planes without landing gears no longer blow up in Freefall, Saint Mark's Bistro and Landing Test in Flight School
  • Script Patterns have been updated to make Cut Throat Business and several other missions easier.
  • Fixed Outrider crash
  • Fixed crash on startup without CLEO.

 


https://github.com/Parik27/Rainbomizer/releases/tag/1.1

 

 

Hey When You Are Making The Randomizer Mod For GTA San Andreas For Android? I Don't have a pc you know ;(

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Klychel

Any idea if it's possible for the dialogue randomizer to work in cutscenes?

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Parik
4 hours ago, Klychel said:

Any idea if it's possible for the dialogue randomizer to work in cutscenes?

It isn't unfortunately. The cutscene sounds are one large file, so it isn't possible to replace them with other dialogues

  • Like 1

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Klychel

 

15 hours ago, Parik said:

It isn't unfortunately. The cutscene sounds are one large file, so it isn't possible to replace them with other dialogues

Damn, that's unfortunate. Love the mod though, plenty of laughs.

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L0rdWolf

I can't hear people talking, how do I fix it?

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ghost66
On 2/2/2020 at 1:25 PM, L0rdWolf said:

I can't hear people talking, how do I fix it?

If you can't fix the problem by deleting this mod there is a problem with your GTA SA

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macors

Hello! Is it possible to use this mod with the Rockstar games version of GTA San Andreas or do I have to buy the Steam version as well to use the mod? And if not, where do I put the script folder and files?

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RayGun420
7 hours ago, macors said:

Hello! Is it possible to use this mod with the Rockstar games version of GTA San Andreas or do I have to buy the Steam version as well to use the mod? And if not, where do I put the script folder and files?

No not that I know of, I’d recommend the Steam version then you gotta downgrade it to Version 1.0 and once you do that you put it in the San Andreas directory.

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toreno yayo

Hello i would like to know how to install Ultime ASI Loader as i did not get any dll files

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maxim444

Can this mod work with Skygfx + silent patch + widescreen fix ?

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Ho Diver

Great mod, I thought it wouldn't work using modloader since you didn't mention it but it works,just fine. I disabled autosave in the toml file 'cause I already use another autosave mod and I didn't wanna risk both mods conflicting.

Edited by Bob Loblaw

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Parik
41 minutes ago, maxim444 said:

Can this mod work with Skygfx + silent patch + widescreen fix ?

Yes, it should be able to work with all these mods.

 

Just now, Bob Loblaw said:

Is there a way to disable voice line randomizer?

You can disable the SoundRandomizer in the toml file

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Ho Diver
Just now, Parik said:

You can disable the SoundRandomizer in the toml file

Oh, I was looking for voicelinerandomizer, thanks for the help.

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Parik
Release v2.0

The second major version of Rainbomizer has finally been released! This major update includes randomizers for cutscenes, missions, colours and blips! New experimental randomizers include the Weapon Stats Randomizer, the Particles Randomizer and the Object Randomizer. The update also fixes a lot of bug-fixes. All the changes and improvements in the new version are listed below.

New Features

  • A Mission Randomizer that randomizes which missions are started by a mission marker.
  • Colour Randomizer that randomizes colours for markers, HUD elements, car colours, fade-in/fade-outs, and more!
  • A Cutscene Randomizer that randomizes cutscene models and locations
  • Blips Randomizer to randomize the icons on the mini-map (includes beta and unused blips like MC Strap).
  • RC Bandit, RC Goblin, RC Raider and RC Tiger are now enter-able!
  • A message is now displayed upon completion of an auto-save.
  • A more random selection of vehicles for mission vehicles.
  • Rainbomizer files (logs and config) are now moved to rainbomizer/config.toml and rainbomizer/logs/, and the logs are now properly structured.
  • The patches will no longer apply on an incompatible version and will silently exit, printing a message to the log file.

Bug-fixes and Improvements

  • Softlocks caused by looping sounds are now fixed.
  • Outrider no longer crashes on start.
  • You now get Tear Gas in Breaking the Bank at Caligula's and a parachute in Stowaway.
  • Car Generators are no longer permanently saved in the save file.
  • Photo Opportunity no longer leaves the player stuck inside a building.
  • General stability of the mod has been increased making crashes less common.
  • Phone calls and alarm sounds now properly play when randomized.
  • Catalina can now use the given weapon in Small Town Bank.
  • Air Raid now properly switches to the Minigun with the Weapons Randomizer.
  • Weapon Randomizer now properly replaces the original player weapon in a mission.
  • Weapon Randomizer no longer leaves the player with infinite ammo after End of the Line and Reuniting the Families.

Experimental New Features

  • An experimental Object Randomizer that randomizes objects spawned by the script (Like the boxes in Home Invasion).
  • An experimental Particles Randomizer that randomizes particle effects in-game. This includes effects like fire, spray paint, gunshots and more.
  • An experimental Weapon Statistics Randomizer that randomizes the damage dealt by weapons, their fire-rate, range and other statistics.
    Thanks to @SRewo for creating the Weapons Stats Randomizer!

Get the release now from GitHub!

  • Like 7

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Snoops27

Nice update! A question: 

 

Mission specific-patterns means we can choose the vehicle we want for that mission? Some vehicles I would like to keep as default for that mission. 

 

Also hope to see boats spawn with boats and planes spawn with planes option eventually, but awesome stuff :D

Edited by Snoops27

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Parik
3 minutes ago, Snoops27 said:

Mission specific-patterns means we can choose the vehicle we want for that mission? Some vehicles I would like to keep as default for that mission. 

Yes, it's now configurable in the config file! They do follow a specific format though, if you want some help with editing them, feel free to ask.

 

3 minutes ago, Snoops27 said:

Also hope to see boats spawn with boats and planes spawn with planes option eventually, but awesome stuff :D

That should hopefully be a part of the next update. See progress here

Edited by Parik
  • Like 1

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B_Smiles

Is it possible for the player's CLOTHING/HAIRCUTS etc. to be randomised as well?

(unless that has been done already)

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Parik
12 minutes ago, B_Smiles said:

Is it possible for the player's CLOTHING/HAIRCUTS etc. to be randomised as well?

That's in the plans as well, nothing implemented yet.

  • Like 2

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Parik
2 hours ago, Pranked said:

I keep getting this "burning" effect on screen. Is there any way to disable this? 

That's not an issue with this mod, it seems to be the fault of the Windowed Mode if you're using that? A fix for that is to change the resolution to something else and then changing it back.

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pete9516

This is a really nice script, but do you think that you can add randomization for specific vehicle types? And that the randomizer takes the entries from vehicles.ide and not from a premade script? Same would be really awesome for carcols.dat so it takes colors from 126 and above. If you implement this, this would probably be one of the best mods ever

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Parik
5 minutes ago, pete9516 said:

This is a really nice script, but do you think that you can add randomization for specific vehicle types? And that the randomizer takes the entries from vehicles.ide and not from a premade script? Same would be really awesome for carcols.dat so it takes colors from 126 and above. If you implement this, this would probably be one of the best mods ever

You mean support additional vehicles? I don't know about carcols.dat, I don't take any colours from carcols.dat, all the colour tables are sequentially generated colours so taking colours above 126 would just mean that there would be more subtle hue-variations on the traffic and nothing too much.

 

About additional vehicles, I do plan on getting to that later, but it isn't something that is high on the priority list at the moment.

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pete9516
7 minutes ago, Parik said:

I don't know about carcols.dat, I don't take any colours from carcols.dat, all the colour tables are sequentially generated colours so taking colours above 126 would just mean that there would be more subtle hue-variations on the traffic and nothing too much

Oh so you use the RGB color table? I didn't know. I thought you cycle the colors from carcols.dat meaning that there are only a max of 126 colors. If you use a rgb color palette that's even more awesome

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