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TheTurretTheo

[SA|REL] Things To Do In San Andreas: Overall Improvements

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rejtély3mr

 @TheTurretTheo I know what happen End Of the line mission he get in 3 floor he was main.scm see, he was probaly see ballasa and ballasb lsvs russians, but ballas3 model.load and not model.avaliable not appear he caused the crash.

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Wiezle

When Fastman92limitadjuster gtasa_radarBlipSprite filename loader is enabled the blips turn to white squares with dk22pac vhud mod

 

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Dominik_

@WiezleThis is not an issue with TTDISA/Fastman92LimitAdjuster, go complain to Dk22Pac instead.

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TheTurretTheo

Status Report

 

So if you're wondering what the current status is of TTDISA OV and TTDISA overall, I have some good news.
Since a few days ago we have come in contact with DeeZire and he now is part of our discord server, where he can give us feedback, inside info, etc.

 

I'm also happy to say that there are now multiple people that are working on/contributing to this mod. Most recently @Matt1010, @ernestin1 and @Noskillx have made some good progress.

So with this all going on we decided on officially rebranding TTDISA OV into Things To Do in San Andreas: Volume II (DeeZire approved!)


Volume 2 will feature a lot of minor fixes, a new Spanish translation and we're also planning on making things that DeeZire originally planned for Volume II - before his hard drive crashed (more info to come)

 

Zk9kak3.png

 

Estimated Release date:

Spoiler

Yeah, I have no idea.

 

---

On another note, we want to say that there have been other TTDISA... uh... *editions* floating around of questionable quality. I just want to that this will more or less be the official version of TTDISA now that we have DeeZire (semi-)onboard.
Also, please don't annoy DeeZire telling him to do things for the mod. He's not back to the mod as a main developer, but as a supervisor, I guess you can say.

 

As DeeZire said himself in 2011:
Please dont ask me for customisations of the mod or throw huge lists of things you want in as I dont have time.

  • Like 14
  • YEE 2

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thalilmythos

You had my interest, now you have my attention

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cp1dell
Posted (edited)
16 hours ago, TheTurretTheo said:

As DeeZire said himself in 2011:
Please dont ask me for customisations of the mod or throw huge lists of things you want in as I dont have time.

Fair enough.

 

How easy is it for someone to edit the main.scm for their own personal copy to remove the side-missions from other GTAs and their requirement for 100%, assuming they just want the stuff in the mod from the beta?

Edited by cp1dell

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Fenton

Not sure if it's a bug, but if I enter an interior with wanted level, the cops that spawn inside the interior doesn't come with the variety they have outside the interior.

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eagle152

@TheTurretTheo, could please look at my bug with in the taxi side-mission? These are quite annoying.

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TheTurretTheo
2 minutes ago, eagle152 said:

@TheTurretTheo, could please look at my bug with in the taxi side-mission? These are quite annoying.

Will do.

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Dominik_
6 hours ago, cp1dell said:

Fair enough.

 

How easy is it for someone to edit the main.scm for their own personal copy to remove the side-missions from other GTAs and their requirement for 100%, assuming they just want the stuff in the mod from the beta?

You can't do that TTDISA is NOT  a beta mod and it does NOT recreates any kind of beta activities fully accurate.

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thalilmythos

I have a question, which sidemissions not in the original game are in TTDISA?

i don't see them in the features, and they should be don't they?

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cp1dell
Posted (edited)
3 hours ago, Noskillx said:

You can't do that TTDISA is NOT  a beta mod and it does NOT recreates any kind of beta activities fully accurate.

Alright well excuse my wording than.

 

Ever since DeeZire's version there has always been two ways I've looked at the content in the mod:

-All the stuff that was for GTA SA but unused (maybe even original by DeeZire, but logical) like the different motorcycle cops for each city, The Truth is Out There, unused peds, taking Big Bear to rehab if you have enough territory, Rusty Brown's, etc. I could go on because there is SO MUCH and it's easier to list:

-The side-missions from other GTA games added with the mod simply for variety/extended gameplay like the Cherry Popper missions, Karmageddon, Stunt Boat Challenge, Crazy Cone, Pizza Boy, Car Salesman, etc (I might be missing some) all the stuff ripped/adapted from VC, LCS, VCS for SA.

 

The second list of stuff was always nice to have but I never paid much attention to it. I've always adored the mod for it's sort of "Bully Scholarship Edition" treatment that it gave to GTA SA by restoring/adding all the other stuff. Before that stuff didn't count towards 100%. I'm just curious how feasible it is for someone to either remove it completely, or remove it's requirement for 100% for their own personal copy.

Edited by cp1dell

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Dominik_

You wont be able to do that decompiling sources will be sort of broken and we will not share sources. 

  • Like 1

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ernestin1

could you be more specific? are you using any other mod? and under which circumstances does the crash occur?

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Dominik_

'Please do not take a screenshot, but send a full log file in case of debugging!' Read first or else we won't bother and can't help you.

Edited by Noskillx
  • Like 1

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Ryder_NiBBa

@ernestin1 I got some mods but they dont change the main.scm ,I will try to instal it on a clean sa folder

@Noskillx  I know that but I can't  find the full log

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Max96

Woah, I see you keep up the work, nice!

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0223998743

Nice work 👍

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AlexGRFan97

Amazing to see one of the legendary mods of the early days of SA modding come back to life in the era of the modloader. Sorely deserves it, and I'm glad you're all working tirelessly to bring SA to the level that R* should have done all the way back in 2005, or at least when it was brought on to the newer consoles.

 

My only question is that my sole attempt to add a vehicle resulted in one of the weirdest things I've ever seen in my ~10 years of modding SA. I'll try and walk you through what I did.

 

I added extra vehicle/handling entries to the fastman92 limit adjuster, so it would not give me the invalid ID error.

I then added one car, Colby's Vulpe, as ID 1199 in vehicles.ide, and copied the .dff/.txd files into the gta3.img folder in the TTDISA directory I created in Modloader. The car is intended as a replacement for the Manana so I copied over all of its handling/car(col/mods/grp) data and renamed it. I also renamed the manana.dff/txd files to "vulpe".

I then loaded my savefile, and the game started to load for a fraction of a second before cutting out. The game didn't crash so I hit space in frustration, expecting it to go black/spit me out on to my desktop. The loading then resumed.

When I spawned it, the car was in the game, except there was no engine sound, and you could only hear the gear change. There was also no name when I got into the car.

I then followed this video, and discovered that to add a name/sound to a new vehicle, you need to add/edit the "CarNames" fxt file, as well as the gtasa_car_sound or whatever it's called in data. I did that and the car now drove with sound, displays its name and works as it should but the game keeps freezing during loading until an input is received. When I removed the car from my game, it loaded as normal.

 

The only other thing in my game is 2DFX. Has anyone here successfully added cars to their copy of the mod? If there's a step I've forgotten/wasn't supposed to do I'd like to be corrected. I can also try and recreate what I did via OBS and send the log files over to see if there's anything out of the ordinary. Replacing cars isn't a problem.

 

I also want to know (general modloader question) if it's possible to add/switch tuning parts outside of the default lowrider/tuner/wheel parts or if they're hardcoded. Sorry for the small thread hijack.

 

Quick edit: Just to clarify, I don't need to know how to add cars via modloader on a bone stock SA. I need to know how to add cars on top of this mod. Quite a difference.

Edited by AlexGRFan97
Clarification

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thalilmythos
4 hours ago, AlexGRFan97 said:

Amazing to see one of the legendary mods of the early days of SA modding come back to life in the era of the modloader. Sorely deserves it, and I'm glad you're all working tirelessly to bring SA to the level that R* should have done all the way back in 2005, or at least when it was brought on to the newer consoles.

 

My only question is that my sole attempt to add a vehicle resulted in one of the weirdest things I've ever seen in my ~10 years of modding SA. I'll try and walk you through what I did.

 

I added extra vehicle/handling entries to the fastman92 limit adjuster, so it would not give me the invalid ID error.

I then added one car, Colby's Vulpe, as ID 1199 in vehicles.ide, and copied the .dff/.txd files into the gta3.img folder in the TTDISA directory I created in Modloader. The car is intended as a replacement for the Manana so I copied over all of its handling/car(col/mods/grp) data and renamed it. I also renamed the manana.dff/txd files to "vulpe".

I then loaded my savefile, and the game started to load for a fraction of a second before cutting out. The game didn't crash so I hit space in frustration, expecting it to go black/spit me out on to my desktop. The loading then resumed.

When I spawned it, the car was in the game, except there was no engine sound, and you could only hear the gear change. There was also no name when I got into the car.

I then followed this video, and discovered that to add a name/sound to a new vehicle, you need to add/edit the "CarNames" fxt file, as well as the gtasa_car_sound or whatever it's called in data. I did that and the car now drove with sound, displays its name and works as it should but the game keeps freezing during loading until an input is received. When I removed the car from my game, it loaded as normal.

 

The only other thing in my game is 2DFX. Has anyone here successfully added cars to their copy of the mod? If there's a step I've forgotten/wasn't supposed to do I'd like to be corrected. I can also try and recreate what I did via OBS and send the log files over to see if there's anything out of the ordinary. Replacing cars isn't a problem.

 

I also want to know (general modloader question) if it's possible to add/switch tuning parts outside of the default lowrider/tuner/wheel parts or if they're hardcoded. Sorry for the small thread hijack.

 

Quick edit: Just to clarify, I don't need to know how to add cars via modloader on a bone stock SA. I need to know how to add cars on top of this mod. Quite a difference.

When the game asks you for an imput, try alt tabing the game, there should be a message from fastman, telling you what the problem is.

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AlexGRFan97
1 hour ago, thalilmythos said:

When the game asks you for an imput, try alt tabing the game, there should be a message from fastman, telling you what the problem is.

That did the trick - turned out there was such a thing as "killable model IDs", whose limit was at 1199.

Is there any documentation on every parameter in fastman92's limit adjuster which can be tweaked? I fear I'll miss something else in the future.

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thalilmythos
8 hours ago, AlexGRFan97 said:

That did the trick - turned out there was such a thing as "killable model IDs", whose limit was at 1199.

Is there any documentation on every parameter in fastman92's limit adjuster which can be tweaked? I fear I'll miss something else in the future.

You should ask there, but i think just increasing the killable models should fix your problem

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Terrc87

Sorry if this going out of topic but no disrespect, I like this mod a lot and I always keep an eye of the current progress but the discord server of this mod really giving me a bad experience while being there as a member, one of the moderator and probably involved on developing this mod too is an arrogant guy and a jerk, it really gives me a bad impression, a unpleasant experience, hope it won't happen in the future onwards, and yes, I've been on another modding server but none of them is as bad as this discord channel

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TheTurretTheo

Media Update - 27/01/2020

 

Hey everyone, straight to the point - new stuff.

 

First off, TTDISA now features newly remade loading screens, instead of the low quality old ones (Made by @Matt1010, big thanks):

Spoiler

8AYNU60.png

 

Second, the Stinger, Deluxo and Idaho now have the actual handling as they do in VCS (so no more 100% traction for the Stinger lol):

 

Thanks to @Maladoy, we now have a way more up-to-date, higher quality, Deluxo model:

Spoiler

rYVg53z.png

 

AxtOTpg.png

 

Now finally with an LOD:

6N7iwup.png

 

The quotes for falling off your bike are now completely enabled in Sweet & Kendl (they were temporarily disabled in OV 1.6):

Spoiler

 

 

Fixed an issue where both the Hunter and Leviathan wouldn't be able to spawn at the same time at the airstrip:

Spoiler

JJBzmsg.png

 

In the same fashion, fixed the three Bike School bikes not spawning at the same time:

Spoiler

MhBlYgG.png

 

Added a new vehicle: the Polaris V8 from VCS (thanks to @Son Of Big Boss for the model):

Spoiler

sp2j9Ci.png

 

EGFv1XF.png

 

There now is falling snow in Liberty City (Thanks to @erorcun for letting us incorporate his LCS snow mod for this feature!):

Spoiler

KgB1QFA.png

 

And last but not least, Matt decided to remake DeeZire's original Volume I trailer for Volume II, here it is:

Spoiler

 

 

---

 

And of course, if you want more previews... you know what to do.

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SoldYaBoi

Does anyone know how many ids I need to put in for this mod?

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GiroG

Have you guys considering contacting the GTA Underground team;  GTA Underground includes beta content and has planned sides missions that no-one volunteered to work on that TTDISA Vol 1 already have available. Plus I imagine some extra modders could help speed up Things To Do In San Andreas Vol II development and help add in extra features that you originally thought weren't possible.

 

Anyway, thanks to everyone (especially Deezire since the mod wouldn't be possible without him) for working on this mod, and I love the improvements (you guys managed to restore the coach so it wouldn't eat peds, literally the only thing about the mod that could upset me) everyone made. I never expected that a fix for bikes to work in Transfender would be possible but it's actually included in this mod. 

Edited by GiroG
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rejtély3mr

Can you invite your server please,, i don't anything why banned, i don't hang outs some bad guys, or some some messages, invitation to invalidate please.

Oh.... and where's release date, @TheTurretTheo.

Edited by rejtély3mr

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rejtély3mr

Hey, @TheTurretTheo, i discovered Glendale cutscene model color his still grey, not blue, you should be recolor.

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