DodgeSomrs Posted July 13, 2020 Share Posted July 13, 2020 (edited) I've been continuing my SA walkthrough since I fixed my issue from Burning Desire. Now, I have a much bigger problem. I already reached Las Venturas and attempted the mission Interdiction. Before reaching the third island, I am experiencing issues with blips. Blips in my radar don't appear anymore. Then, after I got the contraband from the Interdiction mission and tried to complete the mission by going to Las Brujas. When the garage door opens, there is no red marker in it. Also, arrows that pointing the target located on the blip are also removed as well. Then I realized that my map has too many car impound blips in it. Most of them appear in the Doherty garage hideout in San Fierro. I know I've been using CLEO mods. My installed mods are: Tuning Mod (I've been using this to save every unique colored vehicles in missions, e.g. black Elegant in Management Issues. I always think that this is the main root of the issue) Nitro Control Thanos Mod (never been used since I've been playing an entire walkthrough) Fastman92's Car Spawner some MP3 Player I downloaded from the CLEO website (I don't know who is the author of that mod, probably Seeman) Weapon change animation from GTA 5 mod that I downloaded from GTAInside GTA 5-based weapon camera aim Skin Selector Silent Patch Fastman92's Remote Lock Car Transfender Overhaul Mod Loader Now, I have uploaded the save to gtasnp.com. Here it is, so you can check if there are problems in my save file: https://gtasnp.com/Jz1S7c Even if there is a tool that removes stray blips, the tool didn't detect any (despite the fact that there are many stray Car Impound blips on my map). And you would realize that I maxed my health and armor to 1000. it's because I'm using GTA SA Control Center, and even if I maxed out the health, I also locked them, as well as making CJ all-proof (BP/FP/EP/DP). I wish that it is fixed, because this is the first time I dealt with a save issue, and I don't know how to fix it, so I'll just leave it to the pros. Edited July 13, 2020 by DodgeSomrs Link to comment Share on other sites More sharing options...
OrionSR Posted July 13, 2020 Share Posted July 13, 2020 (edited) 1 hour ago, DodgeSomrs said: there is a tool that removes stray blips, the tool didn't detect any "Stray" blips are the small square/triangle blips used to mark destinations, and relatively easy for GTASnP.com to detect and remove. A tool that can remove blips with proper icons created by bad cleo scripts is much more difficult to create. However, I have a plan for a cleo script that can remove duplicate blips. I'll start working on it and report back; it'll take a while to complete. In the meantime, if you want to try removing the blips yourself check out the notes in this topic. https://gtaforums.com/topic/923040-stray-blips-problem/ Edited July 13, 2020 by OrionSR DodgeSomrs 1 Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 15, 2020 Author Share Posted July 15, 2020 (edited) Now, I finished Interdiction after removing the target blip, which gave me some blip pool space to finish the mission. Now, I'm doing the Flying School missions after buying the airstrip, which adds another school blip. When I'm doing the "Land Plane" test and land anywhere (as it says, but land on the marker for extra points), the game doesn't want to proceed to the final results and go to the next test. I tried fixing my save using hmvartak's Online Glitch Repair Tool, but the site's been down ever since. I tried Wayback Machine to find a functional snapshot of the site, but when I tried to fix the save by removing the duplicate blips, it redirects me to another version of the site, which is not the Online Glitch Repair Tool site. Also, whenever I do a Unique Stunt Jump, the game is still in stunt camera/slow motion mode, even if I landed, unless I exit the vehicle. The same happens with NPCs who react when CJ is jumping the vehicle (e.g. Big Smoke, Sweet, girlfriends). This happens when they enter the vehicle, then driving. Even I'm driving normally, the passengers are screaming like CJ is jumping the vehicle (e.g. Big Smoke's "Call me a lawyer!" cry) because the game thinks that I'm jumping, even if I'm on the surface. That's why the Insane Stunt bonuses don't appear. Is it because of the Silent Patch? Since I installed Silent Patch on the game, passengers (with voice reactions when CJ is sending the vehicle into the air) who enter CJ's vehicle will start saying things that you can only hear while the car is jumping in the air, while driving for the first time with them. Edited July 15, 2020 by DodgeSomrs Link to comment Share on other sites More sharing options...
OrionSR Posted July 15, 2020 Share Posted July 15, 2020 I'm glad you found a way to continue your game. Progress on my blip fix script has been slow. I'm trying to generate an accurate list of all possible normal icons that are currently active so I can't prevent their removal. It's the sort of thing that doesn't have much documentation so I'm digging through the scripts. I'd be surprised if the SilentPatch causes the glitch you describe. Try renaming the extension so it can't execute and see if the problem goes away. Doesn't really sound like an issue with too many blips either. Do you have the same issue on a new game or downloaded save? If it's save related I might be able to help, otherwise I wouldn't know where to start. Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 16, 2020 Author Share Posted July 16, 2020 On 7/15/2020 at 2:48 AM, OrionSR said: Do you have the same issue on a new game or downloaded save? You mean the too many blips issue? I tried a new game and there are no problems about duplicate blips. Turns out my problem about duplicate blips (too many car impound blips piled up each other in the map) is save-related. Link to comment Share on other sites More sharing options...
OrionSR Posted July 16, 2020 Share Posted July 16, 2020 12 minutes ago, DodgeSomrs said: You mean the too many blips issue? Oh, no. I understand the blip issue. Hopefully well enough to make a proper fix for it. I was referring to the clock slowdown issue and ped comments - if you can demonstrate that's a save related issue then I'll take a closer look at your save. I'd be surprised if it was though. Seems very unlikely. Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 17, 2020 Author Share Posted July 17, 2020 On 7/15/2020 at 10:39 PM, OrionSR said: I was referring to the clock slowdown issue and ped comments Nah, the clock and the ped comments are just fine. The only issue I got is duplicate blips. Link to comment Share on other sites More sharing options...
OrionSR Posted July 22, 2020 Share Posted July 22, 2020 (edited) @DodgeSomrs Are you still looking for a blip fix for your save? BlipFix3.cs - PC version This script seems to be working as expect, but needs more thorough testing. Can you help me out? Spoiler // BlipFix3.txt - PC version // by OrionSR, July 22, 2020 /* Removes all non-standard radar blips Activate by typing "BLIPFIX" while not on a mission Standard global variables are expected but loosely enforced Will not active on saves with a non-standard variable space Safe to use with a target or airstrip marker active Removed Blips Stray Blips - yellow/green square/triangle blips usually glitched by mission duplication Friendly Strays - the rare red versions of stray blips Lost Airstrip Blips - exclusive to loading mobile checkpoint/mission saves with the player in a plane Hidden Blip - expect 1 lost checkpoint after Explosive Situation Unknown - All remaining active blips not associated with standard variables Compile Options: addMarkers = true Adds missing markers for Montgomery Pizza and El Quebradoes Barber Will not add the missing markers unless the Ryder mission is complete Usually, one additional marker is used for the barber The barber handle is considered a standard blip, but it's unused debug code A standard duplicate of the Juniper Binco marker is replaced with the pizza marker If the variables do not contain a blip handle then that missing marker is not placed and variables are not altered debugVars = true Highly Discouraged!!! - intended for hex analysis of the save data Will increase the size of the global variable space and clear the data Some tools will refuse to recognize a save with a modified varspace as normal */ Edited July 22, 2020 by OrionSR Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 23, 2020 Author Share Posted July 23, 2020 On 7/22/2020 at 12:47 AM, OrionSR said: Can you help me out? I don't know, man. I'm not into coding. But I'll give this CS file a shot, see if there are some problems in the file. Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 23, 2020 Author Share Posted July 23, 2020 @OrionSR I had tried it after I downloaded it on my last visit in the Forums. There's good news. Your script worked like a charm. It removed all the duplicate blips found (I mean, car impound blips). Turns out there are 47 car impound blips overlapped on each other, most of them are marked in the Doherty garage, and one in the Tierra Robada hideout. Now, there are now 128 blips active out of 175. Thanks, man. Now, I can continue my playthrough with ease. It is useful for those who had problems with blips because they have poorly written CLEO scripts installed (e.g. Tuning Mod, etc.) And by the way, do you have any plans to release this script in the Forums? That would be great. This would help people with blip pool overload problems. OrionSR 1 Link to comment Share on other sites More sharing options...
OrionSR Posted July 23, 2020 Share Posted July 23, 2020 3 hours ago, DodgeSomrs said: And by the way, do you have any plans to release this script in the Forums? Yes, and that's my excuse for taking so long. I want this fix to be appropriate for everyone, and not just your particular save. Yesterday I converted the script for Android (BlipFix4a), and learned that my concern about lost airstrip blips from checkpoint saves was unjustified. So that part of the script needs to be removed; it'll just add confusion. I'm also planning to break the add missing blips routine into it's own script so recompiling isn't necessary. Adding blips to a save when the goal is get rid of problem blips seems a bit weird. (Net gain is 0 if the hidden blip from Explosive Situation is removed after the mission.) I should add an active blip counter to my coords hud. It'd be interesting to see the maximum possible active blips when not on a mission, and how close we get to maximum during missions like the BMX/NRG Challenge or Boat School. The End of the Line save I examined only seems to have about 32 spare blips. I've got 10 added blips in my custom saves; now I'm wondering if that's too many. I found some minor bugs in BlipFix3, but they shouldn't effect your save. You can best help by reporting any unexpected issues or providing a confirmation that you made it to the end without any more problems. I'll link any updated tools if you'd like to track your blip status more closely. DodgeSomrs 1 Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 24, 2020 Author Share Posted July 24, 2020 (edited) @OrionSR And I have another problem. I was doing one of the tests in Learning to Fly. I think it was to land the plane. Now, even if I landed anywhere, the game doesn't progress and go to the test results. I found out that the game still thinks that I still didn't land, and I'm still airborne, even if I have landed the plane. This also affects doing unique stunt jumps as well. Now, I can't finish N.O.E. properly. I don't know if this would affect Freefall or Saint Mark's Bistro missions, because it involves landing the plane anywhere at the every end of these missions. I tested this bug when I made a unique stunt jump near the "world's biggest cock" chicken statue in Las Payasadas. When I landed, the game is still in unique stunt camera/slow motion mode, unless if I got ejected from the bike, or get out of the bike. Then, I started a new game, and did a unique stunt jump. When I landed, the stunt is completed, and the camera goes back normal again. Then, I started the same save where the issue is coming from, and did the unique jump again, it was fixed, and the game now thinks that I'm on the surface, not being airborne. Now I can I always use this technique to make the game think that I'm not airborne and landed the plane during the Flight School, or completed a unique stunt jump. Is there a way you can help me to fix this issue? Edited July 24, 2020 by DodgeSomrs Link to comment Share on other sites More sharing options...
OrionSR Posted July 25, 2020 Share Posted July 25, 2020 12 hours ago, DodgeSomrs said: Is there a way you can help me to fix this issue? Probably not. I can not replicated the glitch on the Hijacked save you linked. Link to comment Share on other sites More sharing options...
DodgeSomrs Posted July 25, 2020 Author Share Posted July 25, 2020 @OrionSR I wanna show you the problem I'm talking about, but I don't know how to post a picture here. Link to comment Share on other sites More sharing options...
OrionSR Posted July 27, 2020 Share Posted July 27, 2020 DodgeSomrs 1 Link to comment Share on other sites More sharing options...
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