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SRt3 2012 Mipmap Edition Los Santos Is Not Included
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-BLITZ-  |
Posted: Saturday, Jul 28 2012, 18:46
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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| QUOTE (juanma_16 @ Monday, Jul 9 2012, 15:34) | | Yeah, for example in the first destroying flying school mission with the Hunter, as soon as it started the game crashed. I'm still not sure if it's due to the mod, but now you said that it could be. I just have a couple of CLEO mod and that's all. I'm gonna try it without them to confirm the game crash. | Back to this piece of junk. Are you somehow using Bullethole & Shell Mod, because it seems that this is the bug that is causing the crashes. I knew it that this is not coming from me. The crash comes when you watch the view on TV of Hunter Tutorial, as the Hunter is shooting through the progress in the video, too many shells are being created. Somewhere in the .ini settings needs to be changed if not, if the problem comes from other files that cannot be opened with notepad/wordpad when this is a dead end. Bullethole is working like a charm.
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-BLITZ-  |
Posted: Tuesday, Jul 31 2012, 08:43
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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 • SRt3 Patch V.1.0. ModDB - Direct LinkFollowing fixes: - fixed Vinewood Sign .LOD support. Planks are vertical and not horizontal. - fixed the mipmaps textures of Ammo-Nation building nearby Wheel Arch Angels in San Fierro. - fixed the mipmaps textures of Cesar house and all nearby houses. - fixed the mipmaps textures fences of FinalBuild Construction nearby BurgerShot in San Fierro, Driving Cchool location part of the map. - fixed the mipmaps textures fences nearby InterGlobal Television studio. - fixed the mipmaps textures fences of The Big Spread Ranch. - fixed the mipmaps textures Richman Houses in Los Santos Hills, nearby ProLaps Shop. - fixed the mipmaps textures of the entire fences of Las Venturas Airport, from level 9 to level 5 as they were becoming opaque from distance. - fixed the mipmaps interior texture in Palomino Creek Bank. - fixed the mipmaps interior texture of Safehouse in Abandoned Airstrip. - added .Lod support for both doors to Abandoned Airstrip garage and airplane garage. - added .Lod support for Las Brujas houses. I have no idea how manage to miss them. - added .Lod support for other small houses, bridges, stairs, reference to Interdiction mission when you retrive the package. - fixed one land white texture (CEgroundT205A.DFF) under the highway bridge that connects Las Venturas to Los Santos. In CountryE.IDE, CEgroundT205A.DFF has a .TXD file (CHANGEME.TXD), but with no textures inside. It was changed with CE_ground07.TXD Of CEgroundT205.DFF in order to lose the white textures. - Thank you, to all the members and fans who made the following reports. You guys helped me a lot.
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JJ_Judge  |
Posted: Tuesday, Jul 31 2012, 11:32
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Tommy Vercetti! Remember the name!

Group: Members
Joined: Feb 5, 2005

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Cool, as always, BLITZ. BTW, figured out what was causing the crash when using Srt3 and TTDISA (with SilentPL's patch) simultaneously. Here is what you have to do to make the mods work: | CODE | 1. Open your data/maps/LA folder: -in LAw.ide find and delete (or comment out if you know what it means) this line: 18632, jlneon, neontex, 225, 4, 20, 6 -in LAw.ipl find and delete (or comment out) this line: 18632, jlneon, 256, 701.438, -1417.125, 17.664, 0.000, 0.000, -1.000, -0.000, -1 -in LAw2.ide find and delete (or comment out) this line: 18633, od_lightbeam, od_lightbeam, 2000, 172 2. Open your gta3.img, located in the models folder with any IMG-editor (I prefer IMG-manager): -find and delete (or rename to something like *.dff_BAK) these files: jlneon.col, jlneon.dff, od_lightbeam.dff, od_lightbeam.txd |
Voila, it works with the LOD-mod now. Cons: the beam from the lighthouse in Santa Maria beach in Los Santos is not working anymore, and some neon sign, fixed by DeeZire isn't working too (don't know where it is located). For me, the LOD-mod is more important, but it's up to you to decide which you want more, maybe there are some lighthouse fans around BLITZ, maybe you should consider adding this to the first post. Maybe there are more people like me who tried to play with LOD-mod and TTDISA and failed. Just a suggestion though, it's up to you to decide whether to do that or not.
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-BLITZ-  |
Posted: Tuesday, Jul 31 2012, 11:41
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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Of course,
I didn't get it on the first time, that you refer to Things To Do In SA. That's a huge remake-mod for SA if not a legend mod. So the entire game crashed because of these two objects ? because of lighthouse in Santa Maria ?
I can't belive either to see TTDISA accepting .Lod Mod. From what I knew, TTDISA didn't want to accept any kind of mod, even a little one.
Well done man, for putting the effort on this one.
This post has been edited by -BLITZ- on Tuesday, Jul 31 2012, 12:30
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-BLITZ-  |
Posted: Tuesday, Jul 31 2012, 12:29
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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These are new files or actually beta files. If you look at their IDs is 18632 where the last ID number to a non-modded SA ends to 18630.
It works with SRt3 as well ?
Oh, wait a minute, I think I might know why. I had to use the last 6 IDs available as the game accepts only five new objects before you brake the limit [ID 18635] and the game crashes, yet I instead of making extra COL & and adding the lines in .IPL I added the lines in STREAM.IPL with no new COL as result I haven't brake any limit, even more, I used 6IDs where the limit is 5IDs. It suppose to have 2 more available ID as you see he reach up to 18633 only. Somewhere it has to do with Desire settings, COL, IDE, IPL.
But who cares, as long as the TTDISA works.
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JJ_Judge  |
Posted: Tuesday, Jul 31 2012, 13:59
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Tommy Vercetti! Remember the name!

Group: Members
Joined: Feb 5, 2005

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| QUOTE (-BLITZ- @ Tuesday, Jul 31 2012, 12:29) | These are new files or actually beta files. If you look at their IDs is 18632 where the last ID number to a non-modded SA ends to 18630.
It works with SRt3 as well ?
Oh, wait a minute, I think I might know why. I had to use the last 6 IDs available as the game accepts only five new objects before you brake the limit [ID 18635] and the game crashes, yet I instead of making extra COL & and adding the lines in .IPL I added the lines in STREAM.IPL with no new COL as result I haven't brake any limit, even more, I used 6IDs where the limit is 5IDs. It suppose to have 2 more available ID as you see he reach up to 18633 only. Somewhere it has to do with Desire settings, COL, IDE, IPL.
But who cares, as long as the TTDISA works. |
Yes, that's right. Although I'm not very familial with the stream.ipl files, the logic is right. Your ID's and DeeZire's ID's conflict - they have the same numbers. But I just fing a bug, and I don't quite understand it. The game crashes during the "Madd Dogg" mission when you drive him to the hospital in the pickup-truck, when driving through the strip, and when taking the alternative route more to the west, then it crashes closer to the hospital. The odd thing is it crashes only during the mission. I cruised and flied around Las Venturas for about 15 minutes around the places it crashes, and it was stable. So I can't find a logical way to explain. I guess the best way is to make backups when changing anything and recover them when the game crashes. P.S. For example I have crashes in some missions with the mod "SA DirectX", which is an enb-series mod and that doesn't make any sense - but the crashes do occur, mostly during cutscenes during the early missions, in Los Santos. This post has been edited by JJ_Judge on Tuesday, Jul 31 2012, 14:02
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-BLITZ-  |
Posted: Tuesday, Jul 31 2012, 14:12
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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Oh my, wait a minute, your genius. You are right. I'm using those IDs and him as well. You should add his files, continuing after my IDs
How about try this,
18637, jlneon ... etc 18638, od_lightbeam, ... etc
You could try, at least you can gain these files back and refix what you wrote in your CODE.
About Madd Dogg Drunk Mission, it may come from TTDISA. Have you tried without .Lod Mod. I know TTDISA for his unknown places and random crashes in certain place only on those spots, like OG Loc mission house bug, some old bug that many tried to fix it.
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JJ_Judge  |
Posted: Tuesday, Jul 31 2012, 14:31
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Tommy Vercetti! Remember the name!

Group: Members
Joined: Feb 5, 2005

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| QUOTE (-BLITZ- @ Tuesday, Jul 31 2012, 14:12) | Oh my, wait a minute, your genius. You are right. I'm using those IDs and him as well. You should add his files, continuing after my IDs
How about try this,
18637, jlneon ... etc 18638, od_lightbeam, ... etc
You could try, at least you can gain these files back and refix what you wrote in your CODE.
About Madd Dogg Drunk Mission, it may come from TTDISA. Have you tried without .Lod Mod. I know TTDISA for his unknown places and random crashes in certain place only on those spots, like OG Loc mission house bug, some old bug that many tried to fix it. |
Yes, "Madd Dogg" works without the LOD-mod, passed it without any issues. But I don't understand why the game works fine off-mission, and then crashes when on it. About the ID's, aren't 18637 and 18638 above the max IDE limit? Anyway, the issue is, I found the IPL entry for the "jlneon" - so no IDE, no IPL, no problem, whereas the od_lightbeam isn't mentioned anywhere in the IPLs, and that makes sense, i think it's created through the script, so it's not just placed, but spins aroung the lighthouse. If I have time I'll look into it, maybe I can change the ID in the script. Another way is for you to change the 18633 ID , that's conflicting with the od_lightbeam, to 18637 or 18638 (IF they are not above the limit), and change all of it's instances in the stream.ipl files and whatsoever, because honestly I don't have a slightest idea how to edit these stream-entries. An the jlneon entry actually can be moved from 18632 to 18637 or 18638 (again IF that's NOT above limit, which I'm not certain of), and the ipl-entry can be changed too. Btw, another odd thing - I can't seem too find an IDE-entry with the number 18631, so it's like 18630 then 18632, DeeZire could've just missed that one number, but if nor, that may cause crashes too, however i think I searsched through all the *.ide files and see no track of it, and one of the country*.ide files ends with 18630 like normal Mysteries, mysteries. If only DeeZire wouldn't just dissapear from this forum for a couple of years now, we could've cooperate with him and solve the issues Now we can only go trial-and-error, sometimes guessing if that's a coincedence or definetely a bug  EDIT: Okay, so I've tried editing the ID's to 18637 and 18638 instead of deleting the lines and files. The game works, the lighthouse is functional (it appears that in the script objects are created by name, not by ID, I did not know that), checked it, but it still crashes on that "Madd Dogg" mission, even checked the script with SannyBuilder and I can not understand why this is happening. If only there was a debug mode to track what caused the crash, at least to point out which file was it, but oh well. Let it be as is for now, I don't have any more ideas. I'll fix the "tutorial" (lol) with changing ID's instead of deleting the stuff a bit later. Anyway these "random" (well, they aren't random actually) crashes freak me out. EDIT2: Okay, found the "missing" 18631 ID. It's the line countn2.ide: 18631, bowln, neontex, 225, 4, 20, 6, however, the strangest thing is - it isn't mentioned in any IPL-file or in the script in the original TTDISA! So when installing LOD-mod it got replaced with no conflicts and that's the deal. I have no clue what to do next. I even deleted the bowln.dff and bowln.col in gta3.img (I remember i the old VC modding days, sometimes the undefined in the *.ide files DFF's could've cause random crashes). The mission keeps on crashing. This post has been edited by JJ_Judge on Tuesday, Jul 31 2012, 16:03
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