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Mc-Kay  
Posted: Wednesday, Oct 8 2008, 08:53
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Temp retired!
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You must be the only one getting that error, btw that file is linked to 3 diff places on that board.

Try looking on the other topics for it too.
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gedis27  
Posted: Wednesday, Oct 8 2008, 11:50
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Punk-ass Bitch
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QUOTE (Mc-Kay @ Oct 8 2008, 08:53)
You must be the only one getting that error, btw that file is linked to 3 diff places on that board.

Try looking on the other topics for it too.

What ever... i will wait SOL for SA...
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trains  
Posted: Wednesday, Oct 8 2008, 20:14
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Thug
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QUOTE (gedis27 @ Oct 8 2008, 06:50)
QUOTE (Mc-Kay @ Oct 8 2008, 08:53)
You must be the only one getting that error, btw that file is linked to 3 diff places on that board.

Try looking on the other topics for it too.

What ever... i will wait SOL for SA...

Get ready for a long wait.
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X-Seti  
Posted: Friday, Oct 10 2008, 22:43
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Ahhi!!
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A really long wait, because I am having royal issues trying to convert a sh*t load of files..

23000 dff files that all need to be RW 3.4
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3niX  
Posted: Saturday, Oct 11 2008, 06:18
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Lazy idiot
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Well...

Its more of a map beta than a project beta, isnt it.

Anyway, most places work fine with minor bugs/glitches with no crashes so far. There are a few walls that can be driven through and water thats sometimes invisible. However the biggest problem right now seems to be with framerates in San Andreas and while flying the helicopter above Liberty City. It drops significantly (near 10) with maximum drawdistance. The problem is slightly less noticeable when its completely turned down (around 20-25 in places).

Test PCs specs:

CPU: Intel Pentium Dual Core E2160 @ 2393 MHz
RAM: 1024MB @ 677MHz
VGA: Nvidia 8600GT 256MB (+ newest drivers)

Played with 1280*1024 @ 32 bit.


Good luck with the project!
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X-Seti  
Posted: Saturday, Oct 11 2008, 12:13
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Ahhi!!
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New patch, and this one works Smiley

1. Fixed tunnel in mll.
2. Removed overlapping base building.
3. Fixed cargo container on mll.
4. Replaced broken road texture.
5. Fixed col issues around mml.
6. Fixed ide file for sf.
7. New collision file added for mainland models.
8. Removed double rader from SF airport.
9. fixed a tiny bug in vages.
10. fixed the crossing tunnels bug (LC)
11. added a new pier to MLL.
12. tons more, to tired to add.

this should fix all known issues posted so far.

the update patch can be found on the gtastateofliberty.com site.
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TYKRAN  
Posted: Saturday, Oct 11 2008, 12:57
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Hi, Cast where you EÕE file, but I can not go to the site ...

p.s.

Thanks in advance!!!!
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X-Seti  
Posted: Saturday, Oct 11 2008, 13:19
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Ahhi!!
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There is no reason why you cant go to the site, unless you got yourself banned!
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CCPD  
Posted: Saturday, Oct 11 2008, 13:44
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Boss
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If someone can’t access the site, use the mirrors below to download the patch.

MediaFire
CODE
http://www.mediafire.com/download.php?tuocwtjr0g0

USAUpload
CODE
http://www.usaupload.net/d/syu6j0dtav1

FileDropper
CODE
http://www.filedropper.com/solpatchupdate

Megaupload
CODE
http://www.megaupload.com/?d=XQCZBSL1

FileFactory
CODE
http://www.filefactory.com/file/a6627a/n/SOLpatchupdate_rar
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ParoXum  
Posted: Saturday, Oct 11 2008, 14:26
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Proud PC Gamer
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Cant we have a single cry screenshot ? Must have been two years since you promised those..
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X-Seti  
Posted: Saturday, Oct 11 2008, 20:57
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Ahhi!!
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It wasnt really a promise, but it has been 9 months since I spoke up about it..

In some ways I kinda wish I kept it secret till its ready, not having time is one thing and I do have alot of other projects on the go as well.

I have abandoned 2 projects already because of lack of interest from those who have been helping or lack of helping me, this might happen to Crymaria too, because this is not turning out to be what I expected from a game engine.

Ive seen alot of impressive new game engines out there, like the next Crysis / Farcry2 engine.

Edit;
I have been having a lot of other problems with windows and decided to too totally go linux, I finally got MAX to run on custom Ubuntu distro wink.gif

CODE
http://img225.imageshack.us/my.php?image=ubuntumaxmr5.png


smile.gif

This post has been edited by X-Seti on Saturday, Oct 11 2008, 23:40
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wahgah  
Posted: Sunday, Oct 12 2008, 23:15
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Lost In Postion
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so your looking to put SOL into another engine? why so it can run better and with your own custom features?
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Viceman81  
Posted: Friday, Nov 7 2008, 05:28
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Hey Everyone!!!

I haven't checked on the progress of this mod in about a year or two, been kinda side tracked with the Hill Valley mod. So what's up with this mod? How's progress? I remember the last beta release I played had problems with "invisable water" at random places.
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ThaDoggfather  
Posted: Friday, Nov 7 2008, 11:57
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I like women
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Does this have Pedestrians in it?
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gamershelll  
Posted: Friday, Nov 28 2008, 05:09
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GTASOL (SA) Beta 50.0 (AngryBull) coming soon.
great work! smile.gif
i cant wait for gta sol san andreas blush.gif
i love gta sol inlove.gif
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X-Seti  
Posted: Wednesday, Feb 11 2009, 10:30
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Ahhi!!
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GTASOLbeta51.0 (Stable) Released
GTASOL (SA) Beta 51.0 (BlueBird) coming soon.


The final release date for this mod has been set back because of some issues getting everything together; I will keep all of you informed as to when that will be.

A) Still awaiting missions to be added and coded into the SCM, (Trying to find a SCM coder?)

B) Paths and water bounds to be fixed soon, others will be continuing on with this step as I'll be taking a short break and soon be starting '50-SOL'.

C) Problems in March 2009, this will effect the gtasol forum and file hosting.

Major changes to the game files:

1. A new ID layout for all the IDE and IPL files where all the objects now range from 600- 15800. As well as fixing two major issues; the bugs around the map that created the random crashing and the vehicle damage bug.

2. All models have been either recreated or reconverted without the alpha corruption that you got from using KAMs scripts.

3. Replay system has been fixed, as well as the vehicle collision bug.. (needed models got deleted from the gta3 img file, and have been put back)

4. New 2dfx arrey setup, Lighting objects can be stand alone and not linked to any other objects, also with the ability to tag light object using IPL entires.

5. 120 SA Vehicles now added, VC vehicles are now set as default and added back into the mod.

6. Optimized maps that will path the way to this mod running on SA, also the SA map has been raised from sea level, no more dawning.

7. GTA3.img file has been rebuilt and loaded back in (GTA_VC.Dat) IDE entry order. (Radar.txd, Peds, Game Parts, Vehicles, Models, Ifp and light dffs, SA Vehicles)

8. Respawn cords have been fixed, no more fulling in random places.

9. Updates now possible, just changing the files in the data folder.

10. All dev updates added, Some changes to the maps also.

11. Most files in the img are now RW3.4, this is work in progress towards the SA version.

12. SA support files added, Mod will work on SA version 1.0, Not all objects show up in game.

Download link forGTASOL51.0(Crossover_Repack).rar Updated version (Feb 10, 2009)

Game exe for version 51.0, Please do not upload this file onto any other site!.
Download for the Game GTA-SOL.exe

Moddb, and filefront first, looking for mirrors

user posted imageuser posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted imageuser posted imageuser posted imageuser posted image

This post has been edited by X-Seti on Friday, Feb 17 2012, 20:23
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cold fusion 33  
Posted: Wednesday, Feb 11 2009, 10:40
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Wow man, those pictures look absolutely amazing... Why the hell have I never heard of this mod before mercie_blink.gif . So what is this? SA in the VC engine with a load of map changes? It looks excellent!
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Kowaah  
Posted: Wednesday, Feb 11 2009, 11:37
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This mod adds Liberty City, Vice City and San Andreas together. Just like GTA United, only in VC engine. and with SA.
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DeathSquad  
Posted: Thursday, Feb 12 2009, 02:12
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CEO DeathSquad Industries
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You get all of San Andreas, Vice City, Liberty City, and a new section called Mainland Liberty all in one map, under the Vice City game engine. Its not complete work, the maps are there but I know most people take note right off that there is no vehicle or traffic in any other place except Vice City. Its a work in progress, and yes, it is a large download, the kind you might want to do while at work or sleeping.

You have bridges and some tunnels that connect all of the zones together. You will start off in Mainland Liberty's Army Base. MML will be to your north (there is also a nice selection of vehicles and the Hunter for your disposal). East of Mainland Liberty is Liberty City itself. South of Liberty City is Vice City. West of everything is San Andreas. You will need to use the 'heavy vehicle' code to use the tunnel systems.
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Threepwood  
Posted: Thursday, Feb 12 2009, 05:51
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Calm like a bomb.
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D/L of the exe does not work, even if I am logged in.
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