Last comments
Quote: AndreSwag228
I have 756 MB of RAM on the PC will be without lags?
It is desirable from giga, you can have vidyuha UG, but the operative is very important. At me 2, lags are not present.
Doors stand out too much, somehow unnatural = /
Seriously, on the screen where it is white, if you pay attention, the bottom of the doors is darker, but below the doors there is a very light texture. It is logical to make a matte texture for the whole car, and not just on one door.
The post has been edited by Black Stallion on 09/15/2016 at 00:31:41
Seriously, on the screen where it is white, if you pay attention, the bottom of the doors is darker, but below the doors there is a very light texture. It is logical to make a matte texture for the whole car, and not just on one door.
The post has been edited by Black Stallion on 09/15/2016 at 00:31:41
Quote: ALEKC
The question on offtopic - here in options it is possible it is possible to expose x8, it is what? I would like to move to the samp, it's very nice for the eyes)
As far as I remember, this is in skygfx, the latest version)
Quote: ALEKC
but it crashes often, SAORS gives a bunch of windows with errors
The solution is to run az_gta.exe, if it often crashes, and for the radio through the folder with the game saors.exe, the shortcut appeared.
Quote: Philips_27
Well done, Flame.
And then unexpectedly, 80% of this fashion series about insulting believers, my job, and Nikita is a texture designer and decorator.
Checkers! I don’t want to say anything bad about your work, but ... screenshots should clearly show the mod, so in the rules, and in the brightness in which the screenshots arrive, not a damn thing is visible.
The mod is not designed in one style. Soapy textures of the game world and obviously more detailed hell. It looks like a hodgepodge.
Quote: YuRES
dialogs and voice acting as they are simply meaningless
Already done, the people little by little throw off my voice)
It’s possible, I fixed it in Wasteland.
You can change the style of the zombie fight to a dildo and change the animation of the dildo. I realized this back in 2013. At the extreme, make it neutral, and not so obvious.
The post has been edited by Black Stallion on 08.28.2016 at 17:41:50
You can change the style of the zombie fight to a dildo and change the animation of the dildo. I realized this back in 2013. At the extreme, make it neutral, and not so obvious.
The post has been edited by Black Stallion on 08.28.2016 at 17:41:50
The mod still has some unpleasant bugs. For example, animation, sometimes zombies use animation of people and vice versa, although it can be fixed in 5 minutes. It is strange that in 2 years this was not corrected in any way and no one even mentioned it.
Quote: ArchWarrior90
GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
As far as I know, this is not an error, but a notification about the inclusion of closing the game in the absence of a conflict. When there is no call, the game itself crashes with a message that an object with such an ID does not have a call.
Then it’s not clear what’s the matter. New id for cars were not used, buildings and objects are all within normal limits
Hmm ... I didn’t have any sorties in the game. This is a strange thing, for some skygfx and colormod do not work, for others in no radio. It is unlikely that this is LA.
Quote: Daniil Mokretsov
I get in the car crashes and climbs out fastman
Go into the game through the folder, not through the shortcut and run SAORS.exe
Quote: Mr.Konstantinos
I really look forward to the new version of the mod, as in the end we now have a masterpiece in five minutes. I really love the style of VC / VCS, and I really hope the mod will go for the better. Thank!
As for the interiors, the dilapidated walls were not taken easily. The fact is that the mod, although it takes as a basis Vice City, but it is not. According to the original concept, the mod was supposed to be a kind of mixing Weiss with (I do not remember what it was called) an island from Xenus, but without a military regime, but with echoes of the style of this place. Hence the vintage advertisement, and the advertisement is clearly from the 80s. In addition, I tried to share the rich with the poor, i.e. interiors are tidy and should be shabby, like small shops. Compared to them, clothing stores look much more civilian.
The computer was selected by analogy with those that were on the weiss.
HD-shnost, this is a chip of my big mods, as I try to survive as much as possible from the game engine. In short, in the new beta, it is planned to make the cities crammed with interiors, and bring their details to the level of the main character's home. I did not like the interiors from VCS, IMHO, in terms of detail, they are weaker than the VISS and those that were in LCS.
Quote: Mr.Konstantinos
I really look forward to the new version of the mod, as in the end we now have a masterpiece in five minutes. I really love the style of VC / VCS, and I really hope the mod will go for the better. Thank!
As for the interiors, the dilapidated walls were not taken easily. The fact is that the mod, although it takes as a basis Vice City, but it is not. According to the original concept, the mod was supposed to be a kind of mixing Weiss with (I do not remember what it was called) an island from Xenus, but without a military regime, but with echoes of the style of this place. Hence the vintage advertisement, and the advertisement is clearly from the 80s. In addition, I tried to share the rich with the poor, i.e. interiors are tidy and should be shabby, like small shops. Compared to them, clothing stores look much more civilian.
The computer was selected by analogy with those that were on the weiss.
HD-shnost, this is a chip of my big mods, as I try to survive as much as possible from the game engine. In short, in the new beta, it is planned to make the cities crammed with interiors, and bring their details to the level of the main character's home. I did not like the interiors from VCS, IMHO, in terms of detail, they are weaker than the VISS and those that were in LCS.
Quote: Mr.Konstantinos
I really look forward to the new version of the mod, as in the end we now have a masterpiece in five minutes. I really love the style of VC / VCS, and I really hope the mod will go for the better. Thank!
As for the interiors, the dilapidated walls were not taken easily. The fact is that the mod, although it takes as a basis Vice City, but it is not. According to the original concept, the mod was supposed to be a kind of mixing Weiss with (I do not remember what it was called) an island from Xenus, but without a military regime, but with echoes of the style of this place. Hence the vintage advertisement, and the advertisement is clearly from the 80s. In addition, I tried to share the rich with the poor, i.e. interiors are tidy and should be shabby, like small shops. Compared to them, clothing stores look much more civilian.
The computer was selected by analogy with those that were on the weiss.
HD-shnost, this is a chip of my big mods, as I try to survive as much as possible from the game engine. In short, in the new beta, it is planned to make the cities crammed with interiors, and bring their details to the level of the main character's home. I did not like the interiors from VCS, IMHO, in terms of detail, they are weaker than the VISS and those that were in LCS.
Quote: Mr.Konstantinos
I really look forward to the new version of the mod, as in the end we now have a masterpiece in five minutes. I really love the style of VC / VCS, and I really hope the mod will go for the better. Thank!
As for the interiors, the dilapidated walls were not taken easily. The fact is that the mod, although it takes as a basis Vice City, but it is not. According to the original concept, the mod was supposed to be a kind of mixing Weiss with (I do not remember what it was called) an island from Xenus, but without a military regime, but with echoes of the style of this place. Hence the vintage advertisement, and the advertisement is clearly from the 80s. In addition, I tried to share the rich with the poor, i.e. interiors are tidy and should be shabby, like small shops. Compared to them, clothing stores look much more civilian.
The computer was selected by analogy with those that were on the weiss.
HD-shnost, this is a chip of my big mods, as I try to survive as much as possible from the game engine. In short, in the new beta, it is planned to make the cities crammed with interiors, and bring their details to the level of the main character's home. I did not like the interiors from VCS, IMHO, in terms of detail, they are weaker than the VISS and those that were in LCS.
I personally only like sunset and night with that graphic preset that is in fashion now.
Quote: ArchWarrior90
And further. Try to refrain from using SilentPatch in the next version. At the aforementioned foreign forum, the problem of incompatibility of some functions between SkyGFX and Silent Patch has been discussed more than once. The latter in your case is absolutely superfluous, since along with SkyGFX it is intended for the original setting of the SA. But if you can still tweak the “heavenly” mod for yourself, then SilentPatch completely loses its strength with your changes.
By the way, yes. Making comparisons between them, I can say one thing: Sky is better, initially, I needed Silent exclusively for alpha textures, I always avoided the Sky, but as it turned out, it handles textures much better, and it disables 3D ten, it's especially It’s good for old car models, because in 2005-2007 even the best “car mechanics” made shadows crookedly, but this feature hides everything, and of course the reflections are much better than ENB. I personally only like sunset and night with that graphic preset that is in fashion now.
Quote: ArchWarrior90
And further. Try to refrain from using SilentPatch in the next version. At the aforementioned foreign forum, the problem of incompatibility of some functions between SkyGFX and Silent Patch has been discussed more than once. The latter in your case is absolutely superfluous, since along with SkyGFX it is intended for the original setting of the SA. But if you can still tweak the “heavenly” mod for yourself, then SilentPatch completely loses its strength with your changes.
By the way, yes. Making comparisons between them, I can say one thing: Sky is better, initially, I needed Silent exclusively for alpha textures, I always avoided the Sky, but as it turned out, it handles textures much better, and it disables 3D ten, it's especially It’s good for old car models, because in 2005-2007 even the best “car mechanics” made shadows crookedly, but this feature hides everything, and of course the reflections are much better than ENB. I personally only like sunset and night with that graphic preset that is in fashion now.
I personally only like sunset and night with that graphic preset that is in fashion now.
Quote: ArchWarrior90
2. In view of the fact that you tried to “tailor” all the dialogs to the old voice acting of the games from Fargus and Postal II from Akella, it is sometimes quite difficult to catch the thread of the plot. Dialogues seem meager and do not contain the desired color.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
With voice acting a lot of troubles. In fact, the mission backstory was much longer. I won’t be mistaken, for the people are already gathering for voice acting, but the motives of the heroes in the initial cutscene are more clear in it, it is also clarified how the main character knows his employers, in addition to four of his friends. There is also no mission, after taking the hostage, therefore the plot of the main line came out short and a little slurred. The people from GTAForums.com are stubbornly silent.
Quote: ArchWarrior90
2. In view of the fact that you tried to “tailor” all the dialogs to the old voice acting of the games from Fargus and Postal II from Akella, it is sometimes quite difficult to catch the thread of the plot. Dialogues seem meager and do not contain the desired color.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
With voice acting a lot of troubles. In fact, the mission backstory was much longer. I won’t be mistaken, for the people are already gathering for voice acting, but the motives of the heroes in the initial cutscene are more clear in it, it is also clarified how the main character knows his employers, in addition to four of his friends. There is also no mission, after taking the hostage, therefore the plot of the main line came out short and a little slurred. The people from GTAForums.com are stubbornly silent.
Quote: ArchWarrior90
2. In view of the fact that you tried to “tailor” all the dialogs to the old voice acting of the games from Fargus and Postal II from Akella, it is sometimes quite difficult to catch the thread of the plot. Dialogues seem meager and do not contain the desired color.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
With voice acting a lot of troubles. In fact, the mission backstory was much longer. I won’t be mistaken, for the people are already gathering for voice acting, but the motives of the heroes in the initial cutscene are more clear in it, it is also clarified how the main character knows his employers, in addition to four of his friends. There is also no mission, after taking the hostage, therefore the plot of the main line came out short and a little slurred. The people from GTAForums.com are stubbornly silent.
Quote: ArchWarrior90
2. In view of the fact that you tried to “tailor” all the dialogs to the old voice acting of the games from Fargus and Postal II from Akella, it is sometimes quite difficult to catch the thread of the plot. Dialogues seem meager and do not contain the desired color.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
3. As I see it, you used the old version of Limit Adjuster from Fastman92, which requires the Hooks.asi plugin to work. Apparently, this is due to the few, but unpleasant flights.
With voice acting a lot of troubles. In fact, the mission backstory was much longer. I won’t be mistaken, for the people are already gathering for voice acting, but the motives of the heroes in the initial cutscene are more clear in it, it is also clarified how the main character knows his employers, in addition to four of his friends. There is also no mission, after taking the hostage, therefore the plot of the main line came out short and a little slurred. The people from GTAForums.com are stubbornly silent.
GTA 4? Are you serious? I guess you didn’t even play it, you would put a minus ... but black bad and things start, cattle and all that, but the author didn’t cattle, and cattle has no right to go against cattle
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And although not, I'll bet it!
The post has been edited by Black Stallion on 08-24-2016 at 11:01:59
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And although not, I'll bet it!
The post has been edited by Black Stallion on 08-24-2016 at 11:01:59
The pilot controls the soldiers -_-
The post has been edited by Black Stallion on 08.23.2016 at 16:06:39
The post has been edited by Black Stallion on 08.23.2016 at 16:06:39
Quote: Lobanov
But for some reason, music doesn’t plow on the radio
The installer creates the shortcut there, try to go into the game folder and run SAORS.exe
Quote: TheInsaneKiller
Black Stallion, where does Kupyank? If the developer Kupyansk did not like this mod, can this be attributed to Kupyansk? And this mod has a good idea and terrible performance, the user daniltk2 already painted everything for me.
Each of his nitpicking is false, speaks of music - muslos from the 80s (first file criticism) tinsel from the districts (areas are clearly divided, second file) ... would indicate normal causes, and not sucked from the finger, nobody would did not tell.
Quote: daniltk2
There is no division into types of districts, the mess is continuous
There is. Separately Ghetto, separately Weiss Beach type district, separately business district. It is also a separate island with special buildings, such as an ancient cemetery and temples. There are no parks in fashion at all. Weiss is also flat. like 80% of the islands in the world.
Quote: daniltk2
Go West - We Close Our Eyes 1985, if I'm not mistaken
Then your nitpicking to music is at least not logical. And buildings - hodgepodge? Buildings are HD remakes of Weiss buildings, with a minimum of gag, the whole gag in fashion is ancient buildings, tiki culture (although its echoes are also in the original vice) and billboards in the style of GTA1 and GTA2.
Oh yes, I recently noticed that people like to put minuses to my mods, and for no reason, and always the same (merchants do not count, they are there through one inadequate and shkolot), so, do not be rats, write your rationale assessment.
Quote: JohnMason
There, in one house in the window, the girl is naked ..
In which window?) I seem to have only naked girls in the strip bar))
Quote: Viktor Mor
In Gulmen, all maps consist of a regular 3DS file; objects have no parameters there at all.
Now I’m giving a damn, ignoramuses for whom the article is lying on gtamodding, object parameters in IDE files, parameter for rendering objects from two sides, correction of alpha transparency display.
http://fastpic.ru/view/80/2016/0814/708addcd670264dfdb9b84c6978b80c8.jpg.html
For so many years, San Andres has been modding, but in any way, everyone there ... stupidly lazy to read articles on the Internet, stsuk is enraged simply.
The post has been edited by Black Stallion on 08-14-2016 at 11:26:08
Prelite - plus, quality in general, too, except that the standard ped in a more detailed spacesuit is a minus. But it's all about fashion, and as for popularity, it's not that I'm an analyst, but it seems to me that the mod will pass by the majority.
Envelope curve, why did not put down the necessary parameters for palm trees? Is it difficult to simply copy the code of the original palm trees and when adding an object to the game, write a couple of numbers in the parameters line?
Quote: Philips_27
Yes, even in the same Zombie Andreas.
Is this the only plus modification?
Is this the only plus modification?
If you kill quest characters not according to the plot in ZA, it will not affect anything, but there isn’t such a thing, for example, in the game world there will be only one pilot, they killed him, stuck in one location forever, killed all the rangers, they won’t come up in the plot . Plus, the seeding mod itself is completely unique for GTA-modding, in the same ZA atmosphere and seite mix of the Walkers and L4D, you didn’t even have to do anything for that, in my MadMax, Fallout, Manhunt and all the possible Wasteland clichés. The only such mod is MadMax Road Wasrrior, but generally does not stand up to criticism.
Quote: DimaGun
analogue of Zombie Andreas
It rests on zombies and survivors, this is not the mod; moreover, it has been done since those times when there were no mention of any zombie addresses. It sounds just like GTA5 like GTA5.
Quote: WMMIOPO
This is the reference in the genre of "Art House"
Seriously? Santal is no better, simply overrated due to the pathos of its missions, although in the end, no semblance of meaning in itself that does not carry the creativity of your idol is more like fanfiction for an art house, just like twilight and shades
Quote: SIPORT
And you can make a limit on spawn so that they do not fall indefinitely, but shoot a hundred, rummage around the town, come in a day, and there again a crowd of zombies or other dishonesty.
I think to do it through achivka, killed 500 zombies, freed one city, but not the fact that civilians will populate it)
Quote: Gallardo (Krivbass)
The map is very uncomfortable, a lot of all kinds of fences, you walk like a fool and look for a passage. Roads, I thought that it’s impossible to come up with worse than in Russia, but in this game it’s something with something - it’s not roads but some mountains covered with asphalt, well, if they were such in some sections of the road, but they’re solid and ride only have to be on the sidelines, even a “monster” is very difficult to ride.
As for the mountains - they were made in such a way that you would go around the entire map in order to get to the right place. Not only are there different obstacles everywhere, but also these mountains along the entire map and all this must be constantly circled
As for the mountains - they were made in such a way that you would go around the entire map in order to get to the right place. Not only are there different obstacles everywhere, but also these mountains along the entire map and all this must be constantly circled
Criticism of the design of the card is more of a subjective moment (you can ride on the road without problems, the point is in skill, and there is nothing to drive at full speed in fashion). Scripts in fashion are raw, yes, they were written in a hurry at the very end of development, in the 3rd beta the focus will be on them.
Quote: Shnurok_v_Tanke
But shouldn't there be ghouls instead of zombies?
This is not a Fallout mod, although ghouls will be in fashion, but not as the bulk of the enemies. Rather, they will populate tunnels, subways and parts of the map with increased radiation.
Quote: The Comedown
Will the addition of another project affect the quality and release of both modifications?
Nope, actually all 3 mods that I do complement each other) For example, in RTA and Tiki Islands there are buildings from Wasteland. In Wasteland itself, there are a couple of models from the RTA. Plus, all interiors from Tiki can be easily remade to the style of wasteland or Raska)
Quote: Philips_27
Remind me why this project is worthy of an article on the main page?
Read the end of the article. NONLINEAR MISSIONS INFLUENCING THE FURTHER PLOT DEVELOPMENT. Have you seen anything like this in mods?
The post was edited by Black Stallion on 07/31/2016 at 02:28:28
IMHO.