Last comments
Who has this version, patch 4.2.0.1 and version 4.1.7 - reupload. I had to delete all three due to lack of space, now I can't find it.
It's good that this "wonderful creation" is gone from the top. And that's why.
1. I don’t know how many author’s inclusions are in this translation, since I don’t have time to play the game with it, I listened to the audio files themselves. However, there are demonstrative "blunders" that have been wandering from translation to translation for twenty years now.
2. I liked the female voice, I won't lie. But for some reason it's not where it should be. For example, in the scene of buying an ice cream factory, the author "takes the rap for two."
3. The level of information, to put it mildly, leaves much to be desired. Why was it impossible to “crush” the original voices with ducking in the cutscenes, and simply remove them outside? Dont clear. As a result, the "race" between the original and the translation hurts the ears.
Rating - 3/10.
1. I don’t know how many author’s inclusions are in this translation, since I don’t have time to play the game with it, I listened to the audio files themselves. However, there are demonstrative "blunders" that have been wandering from translation to translation for twenty years now.
2. I liked the female voice, I won't lie. But for some reason it's not where it should be. For example, in the scene of buying an ice cream factory, the author "takes the rap for two."
3. The level of information, to put it mildly, leaves much to be desired. Why was it impossible to “crush” the original voices with ducking in the cutscenes, and simply remove them outside? Dont clear. As a result, the "race" between the original and the translation hurts the ears.
Rating - 3/10.
Unfortunately, there are too many departures, especially when you pass the hospital in Ocean Beach.
Question to the creator. Is it possible to transfer only the script part of this mod (without MVL and graphics) to the stock game? If so, how? You can answer in PM, thanks.
Question to the creator. Is it possible to transfer only the script part of this mod (without MVL and graphics) to the stock game? If so, how? You can answer in PM, thanks.
Shagg_EThere is such a thing. Apparently, they did not see the game itself, but voiced it purely by the audio files from the folder. This is the very first translation, you see, time was running out, customers were waiting for the drives to be put into circulation.
I'm sorry, but ... Why? The game is already twenty years old, the next one-voice voice acting on old subtitles does she need? It happened before. The author tried, it is visible and audible, but the concept itself is outdated. There is a two-voice voice from Kudos (with a fig machine translation, but this is not about that), a two-voice from Simon Riley (I will not say anything), a one-voice from Acrobat (also of average quality).
Why am I doing this? Moreover, even if you voice this game, then at least two voices and with the use of professional equipment and translation.
And I have just such a project in my work. By early December, I can provide a demo. Everything has already been announced, but I can only reduce it in December.
Why am I doing this? Moreover, even if you voice this game, then at least two voices and with the use of professional equipment and translation.
And I have just such a project in my work. By early December, I can provide a demo. Everything has already been announced, but I can only reduce it in December.
What I will write is more about the target pack itself than its translation, since most will probably rush to evaluate the translation in the first place.
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
What I will write is more about the target pack itself than its translation, since most will probably rush to evaluate the translation in the first place.
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
What I will write is more about the target pack itself than its translation, since most will probably rush to evaluate the translation in the first place.
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
What I will write is more about the target pack itself than its translation, since most will probably rush to evaluate the translation in the first place.
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
Pros:
1. Excellent dialogues, they don’t have any “schoolboys”, as it happens in some packs that hang in the fixed section of the official DYOM website.
2. A well-chosen niche. Good story packs in the detective genre can be counted on the fingers.
3. Camera work and special effects are pleasing, they are performed at the proper level.
4. Special thanks to CJ as a cameo. It’s infrequent to see this, and even to be in place.
Cons:
1. Subjectively, but still. If I were RithRake, I would implement this story in Storyline mode, which would add side missions and mini-investigations (very rarely it happens that opera and trackers are doing the same thing, the load goes smaller anyway, it would added realism and variability.)
2. (SPOILER !!!). Was it really necessary to call the best state investigator to check the number of the car in the base and find out the fate of its owner ??? So it can be in some Muhosran ATS, but not in Los Santos.
3. At the very beginning of the game we are thrown a ghostly hint at who is behind what. This was not necessary to do, I did not have to go through the plot, so that after such a guess about everything.
My rating is 8/10
PS. Such a question, personally from me. What program can edit SanXT GXT files so that there is no crocus? At leisure, I also want to try a couple of plots to translate.
ArchWarrior90 07/19/2019, 03:06:46
Egor Ivanov !
So that you understand, this is an unofficial update to the fashion, the support of which the real author stopped 3 years ago. Therefore, the map, the animations, the envelope of the cars and the peds were made by other people. The one who poured it here, transferred additional script features of the main SA, such as schools, racing at the stadium and bonus cars parked in front of it, increased the number of places to save, added the opportunity to meet girls and changed a couple of textures that, unfortunately, are made badly.
The most important, in my opinion, is the fact of the presence of new missions. Since the author tried to create a script in the national language (Russian) for him, the text part often represents a semantic collapse. I offered him help in adjusting the GXT part, as I have no skills in scripting. He agreed. I hope that by common efforts we will be able to fix existing bugs, make normal textures and improve the script.
Pojivem uvidem)))
ArchWarrior90 09/19/2018, 10:18:18
So that you understand, this is an unofficial update to the fashion, the support of which the real author stopped 3 years ago. Therefore, the map, the animations, the envelope of the cars and the peds were made by other people. The one who poured it here, transferred additional script features of the main SA, such as schools, racing at the stadium and bonus cars parked in front of it, increased the number of places to save, added the opportunity to meet girls and changed a couple of textures that, unfortunately, are made badly.
The most important, in my opinion, is the fact of the presence of new missions. Since the author tried to create a script in the national language (Russian) for him, the text part often represents a semantic collapse. I offered him help in adjusting the GXT part, as I have no skills in scripting. He agreed. I hope that by common efforts we will be able to fix existing bugs, make normal textures and improve the script.
Pojivem uvidem)))
ArchWarrior90 09/19/2018, 10:18:18
I played this "creation". What can I say, I feel quite mixed feelings. I liked that the author tried to fully transfer all the additional scripted component from the usual sank, but the implementation failed. Starting from the bugs with spavn-point in the local school, ending with the fact that some scripts are executed on the far border of the map, because of what the player "storms" for all nine points. As for the plot, firstly, the dialogues are very crooked, it seems that the Russian language for the author is not native, but it's not so bad. Worse, that the script is absolutely no.
I allowed myself a little liberties and tried to concoct a normal script and dialogues to ready script scenes (in the scripting I'm an oak tree). The author, answer under this post, I am ready to help you in correcting your flaws, as far as possible.
I allowed myself a little liberties and tried to concoct a normal script and dialogues to ready script scenes (in the scripting I'm an oak tree). The author, answer under this post, I am ready to help you in correcting your flaws, as far as possible.
By the way, if it’s no secret, where do you type people for voice acting? Maybe I should file an application to try?
GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
A piece of error log
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
A piece of error log
I pointed you to them in my first comment. This is not a shortcut, as he generally refused to run the game for me. I immediately created it myself.
This happens sometimes because one of the models (unfortunately, it is not known which one) lacks an address or it goes beyond the limit. The only fix option at the moment is to install a new version of LA.
Another adequate comment. Here I would like to clarify something:
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
Another adequate comment. Here I would like to clarify something:
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
Another adequate comment. Here I would like to clarify something:
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
Another adequate comment. Here I would like to clarify something:
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
1. About neon. It’s not without reason that the jambs with lighting are in fashion, since the author has completely outdated the script-plugin base, but, as I understand it, he’s not at fault here, he simply refuses to start new scripts, and he is stupidly ignored at gtaforums.
2. Regarding the connection with the GTA series. As I understand it, she is not needed here. The Sanka engine in this case is a kind of foundation, and then the author went on the path of realism. Therefore, there is Coca-Cola instead of e-Cola, and the machines are real, and not converted from Weiss. This mod is a kind of "tribute" to Vice City, and not its logical extension or clone.
3. About buildings and interiors. Well, there is already pure subjectivity and a matter of taste. For example, I also don’t like the dominance of institutions of the same type, but there should be a discount on the fact that the author worked on the mod alone, and in a very short time. In addition, let us be very frank with you: the 80s were caught by the overwhelming minority, therefore, everyone builds a picture of perception for himself. As for textures with VCS, I understand why the author is in no hurry to use them. The game was made in a wild rush and has obvious problems with lighting / mipmaps, especially clearly seen in the PSP version. It will be very difficult for one person to correct such serious shortcomings. For example, the State of Liberty team has been struggling with this problem for more than five years.
4. You did not hear the soundtrack because the game installer sets the wrong path for the shortcut. Delete it, go to the game folder, create a new shortcut for the SAORS.exe file and everything will work.
The post has been edited by ArchWarrior90 on 08.25.2016 at 22:33:35
Judging by the voice acting of GG, I already realized that there are some “shifts” in this matter, but, as for me, it’s better to play without voice acting than with repeated phrases, which often have no logical connection between themselves. Regarding LA: from the experience of observing the development of the Underground mod, I can say that Fastman turned into an anticipated commercialist. Be prepared for the fact that he will require $ 30 from you for help in adapting, even if the root of the problem lies in one small line of the INI file. The abyss of commerce has reached modding. Very sad picture ...
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.
Link to the comment
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.
Judging by the voice acting of GG, I already realized that there are some “shifts” in this matter, but, as for me, it’s better to play without voice acting than with repeated phrases, which often have no logical connection between themselves. Regarding LA: from the experience of observing the development of the Underground mod, I can say that Fastman turned into an anticipated commercialist. Be prepared for the fact that he will require $ 30 from you for help in adapting, even if the root of the problem lies in one small line of the INI file. The abyss of commerce has reached modding. Very sad picture ...
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.
Link to the comment
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.
Судя по озвучке ГГ, я уж понял, что какие-то "подвижки" в данном вопросе имеются, но, как по мне, уж лучше вообще без озвучки играть, чем с повторяющимися фразами, зачастую не имеющими между собой логической связи. Касаемо LA: по опыту наблюдения за разработкой мода Underground могу сказать, что Фастман превратился в ожидевшего коммерциалиста. Будь готов к тому, что он потребует с тебя 30$ за помощь в адаптации, даже если корень проблемы кроется в одной маленькой строчке INI-файла. Бездна коммерции добралась и до моддинга. Очень печальная картина...
И ещё. Постарайся в следующей версии воздержаться от использования SilentPatch. На вышеупомянутом забугорном форуме не раз дискутировалась проблема несовместимости некоторых функций между SkyGFX и Silent Patch. Последний в твоём случае - абсолютно лишний, так как наряду со SkyGFX предназначен для оригинального сеттинга СА. Но если "небесный" мод ты ещё можешь подкрутить под себя, то SilentPatch полностью теряет силу при твоих изменениях.
Сообщение отредактировал ArchWarrior90 25.08.2016 в 11:15:14
И ещё. Постарайся в следующей версии воздержаться от использования SilentPatch. На вышеупомянутом забугорном форуме не раз дискутировалась проблема несовместимости некоторых функций между SkyGFX и Silent Patch. Последний в твоём случае - абсолютно лишний, так как наряду со SkyGFX предназначен для оригинального сеттинга СА. Но если "небесный" мод ты ещё можешь подкрутить под себя, то SilentPatch полностью теряет силу при твоих изменениях.
Сообщение отредактировал ArchWarrior90 25.08.2016 в 11:15:14
Judging by the voice acting of GG, I already realized that there are some “shifts” in this matter, but, as for me, it’s better to play without voice acting than with repeated phrases, which often have no logical connection between themselves. Regarding LA: from the experience of observing the development of the Underground mod, I can say that Fastman turned into an anticipated commercialist. Be prepared for the fact that he will require $ 30 from you for help in adapting, even if the root of the problem lies in one small line of the INI file. The abyss of commerce has reached modding. Very sad picture ...
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.
Link to the comment
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.
Frankly, the mod came to my liking. A long time ago I did not see modifications with a similar elaboration of the interactive part and the transmission of the atmosphere of the 80s. Whoever says anything about music with Vice City - here the person worked absolutely alone, and I’m sure the Houseers have a whole staff on the sound selection. Pleased with the quality of the machine models, putting them all together is also a colossal work. But alas, there were some minuses ...
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
Frankly, the mod came to my liking. A long time ago I did not see modifications with a similar elaboration of the interactive part and the transmission of the atmosphere of the 80s. Whoever says anything about music with Vice City - here the person worked absolutely alone, and I’m sure the Houseers have a whole staff on the sound selection. Pleased with the quality of the machine models, putting them all together is also a colossal work. But alas, there were some minuses ...
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
Frankly, the mod came to my liking. A long time ago I did not see modifications with a similar elaboration of the interactive part and the transmission of the atmosphere of the 80s. Whoever says anything about music with Vice City - here the person worked absolutely alone, and I’m sure the Houseers have a whole staff on the sound selection. Pleased with the quality of the machine models, putting them all together is also a colossal work. But alas, there were some minuses ...
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
Frankly, the mod came to my liking. A long time ago I did not see modifications with a similar elaboration of the interactive part and the transmission of the atmosphere of the 80s. Whoever says anything about music with Vice City - here the person worked absolutely alone, and I’m sure the Houseers have a whole staff on the sound selection. Pleased with the quality of the machine models, putting them all together is also a colossal work. But alas, there were some minuses ...
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
1. The most obvious is an unbalanced pseudo-HD effect, which in some cases is really able to burn out the eyes. I had to completely demolish all the ENB / SkyGFX files. The SkyGFX plugin is sharpened for the original "Sank", therefore, in this mod, it requires fine tuning.
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.
I registered only in order to appreciate this creation, since the idea is really interesting. I respect constructive criticism. If the author corrects the above three shortcomings - for me personally (and not only for me) this modification will remain a masterpiece for many years. Respect to Maxim!
The post has been edited by ArchWarrior90 on 08.25.2016 at 09:59:35
GTA 5
·
GTA
4
·
GTA San Andreas
·
GTA
3
·
Cheat-codes for GTA 5 PC
·
GTA 5 mods
·
Cars for GTA 5
·
GTA San Andreas cheat-codes
·
GTA 5 walkthrough
·
Cars for GTA San Andreas
© 2008-
LibertyCity
.
Project Manager -
Evgenii Sokolov
. In case of copying materials reference on LibertyCity.Net is neccessary.
1. Avery is not a grumpy old man. He is a cunning fox adventurer. Submission must be appropriate.
2. For the great Prozorovsky, alas, there is no character in Weiss. Except BJ Smith. Golovchansky would have been much better suited to Cortez.
3. The clumsy work of the dubbing director. The intonations are wrong. Gentlemen, you are not duplicating some kind of in-line project. You are translating one of the most iconic computer games in history. Responsibility is overwhelming.
4. Tommy was already mentioned before me. He needs a voice similar to the voice of the great Yuri Sarantsev, "duplicating" Ostap Bender.
Engage someone "in the know" as an assistant director. Still, the project is a donation. And I would like everything to be at the highest level.