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FIXED VEHICLES PACK INSTALLATION
Download "Mod Loader v0.2.4" from link 1, unzip the link 1 file and then drag and drop the .asi file and "modloader" folder into your game's main folder. Then open the newly-created modloader folder and create 1 folder for each mod (you can call each folder whatever you want), and paste the contents of a mod into its respective folder. It's that simple!
Examples:
- mod 1's contents go into ... /GTA San Andreas/modloader/mod 1/
- mod 2's contents go into ... /GTA San Andreas/modloader/mod 2/
1. http://www.gtagarage.com/mods/show.php?id=25377
SILENT PATCH CHANGELOG:
•14ms frame delay has been removed. As a result, game now locks properly on 30 FPS instead of 25 FPS
•More precise frame limiter, reducing lag spikes a bit when playing with Frame Limiter on
•Game timers now tick in a more accurate manner, making them not freeze if framerate exceeds 1000 frames per second; in other words, this fixes occasional freezes on fadeouts if playing with Frame Limiter off
•Mouse should not lock up randomly when exiting the menu on newer systems anymore
•Mouse vertical axis sensitivity now matches horizontal axis sensitivity
•Mouse vertical axis does not lock during camera fadeins now
•NUM5 is now bindable (like in 1.01)
•16:9 resolutions are now selectable (like in 1.01)
•If the settings file is absent, the game will now default to your desktop resolution instead of 800x600x32
•DirectPlay dependency has been removed - this should improve compatibility with Windows 8 and newer
•Path to the GTA San Andreas User Files directory is now obtained differently, increasing compatibility and future-proofing the games more
•A heap corruption in one place is now fixed (did not affect gameplay but could potentially make the game crash)
•EAX/NVIDIA splashes are now removed (can be toggled on/off; OFF by default)
•Subtitle and Radio text sizes can now be toggled between the original release and updated Steam version (defaults to Steam sizes)
•Area name colour now matches the gang colour of the gang that owns that territory (Los Santos only) (can be toggled on/off; DISABLED by default)
•Wet road reflections render properly again (just like with Road Reflections Fix)
•Fixed sun lens flare effect not appearing with AMD/Intel graphics cards
•Fixed an issue introducing graphical artifacts from ped animations with high RAM usage - so called "streaming memory bug"
•Fixed a bug causing cheat-spawned melee weapons to be forcibly replaced by other melee weapons upon walking into a pickup
•Helicopter rotors and plane propellers now work correctly. They now have a blurring effect present in VC and PS2 version of SA. This fix can be disabled separately for each file via the INI file
•Hunter interior does not dissapear when viewed through the glass door panel
•Dual rear wheels now show up properly (Yosemite, Tanker etc.)
•Weapons are now visible when viewed through a vehicle window
•Holding a weapon will not cause some objects to be incorrectly lit anymore
•Blown up vehicles are now correctly coloured and no longer shine (like in 1.01 and Steam versions)
•Dirty cars are now able to get clean (like in 1.01)
•Each car has an unique numberplate now
•Custom numberplates now show up correctly in all cases
•Custom numberplates are now also allowed on bikes
•Numberplates are now bilinear filtered, resulting in a smoother look
•Vehicle lights do not get dark after being being initially lit anymore (like on PS2)
•Detached vehicle parts will now remain the same colour as the vehicle they came from
•Detached vehicle parts now render from both sides
•Some car panels now swing after car's explosion (like they were meant to be but the code forcibly fixed them immediately after damaging)
•Moonphases now show up correctly, like on PS2 version (only when playing in 32-bit colour mode)
•Toggling car lights on does not make windows invisible when viewed from inside anymore
•Illumination value from timecyc.dat now accepts any float value in 0.0-2.0 ranges, not just 0.0, 1.0 and 2.0
•In addition, if illumination value is absent from the timecycle (like on a stock PC timecycle), the game will now default to 1.0
•Lights now get casted on vehicles and peds properly - previously, they'd dissapear under some conditions
•In addition, when playing on Visual FX Quality higher than low, the game will now cast up to 6 lights on each model both indoors and outdoors (on Low details, game's stock behaviour has been kept - allowing up to 4 lights per model outdoors and 6 indoors)
•Introduced several fixes for rendering objects with an alpha channel, including an experimental two-pass rendering mode (see SilentPatchSA.ini for more details; can be toggled on/off, DISABLED by default). Two-pass can be selected to use Silent's code or aap's code - the latter aims towards emulating the PS2 alpha test
•Muzzle flash looks better now
•Muzzle flash will now show up when firing the last bullet from the clip
•Coronas' don't have a Z test forced all the time now - as a result, sunglare now matches original PS2 version
•Night Vertex Colours are now handled by a shader - as a result, transistion from day to night vertex colours is now smooth, just like on PS2 version
•With User Tracks automatic scan enabled, MP3 playback will now work properly if QuickTime is not installed
•User Tracks now supports the FLAC codec (Only 8/16/24bits, Mono/Stereo and up to 48Khz)
•PCM WAVE has been expanded to also accept additional profiles (Now 8/16/24bits, Mono/Stereo and up to 48Khz)
•PCM WAVE files with an ID3-TAG will now also work with the game
•Temple and Queens are now correctly called on the police scanner
•Travelling far away from the map will no longer trigger the extra gang territories glitch, nor will it corrupt the Taxi Driver submission
•Gym glitch ("You have worked out enough..." showing infinitely) has been fixed (can be toggled on/off; ENABLED by default)
•Saving in Madd Dogg's mansion will no longer trigger the missing basketball glitch (can be toggled on/off; ENABLED by default)
•Fixed an occasional softlock in Mountain Cloud Boys - the player will not freeze after arriving to the meeting anymore (can be toggled on/off; ENABLED by default)
•Possible softlock in Sweet's Girl initial cutscene fixed (can be toggled on/off; ENABLED by default)
•Quadruple Stunt Bonus now works correctly (can be toggled on/off; ENABLED by default)
•Script sprites now have bilinear filtering applied
•Car generator counters now work properly for generators with fixed amount of spawns
•Impound garages now function correctly, allowing the player to recover his last vehicle after it had vanished after a mission start
•In addition, impound garages will now store player's car when he's busted
•Streamed entity list has been expanded a bit, so now the game world shouldn't flash when looking down with high Draw Distance settings anymore
•Mouse rotates an airborne car only with Steer with Mouse option enabled
•Towtruck tow hitch does not get bugged after it has been fixed anymore
•Plane doors don't corrupt after the plane has been fixed anymore
•Fixing a plane will now reset its moving props to an undamaged state
•Several vehicle components (most notably, Rumpo's front bumper and Bandito's moving prop) will not get glitched after the vehicle has been fixed anymore
•Weapons and a jetpack now cast proper shadows
•Crosshair doesn't mess up weapon icon when on a jetpack anymore
•Free resprays will not carry on a New Game now
•Fixed ambulance and firetruck dispatch timers - they reset on New Game now
•Previously present only on PS2, 'Cars drive on water' cheat is now toggleable - its string is SEAROADER
•Randomizer error causing peds not to spawn in some areas has been fixed
•Randomizer error causing prostitutes to be quiet during solicit has been fixed
•Text boxes now can show together with a Mission Passed text
•Fixed a 1.01 only tiny memory leak which occured every time the player switched a radio station
•Fixed an occasional crash when Alt+Tabbing back to the game while standing next to a mirror
•Mirror reflection doesn't break with Anti-Aliasing enabled anymore
•With Visual FX Quality set to Very High, mirror reflection quality has been bumped
•Anti-Aliasing option has been altered - instead of listing 1, 2, 3 options (which in fact are 2x/2x/4x MSAA), the game will now show proper MSAA values from 2x up to 16x (depending on max MSAA level supported by the graphics card)
•Colliding with another car will now damage proper parts on both cars - previously, both cars got damaged the same way
•Fixed a crash on car explosions - most likely to happen when playing with a multimonitor setup
•Fixed a crash when entering advanced display options on a dual monitor machine after: starting game on primary monitor in maximum resolution, exiting, starting again in maximum resolution on secondary monitor. Secondary monitor maximum resolution had to be greater than maximum resolution of primary monitor.
•Fixed an occasional crash occuring when standing next to escalators
•Slightly reduced stencil shadows memory overhead
•Fixed an AI issue where enemies became too accurate after the player has been in the car earlier
•IMGs bigger than 4GB are now handled properly
•Alt+F4 now works properly
•Steam version has proper aspect ratios now
•IMG size checks have been removed from the Steam version
•Steam version of the game will not reject 1.0/1.01 saves anymore (still, a compatible SCM is needed for the save to work)
•Several vehicles now have extra animated components: Phoenix hood scoops, Sweeper brushes, Newsvan antenna, radars on several boats, extra flaps on Stuntplane and Beagle
•Animated engine components on Bandito, BF Injection and Hotknife will not animate if the engine is off
•Fixed a crash occuring when the vending machine was continuously used for an extended period of time
•`FILE_FLAG_NO_BUFFERING` flag has been removed from IMG reading functions - speeding up streaming
•Fixed a streaming related deadlock, which could occasionally result in game being stuck on black screen when entering or exiting interiors (this is the issue people used to fix by setting CPU affinity to one core)
•Metric-to-imperial conversion constants have been replaced with more accurate ones
•Fixed a glitch where random cars would end up being impounded to garage, replacing player's vehicles
•Very long loading times will now loop loading screens, as opposed to fading to white
•Sun reflections on peds and vehicles now change direction depending on time of day, like in III and VC (can be toggled on/off; DISABLED by default)
•Dancing minigame timings have been improved, now they do not lose accuracy over time depending on PC's uptime
•Car generators placed in interiors are now placed correctly - this 'unhides' two vehicles in Madd Dogg's mansion, which were always there but they were not visible
•Bombs in cars stored in garages now save properly
•Fixed an issue which would cause games to freeze if III/VC/SA were running at the same time
•Streaming has been greatly improved during Supply Lines mission (or more general, any time when using an RC vehicle) - it now behaves as expected, as opposed to displaying LODs way too quickly
•Health triangle displaying when aiming at peds is now properly orientated (it's now upside down) for peds player can recruit
•Setting a BMX on fire will not set CJ on fire anymore
•Keyboard input latency decreased by one frame
•Made the game select metric/imperial units basing on system locale settings. This can be overridden from the INI file
•Fixed a bug where paintjobs would vanish from cars stored in garage if they were stored without looking at them
•Light coronas now rotate as camera gets closer to them
•Fires now properly light up the ground underneath them
•Corrected moon phases have been made to work with a widescreen fix
•A glitch that allowed vehicles without any extras to spawn (i.e. engineless bikes) has now been addressed
•When looking left/right/behind with the in-car camera, PC players using the mouse could attempt to move it up and down. This has now been restricted to match control parity with other input devices
•Fixed parachute animations
•“Keep weapons after wasted” and “keep weapons after busted” are now reset when you start a New Game
•extra6 can now be picked by the game when a random extra is to be picked
In the in-game settings there should be a widescreen option/toggle. If not, I expect it will be fixed in the latest version of the patch.
And - no worries!
Yup. The patch is yet to release in its final form and I'll update this post when it does.
Thanks again guys and enjoy.
Just an old trick that I'd like to share though: compatability mode 98/2000 are known to reduce crashes and improve stability. With this patch, they're most likely not needed but it can't hurt to test them both if you're still having problems with this game on a modern OS.
the devs of the game are planing to bring over the content that is in the windows store version of the game, like controller support, widescreen and so on, but with the official patch they will also remove some of the music, i guess because of licensing issuse...i don't know if they will do a new sub and that will be soled for new costomers when the patch goes life like with vice city or if we will all get this music removed.
could you maybe do some magic and backup the music files so you could add them to your patch if needed? the official patch is i think still in beta testing and they added a password shortly after it went life.
and thanks again for all of this.
Not my patch and don't worry, someone's already planning a patch to bring them back if that goes through (Vice City also had this music copyright issue and they removed them and later added them back in - maybe after they renewed the license, who knows).
The windows version changes aren't really that great: the controller support implimentation is very basic and the widescreen's worse than what's offered with Silent Patch :D
Haha - no worries!
I'm not sure if this is a bug or not but I'm using V3 of SA and everytime I get wasted or busted the screen just goes black and the game crashes.
Do you have a Paypal link Silent? I'll definitely donate to you for all the work you've put into these games.
As Silent said - it works for pretty much every version of the game or is meant to work. Waiting for the final version.