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December 08, 2012, 11:29:38 am X-Seti says: Download links are coming soon, might be something like dropbox
November 09, 2012, 12:36:58 am stevenjeter says: ... Still waiting for the  download link for the newest version... All the file hosting sites are changing their services around and SOPA is intruding allot...
January 13, 2011, 12:55:40 am stave says: dont we all...
January 10, 2011, 05:45:23 pm X-Seti says: I hate spammers!
December 30, 2010, 05:34:32 pm AnD1o says: I meant johny14 ;}
December 30, 2010, 05:33:38 pm AnD1o says: Crazy guy thats simple instal the mod whyle your vc is runing in the background. I know its sounds strange but first run the vc and the start overwriting the files.



December 13, 2010, 08:43:35 am CrAzy b0y (TMNT) says: Grin  Shocked
November 23, 2010, 12:10:39 pm johny14 says: Hey Great mod but I cant start the mod kuz I get an error while installing WorkInProgress, it says that windows couldnt find readme HELP when I open the game and go to New Game the screen goes black and poof! bye bye
November 18, 2010, 10:42:25 pm love2share says: Great Forum keep the good work Smiley ....
November 15, 2010, 12:32:23 pm tttrane says: Hi, please, give me an answer at this topic: http://www.ukscifi.net/gtasol/index.php/topic,348.0.html
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GTA: SOL - Roadmap | GTASOL: Beta 69.9 (StrongAsBull)
GTA:VC SOL beta 69x (Map version 5) and GTA:(VC, SA and Rage) beta70.x Roadmap.

1, I have decided to merge all the beta 70 content into beta 69.5.

So the next release will be GTASOL: Beta 69.9 (StrongAsBull). This will be the last release for map version 5 because I want to move onto building map version 6 for rage using 69.9 as a base.

Notes.
GTASOL will use its own folder called SOL/ in the root GTA Vice City folder.
This will contain all the SOL files independent from the Original Vice City files that will allow us in time to have 3 modes, Original Game, SOL Maps and maybe online.

I would like ideas posted on this thread about where you would like SOL to be heading and why.


2, IPL file arrangement.

I have seen on most mods some members are not too concerned about the order of the IPL files where this can lead to issues like double entries.

We can also gain a little FPS to but not by much. With big mods like SOL every little bit of gain on better FPS helps.

Example: It helps to have each entry in numeric order and have all your generic objects in their own filename_generic.ipl

Like this...
CODE

627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
1227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.997564
1596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.118404


What not to do and doesn't this look messy.
CODE

inst
12328, xjetty01, 0, -2334.87, 2519.13, 6.88249, 1, 1, 1, 0, 0, 0, 1
12326, cw2_genstore, 0, -2595.37, 3043.51, 15.8, 1, 1, 1, 0, 0, 0.707107, 0.707107
12325, cw2_garagecanopy, 0, -2589.4, 3075.57, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.707107
12325, cw2_garagecanopy, 0, -2602.81, 3075.73, 20.0825, 1, 1, 1, 0, 0, -0.707107, 0.707107
12324, cw2_garage, 0, -2596.63, 3100.33, 15.7, 1, 1, 1, 0, 0, 0, 1
11293, CE_wtownblok1, 0, -2691.64, 2787.72, 20.2671, 1, 1, 1, 0, 0, 0.708956, 0.705253
11097, sw_shopflat02, 0, -2694.71, 2783.02, 20.4771, 1, 1, 1, 0, 0, 0, 1
17264, building132, 0, -2455.37, 3296.65, 105.979, 0, 0, 0, -5.24694E-027, 0, 1, 6.12303E-017
17266, bld132inT, 0, -2432.1, 3284.21, 182.47, 0, 0, 0, 0, 0, 1, 6.12303E-017
17267, bld132esc, 0, -2432.14, 3285.57, 188.752, 0, 0, 0, 0, 0, 1, 6.12303E-017
17269, bld132inTBase, 0, -2430.37, 3300.91, 18.0923, 0, 0, 0, 0, 0, 1, 6
627, veg_palmkb3, 0, -2222.35, 3280.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
1227, dump1, 0, -2246.17, 3284.55, 17.1, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2198.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1594, chairsntable, 0, -2254.03, 3302.54, 17.59, 0, 0, 0, 0, 0, 0.0697565, 0.997564
1596, satdishsml, 0, -2297.49, 3295.41, 136.787, 0, 0, 0, 0, 0, 0.992966, -0.118404
17270, building14, 0, -2266.32, 3296.85, 75.177, 0, 0, 0, 0, 0, 0, 1
17271, building14base, 0, -2268.21, 3281.23, 17.8623, 0, 0, 0, 0, 0, 4.87197E-007, 1
17275, bld14INT, 0, -2265.33, 3297.34, 19.6, 0, 0, 0, 0, 0, 0, 1
17276, whotel, 0, -2297.89, 3284.39, 135.885, 0, 0, 0, 0, 0, 0, 1
17277, toletsMF, 0, -2284.67, 3299.38, 40.0033, 0, 0, 0, 1, 0, 0, -2.71051E-020
17278, tMFstairs, 0, -2274.25, 3301.95, 32.3474, 0, 0, 0, 0, 0, 0, 1
17276, whotel, 0, -2304.01, 3302.09, 135.885, 0, 0, 0, 0, 0, 0.707107, 0.707107
1232, Streetlamp1, 0, -2218.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2238.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2258.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2280.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2306.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
1232, Streetlamp1, 0, -2340.95, 3234.4, 18.7, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3274.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3268.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3262.37, 17.6731, 0, 0, 0, 0, 0, 0, 1
627, veg_palmkb3, 0, -2222.35, 3256.37, 17.6731, 0, 0, 0, 0, 0, 0, 1



3, Renaming objects. - Universal ID system.

The plan is to get every model in the game under 20000 object IDs with LODs remade for each new object. This also entails that I have to rename every model in the IMG archive and Collision achieves, IPL and IDE files so LODs can be seen by the engine.

Good example: - Rename the models like this,

NORVCTranbit01
LODVCTranbit01

The naming scheme format is the following:

Nor for Normal objects and VC for ViceCity each part of the map will have its own prefix that
will help us see what these objects are and where in each city these models belong, help the engine toggle between near and far objects faster thus better FPS.

I will be introducing a chain of smaller islands to solve the horizon and flickering / rending issues between the gaps between the islands, so from the Airport in VC your now see hills in the distance half way between LAE.


4, Rage! 10% completed

Some of the old existing objects will be combined to reduce IDs even more and once on Rage there are map limits to overcome but there are not many other limits to get in the way.


5, ID remapping - IDE Files. 60% completed

To get the best out of the SA engine I have started working on the IDE files where each engine will be using the same generic.ide and game.ide files.

Each object will be using the same ID no matter what engine this is on. Why you might ask?

Well if I use KED on VC and I want to add a bunch of new objects, the saved IPLs can then be converted to either SA or Rage where this will make mapping much easier.


6, Optimization of the IMG files. (Very important for big IMG archives)

We need a tool that will sort the img file against the IDE list order pretty much how Steve M's COL Editor 2 sorts the COL file against the IDE file.

Example picture:
user posted image

There are many reasons why it is best to sort your Img files in this way.

It helps to have clean IMG files that has matching IDE contents.

Speeding up loading time as with bigger mods like SOL it helps to have all the img files sorted in order and as a result speeds the engine up in game play. (The engine does not have to work so hard organizing the data files in memory as I result better FPS)

This method has been argued around GTAF for years and was originally pointed out by G-Force of Myriad Islands.


7, Why Game.Col and Game.IDE (Very important for big projects)

Why do we have a big IDE file, IMG and COL archives?

Example:

game.ide
game.img - dir
game.col

It does not really matter if you have lots of smaller COL files, we just use one big COL archive to match up the file entries that helps with consistency between the COL and IDE file.

We know there are 12310 files in the COL file so there has to be the same amount of DFF files in the IMG archive this also means there has to be 12310 dff model entries in the IDE file.

Steve's COL Editor2 tool helps me keep track of files with the Check for clones and Sort by IDE

COL ED2 has aided me more along side VC Dev Console in finding bugs and reduce crashing, Having the right amount of files in the IMG / COL archives.

user posted image








GTA: State of Liberty ©2010 (GTA-SOL51.9) (AngryBull) released.
   
 
GTA:VC State of Liberty beta 51.9 (AngryBull)

This project; GTA: State of Liberty is a collection of cities from GTAIII, VC and SA that brings all the GTA islands onto one stable map that has been every GTA player's dream.


Extra islands have or will be added in the style that R* might have created them.


This mod has no Peds or Vehicles just yet, so if you're not into empty maps then this mod is not for you.


This mod does have finished maps, but there are always ideas to add more in time for missions.


Why am I releasing this now? I would like help in testing the beta maps. If someone has found something I have over looked, I can fix it.


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. This means this is not the last release as there are going to be plenty more to come.


A) Still awaiting missions to be added and coded into the SCM.
B) I will be working in Paths next.


Download mirrors:


Download link one


Download link two


Download link three


If you're having problems installing the mod, sometimes not all the files get overwritten by the installer.

You can try and unpack all the files into an empty folder first, then copy your AUDIO and Anims folder into the same empty folder and run it from there.

Remember to rename the folder to GTASOL51.9 or whatever works for you.


DLC Updates for GTASOLbeta 51.9 (Nov 30, 2009)

Just download this update and run it in your GTA MOD folder. With some machines you may need you to choose the file path.

This update replaces update A, B, C, D, and E.

Just install this over your MOD folder.

Thankyou to those who have been bug hunting - Flat Face, Jur1zz and menny.

This update includes;


1. MLL point block now has solid col.
2. SA countryS land placement fixed.
3. LC Cider tunnels adjusted.
4. 2Dfx effects that was in the wrong place removed.
5. CedarGrove hill models tweaked.
6. Holes found in Mainland liberty fixed, mostly covered up.
7. East edge of Vegas tweaked.
8. MLL road by old hospital fixed.
9. Penthouse Scraper fixed in MLL (new COL)
10. Some other tweaks made to some LODs (SA, VC and MLL)
11. That missing building.
12. Country South remapped.
13. Tons of other things hardly worth noting.

Click to Download GTASOL51.9f_Update.exe

Game Screens:


gtasol2009102420590871.th.jpggtasol2009102421000092.th.jpggtasol2009102421021054.th.jpggtasol2009102421050772m.th.jpggtasol2009102421060365.th.jpgUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted ImageUser Posted Image

 
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