Welcome, Guest. Please login or register.
Pages: [1]   Go Down
  Print  
Author Topic: Gta Sol: 48.RC1 Doghouse;  (Read 445 times)
0 Members and 1 Guest are viewing this topic.

Position: Executive Consultant
Title: Network Admin
Post Count: 421
*****

Karma: +121 / -0

« on: January 06, 2008, 10:49:23 pm »
Gta Sol: 48.RC1 Doghouse will replace the GTASOLbeta48.12 (DogHouse) that will be released 18/Nov/07, This will be a stable version.

I will release this new version to MODDB and many other sites, Please let me know if you want to host the mod, put a request on this thread, those already hosting old versions (Not GTASOLBeta46Stable), Please remove these as they will be massively out of data.

The Final Mod should be released around the end of the year, Apon downloading this version, unpack and run exe to install into your GTA folder.

Whats new.

1, All models have been re-converted from SA, even the ones we couldn't convert in the past.

2. All path data has been removed, because we need to be able to text a stable mod, this will give those a chance to look at all the cities and see if there are any remaining buildings that need to be fixed.

3. Removed all LODs, this speeds up the engine and fixes the problems where some on the LODs wouldn't be removed when the player come within range of the LOD draw distance, The exe bug has been fixed so everything is solid aslong as there is a collision.

4. 2dfx objects added back to LC and MLL, as well as the bugs that stopped you reaching LC.

5. Extra detail added around the maps for VC and LC (Even more props from SA)

6. New file structure for SOL, this means the 2dfx objects now have their own files, this step helped track a bug in the IDE's



First Image shows some 2dfx effects, still alot more needs to be done here.

I was going to show more pics, but I am on dial up right now, and I'm going to have to come back to this.

Update  soon
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by EzPortal