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GTASOL Beta 69.9.5.1 (Strong As Bull)

Mc-Kay Blog
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Welcome to GTA:SOL
GTA: SOL beta 69.9.5.1 (StrongAsBull) Plan to release. (Summer 3014!)


Only download this is you want to get a sneak peek at the project (A snapshot)

Warning!! Unlike other releases this version has many bugs that I know about and did not want to fix just yet. Why you might ask? I will be making a tutorial on how to fix these bugs and hopefully get people involved in how this version works as there has been a lot of changes in the files. This release is a work in progress as there are major parts missing like Midway.. this will get finished in time.

Intro:
GTA State of Liberty is a collection of cities from GTAIII, VC and SA remodeled in the style R might have created them including LCS, VCS and Beta maps merged in without deleting any of the original models. The second objective is to upgrade the engine in a way beyond it's original design.

Some people say I would be best to work on a GNU open engine where I could make that engine do pretty much what I want, That sounds to easy. I like a challenge where if your the kind of person who likes to crack limits then you would be the right person for this project along side me, the aim is to make the VC or SA engines do things beyond what others would say the impossible.

You would be in charge of breaking limits at your own pace with input from me where I would be modeling the impossible recreating map from scratch.

News:
I've decided to pin both topics for map version 5 and 6. So check these two topics for updates. If you want to post ideas towards either of these in the correct thread. I would like to clear up the confusion that Map version 5 will be for both VC and SA engines. This will be the original maps only. Maybe some bridges taken from map version 5 the current 69.9 VC version.

This project will be named GTASA: SOL Trilogy and will soon be for the VC engine.

Map version 6 will be for VC and soon the SA engine. This will be an 'infusions' map that will contain extra islands, Elements from LCS and VCS and the VC, SA Beta maps and a lot of the original islands remodelled.

This is named GTAVC: SOL inFusions and will soon be for the the SA engine.

Both projects working together have the same goal to have both fully working maps.

The to do list for beta 69.9 (StrongeAsBull) map version 6.
1. To remodel all the islands VC, LC, Midway, Liberty State and SA. beginning with Vice City.
2. Sort out the pre-lighting issues for the existing models.
3. Combine elements from LCS, VCS and the beta LC, VC and SA maps.
4. To have a upgraded map with new areas to explore that is unique to GTA SOL.
5. May onwards have a spin off map that will be just for the VC. The SOL half of the project will head towards RAGE!


So why are we releasing this now?
We release beta releases every so often to give the community access to the mod thus this allows other members to contribute towards this project.
Anyone can be a beta tester and join in the great hunt for bugs and mapping issues, Please post these issues in the thread below. Gtaforums.com


Older; 69.5 version links.
Download link 1 Docs.google.com

Download link 2 Drive.google.com

Latest;
Download link 3 Ukscifi.net(StrongeAsBull).7z

Download link 4 Drive.google.com

Providing you installed your copy of Vice City from disk and ran this at least once with your desired settings.
Following this example of how to install the mod might be easier then how it is written in the mods documentation. (Readme)

There are 2 ways to install the mod:

  • The first would be to install Vice City as a Clean copy on your Harddrive and make sure all the files was not set as read-only as this would create issues over writing the files later.
  • Start the GTA ViceCity.exe and check your settings for the display and run the game once.
  • Quit GTA ViceCity.
  • Copy the mods folder over your installed GTA Vice City replacing all the files.

You should be good to go so just run the SJLauncher.exe instead of the gta-vc.exe
Now the Second way that works best for Linux users.

  • Unpack all the mod files into an empty folder called GTASOL69.5.
  • Drag the Anims, Icons, Mp3, Mss, Movie, Skins, Text, Txd (but keeping LOADSC0.TXD) folders from your installed VC install into your GTASOL69.5 folder, also the files from your Vice City root folder like the Mss32.dll, gta-vc.exe and readme files.
  • Copy the Audio folder from Your Vice City Play Disk (Disk2) into the GTASOL69.5 folder.
  • Run the mod from the SJLauncher.exe.

Copyright 2004/15:
GTA San Andreas, GTA: Liberty City and GTA: Vice City is copyrighted by Rockstar Games and Take Two Interactive, All Car names & Trademarks are sole property of their owners, all the mods within this modification are property of their developers.
All new content is indicated within this projects documentation for copyright ownership, Permission was given by Rockstar Games before engaging work on this mod, use of the exe, and new modifications within.
GTA: State of Liberty domain is property of the owner. - Mc-Kay /X-Seti,
GTA: LC, VC and SA is property of Take2, Rockstar Games.


Disclaimer:
The site Moditorium.Net and its contents, "50 States Of Liberty", "GTA State Of Liberty" or "Project Crymaria" are not affiliated with Rockstar North/ Take 2 nor any companies owned by, operated by, or affiliated with Rockstar North/ Take 2.
This project is a private FAN MADE endeavor and is not associated with any "Official" Grand Theft Auto games or any of its trademarks.
No infringement is intended by these FAN MADE projects. We encourage fans/ you to join us in this development and support the project any way you can by spreading the word about us.
This Mod is classed as a work in progress; to be installed at your own risk, this mod may not work with other mods as all the object assigned ID and X, Y and Z cords have been changed.
This mod will not work with any other (No-Cd) patch, as this EXE is only designed to work with the official legal copy of the GTA: Vice City, with the original (GTAVC.exe) installed first!!!


Change Logs:
1. A new ID layout for all the IDE and IPL files where all the objects now range from 616- 16500. As well as fixing two major issues; those bugs around the map that effected engine stability - the random crashing and the vehicle damage bug.
2. I am in the process of recreating the game map models around the map that is still on going, No more alpha corruption that you get from using KAMs scripts.
3. Water has been fixed at last. Tunnels can be used.

4. New 2dfx array setup that works this time, Lighting objects can be stand alone and not linked to any other objects, also with the ability to tag light object using IPL entires.
5. 160 MVL SA/LC Vehicles now added, VC vehicles are now set as default and added back into the mod.
6. Optimized maps that will path the way to this mod running on SA,
7. GTA3.img file has been rebuilt to IDE entry order. Engine objects, Peds, Vehicles, Ifp and light dffs, Radar has it's own img file and the game maps have been sorted into there own map img files like game-vc.img, game-lc.img.etc.
8. Respawn cords have been fixed, no more fulling in random places.
9. New areas around the map like the Lower docks and Airport beta maps.

10. SA IPLs are still yet to be sorted out.

11. LC is a mess but I will get around to this, You can have a look around VC for now.

Look at the readme file for install how to...

I have decided to take a short break from modding, maybe a month or so.

Enjoy this release.

Alpha list sorted, kinda.
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GTASOL52.0?

Mc-Kay Blog

News Update (Jan 13th, 2010) this project is almost 5 years old!

Looking at the state of things and the lack of interest from others, I am thinking about scrapping the project, quitting modding and moving on to something else. I haven't given up on it yet, but am not far from it.

Searching the internet today I find there's nothing good being said about the project; there are people complaining about the mod all around the world, and this is mostly because of the peds missing from the streets.

All the feedback points to one thing.

Why are there no peds?

I need to know where the streets are first before we add the peds/ vehicles, (you can not do it the other way around)

I have to put more time on the maps first, trying to get it all right as I have remodelled most of what couldn't be ported over from SA, and I have only started repairing and updating LC.

''Doesn't anyone understand what It took to bring this all together, having to do things in the right order so everything else fits in.''

Why can you not port this to SA or GTAIV?

Why I can not use the SA engine and any other? - Simple, I got permission to do this on VC back in 2003. When I went to R* about doing the SA version, I was turned away and any other contact was soon ignored. (if *R are reading this, thanks guys)

GTAIV, all the models would need to be converted a different way, plus IDE and IPL files.

What am I doing now?

Working on LC, replacing some of the badly made models that Rockstar created and this is because you only saw GTAIII from one level, the missions are based on street level only, the player was not expected to see the city from way above.

Why did you release a mod with no Peds or Vehicles?

I hoped people would be able to find bugs for me, this would speed up how I could fix everything on the maps before I moved onto other stages of the project.

What needs doing?

Alot!

1. Hacking the limits on the engine still. The Ped limit still is a big issue but not impossible.
2. I am still unable to get the Peds and Vehicles across the maps.
3. Replace Andy's Limit adjuster as this was an unfinished beta, that adds bugs to the VC exe.
4. More work on the maps, replacing those beta bridges.
5. Remove DeathSquad's tunnels, as he gave up on it and helping me.
6. SCM code the missions, from the storyline we have had done.
7. Work out what vehicles we need, because I have 600 in the game.
8. Anything else that I haven't put here to improve the project, I am sure someone else will think of something.

Have you had any support of others?

Not much, People do tend to drop by and contribute something now and again and of course these people have been credited, but no one sticks around.

Why did you release the mod?

This started out as a research project just for VC only, I just wanted to know how much the engine could handle with the computers specs I had at the time, and running the mod at full speed with the hardware I have now.

When will you release Beta 52.0?

When I get some of the other issues fixed, mostly peds.

Do you think your get any help from other modders or coders

No, but for many reasons.

VC engine is now classed as retro modding, The general modding community moves forward with the times but sometimes to fast.

Tools that was started for VC or SA may be only betas and may never get finished, If those people spend more time researching these tool it would benefit everyone, we would see better mods.

There has been more tools made for VC, then any other modding game out there not just GTA!, the same can not be said for SA, or GTAIV.

I am a strong believer that you finish what you started, and I would like to have seen all GTA engines tooled up.

So your going to finish this project?

Maybe.

What mapping tools do you use?

Ked (Moomapper) mostly, but notepad is the best tool.

Why the VC engine?

VC engine is the best engine to mod with hardly any restrictions for Rockstar.

The Future?

This depends on what support I get, I have had people come to me in the past but they do not stick around much, it has been me all the way working alone on this, and this was not what I had in mind when I first started.

I do have a life, so lately I have no spent as much time on this as I might like too.

Keith Mc-Kay

GTASOL 51.0 Stable released.

Mc-Kay Blog

GTASOLbeta51.0 (Stable) Released
GTASOL (SA) Beta 51.0 (BlueBird) coming soon.

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.

A) Still awaiting missions to be added and coded into the SCM, (Trying to find a SCM coder?)

B) Paths and water bounds to be fixed soon, others will be continuing on with this step as I'll be taking a short break and soon be starting '50-SOL'.

C) Problems in March 2009, this will effect the gtasol forum and file hosting.

Major changes to the game files:

1. A new ID layout for all the IDE and IPL files where all the objects now range from 600- 15800. As well as fixing two major issues; the bugs around the map that created the random crashing and the vehicle damage bug.

2. All models have been either recreated or reconverted without the alpha corruption that you got from using KAMs scripts.

3. Replay system has been fixed, as well as the vehicle collision bug.. (needed models got deleted from the gta3 img file, and have been put back)

4. New 2dfx arrey setup, Lighting objects can be stand alone and not linked to any other objects, also with the ability to tag light object using IPL entires.

5. 120 SA Vehicles now added, VC vehicles are now set as default and added back into the mod.

6. Optimized maps that will path the way to this mod running on SA, also the SA map has been raised from sea level, no more dawning.

7. GTA3.img file has been rebuilt and loaded back in (GTA_VC.Dat) IDE entry order. (Radar.txd, Peds, Game Parts, Vehicles, Models, Ifp and light dffs, SA Vehicles)

8. Respawn cords have been fixed, no more fulling in random places.

9. Updates now possible, just changing the files in the data folder.

10. All dev updates added, Some changes to the maps also.

11. Most files in the img are now RW3.4, this is work in progress towards the SA version.

12. SA support files added, Mod will work on SA version 1.0, Not all objects show up in game.

Download link forGTASOL51.0(Crossover_Repack).rar Updated version (Feb 10, 2009)

Game exe for version 51.0, Please do not upload this file onto any other site!.
Download for the Game GTA-SOL.exe

Moddb, and filefront first, looking for mirrors

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Support needed;

Mc-Kay Blog

Please consider this and help if your willing (Please don't email me, Keep it here)

As you can tell, I am taking my Christmas Break again from GTA: SOL, There will be no releases till next year (2008), well after the next year.

Next year brings some new challenges for me and those who want to stick around with me on some new projects around we finish this one;

a, I have been working almost solo on the mod, apart from the support I have had from Andy on the EXE side of things since Feb, (Planning), March 2005 where I released the first mod (GTASA_LVC 0.1).

b. I need to build a team for the mod, because team work will get this mod finished, and this is taking to long to finish myself.

I need 2 team runners setup for SA and.. VC with project leaders for the give tasks.

These tasks with be (VC)

1. I would like 3 model/skinners dudes to look at the map and fix/change/make better anything I haven't looked at, working with me to make the map better then it currently is, these changes will be passed onto the SA version.

Help join up some places on the map, like LC along side Mainland Liberty, finish those tunnels in shorevale, Adding other islands even for extra cities.

Make VC/SA bigger, I don't care, If you think your up to the challenge then join us.

2. I need a/or team vehicle specialist(s) to look at the range of vehicles and take this under his/their wing as shes/his own project.

I will not be overlooking this part of the mod, but my only request is to have a Mafia Sentinel and I would expert to see some vehicles that will be cool with GTA: SOL, with the right handling data and collisions.

3. I would like to call on the assist of some SCM coders, and I know we do have some lurking somewhere, so show your selfs. one the other hand storyline writers are easy to find, but it still does hurt for anyone else to jump on the bandwagon.

4. Package Installer, Limit Adjuster assistant for Andy.

5. It's been suggested that we replace the audio (Radio Stations), so if there in anyone out there who can help with this, this puppy is yours, just no copyrighted content..

6. There is bound to be something I haven't blog'ed on about here, so I am looking for a Co runner for the project, who will work with me and support the project, and take control when I am not around. (more so on the SA version).

That is it.