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Nick

Retired Staff
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Everything posted by Nick

  1. As mentioned in Discord this has been planned/on the backburner
  2. This is not currently possible with the NPC script being used
  3. Nick

    Dm in street Brawl

    Please follow proper format see pinned example 24 hrs to edit Thanks
  4. Suggestion for (MTA, Forum, website): MTA Suggestion: Upgrade mod loader to allow models to load from subfolders and be able to set priority in case mods have different files in each folder https://i.imgur.com/xIuoKCY.png' alt='IMGUR>'> Why should this be added?: Allow easier sorting of mods Anything else you'd like to add?: It's basically the asi mod loader
  5. Originally from GPM, made by VinceKaufman Ok, this has been way overdue, so i'm going to show you folks how to make and install sound mods for GTA SA. Things you'll need: Audacity Alci's SAAT GUI Frontend [if you cannot see the screenies, zoom the page in.] (( Screenshots no longer available )) Step 1: Gather the sounds you want to use. You can download them from youtube using a converter or whatever. Ensure that the sound is in high quality. Lower quality sounds may not come out too good after doing this whole method. In this example I will be using a Dodge Challenger acceleration sound, and an exhaust video (for the idle). Step 2: Save your sound clips in a folder. I'm gonna throw it into a new folder where I keep all of my mods. You can throw it anywhere. Create 4 folders, 2 folders for the banks you will replace (in this case, i'm replacing 31 and 32), and 2 test folders (test 1, test 2, etc.) that you will use for the moment to just export and experiment with. Step 3: Open Audacity. You'll see the interface. Drag and drop the exhaust sound into audacity. You'll see this: That's fine, you're doing ok so far. Now, click and drag around the area you want to use for your idle. In most cases, the default sound is under 1 second, and audacity will tell you at the bottom of the interface. For this mod that i am replacing, this will be 0.58 seconds (the default time for the idle of bank 31). I've zoomed in a bit to show you guys what i've done. Step 3: Export your sound using File -> Export Selection as wav, and save it as "sound_002" in your "test 1" folder. Now that your idle is done, click the "x" on the sound sample and drag your acceleration sample into audacity. Step 4: Do the same thing you did for the idle, except now you will do this for the first sound (high idle/first gear) in your test 1 folder, and sounds 1-3 (acceleration, top gear, and deceleration) for your second test folder. Export them as wav files. Click the "x" on that sound sample. Step 5: Now that your test files are all prepared, it's time to get into the nitty gritty and important part of sound modding: making things compatible for SA and ensuring it doesn't interfere with other sounds ingame. Drag and drop "sound_001" into audacity. Click the down arrow that is next to the waveform and click "split stereo track." (If your sound sample has 1 waveform, you can skip this stereo split) Set both channels to mono using the same drop down menu on both channels. Step 6: select all channels and click project -> quick mix. It'll mix into one channel, which is the first checkmark to sa compatibility. Step 7: In that same drag-down menu (where you split the channels and mixed it together, select (and this is important) the bit depth to 16-bit, and depending on the default frequency (most sounds are 18000hz, except for the bus @ 16000hz), set it to that. The 18000hz option can be selected by selecting "other." Also ensure that the project rate at the bottom is set to the same frequency as your sound. Step 8: If you play back your sound, it sounds slow. Why? We need to speed it back up to normal. To do this, select the entire sample again, and select Effect -> Change speed. Depending on your frequency, set it to these settings. You may have to increase it even more if the sound sample is greater than 44100hz: 18000hz = 145.00 16000hz = 175.00 When you are done, play it back and use your ears. If it sounds close to the original, export as a wav, but this time, you'll export into the following: test 1 = first bank test 2 = second bank Step 9: Once all your sounds are exported, run the Alci's SAAT. If this is your first time opening this SAAT GUI, you may hear an error sound. Minimize all windows, and check. You may see a dialogue pop-up. Click ok, and send it to the "audio" folder in your GTA SA main directory. Another one will pop-up. Again, minimize windows, click ok, but send this to your gta sa main directory. The SAAT GUI opens. Double click the GENRL text, and let it export. Once it is done, you'll see a bunch of banks. Step 10a: Go to your sound mod folder, copy and paste the bank folders into your newly formed GENRL folder (located in the "audio" folder in your gta sa directory), then hit the plus icon in the bank you just replaced in the SAAT GUI to ensure it is replaced. Click the save icon, let it rebuild, and test it ingame. OR Step 10b: In the SAAT, click the plus icon in the banks you wish to replace, and replace the sounds individually using the replace icon in SAAT (3rd button). Once they are all replaced, click the save icon and test ingame. This should clear up some questions with sound modding and will avoid the command prompts, no hard drive folders, etc., etc.
  6. Posting this tutorial here, originally made by Reckless on GTAPoliceMods. What the hell is this? This is my guide on how to Change/make your own handling lines The Guide when you want to change handling lines, in the beggening of the handling.cfg, you will see this: (A) vehicle identifier [14 characters max] ; (B) fMass [1.0 to 50000.0] ; (C) fTurnMass //was////Dimensions.x [0.0 > x > 20.0] ; (D) fDragMult //was////Dimensions.y [0.0 > x > 20.0] ; (E) (not used) //was////Dimensions.z, [0.0 > x > 20.0] ; (F) CentreOfMass.x [-10.0 > x > 10.0] ; (G) CentreOfMass.y [-10.0 > x > 10.0] ; (H) CentreOfMass.z [-10.0 > x > 10.0] ; (I) nPercentSubmerged [10 to 120] ; (J) fTractionMultiplier [0.5 to 2.0] ; (K) fTractionLoss [0.0 > x > 1.0] ; (L) fTractionBias [0.0 > x > 1.0] ; (M) TransmissionData.nNumberOfGears [1 to 4] ; (N) TransmissionData.fMaxVelocity [5.0 to 150.0] ; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0] ; (P) TransmissionData.fEngineInertia [0.0 to 50.0] ; (Q) TransmissionData.nDriveType [F/R/4] ; (R) TransmissionData.nEngineType [P/D/E] ; (S) fBrakeDeceleration [0.1 to 10.0] ; (T) fBrakeBias [0.0 > x > 1.0] ; (U) bABS [0/1] ; (V) fSteeringLock [10.0 to 40.0] ; ; (a) fSuspensionForceLevel not [L/M/H] ; (b) fSuspensionDampingLevel not [L/M/H] ; (c) fSuspensionHighSpdComDamp often zero - 200.0 or more for bouncy vehicles ; (d) suspension upper limit ; (e) suspension lower limit ; (f) suspension bias between front and rear ; (g) suspension anti-dive multiplier ; ; (aa) fSeatOffsetDistance // ped seat position offset towards centre of car ; (ab) fCollisionDamageMultiplier [0.2 to 5.0] ; (ac) nMonetaryValue [1 to 100000] All of these variables mean something. ill start off with fmass fmass/Mass the mass of a vehicle is how heavy it is in san andreas. some vehicles, are very heavy, like the rhino (tank), while others like bikes, are really light. the bigger the mass is of your vehicle, the harder it is to budge it. that is why you cant ram tanks without blowing up. if you have a 40000 mass patriot, and you ram into the 20000 mass rhino, THEN, you will be able to ram the tank. fturnmass/Turnmass the turnmass of a vehicle, im not that sure about what it is, but i know that lighter trnmasses will be a little bit like oversteer, while higher, will be more understeerish. thats about all for turnmass fDragmult/Drag the drag of a vehicle is how aerodynamic it is. the lees drag, the more top speed. so if u want a fast car, dont think that more is better you need less for faster, more for slower ___________________ alot of the variables after drag i dont know what they mean, and um the next one i know is : TransmissionData.nNumberOfGears I hope youre able to read it says number of gears, so thats what it is. it says u can only have 1-4, but you can have at least 8. if you want a fast car, then make this number higher, but it dont matter much, it just means that u have faster acceleration at high speed than before. if you want a good torque car for sock/hill climbing, make this number lower, 3 or 2. it works well if u have low number when your patriot wieghs 18000, but thats something else.... TransmissionData.fMaxVelocity I think this is top speed of the car. NOTE: This is not not NOT the speed in MPH. the s0beit speedometer is not fucking correct. infernus can only go 137-138 mph. NOT 240 or whatever they say it is. if you want an accurate speedometer, get Dev-Tool v2.0, or get the cam hack 1.2 which has gauges TransmissionData.fEngineAcceleration i dont know what this is but i think its MAYBE how fast the car accelarates, but thats also another variable so im not so sure. TransmissionData.fEngineInertia Now this is how to make a good a drag car for you. This changes how much Torque/Acceleration the car has. its needed if, for example you change the mass of your elegy from 1400 to 2800, then you would need to double the engine inertia to handle the mass. dont make this too high, even if your vehicle is 40000 mass. ive tweaked with this myself, i was making a god patriot, i changed mass to 40000, and enirtia to somewhat close by the original ratio, but i drove, and BAM my car jumps up, does a back flip, lands, then keeps bouncing everywhere. i had to reduce mass to 18000 and then back to 6000 . TransmissionData.nDriveType This changes what wheels get power from the engine. if you want rear-wheel drive, change this to R, front-wheel is F, and 4-wheel is simply 4. note: front wheel drive is very stable, and more grippy turning, while 4 wheel and rear wheel are more oversteer, good for drift. 4 wheel is very easy to drift, easier than rear wheel if youre begginer. fBrakeDeceleration i think this is how fast you brake, and i think less is faster brake, more is slower. i havent tweaked with this yet so im not sure. i think if u make it slower, it will be easier to drift, faster will be more griper drag handling _____________________ THis is my guide to handling, yes i realise that alot of variables are missing, but those are not ones that i know how to tweak, and most of them i dont advice you to change because stuff like seat offset might crash your game --------------------------- Hope you all found this informative, I learned a lot from it and I hope you will too.
  7. Please edit to follow the format in the pinned topic - see example (Don't make everything bold) 24 hrs to do so Thanks
  8. Maybe also make boats available to high ranking officials (I'm talking chief deputy / ass cop +) at docks as close to police stations as possible for them to be able to respond as assisting officers ?
  9. Shall we make this more interesting and have some cops pursue the dirt bikers? Mountain bike is one of the bicycles not the Sanchez
  10. I sent Blast3r some potential default FD mods a while back. Custom (real) lightbars and some ELM mapping but the rest is default SA (carcols/damage parts, per request).
  11. EXAMPLE Suggestion for (MTA, Forum, website): Server Suggestion: Staff should be able to completely blow up the State of San Andreas and replace it with Liberty City from GTA III. Why should this be added?: This would allow a new environment to play in and give staff something to do Anything else you'd like to add?: This is an EXAMPLE post
  12. https://www.forbes.com/sites/judystone/2016/03/16/lethal-in-disguise-the-health-hazards-of-pepper-spray/#60d8c5fd2979 http://www.cnn.com/2015/07/12/us/alabama-police-custody-death/index.html http://articles.latimes.com/1995-06-18/news/mn-14572_1_pepper-spray-manufacturer So... still less-lethal... ¯\_(ツ)_/¯
  13. In addition, SWAT has been previously requested which would cover riot vehicles & special skins. Using tear gas on a street brawl would violate the don't DM at street brawl rule and an EXP deduction would occur since it kills the peds. A ticketing system has previously been requested.
  14. The main issue that we've had with with having more traffic is that it tends to lag players with computers from the previous decade. Also, I believe another reason it was reduced was to lower the chance of a vehicle spawning literally directly in front of you (or worse... In your car)
  15. Update 9/28/17 10 additional vehicles are being released 5 vehicles have been updated (bugged grilles have been fixed, some tires have been changed) Download just the update: https://www.mediafire.com/file/e8uoqddq37lp5sy/Update%201%20%2820170928-1522%29.rar Download the entire pack: Not yet available MVE: - 2014 Ford Taurus Unmarked (this is identical to the MVE-Ank Taurus I previously released) - 2014 Dodge Charger Unmarked - 2015 Ford Taurus - 2016 Chevy Tahoe Unmarked - 2016 Ford Explorer Unmarked State Patrol - 2010 Chevy Tahoe K-9 - 2011 Dodge Charger - 2014 Dodge Charger Slicktop - 2016 Dodge Charger Unmarked - 2016 Ford Explorer Credits for additional models... SkylineGTRFreak, M67v, Jasonct203, and Sgt. Goetz Select pictures below more are available here: https://imgur.com/a/ZcNhS https://i.imgur.com/QUhPrEp.jpg' alt='IMGUR>'> https://i.imgur.com/SxLyoZz.jpg' alt='IMGUR>'> https://i.imgur.com/nApGxs8.jpg' alt='IMGUR>'> https://i.imgur.com/fEeSR6r.jpg' alt='IMGUR>'>
  16. Nick

    In game rules

    # 016 has been added (Impersonating Staff)
  17. make sure the file is copcarla.txd/.dff, not copcarls
  18. SWAT has previously been suggested and is under consideration Denied, reason duplicate suggestion
  19. BTT Most current information reference any future updates is available on Discord. Please do NOT ask in the shout box or create new threads about it. Thanks Mgmt
  20. It is still a work in progress and therefore is not available
  21. Maybe try using the pinned suggestion format and not have everything in bold.
  22. Yes these were introduced to SAMP through however they add custom models (similar to how they add new map parts). The textures use the same as the default SA models but are slightly different models. I don't believe MTA has any way to add new models, only replace current ones.
  23. Enforcer can only carry four peds. Also, this is inherently SWAT which has been previously suggested
  24. Nick

    The reason of ban?

    You were attempting to deathmatch (kill) another player
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