SilentPatch is no longer disallowed since version 30

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Re: SilentPatch is no longer disallowed since version 30

Post by Nizarr » Tue Mar 19, 2019 3:11 am

Ad Mortem wrote:
Mon Mar 18, 2019 11:55 pm
Denis Vershinin wrote:
Mon Mar 18, 2019 11:04 pm
ma sha Allah
you are beautiful

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Re: SilentPatch is no longer disallowed since version 30

Post by Kane_Vercetti » Tue Mar 19, 2019 4:48 am

Nice

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Re: SilentPatch is no longer disallowed since version 30

Post by CloutToken » Tue Mar 19, 2019 5:58 am

about time

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Re: SilentPatch is no longer disallowed since version 30

Post by ColossalBQ » Tue Mar 19, 2019 9:34 am

great job!

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Re: SilentPatch is no longer disallowed since version 30

Post by realarmy » Tue Mar 19, 2019 10:06 am

Bless.

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Re: SilentPatch is no longer disallowed since version 30

Post by Picky » Tue Mar 19, 2019 10:06 am

What does this SilentPatch do? @_@

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Re: SilentPatch is no longer disallowed since version 30

Post by Hudson » Tue Mar 19, 2019 10:43 am

Picky wrote:
Tue Mar 19, 2019 10:06 am
What does this SilentPatch do? @_@
https://cookieplmonster.github.io/mods/ ... ilentpatch
Spoiler: show
Featured fixes:

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 vehicle 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.). This fix can be disabled or forcibly enabled separately for each vehicle via the INI file
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)
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
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
Several stat counters now reset on New Game - so the player will not level up quicker after starting New Game from a save
“To stop Carl…” message now resets properly on New Game
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
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
Rhino does not gain extra wheels after being fixed anymore
Firetruck (firela variant) now has a functional ladder - it can be raised by moving right analog stick down/pressing Num2
artict3 trailers now can be chained (as it was most likely intended, since the model has a hook dummy which was not functional until now)
Tug now has a functional tow bar (model has a hook dummy which was not functional until now)
DFT-30 left middle wheel now displays properly (game now accepts a typo present in its naming)
Pushing pedestrians against the wall with a vehicle will not trigger passenger’s voice lines anymore - instead, now they are triggered when player runs over pedestrians
Pay ‘n Spray will not clean the car BEFORE garage doors close anymore - now it cleans them while the car is hidden behind the garage door
“True Invicibility” option has been added - with the option enabled, police helicopter will not hurt the player when they have an Invicibility cheat enabled (can be toggled on/off; DISABLED by default)
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)

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Re: SilentPatch is no longer disallowed since version 30

Post by Picky » Tue Mar 19, 2019 10:54 am

So I can just download it and put in GTA SA folder? And that's all?

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Re: SilentPatch is no longer disallowed since version 30

Post by Userone » Tue Mar 19, 2019 11:22 am

Yes.

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Re: SilentPatch is no longer disallowed since version 30

Post by CookiePLMonster » Tue Mar 19, 2019 11:40 am

Picky wrote:
Tue Mar 19, 2019 10:54 am
So I can just download it and put in GTA SA folder? And that's all?
As stated on the linked site, you also need an ASI Loader - which you may already have if you use CLEO or any other ASI mods.

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Re: SilentPatch is no longer disallowed since version 30

Post by Papicolist » Tue Mar 19, 2019 12:40 pm

Very nice.

Silent Patch or SA-MP Addon? Or both? Anyone?

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Re: SilentPatch is no longer disallowed since version 30

Post by BlueX » Tue Mar 19, 2019 12:55 pm

CookiePLMonster wrote:
Tue Mar 19, 2019 12:07 am
Hope you'll all enjoy! LS-RP Mode wasn't ultimately really hard to do, so if something as simple as that allows the 'patch to be used legitimately, I gladly spent my time working on that :)
Thank you!!! 🙌🙌

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Re: SilentPatch is no longer disallowed since version 30

Post by OhTwo » Tue Mar 19, 2019 12:56 pm

suwoo

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Re: SilentPatch is no longer disallowed since version 30

Post by Ben » Tue Mar 19, 2019 2:18 pm

Neat!

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Re: SilentPatch is no longer disallowed since version 30

Post by Jayy » Tue Mar 19, 2019 2:20 pm

coolio

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