GTAStunting

GTA Series => GTA Modding => Topic started by: ATP on December 16, 2012, 07:00:46 AM

Title: [REL] GTA United 1.2
Post by: ATP on December 16, 2012, 07:00:46 AM
(http://abload.de/img/gta_united_news_releaeokz1.png)
Version 1.2



A project in cooperation with
- GTAinside.com (http://www.gtainside.com/) & gta-worldmods.de (http://www.gta-worldmods.de/) -


It's time, after more than six years of development we are pleased, to be able to publish the Grand Theft Auto San Andreas modification "Grand Theft Auto United 1.2" at the present day. Since the last version - called Beta 1.1, which was officially downloaded over 400,000 times until now - we always had the goal to raise the modification to a whole new level. Many bugs have been corrected, which have been reported to us from the previous versions, there were implemented suggestions and ideas that we and fans of our modification had. We have invested a lot of work, time and effort to improve the new version of our modification in all aspects, in order to make it thus for many to one: an experience. May it be stability, interactivity or design, we put our heart and soul into these issues and hope to fulfill your expectations. On behalf of the entire team, which stands behind GTA United, all people who have helped us in this project and supported us - we wish you all a lot of fun with our new modification.



\\ What is "Grand Theft Auto United 1.2"?

(http://abload.de/img/gta_united_news_relealhxh7.jpg) (http://www.gtaunited.net/index.php?id=21)

Grand Theft Auto United is a modification based on 'GTA San Andreas' for PC. The purpose of this modification is to unite in only one game the gaming areas, the so-called 'maps', of the two GTA games 'GTA III' and 'GTA Vice City', based on the graphics and physics engine of 'GTA San Andreas'. The map of 'GTA San Andreas' gets therefore replaced. A detailed report, what GTA United is actually about and what happened in the past of this modification, you can find here (http://www.gtaunited.net/index.php?id=2).




\\ Team

1.2 Developers

• ATP
1.2 | Leading Developer
Scripting, Mapping, Modelling, Converting, Video Editing

• LiveLife
1.2 | Leading Developer
Advising, Testing, Video Editing

• cj2000
1.2 | Car Converting

• ManDog
1.2 | Ped Converting


\\ GTA United 1.2 Release Trailer
Of course we can not publish version 1.2 of our modification without to publish any kind of special visualization. After ATP could introduce in March of last year with [noembed]this video (http://www.gtaunited.net/index.php?id=15)[/noembed] some of our new content, he now has made with the finished version a fantastic new and official Release Trailer for GTA United 1.2! We wish you lots of fun and we hope that this video can help to show, first, that we ourselves have a lot of fun with our modification and, second, that the trailer makes you want more!  ;D

GTA United 1.2 - Release Trailer (http://www.youtube.com/watch?v=fhwPUiqJFUI#ws)

alternative: [noembed]Vimeo (https://vimeo.com/55672816)[/noembed]




\\ Changelog

Bug Fixes
• Thousands of bugs in the maps
• Car-Crash Bug
• Non-functional shovel
• Saving and loading savegames

New Features
• All interiors of the two predecessor made accessible
• Added all the gangs of the two predecessor
• Installed dozens of shops, restaurants and other shops in the style of San Andreas
• The radio stations from GTAIII and GTA Vice City can now be imported and used
• There are a few side missions
• Ghosttown was added
• Many new secrets

A comprehensive and detailed list with images and videos you find here (http://www.gtaunited.net/index.php?id=5).




\\ Download


(http://abload.de/img/download_prev01ky5.jpg) (http://www.gtaunited.net/index.php?id=6#grand_theft_auto_united_1.2)


\\ Note of Thanks
There are actually so many people to enumerate, which we want to thank for their help, that this probably would blow over the given frame. We therefore want to thank highlighted only our two hosters GTAinside.com and gta-worldmods.de, through which we can ensure a fast download of this big modification, as well as  Rockstar Games and Take Two for their terrific games! And for the concrete developer and former developer and supporter of the modification, we have created for all those an adequate framework within the modification, where we bring our thanks duly expressed. You're lonely peak!

At this point a quote from LiveLife (aka ColdDeath):
Hereby I would like to announce, that I have finished with GTA United 1.2 now my last GTA project. I will therefore be no longer able to serve as an contact person for GTA United, so in future if you should have any questions, please ask ATP. I am glad that I was able to participate on GTA United for such a long time, even if I had not held a position where it comes to the actual modding at any time. The ultimate modding and thus the most important thing, has been furnished in my eyes in special dimensions of two people, who have made tremendous efforts and contributions, contributions without the entire modification would not have been possible to realize, and these two people are Aschratt and ATP. While each developer has made his contribution, these two have done outstanding work that made me not only a few times speechless. Both of you are the madness! It was my pleasure!




\\ Closing Remarks
Fun. This word can describe many things, if we as a team look back on our work, our little world, which is both so familiar and yet it never existed in such a form before. From an initially fresh idea, to bring the individual maps of Vice City and Liberty City to San Andreas, to the present day, where we can present what is more than just the sum of the previous items - it was a long road we had to go, there were to overcome many obstacles and all sorts of problems had to be solved. And yet we here and today agree that this way has been worth it, to be followed, always with the goal in mind to create something that meets the intent of each game and each modification: to spread fun and joy. A game which pursues this goal, must combine many aspects in itself, it must offer besides technical aspects such as stability and efficiency also freedom to interact with the content of a game, or in other words, diversity is one of the most important aspects of a game. And this was always our intention, what we wanted to achieve with version 1.2. So now finally it is like this, the day of the release has come! We - the entire team of GTA United and all those who have supported us - wish you all a lot of fun with our new modification "Grand Theft Auto United 1.2".
;)



Grand Theft Auto United 1.2
© Copyright 2012 | GTA United Development Team
Title: Re: [REL]GTA United 1.2
Post by: Sava on December 16, 2012, 07:01:21 AM
first  :euro:
Title: Re: [REL]GTA United 1.2
Post by: moglyaner on December 16, 2012, 07:01:36 AM
arrrr first dling
/e damn sava
Title: Re: [REL]GTA United 1.2
Post by: MxZz. on December 16, 2012, 07:02:35 AM
Amazing :D downloading.
Title: Re: [REL]GTA United 1.2
Post by: Sava on December 16, 2012, 07:06:30 AM
e: Nvm, it somehow completed the download after 89mb. Downloading from the other site now.

Works now
Title: Re: [REL]GTA United 1.2
Post by: Nem on December 16, 2012, 07:11:35 AM
downloading :)
Title: Re: [REL]GTA United 1.2
Post by: Reynard The Fox on December 16, 2012, 07:23:53 AM
YES WE CAN FINALLY USE THE SHOVEL
Title: Re: [REL]GTA United 1.2
Post by: Herrarge on December 16, 2012, 08:05:38 AM
Thanks for this superawesome modification!
Title: Re: [REL]GTA United 1.2
Post by: Kingalmighty on December 16, 2012, 08:15:03 AM
will us stunters need a new version of dannyes for this?
Title: Re: [REL]GTA United 1.2
Post by: LiveLife on December 16, 2012, 09:12:06 AM
Yes, ATP will work on that (in some time).
Title: Re: [REL]GTA United 1.2
Post by: Asaaj on December 16, 2012, 09:44:02 AM
Stickied! You guys surely deserve it ;)

Will download it later when I have the time, sounds promising :P
Title: Re: [REL] GTA United 1.2
Post by: Ѕcavenger on December 16, 2012, 11:18:10 AM
Doesn't work for me. I re-installed the original gta san andreas by CD and it still doesn't work.
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 16, 2012, 11:21:12 AM
Doesn't work for me. I re-installed the original gta san andreas by CD and it still doesn't work.
So do you get any error or something?
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 16, 2012, 12:05:40 PM
Congratulations and a big ass thanks guys!
Title: Re: [REL] GTA United 1.2
Post by: Reynard The Fox on December 16, 2012, 12:30:14 PM
Does anyone have that CLEO Dannye's? Also is it correct that the crane on the first island of LC is only half done? There are still a lot of misplaced poles! Like inside or right next to trees that you could p2b, this is quite a nuisance.
Title: Re: [REL] GTA United 1.2
Post by: PM on December 16, 2012, 12:33:18 PM
yay :cheernutz:
Title: Re: [REL] GTA United 1.2
Post by: Reynard The Fox on December 16, 2012, 12:49:49 PM
God FUCKING DAMNED THIS UNSKIPPABLE INTRO ITS SO AGONIZING

Anyways guys the CLEO USCM: http://www.gtastunting.net/index.php?topic=47463.0 (http://www.gtastunting.net/index.php?topic=47463.0)
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 16, 2012, 12:54:04 PM
(http://i47.tinypic.com/9ghxeh.png)

I get this error after installing it.
I can start the game, but when I hit "Start New Game", it starts loading and then it stops working.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 16, 2012, 01:52:36 PM
What exact size does your gta_sa.exe have before installing United and what afterwards (rightclick, properties, in Bytes)? Did you used an unmodded San Andreas?
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 16, 2012, 01:56:32 PM
Before:
Size - 14,380,032 bytes
Size on disk - 14,381,056 bytes

After:
Size - 14,380,032 bytes
Size on disk - 14,381,056 bytes

I used a normal SA with Dannyes USCM on it.
Btw, is Windows 8 a problem?
Title: Re: [REL] GTA United 1.2
Post by: Reynard The Fox on December 16, 2012, 02:00:25 PM
Hmm there are still some objects that are missing(The boarding plank and the railing at the Escargo, the crane in LC) and stuff that has been added that has no use(the parking garage in downtown LC and the stadium). Not much improvement on the map apart from some shops and stuff. Don't really get how it took you that long to do all this. You guys should've made a perfect map first and then add all the bullshit shops and what ever.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 16, 2012, 02:08:07 PM
ATP will write tomorrow something regarding the exe sizes.

Please install United again on an absolutely clean San Andreas and see if that works! If that is not given we can't say where the problem might be. Regarding Windows 8, we didn't testet it on that yet, so there can't be given an definite answer.

@ Over The Horizon Gaydar
We never said that the map was perfect, what we said is that thousands of map bugs have been fixed, that is a given fact. If you don't like or acknowledge that or all the other work we did (you don't even know of and probably never will notice anyway), fine, but then just leave the thread, thank you.  :mellow: We know what we pulled of, that we worked hard on this for years. We don't need flamers.   ;)
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 16, 2012, 02:32:37 PM
No way I could get it to work.

EDIT:
Aight, downloaded another crack and it's working now.
Title: Re: [REL] GTA United 1.2
Post by: JL on December 16, 2012, 03:25:07 PM
Guys, i'm quite amazed with all the work you have done but that intro on new game needs to be skip-able. Seriously!

Also, there seem to be some handling changes. Noticed it on the NRG. It feels heavier, you can't RAD b/c you bail immediatly and if you try to stoppie the tail goes back down after a split second. Also there is a custom paintjob on the NRG.

As for me, i still have horrible lags in LC. Flew through there with a Hydra and it was about 10 fps but the good news is it's not crashing anymore (so far). :) Running it on win xp.
However, that's propably not of importance to you since it's my own fault for running a Pentium 4 Computer that is older than GTA:SA itself.

Cheers guys,nice work.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 16, 2012, 03:44:10 PM
Well the intro only shows up when you start a new game, therefore it shouldn't be such a problem, or? Regarding the handling of the nrg500, you must increase your bike skill first.  ;) We have a custom paintjob for the nrg that is true, but so it was before aswell (B1.1), only with the difference that now it's a new one (by killerstunter).
Thanks for the comments so far.
Title: Re: [REL] GTA United 1.2
Post by: JL on December 16, 2012, 03:51:51 PM
Well the intro only shows up when you start a new game, therefore it shouldn't be such a problem, or? Regarding the handling of the nrg500, you must increase your bike skill first.  ;) We have a custom paintjob for the nrg that is true, but so it was before aswell (B1.1), only with the difference that now it's a new one (by killerstunter).
Thanks for the comments so far.

that's how spoiled we are by the USCM.  :lol:

i just checked the handling lines aswell, they're perfectly fine and i guess the bike skill makes sense  :lol: sorry for not thinking of that first
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 16, 2012, 03:58:17 PM
This is weird again.
After I made 2 savegames, one in VC and another in LC, I quit the game and instead it stopped working.
Now even if I start a new game, it crashes while halfway loading.
Title: Re: [REL] GTA United 1.2
Post by: d180sx on December 16, 2012, 06:11:44 PM
Error loading plugin val.asi

Please Help!
Title: Re: [REL] GTA United 1.2
Post by: VaNilla on December 16, 2012, 06:58:12 PM
Gonna test tomorrow, nice work guys :D
Title: Re: [REL] GTA United 1.2
Post by: plak on December 16, 2012, 10:33:55 PM
 <_< <_< <_<
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 12:36:47 AM
If you have any errors, please tell us your operation system aswell.
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 17, 2012, 02:55:46 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Title: Re: [REL] GTA United 1.2
Post by: ARS on December 17, 2012, 03:18:44 AM
Awesome guys, thanks for release new version.  :cheernutz: Now need to make uscm for this   :wub:
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 05:48:46 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
Title: Re: [REL] GTA United 1.2
Post by: ExRer on December 17, 2012, 06:29:48 AM
I reinstaled GTA, instaled United1.2, and when i open gta_sa i get this: Asi loader error; Error loading plugin VAL.asi, then it open gta and when i press new game it crashed  <_<
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 06:51:25 AM
.exe size before/after installing? Which operating system (32/64 Bit) ?
Title: Re: [REL] GTA United 1.2
Post by: ExRer on December 17, 2012, 06:55:49 AM
64 bit win7, exe: 14 386 176 bajts. It doesnt change.
Title: Re: [REL] GTA United 1.2
Post by: Rusch69 on December 17, 2012, 07:02:23 AM
Not that it matters, but I'm always getting this "gta_sa.exe stopped working blablabla" thingy when I close the game via quit game function from the pause menu. :P

Probably a super old question you guys got asked many times - but what was the reason for excluding the SA map again? Some limiter issue or something?
Also is this supposed to be the very final product or will development go on in any way (storyline, mini games, bug fixes, etc.)?

I haven't touched United for quite a while, but from my first "new" impression it seems somewhat fresher and vibrant. Maybe due to the palm trees 'n such. :hmm:
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 17, 2012, 07:08:43 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
Title: Re: [REL] GTA United 1.2
Post by: D.JacK on December 17, 2012, 07:36:14 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
Looks good idea,yea,same here,I can't work at first,but I used different way to work the mod. :P
really amazing,really better than 1.1 version. like the intro. :wub: :wub:
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 07:52:48 AM
Regarding the error message while quitting the game, read the second last point here (http://atpspage.com/pages/grand-theft-auto-united-1.2/faq-support/faq---resolving-bugs.php). In order that United is possible in the first place we needed to push the limits of the san andreas engine and that is something which is complicated and makes the game more unstable. If we would now put both the maps of LC and VC with SA together, the limits must've be pushed even further and the game would be unplayable unstable, I'm not even sure if it would even start. For that reason we gave up long ago the goal to put all three maps together and insteat we wanted to concentrate on LC+VC.  ;)

Edit:
And regarding further versions, there are no concrete plans, but it's not out of the question either. Maybe ATP will work a bit more on United (USCM / MP are two interesting plans aswell).
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 17, 2012, 11:35:41 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
But thats not good, because the new main.scm contains all the new features.
So what exactly means "It didn't work"? Please provide more details, such as where it crashed etc.

64 bit win7, exe: 14 386 176 bajts. It doesnt change.
Try to run patch_gta_sa.bat from the game folder as admin, before starting the game.
Title: Re: [REL] GTA United 1.2
Post by: ExRer on December 17, 2012, 11:38:33 AM
oh iam so stupid :D i tell you wrong OS info. (another computer :D)
on that one is Windows XP
Title: Re: [REL] GTA United 1.2
Post by: plak on December 17, 2012, 12:04:35 PM
Crashes when the loading screen starts, tried both xp and win7. I tried replacing the scripts with vc2sa, tried multiple gta_sa.exe's, all with the same result.

I don't understand why you guys didn't just keep it simple by replacing the original maps with the SA one, fix the colls and try make it run as smooth as possible, first. and then (if that works fine) add all this stuff that only makes it overly complicated to run and takes away the original feel in an extra version. Well, I guess it's more fun to focus on creating shops, side-missions, leaving things out, adding roofs on stadiums and 'normal' gta players like it 'when there is stuff to do' blah. But really, you guys should've taken an example out of the people who created the LC mod for VC. I do have respect for the amount of work you guys seemed to invested in this though, I just hate the result (based on the trailer en all the endless talk about it) and now it doesn't even work.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 12:29:16 PM
We did what we did, because of the fun to do so, plak. We liked creating this modification, making it fit more to San Andreas, adding all kinds of things. There is no "need" to look at other projects, because we create our own mod which fits our own concerns and interests. When you don't like what we did with United that's absolutely fine, but then you only had false expectations regarding our mod.

The modification itself works furthermore better than ever before; that it may be hard to install for some people lies mostly in the fact, that rockstar has created so many .exe versions, many of them can't handle the necessary patching (so that our mod is possible in the first place). And regarding the val.asi mistake and intro crash (for example), we never encountered that before, but now that we know these bugs we try to solve these things. Once United runs, it's way better than before .. so sorry that you couldn't play it yet. What about you tell us exactly what error message you get, and then we can see if something can be done.
Title: Re: [REL] GTA United 1.2
Post by: ExRer on December 17, 2012, 01:01:37 PM
This can be more friendly for stunting.
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 17, 2012, 01:07:02 PM
Crashes when the loading screen starts, tried both xp and win7. I tried replacing the scripts with vc2sa, tried multiple gta_sa.exe's, all with the same result.
When you get an crash right when the loading screen starts, your gta_sa.exe is not patched properly.

Get one of this exe versions:
US 1.0 (size 14 383 616 bytes) or EU 1.0 (size 14 386 176 bytes)

And make sure you run patch_gta_sa.bat before starting the game for the first time!

For more help, look here: http://atpspage.com/pages/grand-theft-auto-united-1.2/faq-support/faq---resolving-bugs.php (http://atpspage.com/pages/grand-theft-auto-united-1.2/faq-support/faq---resolving-bugs.php)
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 17, 2012, 04:08:04 PM
Btw, is Windows 8 a problem?

I now can confirm that Windows 8 should run United 1.2 aswell, there was someone on forums who installed it on Windows 8 and didn't encountered any problems.
Title: Re: [REL] GTA United 1.2
Post by: Sava on December 17, 2012, 06:08:20 PM
So I'm using ICy's Cleo USCM and the game crashes when I try to add NOS&Hydraulics. Got a clue why? United 1.2 is the only mod where it doesn't work (I'm not the only one with this problem btw).
Everything else works great and I have to say that you guys did an amazing job with 1.2, I always prefered United over the standard SA. :happy:
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 17, 2012, 10:49:53 PM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
But thats not good, because the new main.scm contains all the new features.
So what exactly means "It didn't work"? Please provide more details, such as where it crashed etc.

After having finished loading the game and the screen went black.
Title: Re: [REL] GTA United 1.2
Post by: Reynard The Fox on December 18, 2012, 08:04:48 AM
So I'm using ICy's Cleo USCM and the game crashes when I try to add NOS&Hydraulics. Got a clue why? United 1.2 is the only mod where it doesn't work (I'm not the only one with this problem btw).
Everything else works great and I have to say that you guys did an amazing job with 1.2, I always prefered United over the standard SA. :happy:
You also can't remember any cars(radio+handbrake) because of that irritating radio interface.
Title: Re: [REL] GTA United 1.2
Post by: Gryzlek on December 18, 2012, 08:21:31 AM
So I'm using ICy's Cleo USCM and the game crashes when I try to add NOS&Hydraulics. Got a clue why? United 1.2 is the only mod where it doesn't work (I'm not the only one with this problem btw).
Everything else works great and I have to say that you guys did an amazing job with 1.2, I always prefered United over the standard SA. :happy:
You also can't remember any cars(radio+handbrake) because of that irritating radio interface.
It doesn't work, yet the cars won't disappear, even if you go really far away.
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 18, 2012, 09:20:06 AM
So I'm using ICy's Cleo USCM and the game crashes when I try to add NOS&Hydraulics. Got a clue why? United 1.2 is the only mod where it doesn't work (I'm not the only one with this problem btw).
Everything else works great and I have to say that you guys did an amazing job with 1.2, I always prefered United over the standard SA. :happy:
I don't know that script, but probably it uses some object IDs that are not available in United 1.2.

So I'm using ICy's Cleo USCM and the game crashes when I try to add NOS&Hydraulics. Got a clue why? United 1.2 is the only mod where it doesn't work (I'm not the only one with this problem btw).
Everything else works great and I have to say that you guys did an amazing job with 1.2, I always prefered United over the standard SA. :happy:
You also can't remember any cars(radio+handbrake) because of that irritating radio interface.
We as developers give no guarantee, that third party mods that have been created for the original SA will work properly with United 1.2. That is simply logical, because United 1.2 made various changes on the exe, the script and the ID layout necessary, so third party mods conceivably can't access stuff they maybe need.

It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
But thats not good, because the new main.scm contains all the new features.
So what exactly means "It didn't work"? Please provide more details, such as where it crashed etc.

After having finished loading the game and the screen went black.
You sure, you started a new game?
You got any error message while starting up the game?
How big is you exe (exact bytes).
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 18, 2012, 11:43:24 AM
It didn't work for me at first but then I replaced the original scripts with the ones used in vc2sa and I can enter the game right now. The map is great. It's really nice to see all the roofs fixed. Thanks for your efforts!
Can you tell us what exactly you replaced with what?
The two script files in data/script.
But thats not good, because the new main.scm contains all the new features.
So what exactly means "It didn't work"? Please provide more details, such as where it crashed etc.

After having finished loading the game and the screen went black.

Can you make those 2 files available here?
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 18, 2012, 06:34:48 PM
@ATP New game. No error before. I could even go back to my desktop then go back to the game menu but it just went black again when I pressed ESC.

@dragun http://www.sendspace.com/file/0oliru (http://www.sendspace.com/file/0oliru)

I use both this and icy's cleo btw.
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 18, 2012, 08:09:12 PM
Thank you very much FTO. The first time I got the game to work, icy's cleo mod was working too. But after I quit the game it never worked again. Gonna try with this now.

EDIT: Still crashes halfway thru loading.
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 18, 2012, 11:13:29 PM
Try to set the exe compatible to windows 98/me.

@ATP, my exe is 14,604,963 bytes big.
Title: Re: [REL] GTA United 1.2
Post by: __JREN on December 19, 2012, 06:45:57 AM
Try to set the exe compatible to windows 98/me.

@ATP, my exe is 14,604,963 bytes big.
Fuck, same as me D:
Title: Re: [REL] GTA United 1.2
Post by: Sava on December 19, 2012, 10:10:43 AM
(http://i.imagebanana.com/img/rqs98wr0/thumb/gta_sa2012121919081676.png) (http://www.imagebanana.com/view/rqs98wr0/gta_sa2012121919081676.png)
:lol:
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 19, 2012, 11:55:46 AM
@ATP New game. No error before. I could even go back to my desktop then go back to the game menu but it just went black again when I pressed ESC.
So you use an unmodified United 1.2?

If you change something on your United 1.2, it is very hard to give support... so please, only use unmodified versions of United 1.2.
Title: Re: [REL] GTA United 1.2
Post by: Smut on December 19, 2012, 01:58:39 PM
@ATP New game. No error before. I could even go back to my desktop then go back to the game menu but it just went black again when I pressed ESC.

@dragun http://www.sendspace.com/file/0oliru (http://www.sendspace.com/file/0oliru)

I use both this and icy's cleo btw.

Installed the VC2SA now, that works, but NOS + hydraulics still doesn't work   :blink:
Title: Re: [REL] GTA United 1.2
Post by: FTO on December 20, 2012, 01:44:39 AM
@ATP New game. No error before. I could even go back to my desktop then go back to the game menu but it just went black again when I pressed ESC.
So you use an unmodified United 1.2?

If you change something on your United 1.2, it is very hard to give support... so please, only use unmodified versions of United 1.2.

Of course unmodified. It was after it didn't work that I changed the two script files.
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 20, 2012, 09:04:47 AM
@ATP New game. No error before. I could even go back to my desktop then go back to the game menu but it just went black again when I pressed ESC.
So you use an unmodified United 1.2?

If you change something on your United 1.2, it is very hard to give support... so please, only use unmodified versions of United 1.2.

Of course unmodified. It was after it didn't work that I changed the two script files.
Ok... But using the VC2SA script files with GTA United 1.2 makes absolutely no sense (yes, may your game will run with it, but not in that way, it is supposed to be).
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 21, 2012, 05:50:06 PM
Beat The United 1.2 Developer - Episode 1 (http://www.youtube.com/watch?v=yuO75AloW-4#)

Alright guys, this is my personal challenge for all of you. I completed our side mission NRG ACTION as fast as I could - and now it's your turn to beat me .. if you can.  ;)  Who will be the fastest?  :lol:

Time to beat: 82 seconds
(Rules: No cheats, no handling.cfg changes, no speedhack, no anti-falloff... should be clear)

Depending on how the feedback will be, which I will receive regarding this, I will consider creating up to two more "Beat The Developer" - Challenges. (which are not chosen yet) .. so we'll see about that.
Anyway. Good luck and have fun.   :P
Title: Re: [REL] GTA United 1.2
Post by: Ѕcavenger on December 22, 2012, 01:14:29 AM
Crashes when the loading screen starts, tried both xp and win7. I tried replacing the scripts with vc2sa, tried multiple gta_sa.exe's, all with the same result.
When you get an crash right when the loading screen starts, your gta_sa.exe is not patched properly.

Get one of this exe versions:
US 1.0 (size 14 383 616 bytes) or EU 1.0 (size 14 386 176 bytes)

And make sure you run patch_gta_sa.bat before starting the game for the first time!
I did this but still not work.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on December 22, 2012, 03:32:39 AM
Did you replace the .exe versions after you installed United 1.2 or before?


Announcement

The val.asi / Intro Crash Bug can be solved by installing Microsofts Visual C++ 2010 Redistributable Package: Link (http://www.microsoft.com/en-us/download/details.aspx?id=5555)
(at least two cases demonstrated).

What we need to know is, if this cracks the MSVCR100.dll error message aswell or not. SO guys, if you have this problem (since we don't), try out installing the software mentioned above and contact us what your results were. Thanks and enjoy.   ;)
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 22, 2012, 05:50:09 PM
Info

For all the people who still have problems to run GTA United 1.2, we have updated our FAQ - Resolving Bugs (http://atpspage.com/pages/grand-theft-auto-united-1.2/faq-support/faq---resolving-bugs.php).
If you still have problems with passing the 2nd phone mission, we added some information to our FAQ (http://atpspage.com/pages/grand-theft-auto-united-1.2/faq-support/faq---resolving-bugs.php), that should help you.
Title: Re: [REL] GTA United 1.2
Post by: ATP on December 29, 2012, 12:42:18 PM
Announcement

GTA United version 1.2.0.1 is now available.

This version contains no changes on the game itself, it only comes with an improved installer.
So people who still have problems to get GTA United 1.2 running, should download version 1.2.0.1.

(http://www.abload.de/img/downloadbutton_gi1v9u.png) (http://www.gtainside.com/download.php?do=comments&cat=548&start=0&id=46988&orderBy=) (http://www.abload.de/img/downloadbutton_gwmzp6w.png) (http://www.gta-worldmods.de/phpkit/start/include.php?path=content/download.php&contentid=4950)
Title: Re: [REL] GTA United 1.2
Post by: Ѕcavenger on January 05, 2013, 05:21:56 AM
I like to play at United but if it came to stunting tools it sucks to use Icy's cleo version. Because my game get broken if I include hydraulics or nitro to my car.

My Question: Are you working on a working Stunting USCM for United 1.2?
Title: Re: [REL] GTA United 1.2
Post by: jessrocked on January 08, 2013, 09:37:11 AM
is there a download link of the WHOLE PACKAGE already? since i don't have GTA SA yet..
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on January 12, 2013, 04:57:39 AM
ATP will maybe work on a USCM some time, but that is not given. Thus, it would be better, if someone else tries to do it, in order for realising it.

What do you mean by 'whole package' jessrocket?


The SA-MP 0.3e adaptation (multiplayer) for United 1.2: has been released!
http://www.gtasrv.ru/
Title: Re: [REL] GTA United 1.2
Post by: Art   on January 12, 2013, 09:30:27 AM
^i think he meant unzip&play version, like allbeast's LC.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on January 12, 2013, 09:57:19 AM
Not gonna happen, nor tolerated.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on January 13, 2013, 10:45:48 AM
Ladies and gentlemen, I'm proud to present you the GTA United 1.2 - Multiplayer Trailer.

GTA United 1.2 - Multiplayer (http://www.youtube.com/watch?v=muO6ItmmEb4#)


Download Multiplayer Client
http://www.gtasrv.ru/

Special Thanks goes to dimonml for realising this SA-MP adaptation and Audiophr3ak for his assistance. Also I would like to thank every participant, which helped in creating this. Cheers.  ;)
Title: Re: [REL] GTA United 1.2
Post by: Paolo15395 on February 08, 2013, 09:30:18 AM
Hello  :lol:

I've been trying for a few days the gta united 1.2 mod.

Today while I was exploring Vice city i found a funny easter egg  :D :jajaja:

Link: GTA United 1.2 - Easter Egg - Cops in a shower (http://www.youtube.com/watch?v=2R5Q1cwXJAQ#ws)
Title: Re: [REL] GTA United 1.2
Post by: Dimension on February 09, 2013, 11:38:04 AM
Amazing, just downloaded it. :cc_detective:
Title: Re: [REL] GTA United 1.2
Post by: Paolo15395 on February 09, 2013, 01:42:59 PM
This is a guide to go to ghost town in gta united 1.2  :a-cheer:

GTA United 1.2 - How to get to Ghost Town (http://www.youtube.com/watch?v=PKGg3qBhdKE#ws)
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on February 09, 2013, 02:30:39 PM
(http://media.gtanet.com/gtaforums/images/awards-uni/header.png) (http://www.gtaforums.com/index.php?showtopic=545174&st=0&#entry1062219624)


Our modification GTA United 1.2 is nominated in the category "Best Map" (Link (http://www.gtaforums.com/index.php?showtopic=545133)), ATP is nominated in the category "Modder of the Year" (Link (http://www.gtaforums.com/index.php?showtopic=545140)) and ManDog is nominated in the category "Most Improved" (Link (http://www.gtaforums.com/index.php?showtopic=545094)). If you like our modification, please support us in this competition, which could raise the popularity of our mod even more. Thank you.  :P


Voting Booth (http://www.gtaforums.com/index.php?showforum=227)
Title: Re: [REL] GTA United 1.2
Post by: Mati on February 10, 2013, 02:38:20 PM
(http://fooh.pl/pokaz/4853718595.png)
created by me
Title: Re: [REL] GTA United 1.2
Post by: mistakeys on February 10, 2013, 03:40:52 PM
USCM for United 1.1 works in 1.2?
Title: Re: [REL] GTA United 1.2
Post by: ATP on February 11, 2013, 10:03:07 AM
USCM for United 1.1 works in 1.2?
no...
Title: Re: [REL] GTA United 1.2
Post by: Mati on February 23, 2013, 01:19:11 PM
https://www.youtube.com/watch?v=n2eVMpyXF9E (https://www.youtube.com/watch?v=n2eVMpyXF9E)
Title: Re: [REL] GTA United 1.2
Post by: Amaluna on June 14, 2013, 10:31:02 AM
Sorry for the bump.

It's keeps saying I have the wrong SA version. I have no idea how to change this...
Please dont use hard words. I have no PC knowledge. :(
Title: Re: [REL] GTA United 1.2
Post by: Sava on June 14, 2013, 12:58:06 PM
Any update on a USCM for this version? Going to tune my Infernus every time I try a stunt is kinda annoying.
Title: Re: [REL] GTA United 1.2
Post by: Tg on June 14, 2013, 01:16:10 PM
  Going to tune my Infernus every time I try a stunt is kinda annoying.

You actually do that?  :lol: :lol:
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on June 14, 2013, 04:35:17 PM
Sorry for the bump.

It's keeps saying I have the wrong SA version. I have no idea how to change this...
Please dont use hard words. I have no PC knowledge. :(
No need to be sorry. You may try to copy the US 1.0 (size 14 383 616 bytes) version of gtasa.exe to your original GTA San Andreas directory and run the GTA United setup again. (google it)

I've talked a few weeks ago to ATP once again and v1.2 is the definite final version of the mod, as ATP himself has sort of left the gta & modding scene aswell (because: RL). That means aswell, that there will not be an official USCM for 1.2, it's up to you guys to realize that; sorry for that. There will be an announcement in "some time" that there will be no updates anymore, but that's it. ;)

We moved on and drew the line with 1.2.

Greetings & all the best!
Title: Re: [REL] GTA United 1.2
Post by: Rytuklis on June 30, 2013, 02:07:32 AM
I'm sorry for bumping this as well, but i tried everything but still cannot get my GTA UNITED To work.

I have replaced the GTA SA.exe of my GTA SA With the original US 1.0 one and then installed GTA UNITED. Tried everything, updating it with the patch given in united folder, cracking the game with hoodlum patch, as it was known to fix such problems, then i tried manually patching it, nothing worked! When i replaced it with either hoodlum patch or original 1.0 or 1.01 exe, when i press new game it would show the loading screen, but the loading bar would move like a milimiter and then it would crash immediatly. If i patch it or do not touch the exe at all, it crashes as soon as i press New Game, giving me the run time error.. Please help me!
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on July 20, 2013, 07:02:48 AM
Okay guys, here's the thing. In about 2 weeks from now I will have a bit more time on my hands, and I decided after all to try to convert the USCM to 1.2. The problem is, I am by far not an expert when it comes to scm scripting, and asking ATP is out of question since he entirely left the gta scene. So IF I would come up with a result .. it might be buggy, or at least I will not be able to absolutely ensure every other detail of 1.2 will still work / will work flawless. That will most definitely be something out of my possibilities.

That said, I already looked for 3 hours into the matter, what I achieved until now is the following:

All other functions, if trying to execute them ingame, are crashing my game until now, that's what needs to be fixed now. Besides those things, the game seems to run smooth with the listed changes. As said, in about 2 weeks I have more time to investigate a bit more regarding this, then I will try to fix those problems.

Until then.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on July 23, 2013, 03:54:33 AM
Update!

I think I've figured out what the cause of the crashes is: missing entries in the american.gxt file (for example think of textboxes popping up ingame if a function get's triggered .. like "Jetpack ON"). I need help to solve this problem, as I have problems to add entries to the .gxt file, so if you want to help me: Link (http://www.gtaforums.com/index.php?showtopic=567425)

If you can help, please post on forums. Thanks.
Title: Re: [REL] GTA United 1.2
Post by: JL on July 23, 2013, 06:20:49 AM
i'd suggest creating a new textfile, leave american.gxt alone. less interference
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on July 25, 2013, 05:33:29 AM
Do you mean something like using the scm command "0ADF: add_dynamic_GXT_entry" while using CLEO? Otherwise I don't know what you actually want to describe. Anyway, working on the american.gxt shouldn't be a big problem, I'm just trying to get into it, now using the GXT Editor 1.3 by Hammer.

Edit 1:
Can someone please tell me, if in United 1.1 with USCM textboxes popup, when the functions "Car Colour", "Flip Car", "Weather Change" and "Remember Car" get triggered?


Edit 2:
Well. Good and bad news. Good one is, I'm sure now, that the USCM for United 1.1 didn't included the mentioned textboxes above, that I will change for the 1.2 USCM so the package is complete. Bad one is, after I looked a bit deeper in the matter it seems now that beside those missing ones mentioned no other textboxes are misssing and hence are not causing my crashes. Which brings me back again to the point not knowing what the problem actually is. Therefore .. I will continue looking out for the problem and hopefully I will be able to find it.


Edit 3:
Okay, adding the missing entries worked!  ;) Here the new textbox of "Car Colour":

(http://abload.de/thumb/np8qkwz.jpg) (http://abload.de/image.php?img=np8qkwz.jpg)

And another thing: Besides "Car Colour" and "Car Vulnerability" the function "Add NOS/Hydraulics" is working aswell.
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on July 26, 2013, 05:43:48 AM
Well, it seems that I need help of someone with experience regarding scm/cleo. If figured out some things, know more or less what the individual parts of Dannye's code are doing but after all something is conflicting with the United 1.2 script and I don't know what it is.

So these functions work:

The two Spawner only work if I haven't got into a car before. Furthermore my game crashes, if I'm on foot and press either "Sprint", "Crouch" or "Change Camera", also if I try to change the weather, so combination of "Action" and "Look Behind" (using only one of those bottons does not crash my game) is crashing my game. My game crashes also every time I swim (so if I fall into the water).

First I thought missing entries in the american.gxt would cause my problems, but that wasn't the case. There were indeed 4 missing, but they weren't in the United 1.1 USCM aswell and there they did not cause a crash either. Anyway, I already added those missing 4 to my United 1.2 USCM and it's working well; but that doesn't help me with the crashes.

I then thought, well could there be some trouble because of doubleusing of global variables ($Example123)? But that isn't it either, no doubleusing.

Now I currently try to get a deeper understanding of what Dannye actually did within this code and here I get to one point I can't seem to get further. For example I try to understand how he accomplished it that the player get's a Jetpack if he presses "Change Camera" (V) while on foot. (because as mentioned, pressing "Change Camera" and therefore the Jetpack function crashes my game)

These codeparts are relevant:

Code: [Select]
:ULTSCM
03A4: name_thread 'ULTSCM'
055E: set_player $PLAYER_CHAR max_health += 150
055F: set_player $PLAYER_CHAR max_armour += 150
$11242 = 0
$11243 = 0
$11244 = 0
$11245 = 0
$11246 = 12
$11247 = 0
$11248 = 13
$11249 = 1
$11250 = 0       // Wanted Level
$11251 = 1
$11252 = 0
$11253 = 1
$11254 = 1
$11255 = 0
$11256 = 0
set_weather 13
01B5: force_weather 13
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car
0572: enable_taxi_nitros 1
Player.InfiniteRun($PLAYER_CHAR) = True
055D: make_player $PLAYER_CHAR fireproof 1
Actor.WeaponAccuracy($PLAYER_ACTOR) = 100

Code: [Select]
:ULTSCM_171
wait 10
Actor.Armour($PLAYER_ACTOR) = 250
Actor.Health($PLAYER_ACTOR) = 250
Actor.SetImmunities($PLAYER_ACTOR, $11253, $11253, $11253, $11253, $11253)
03BF: set_player $PLAYER_CHAR ignored_by_everyone $11251
01F0: set_max_wanted_level_to $11252
if
   Player.Defined($PLAYER_CHAR)
else_jump @ULTSCM_171
if
   not Actor.Driving($PLAYER_ACTOR)
else_jump @ULTSCM_1887
if
84AD:   not actor $PLAYER_ACTOR in_water
else_jump @ULTSCM_5453                                                  //////////  FOOT FUNCTIONS  //////////
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_5835                                                  // TP Save (Foot)
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 17    // Key 17 = Fire
else_jump @ULTSCM_5897                                                  // TP Load (Foot)
if or
80E1:   not player 0 pressed_key 4     // Key  4 = Action
80E1:   not player 0 pressed_key 17    // Key 17 = Fire
else_jump @ULTSCM_4482                                                  // Wanted Level
if or
80E1:   not player 0 pressed_key 4     // Key  4 = Action
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_3768                                                  // Weather Change
if or
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 13    // Key 13 = Change Camera
else_jump @ULTSCM_3514                                                  // Freeze Time
if
80E1:   not player 0 pressed_key 13    // Key 13 = Change Camera
else_jump @ULTSCM_3838                                                  // Jetpack
if or                                                                   
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 19    // Key 19 = Look Behind
else_jump @ULTSCM_3650                                                  // Player Vulnerability
if or
80E1:   not player 0 pressed_key 18    // Key 18 = Crouch
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
else_jump @ULTSCM_3368                                                  // Ghosttown
if or
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
80E1:   not player 0 pressed_key 6     // Key  6 = Aim weapon
else_jump @ULTSCM_528                                                   // Spawner 1 + Spawner 2
if
80E1:   not player 0 pressed_key 16    // Key 16 = Sprint
else_jump @ULTSCM_3071
if
  $11249 == 1
else_jump @ULTSCM_171
00C0: set_current_time_hours_to $11246 minutes_to $11247
01B5: force_weather $11248
jump @ULTSCM_171

Code: [Select]
:ULTSCM_3838
018C: play_sound 1058 at 0.0 0.0 0.0
03E5: show_text_box 'JETON'
032A: set_behind_camera_mode_to 1
wait 250
jump @ULTSCM_3885

:ULTSCM_3885
wait 30
if
   Player.Defined($PLAYER_CHAR)
else_jump @ULTSCM_3885
Actor.Armour($PLAYER_ACTOR) = 250
Actor.Health($PLAYER_ACTOR) = 250
068D: get_camera_position_to [email protected] [email protected] [email protected]
068E: get_camera_target_point_to [email protected] [email protected] [email protected]
000F: [email protected] -= [email protected]  // Note: the incorrect math opcode was used here
000F: [email protected] -= [email protected]  // Note: the incorrect math opcode was used here
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]
Actor.Angle($PLAYER_ACTOR) = [email protected]
00E2: get_player $PLAYER_CHAR key 0 state_to [email protected]
if
   not [email protected] == -128
else_jump @ULTSCM_4302
if
   not [email protected] == 128
else_jump @ULTSCM_4364
if
80E1:   not player 0 pressed_key 14    // Key  14 = Jump
else_jump @ULTSCM_4131
if
80E1:   not player 0 pressed_key 18    // Key  18 = Crouch
else_jump @ULTSCM_4188
if
80E1:   not player 0 pressed_key 1     // Key  1 = Forward/Backward
else_jump @ULTSCM_4245
if
80E1:   not player 0 pressed_key 13    // Key  13 = Change Camera
else_jump @ULTSCM_4428
if
  $11249 == 1
else_jump @ULTSCM_3885
00C0: set_current_time_hours_to $11246 minutes_to $11247
01B5: force_weather $11248
jump @ULTSCM_3885

:ULTSCM_4131
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4188
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -5.0
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4245
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 -1.0
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @ULTSCM_3885

:ULTSCM_4302
018C: play_sound 1058 at 0.0 0.0 0.0
[email protected] = Actor.Angle($PLAYER_ACTOR)
[email protected] += 5.0
Actor.Angle($PLAYER_ACTOR) = [email protected]
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Camera.SetBehindPlayer
jump @ULTSCM_3885

:ULTSCM_4364
018C: play_sound 65535 at 0.0 0.0 0.0
[email protected] = Actor.Angle($PLAYER_ACTOR)
[email protected] -= 5.0
Actor.Angle($PLAYER_ACTOR) = [email protected]
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Camera.SetBehindPlayer
jump @ULTSCM_3885

:ULTSCM_4428
018C: play_sound 1058 at 0.0 0.0 0.0
03E5: show_text_box 'JETOFF'
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
032A: set_behind_camera_mode_to 1
wait 250
jump @ULTSCM_171

Now note two things. First the comments are made by me and not Dannye (so the //... things) .. so I do BELIEVE they comment the code the right way but there is no 100% surety. And second, don't worry that the global variables here defined in the beginning differ to the ones in the SA USCM by Dannye. Aschratt changed them for the United 1.1 USCM so it works within our 1.1 script and as mentioned, they doesn't interfere with the 1.2 script aswell. No worries there.

Anyway, when I look at that script I don't really understand how that code gives me the actuall jetpack ingame. There simply seems to be no line which would do that, or am I wrong? I know of these two commands regarding the jetpack:

Code: [Select]
07A7: put_jetpack_on_actor $PLAYER_ACTOR
0A0C: player $PLAYER_CHAR on_jetpack

But neither of them is to be found in Dannye's :ULTSCM thread. So I don't really get how it's accomplished.


Conclusion
I need help with this. If someone of you guys think he can help me and actually know one or another thing about scm, that would be great .. because I'm running out of ideas. And Dannye did not visited the forum since April aswell .. so yeah.
Title: Re: [REL] GTA United 1.2
Post by: VaNilla on July 26, 2013, 07:01:46 AM
Dannye should get an email if you PM him, try that :ajaja:
Title: Re: [REL] GTA United 1.2
Post by: LiveLife on July 26, 2013, 01:15:11 PM
How are you doing Paul?  :mellow: Regarding Dannye, I might gonna do that.

Edit:
Haha oh man.  :lol: I feel a bit old now. No wonder that Dannye's Jetpack function does not include a command for a Jetpack. Because it doesn't include a Jetpack - ingame. It's only named after that. I simply forgot about that. It's more like a fast travel thing. That means the problem here is definitely the Change Camera button and not the jetpack script itself.
Title: Re: [REL] GTA United 1.2
Post by: ATP on August 11, 2014, 01:26:41 PM
gtaunited.net - Launch Successful
About one and a half years after the release of GTA United 1.2, there is now something new to report: gtaunited.net (http://gtaunited.net/) launched officially today!
So now Grand Theft Auto United has its own web presence, which allows to bundle all information around the modification in a central place.
Thus the site contains, among other things, all previously published news reports, pictures, videos and downloads of GTA United and its predecessor modifications LC2SA and VC2SA.
Originally such an 'archive' was planned earlier, but due to time constraints it is only now gone online.

The future of Grand Theft Auto United
Will there be a new version of GTA United?
This question is still not answered unequivocally, interest and motivation to develop the mod further are still there, especially in light of the new developments (1 (http://gtaforums.com/topic/726008-just-showing-some-stuff-where-nobodyll-notice-1mb-png-warning/), 2 (http://gtaforums.com/topic/726450-this-forum-is-dead/)) in the region of limit adjusting.
So with this, the original vision of GTA United - The merging of all maps of the GTA III trilogy in the San Andreas engine – came a little step closer, even if there are still some hurdles.
If there actually a new version will be released depends like so many things, on the fact if I will find enough time to create a version that contains enough new features that make a release worthwhile.

Stay tuned...
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