Author Topic: [REL] GTA United 1.2  (Read 67963 times)

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Offline Rusch69

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Re: [REL] GTA United 1.2
« Reply #30 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:

Offline FTO

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Re: [REL] GTA United 1.2
« Reply #31 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.

Offline D.JacK

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Re: [REL] GTA United 1.2
« Reply #32 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:

Offline ATP

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Re: [REL] GTA United 1.2
« Reply #33 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.

Offline ExRer

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Re: [REL] GTA United 1.2
« Reply #34 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

Offline plak

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Re: [REL] GTA United 1.2
« Reply #35 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.

Offline ExRer

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Re: [REL] GTA United 1.2
« Reply #36 on: December 17, 2012, 01:01:37 PM »
This can be more friendly for stunting.

Offline ATP

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Re: [REL] GTA United 1.2
« Reply #37 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

Offline Sava

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Re: [REL] GTA United 1.2
« Reply #38 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:

Offline FTO

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Re: [REL] GTA United 1.2
« Reply #39 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.

Offline Reynard The Fox

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Re: [REL] GTA United 1.2
« Reply #40 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.

Offline Gryzlek

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Re: [REL] GTA United 1.2
« Reply #41 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.

Offline ATP

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Re: [REL] GTA United 1.2
« Reply #42 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).

Offline __JREN

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Re: [REL] GTA United 1.2
« Reply #43 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?

Offline FTO

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Re: [REL] GTA United 1.2
« Reply #44 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

I use both this and icy's cleo btw.

 

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