Snapshot 3


At the time of its release this was meant as the final snapshot before the first beta release. Contains many bug fixes, improvements, crash fixes, and lots of additional content.
Description

At the time of its release this was meant as the final snapshot before the first beta release. Contains many bug fixes, improvements, crash fixes, and lots of additional content.

Changelog
  • Sorted HUD sprite IDs – and added a new system which eliminates the problem where a HUD sprite GXT entry being invalid can crash the game, and even allowing people to replace HUD sprite data through hudsprites.dat
  • MASSIVE refactors, additions, and bug fixes are done to the vehicle feature hooks (over 5k lines of code was added), including (random) crashes, glitched Rhino wheels, and much, much more
  • Water.dat bugs are now completely resolved thanks to Pieer – the bugs include flooded tunnels, lag in Portland, and other areas
  • Fixed a crash which occurs when the player enters a few vehicles, the cause was an invalid radio station ID being picked
  • Added a new wanted level system; Vice Squad now spawns in VC when the player has a 3 star wanted level, FBI, Army, cop bikes, Police Mavericks, News Mavericks, SWAT, and other law enforcement agencies are now completely zone based, and spawn in their respective cities
  • Added a new radio station to Bullworth by SWEGTA: Bullworth Rock Radio
  • Several vehicles including the LCS Landstalker have been redone and restyled to be much more SA styled
  • The car spawner now spawns added Linerunners with trailers
  • Added new safehouses to LC, including Maria’s house from LCS, and Toni’s Shoreside Vale safehouse.
  • Added a new zone type – weather zones. These zones are used to control heat haze effects, and much more, even going as far to allow a completely new weather system
  • Added VC Mall Ammu-Nation (North Point Mall)
  • Made VC Printworks interior accessable (only after buying business)
  • Added Phil's Fully Cocked to LC, you can buy heavy guns from here (and alot of other weapons not available otherwise) (interior located south of the Tw@ store, already marked on the map with an american flag)
  • Made Auntie Poulet's house in Little Haiti accessable and purchase-able, game saving is possible
  • Made VC Recording Studio cutscene interior accessable, has an extra hallway and staircase (located close to VC Ammu-Nation store, where the Love Fist car is)
  • Fixed misplaced VC seabed, and added original VC static shadows, located all over the map (shadows of trees, mostly)
  • Weather in VC, LC, and BW is now much more accurate and uses original settings (no more extra filters)
  • Previously unobtainable weapons can now be purchased in Ammu-Nation stores and the new Phil's Fully Cocked
  • Fixed MLL crash when around traffic zones
  • Added and converted ALL III peds to LC traffic
  • Added a bunch of LCS peds to LC traffic
  • Fixed LC Ammu-Nation ped (dunno what yhdf really changed!)
  • Fixed LCS Phil ped (it didnt have mouth anims)
  • Added all Bully peds
  • Bullworth Town (see menu map, it's the area east of the school, with the businesses, shops, and city hall) now has pedestrians roaming the neighbourhood
  • New Coventry (the broken up area connected to Bullworth Town and the industrial area) now has vehicle traffic
  • The mod now supports all teleport to marker mods (the CLEO based ones)
  • Ambulances and hospital peds are now seen around Liberty City hospitals (ONLY in LC!)
  • Updated III Sentinel and III Mafia Sentinel models, they now look nicer and more SA-styled
  • Saving the game should now work again, as well as loading the game (it was being glitchy as f*ck since Snapshot 3 development started), however it has some bugs
  • Hidden Packages added to VC and LC, the oyster, horseshoe, and snapshots in VC and LC are removed
  • Added a new pizza parlor in VC (the one close to the Malibu Club is now enterable and you can buy pizza's here)
  • Added audio for VC weapons (VC UZ-I, Laser, M21, Ruger, Python, Beretta, Equalizer, Sawnoff Shotgun)
  • Fixed shutdown crash (there's still an issue with it though)
  • Removed the VC Blimp script for now - Spartan is working on a new blimp vehicle which can be flown - and will even fly around Vice City Downtown!
  • Fixed game crash in New Coventry related to traffic
  • Fixed traffic on the road near the beach in Old Bullworth Vale
  • Added pedestrian traffic to Old Bullworth Vale pier
  • Removed New Coventry traffic for now (was causing the crash in this area mentioned above)
  • Cop bikes/cop bike peds will now spawn in SA Countryside
  • Rewrote wanted level patches to increase game stability and to fix a few errors (one of those being that the game would NEVER spawn a News Maverick, now the game will spawn the right News Maverick for the correct city, PLUS a memory leak has been fixed)
  • Moved cop bike/cop bike peds code from the SCM to the ASI (the SCM code did not patch everything correctly (it would overwrite other patches, potentially causing a crash), now it does!)
  • Fixed VC cop ped not acting like a cop (it would flee the player in some situations, while it should've attempted to bust/kill the player)
  • VC/III Patriot has been redone to make it look better
  • Organized and sorted the ASI code (this also comes with a few fixes, including the missing fog fix for the Malibu Club)
  • Added audio for III weapons (III UZI, III Shotgun, III M16, III AK47)
  • Added some missing vehicles to the car spawner
  • Removed old Carcer City map areas, to be replaced with new, bug-free map parts with enterable interiors and props
  • Redid the CC Journo level - added breakable lampposts with functional lights at night, added a safehouse which can be bought, added a functional casino where you can play casino games, updated radar
  • Fixed LC cop bike causing a crash - the model has been redone by Spartan_112 and now spawns in Liberty City (when wanted)
  • Added missing plateback texture feature (vehicles in each city didn't have the car plate texture of the city it spawned in)
  • Added breakable props in Bullworth (a LOT still has to be made breakable!)
  • Added a sh*tton of extra cheat codes from GTA: VC and GTA: III (using their original strings AND its SilentPatch compatible)
  • It is now possible to define up to 512 extra cheat code strings through cheat.dat. The cheat codes will not have a function though!
  • Added the second Bloodring Banger from GTA: VC (which was missing from the game and can now be spawned using cheats OR the built in car spawner!)
  • Added CC Copbike
  • Added SF Copbike
  • Added SA Countryside copbike
  • Added LV Copbike
  • Added a custom bike, the Roamer (it will spawn in SA countryside area's)
  • Added cheat.dat loader - cheat strings and new cheats can be added to the game now!
  • Added a bunch of vehicle cheats from GTA: VC and GTA: III
  • Fixed OhNoDontDoIt cheat potentially crashing the game
  • Added missing Kaufman Cab to the car spawner
  • III Cartel Cruiser has been updated to look more SA styled
  • GRGX is now included in UG again (making extra garages working again, was been broken since build 12)
  • Fixed a bug where VCPD Cheetah, III FBI Kuruma, and VC FBI Washington couldn’t be resprayed. Now the game allows you to respray these three wanted level vehicles.
  • Updated DllTricks.dll, causing FLA crashes
  • Updated MinHook.X86.dll, causing FLA crashes
  • Added missing train track info file, causing FLA crashes
  • Fixed missing car spawner CLEO files causing the car spawner to not work
  • Fixed crash when using melee weapons/trying to hit anything (has been a problem since we added the extra audio)
  • Fixed game breaking crash when cop bikes/cop bikers were spawned
  • Updated the way the game streams wanted level vehicles – now the game should spawn wanted level vehicles instantly, instead of no wanted level vehicle spawning at all for minutes
  • Added desert police ranger and desert cops (SA BETA feature)
  • Disabled “Fix streaming memory bug” option in FLA ini which was causing the ped melee bugs
  • VC Baggage is now redone in SA style
  • III Trashmaster is now redone in SA style
  • VC Banshee is now redone in SA style
  • GTA_Underground.log file now contains a lot of extra info from ASI features
  • Extra island ID added for the desert area (no real change)
  • Added VCS Bulldozer (lacks vehicle abilities)
  • Added Dozer vehicle feature patches
  • All vehicle feature patches are now updated to support unsigned IDs (only matters when user adds in vehicles with an ID above 32768)
  • Updated Bullworth peds (bug fixes, improvements)
  • Removed Atlantis peds
  • Updated Mainland Liberty peds (a lot of extra peds, bug fixes, and improvements)
  • Updated III peds (few extra peds, bug fixes, and improvements)
  • Added SA BETA Ballas members
  • Fixed a few bugs with SA BETA Grove Street members (open mouth bugs)
  • Removed unused peds from componentpeds.img (no change, other than slightly faster loading)
  • Updated text boxes which are displayed when starting a game, they are now meant for Snapshot 3 (not really interesting, just some really tiny thing)
  • The mod now uses less streaming memory/RAM and should run with higher FPS due to binary IPLs being fully used for all added maps (no other ingame change)
  • Changed model IDs/names again (no ingame change)
  • Fixed missing objects in the Liberty City construction site (in Staunton Island)
  • Fixed washing lines spawning instead of a helipad on the LC Airport (where the police maverick spawns)
  • Fixed missing objects on the LC construction site in Staunton Island (previously you would see floating lights)
  • Updated Bullworth traffic in Old Bullworth Vale (the area in Bullworth with the mansions) – added pedestrian traffic and vehicle traffic to most of this area
  • Fixed zone names not showing up when entering them
  • Removed useless gangs in San Andreas (Russians, Bikers, extra LV turfs)
  • Added missing Starfish Island gates – these were controlled by mission scripts and are now in IPL files
  • Added missing vent covers in the VC bank interior (these were also controlled by mission scripts – SWAT would come through these vents during the mission The Job in GTA: VC)
  • Fixed all properties in San Andreas being free
  • Fixed a bug where the price of a property in San Andreas wasn’t shown – instead the information text (Press TAB to buy this property) was displayed above a property pickup
  • Fixed some incorrect prices of SA properties
  • Fixed Quarry red sphere being invisible
  • Fixed White T-Shirt in Binco crashing the game
  • Removed two added t-shirts (UG t-shirt and FLA t-shirt)
  • Fixed starting the Driver School mission in San Fierro starting the Catalyst mission and not the side mission
  • LCS Phobos now uses correct colors
  • LCS Phobos VT car is now SA styled and can be modified at tuning shops.
  • Fixed wheel size on CC Speedo
  • Added $50 good citizen bonus
  • The game now spawns parked cars from GTA: VC when in VC
  • Fixed a collision bug on the VC beach where you could fall through the ground (small issue)
  • Fixed missing vegetation and props around the Vercetti Estate
  • Fixed crash when entering a burglary house
  • Fixed crash when entering 24/7 shops
  • Fixed issues with restaurants (prices are wrong, spawning a second plate of food)
  • Fixed crash when starting checkpoint race mission
  • Fixed crash when entering strip clubs
  • Fixed issues with ped attractors spawning two peds instead of one, seen in strip clubs
  • Added Rusty Browns shops to San Fierro and Los Santos, marked on the map with a donut
  • Added Multistorey Mayhem side mission to Staunton Island (from GTA: III, requires you to drive a III Stallion into the parking garage near the construction site)
  • Added Patriot Playground side mission to Portland (from GTA: III, requires you to drive a III patriot into the parking lot of the supermarket near the hospital to trigger the mission)
  • LC weather is now 100% accurate and uses SkyGfx’s III trails.
  • VC weather is now 100% accurate and uses SkyGfx’s VC trails.
  • Added PCJ Playground side mission to Washington Beach (from GTA: VC, requires you to collect all corona’s within two minutes with a VC PCJ600)
  • Added A Ride In The Park side mission to Staunton Island (from GTA: III, requires you to drive a LC Landstalker and collect corona’s in Belleville Park)
  • III Kuruma now uses Admiral sound
  • III Infernus now uses Cheetah sound
  • III Cartel Cruiser now uses BF Injection sound
  • III Idaho now uses Greenwood sound
  • III Yardie Lobo now uses Patriot sound
  • III Stretch now uses Greenwood sound
  • III Coach now uses Rhino sound
  • III Banshee now uses Infernus sound
  • III Bobcat now uses Patriot sound
  • Removed duplicated LC Landstalker which was previously spawning in Belleville Park – the correct SA-styled model spawns there now instead
  • Audio inside added interiors which used .mp3 files now use extra audio zone types – as a result the game will now handle the audio volume properly, previously the game ignored the menu setting so they would always be really loud
  • Added Gripped! Side mission to Shoreside Vale (from GTA: III, requires you to drive up steep hills)
  • Fixed game crashing in Pole Position club and the Malibu Club
  • Dancing minigame can now be played in the Malibu Club without the game crashing
  • Added all VCS peds – a bunch of them are adapted to the ped color feature which randomizes the colors the clothes have, lots of work still to do! (thanks to VCSPCE)
  • VCS gang peds now are adapted to the ped color feature
  • Changed all loadscreens to better looking ones
  • Added Trailer Park Mafia to VC
  • Added trailer park from GTA: VCS to VC – located near Sunshine Auto’s
  • Added Cholo’s to Little Havana
  • The LCS Deimos SP vehicle is now added to UG and can be tuned at tuning garages and can be found on the street
  • SA vehicles no longer spawn in LC when in LC
  • Added zone based police maverick pilots – in added cities and in SA the police maverick should have a pilot now
  • LC Predator now uses correct color
  • LC/VC Predator now has the VC UZI firing sound when using the guns
  • VC/LC Police Maverick now has the VC M60 firing sound when the guns are fired
  • Fixed a game breaking bug in ExGangWars causing the game to crash when defensive gang wars started
  • Defining restart points (places the game will teleport you to when dying or getting busted) is now possible through editing restart.dat
  • Blips are now defined through hudsprites.dat – the game also processes icons with no map legend gxt entry correctly now and will no longer crash when someone activated the map legend with one of these blips enabled
  • Fixed all bugs with VC peds (incorrectly rigged peds are now fixed, the peds have been welded so they look better)
  • Pedstats.dat can now contain more than the default 43 entries – the game can process extra ped statistics and correctly read them from ped IDE sections
  • Added occlusion zones for VC – this prevents models from being rendered when they are behind a structure which makes it unable to be seen. When these models are no longer rendered when not really needed, the game will use less RAM/streaming memory while in VC. In simpler words, the game will preform better.
  • Added VCS Spaz 12 gun with original VCS sound – it can’t be bought in Ammu-Nation stores as weapon shops are temporarily removed because the IDs have to be sorted and missing weapons have to be converted, but it can be spawned with the ProfessionalTools cheat code.
  • VC radar tiles are now correctly aligned with the actual map (previously it would look like the radar map was moved too far to the right)
  • The same said above has also been done to the LC radar tiles (aligned)
  • Vice Squad peds from VCS will now spawn alongside with the VC ones (however this feature is disabled because the peds themselves are bugged)
  • VC Police Maverick can now either have the VC color scheme or the VCS color scheme, it’s now randomized
  • Added News Mavericks for all cities
  • All VCS peds now have correct ped colors (this is incorrect)
  • Fixed incorrect ped colors for empire building peds from VCS
  • PCJ Playground now has a time limit of 4 minutes + it requires a 30% Bike Skill in order to play it. Finishing it also gives a 100% bike skill now
  • Fixed a bug where the wrong marker/statistic was changed/removed after buying a property – development build bug only
  • Added North Point Mall side entrances – not yet finished
  • Fixed a bug where the game weather bugged out when starting checkpoint race mission
  • Vehicle plateback texture feature is now re-enabled (it was disabled because of the bug mentioned above, the feature which was previously disabled selected different license plate textures for each city)
  • Sunshine Auto’s now costs $50.000, I overlooked the price
  • Added Cone Crazy side-mission to VC – it’s located in the parking garage near Rafaels/Ocean Beach hotel. To start it, get in the VC Stallion on the top floor.
  • Added statistics to all offroad challenges and Cone Crazy. After completing one of these (or more) you can view your best time in the statistics menu, under Mission stats.
  • Fixed a bug where your best time was incorrectly calculated after finishing PCJ Playground (for the New Record Set!! Text)
  • Added the missing psycho VC Yankee drivers which are meant to make the mission harder during PCJ Playground
  • Missing SA changes were re-added (development build bug)
  • LC Mafia Sentinel will now spawn with both the LC color scheme and the LCS color scheme (LCS ones were black, LC ones were grey)
  • Finished the North Point Mall side entrances – previously in development builds the exterior ones were there but the interior ones were not done yet (in Snapshot 2.2 it was just missing) but now it’s finished
  • Fixed audio volumes not changing when playing audio from added interiors (in VC, north point mall…)
  • North Point Mall background melody doesn’t stop playing anymore when entering other interiors and leaving them inside the mall
  • Added extra audio zone types which can be used in IPL:AUZO sections – this involves melody’s from GTA: VC (and this is ofcourse used there) (North Point Mall, Ocean Beach Hotel, Malibu Club, and the Pole Position Club use these types – so the change here is that the volume is now correctly changing if you change it in the main menu, and the audio actually fades out and doesn’t just cut out immediately)
  • Interiors in VC now have the original colors – so they look better with the trails now built in (again, VC interiors use this, SA interiors in VC don’t)
  • Shopping peds now spawn in the North Point Mall interior
  • The North Point Mall was not considered to be in Vice City by the game – as a result you would see SA law enforcement agencies (and also SA peds) in this interior, this has been changed so the game does consider this interior to be a part of Vice City. (This is because there’s a zone defined in one of the files which contains all of the Vice City map, but since we moved the North Point Mall interior out of VC just to add traffic to this interior, it wouldn’t be considered to be a part of VC)
  • Fixed invisible walls near the North Point Mall entrances (WilsonPlays noticed this in his build 10 video)
  • Fixed wrong lightning near the North Point Mall entrances
  • Added the last missing North Point Mall entrance in the parking lot
  • Added Inside Track Betting to Vice City (located south of the North Point Mall, really close to the Pay n Spray)
  • Fixed a few missing black box textures seen when entering/exiting the Tarbrush Café in the North Point Mall
  • Fixed a bug where you could fall through the ground when right infront of the door (really close to it) of the safehouse right next to the Pay N Spray close to the North Point Mall
  • Fixed the garage from Cop Land being activated - now it's disabled by default so the camera doesn't glitch out when close to it (it also didn't have the garage door configured right so it wouldn't open)
  • Fixed wrong garages being activated when buying El Swanco Casa or the other safehouse close to the mall
  • Fixed the garages mentioned above always being activated even if the player did not own it
  • The garage door of the other garage now moves out while opening and will not move straight up anymore
  • The Downtown Ammu-Nation interior has been changed – you can no longer access the shooting range anymore, instead you will be able to start the shooting range mission here in the future. The area which wasn’t solid is also solid now.
  • Fixed a critical development build bug where the game could crash at the end of the loadscreen (this is a script error related to pickups, NOT the SkyGfx bug!)
  • Fixed a critical development build bug where properties could not be bought
  • The Vercetti Estate is no longer purchase-able – and is supposed to be unlocked by taking over all of the Diaz gang turfs. After unlocking and purchasing it, you’ll not only maximize your gang’s influence in Starfish Island, you’ll also unlock all of the assets in Vice City. These assets ofcourse have to be purchased.
  • Fixed missing black box texture seen when entering the big safehouse in Little Haiti
  • Fixed invisible walls near the SubUrban store close to the North Point Mall
  • Fixed invisible walls in the interior of the Ocean Beach Hotel safehouse interior
  • Fixed missing black box texture seen when exiting the Ocean Beach Hotel safehouse interior
  • Adjusted black box size of the Ocean Beach Hotel safehouse interior (you would bump into a wall when exiting it, it looked weird)
  • Fixed invisible walls near Apartment 3C
  • Adjusted black box size of the Apartment 3C exterior – you would bump into a wall while the screen fades out
  • Fixed missing chainsaw pickup in the Apartment 3C interior (it was still placed on normal height)
  • Fixed a bug where after you picked up the savegame pickup in Apartment 3C you would automatically pick it up again after saving in an endless loop (the pickup was also moved because of the chainsaw being at the exact same place)
  • Fixed prelightning on the Apartment 3C exterior model (it basicly was bugged so the model looked much brighter)
  • Fixed missing black box on the Apartment 3C interior model (previously you would see a bit of the stairs, which looked really odd as you couldn’t see parts of the city, so a black box was added)
  • Added missing 2dfx in Apartment 3C interior (one lamp is now always on at night)
  • Fixed bad UV mapping in that interior (the walls looked really weird)
  • Fixed non solid glass fences on the Apartment 3C exterior
  • Fixed misplaced camera position when using the Little Haiti Pay N Spray
  • Fixed invisible burger on the Burger Shot close to the North Point Mall – it will now rotate like it should
  • Fixed missing black box texture seen when entering the burger shot mentioned above
  • Fixed prelightning on the model of the burger shot mentioned above (too bright)
  • Fixed invisible walls near the burger shot mentioned above
  • Fixed missing black box texture seen when entering and exiting the Greasy Chopper in VC
  • Fixed invisible walls near the Greasy Chopper in VC
  • Fixed prelightning in the Greasy Chopper interior (too bright)
  • Added an extra room in the Greasy Chopper interior (you were previously able to look through the windows at the bar and you could see the sky, this room is added just to fix that)
  • The Greasy Chopper now has a different background track – it’s a bit LQ but it’ll do for now
  • Added a guard to the Greasy Chopper – if you attack any of the bar staff or shoot inside the bar the guard will attack you. Killing the guard results in another guard spawning at the door when the player looks away. The biker ped which spawns after doing so is randomized (it spawns a random biker)
  • Added bar staff to the Greasy Chopper
  • Fixed a bunch of texture bugs inside the Greasy Chopper – the most notable being the wooden plank textures displayed where clothes were supposed to be
  • The big burger above the Portland Burger Shot now rotates
  • Fixed missing black box texture seen when entering the ZIP store in Staunton Island
  • Fixed invisible walls close to the ZIP store in Staunton Island
  • Fixed prelightning bugs on the ZIP store exterior model located in Staunton Island
  • The glass on the Easy Credit Auto’s shop in Portland is now breakable
  • The glass on the bike shop in Portland is now breakable
  • Sorted weapon IDs
  • Corrected weapon names (model names, not the names seen when buying weapons, no ingame change) – this caused confusion and led to a few bugs
  • Added all LCS weapons
  • Added all VCS weapons
  • Added all III weapons
  • Added VC weapons
  • Lots of weapons now have different icons (SA icons are corrected too!)
  • Added VC BETA weapons
  • Added 90 custom weapons (unobtainable currently)
  • Added a Cluckin Bell to Staunton Island – it’s located close to Kenji’s Casino
  • Fixed the Dider Sachs in Staunton Island having no marker marking its location
  • Fixed missing doors on Kenji’s Casino (the ones used to enter the interior)
  • Fixed missing walls behind the SubUrban store in Liberty City – it’s a commonly reported problem
  • Added 2dfx to the billboards near the lift bridge connecting Shoreside Vale with Staunton Island
  • Fixed a rooftop of a building located south east of Belleville Park which is shaped like a triangle
  • Added a 24/7 store at the same building location
  • LCS Shopkeepers will spawn in the store mentioned above
  • Added lights which will be on at night, but off at day at the exterior model of this building
  • Fixed prelightning in Toni’s Staunton Island safehouse (located just south of the construction site)
  • Sex Club 7 in Portland is now enterable
  • Meeouch in Portland is now enterable
  • Fixed bugs with Portland Pay N Spray (it really didn’t work before)
  • Finished the Binco store in Staunton Island (it had bugs, wasn’t enterable, and looked out of place)
  • The V8 Ghost is now SA styled, and can be modified at tuning shops.
  • The LC Stanier now has a different color scheme.
  • Fixed the bugs and finished The Craw Bar in VC. It was previously impossible to enter it, and it had a few visual bugs.
  • Fixed missing textures on the café near the lighthouse in VC – the textures fixed are the ones near the chairs outside of the café (the green things above them)
  • Fixed non solid Laurence Hotel in VC (it’s really close to the Ocean Beach safehouse)
  • Fixed a fastman92 limit adjuster bug where gunshells of added weapons (mainly shotguns) didn’t have a red color, previously only SA shotguns had them colored in red, now all shotguns have them
  • Hacked a game limit which limited shop information – previously this limit was exceeded and memory would get overwritten, causing possible crashes and bugs, the main bug being the fat stat not increasing when buying food at fastfood restaurants
  • ThugsTools, ProfessionalTools, and NuttersTools cheat codes now spawns the same weapons with the same amount of ammo as they did in in GTA: VC.
  • The VC Downtown Ammu-Nation now sells most VC guns. Names of some weapons have been corrected (the names seen when buying the weapons)
  • Fixed a development build bug where some weapons were unavailable from Ammu-Nation, now all weapons are available in all stores by default
  • The VC Washington Beach Ammu-Nation now sells most VCS guns. Again, names of some weapons have been corrected (the names seen when buying the weapons)
  • Phil’s Fully Cocked stores are now unlockable – you’ll have to purchase two lots in VC and LC in order to unlock it (as the game informs you that you can now buy guns at “any” store….
  • Phil’s Fully Cocked from GTA: III is now in UG as a business
  • Added Kenji’s Casino asset – it will be required to purchase this in order to unlock other LC assets
  • Saint Marks Bistro is now an asset – it will give you the Forelli turf there after buying
  • The LC car crusher is now an asset – after purchasing it will allow you to crush cars there for a reward
  • Added all BW weapons (unobtainable currently)
  • Phils Fully Cocked in VC is now functional again (in build 21 it was broken due to the weapon ID changes)
  • Included an improved version of the first loadscreen (the GTA: Underground logo one)
  • Created a weapon spawner which can spawn all weapons
  • Corrected weapon audio on some weapons
  • Melee weapons now have their unique stats (VC only)
  • Added Manhunt weapons (unobtainable currently)
  • Added police dispatch audio to VC (the wanted level audio, still needs lots of other audio tracks added in but the location stuff is there + the north/south/east stuff…)
  • Fixed Vice Point area incorrectly called Vice Beach
  • Added BW Domestic – it’s tune-able and spawns in Bullworth
  • Added LCS Tommy – it’s tune-able and spawns in LC
  • The game now displays neighborhood names when entering those in Carcer City
  • Carcer City now has its own weather based on the LC weather – it will be edited further to give the city it’s own custom, unique feel
  • Carcer City SWAT + Enforcers now spawn in the city when you have a 4 star wanted level
  • Carcer City Police Mavericks and Police Pilots now spawn in the city when you have a 3 star wanted level
  • Carcer City Roamer and motor officers now spawn in the city
  • Added the Church area from Manhunt, it has some remodeled content and some extra areas including an exterior building for the Mall area which didn’t have an exterior
  • Fixed a bug where you could enter the Vercetti Estate through other doors than the front door before it was purchased
  • Changed LC Stanier car modifications and color scheme again
  • LCS Bickle 76 is now updated – it’s tuneable and much more SA styled
  • LCS Thunder Rodd is now updated – it’s tuneable, comes with extra paint jobs, and is much more SA styled
  • Replaced the exception handler by fastman92 with Window’s minidump system – this gives us much more info when a crash occurs
  • Fixed file logger not flushing the log data on a game crash – instead the exception filter now has a callback which calls Core::Shutdown, which then closes the log file and saves it and prints a text box
  • Removed GRGX, as a result garages are removed, but will be re-implemented once I finish patching the GRGE limit, which will fix several bugs
  • Hacked the pedgrp.dat limit – as a result the game only uses one pedgrp.dat file and it’s possible to experience a big memory usage decrease but gang peds are completely f*cked up for some reason I haven’t looked into yet
  • Started patching the gang limit – I did the first patches to allow the game to use more than 10 gangs. Previously, the pedgrp.dat reloading method, and the cargrp.dat reloading function, and finally the weapon hooks and gangturf color hooks were a temporary solution. Gangs should instead be seen as gangs, not as the same gangs and end up having bugs like VC gangs being friendly to SA gangs while they shouldn’t, and the turf colors for the gangs changing globally…. This should instead be replaced with a finished system which does it correctly.
  • Refactored and sorted a bunch of ASI code – the game might slightly run faster, but it has a few bugs and flaws which I have to look at
  • The exception handler used in UG now creates minidumps in the minidumps folder – previously it simply created them in the GTA SA root folder, which could become very very messy if you had lots of dumps there
  • Bullworth’s cop car now has a correct license plate texture – it now changes when entering a new city correctly
  • Some bug fixes have been done to the vehicle mentioned above, nothing specific
  • The exact same stuff has been done to the cutscene vehicle seen in the introduction cutscene from Bully.
  • Fixed a few bugs with the file loaders – the log buffers weren’t flushed to the disk after a file reading error occurred (in other words, if the file couldn’t be opened, an error would be displayed in a message box but the log file wasn’t saved to the HDD)
  • The log buffers were also not flushed to the disk on program exit sometimes, that’s also fixed. If DllMain was called, it’d close anyways.
  • V HUD by DK22Pac is now fully compatible with UG. Custom weapons however can’t be selected yet.
  • ExGangWars is no longer a separate ASI mod included in UG, but is included with the crash fix I sent to Silent which he included in a new version of the plugin.
  • Log parser has been refactored – and fastman92’s sprintf output is now also logged to UG’s log file, and UG’s log file will now output to a debug window, allowing the user to view the log file from a debugger
  • Minidump exception handler has been tweaked and got a few bug fixes
  • ImVehFt is now fully compatible with UG.
  • Added GTA SA EXE version detection – as fastman92 is adding support for multiple EXE versions, UG will have to do the same
  • Patcher 2.0 is slowly being implemented into GTA: Underground. This means that bugs with the memory patching library have been fixed, and version based patching Is possible.
  • Added error messages when memory allocation fails
  • Added error messages when an unsupported GTA: SA version is detected
  • CLEO teleport to marker script fix is now delayed – it means it will only patch CLEO if all ASI files were loaded
  • Added CLEO version checking, currently only CLEO 4.3.16 is supported – if someone installs a newer or older CLEO version it will give an error message
  • Fixed a bug with shopping patches – the memory wasn’t initialized. This could make the game crash.
  • ImgLimitAdjuster by fastman92 is no longer in use – fastman92 limit adjuster is now handling the new IMG file stuff
  • Updated fastman92 limit adjuster to 4.2
  • Added warning messages when ImgLimitAdjuster is detected
  • Fixed a randomizer bug where cop bikes were always being unloaded and loaded, I added a check to prevent that the model for the current town will unload, fixing the problems with cop bikes not showing up for the correct town
  • Added CLEO 4.3.16 patches from FLA – plugin patches inside FLA are disabled, and CLEO patches will soon be adapted for the latest CLEO version
  • Fixed a bug where Bullworth didn’t have it’s license plate texture
  • Yhdf redid all of the original license plate textures in higher quality - and the system used for handling these textures has been updated to make cars in specific area’s spawn with these textures
  • Plateback textures now show up in Carcer City and Mainland Liberty
  • Fixed Elegy visual bugs – you’d see weird lightning all over the vehicle, now it’s corrected
  • Fixed misplaced LODs in Dunsfold (the military base located far west of San Fierro, something like Pearl Harbor)
  • Fixed missing CLEO 4.3.16 patches for model IDs – this could have caused bugs
  • Started making SAMP compatible with UG – you can now use the package in the Optional mods folder to play SAMP on UG!
  • Fixed log message including development build having 7 decimals – it’s now a string so it shows up correctly
  • Project 2dfx is now compatible with UG – I modified it’s data files so each city has it’s own LOD lights, see optional mod content folder
  • V HUD data by Yhdf can now be found in the optional mod content folder
  • Started patching First Person mod 3.0
  • Added all Bullworth weapons to UG – these were missing for quite a while sadly
  • Added new Bloodring Bangers for VC – they’re now much more SA styled
  • Dunsfold now shows up as an area on the map (you will see Dunsfold text when entering the area)
  • The exception handler now prints an error message box when the game crashes, making the new exception handler which can generate minidumps complete
  • The Gang Burrito is now updated to be much more SA styled
  • VC Zebra is now updated to be much more SA styled
  • Added weather ID checks when setting the weather type – you can no longer select invalid weather IDs above 22 anymore
  • Added extra patches for weather zone related features – ambient gunfire can now randomly be heard in VC
  • The exception handler now generates a stack trace + module list
  • VC & LC enforcers are now updated to be much more SA styled
  • Added Manhunt weapons – they still need their custom audio set up propery
  • Some weapons didn’t have their melee.dat entries – fixed this – as a result some added melee weapons will have unique stats
  • Fixed shutdown problems – the whole shutdown crash isn’t fully fixed yet
  • Added a final SAMP loadscreen image
  • Added Yhdf’s fixed title loadscreen
  • Fixed heap corruption issues with the new pedgrp.dat system – as a result the new pedgrp.dat system is pretty much done.
  • Fixed SA gangs not working very well with the new pedgrp.dat system
  • Re-introduced added peds in traffic in VC/LC/BW/MLL
  • Added a workaround for the shutdown crashes – it shouldn’t crash anymore but the issue itself isn’t fully fixed yet
  • The exception handler now generates a backtrace – which is a list of calls up to EIP
  • The exception handler can now switch to desktop and enable mouse control – which makes the game no longer freeze when an exception hits
  • Implemented a fix for the collision file buffer (people reported that this crashed the game, as it turned out this was a FLA bug)
  • ExGangWars is finally integrated into UG – the ASI itself is no longer needed.
  • Plateback textures have again be updated to have an unique style in them
  • Fixed a development build bug where not all weapons could be purchased at Ammu-Nation stores – I forgot to remove a check which limited the amount of guns at the store at all times because of the mission passed checks, as a result it will no longer check and limit the guns available, so all guns are available.
  • Fixed “A new weapon is available for you to buy” text message always showing up
  • LC now has functional Ammu-Nation stores – LCS and III guns can now be purchased there.
  • Fixed traffic problems on the Staunton Lift Bridge – the original problem was that vehicles disappeared or glitched out when going over the bridge
  • Fixed more missing rooftops in Portland
  • Logs are now stored inside the logs folder in the GTA: Underground install folder and are labelled by date to make things easier
  • Started working on a brand new debug mode which can be activated through the DEBUGMODE cheat (previously the SCM coded DEBUG cheat functioned as a debug mode but it was buggy and didn’t really have an use) – once activated it will start printing out the lines written to GTA: Underground log file)
  • Fixed more missing rooftops in Staunton Island
  • The LC Taxi has been redone to be much more SA styled (and also has a new paintjob)
  • Added Xinerki’s business blips which were done in August but never got added
  • The old patching library is no longer in use – as a result a few bugs are fixed (nothing specific)
  • Added an option where DEP is always disabled for the running process for testing purposes
  • Hidden Packages now spawn at the correct height
  • The Hidden Package feature is completed – rewards for collecting them are also implemented.
  • Fastman92 Limit Adjuster has been updated again – the IPL limit is now fully patched (this was a needed fix which was a potential reason behind the shutdown crash)
  • Fixed the missing Ammu-Nation ambience track inside the LC Ammu-Nation store
  • Fixed weapons not showing up on the counter when buying weapons at LC Ammu-Nation stores
  • Fixed a visual bug where the back of the fence at the LC Ammu-Nation (from the seller’s side) was never seen
  • And a lot of other minor differences are also done to the LC Ammu-Nation interior.
  • SA BETA/Cutscene weapons + VC BETA/Cutscene weapons are now sold at Ammu-Nation stores. Again, SA ones are sold in SA Ammu-Nation stores, and VC ones are sold in VC Ammu-Nation stores.
  • Phil’s Fully Cocked is finally updated – all weapon selling stores are in the game, and so the weapon stuff seems pretty much done, except for a few missing weapons. The LCS store requires you to purchase the necessary assets (all Phil’s places in both VC and LC + it requires taking over Diaz’s turfs in VC (gangs in VC/LC are temporarily removed) and purchasing the Vercetti Estate which will unlock businesses in VC, and finally, Kenji’s Casino has to be purchased in order to unlock businesses in LC. This store will sell heavy weapons from all of the 3D era games, and in the future, it may sell more than that.
  • Fixed a small development build bug where police mavericks did not have the M60 gunfire sound anymore (I forgot to replace the old weapon ID with an enum, meaning that if I changed the weapon ID, it will automatically update all references in UG’s patches, which prevents problems like this)
  • LC’s radar map has been completely redrawn – as a result it looks much more detailed
  • Bullworth’s Asylum is now converted and enterable
  • Bullworth’s school library is now converted and enterable
  • Converted all props not tied to any specific Bullworth interior. These will be added to all interiors, and are added to the school library.
  • All Bullworth interiors are now less bright, and look much better
  • The Hole is now converted but not enterable
  • Added props to the Bullworth Academy interior
  • Bullworth’s Boys Dorm interior now has its props
  • Bullworth’s Preps Hideout interior now has its props
  • Fixed a crash which could occur when closing the game because of ped statistics memory not being de-allocated properly
  • Fixed a possible crash when trying to spawn a wanted level vehicle while nothing is loaded
  • Fixed several stack corruption issues (this is an issue which is hard to explain in simple terms, but it could cause crashes)
  • Fixed bugs with some weapons (SA BETA PSG-1 was corrupted)
  • Old Bullworth Vale has been reconverted – the map now uses prelightning, and objects which were previously still non-solid (yes….) are now solid, and some missing objects are also implemented
  • Transparency issues with textures around the school exterior are fixed
  • Transparency issues with textures inside Yum Yum Market are fixed
  • Removed fans in the tunnel connecting the carnival and Old Bullworth Vale
  • Fixed a possible crash when spawning news mavericks (when having a 4 star wanted level…)
  • Fixed several visual bugs around Bullworth, including texture transparency issues, backface culling not being disabled…
  • The Girls Dorm is now converted
  • Fixed a development build bug where taxi missions were broken; it would always tell you that there are no fares nearby.
  • Fixed incorrect dates being used for saved minidump, and saved log file names
  • Added timestamp + thread ID to each log entry
  • Fixed yet another heap corruption bug with the cop ped array – it was adding an extra 4 bytes outside of the array (which was such a small error, but yet so annoying) – This issue shouldn’t affect gameplay, but it can by causing crashes, which are incredibly hard to trace if this issue isn’t fixed
  • Added debug compilation settings to UG – this isn’t something which was changed, fixed, or even improved, but is simply very useful when it comes to fixing and finding annoying corruption errors.
  • Fixed the big heap corruption problem which occurs because an invalid melee.dat entry existed, it is fixed so the crash doesn’t occur anymore, and allocation doesn’t fail
  • Added V HUD Phils Fully Cocked menu
  • Fixed a development build bug from build 28 where it said that it failed to request an undefined ID
  • Added more SAMP patches – added weapons will work in SAMP but only on the client side
  • Re-implemented the cop pilot patches – they were disabled in the past
  • Started re-implementing GRGX – garages will soon be working again
  • Re-implemented the patches which gave the police mavericks and the predators their own gun sounds
  • Replaced VehicleAudioLoader.asi – it is no longer required for GTA: Underground. A warning message will be shown if the mod is installed.
  • ExGangWars is removed from the build package as it isn’t needed for GTA: Underground.
  • Fixed a development build bug where island IDs and weather IDs would never update
  • The girls dorm in Bullworth is now enterable
  • Changed error messages which show up when a file fails to load to a multi-language dialog box.
  • The Countcash is now much more SA styled, and uses the ZR350 light feature, meaning the lights will open up at night. The Countcash is a BETA version of the VC Infernus, and spawns in VC.
  • Fixed green window shades on the Asylum interior in Bullworth
  • Removed light cones inside the Asylum interior, they caused visual bugs and looked out of place
  • Vending machines in interiors (Bullworth) now allow you to buy drinks.
  • The VC Cheetah and VCPD Cheetah received some minor edits and changes.
  • Re-introduced GRGX – Garages are now fully working again with GTA: Underground.
  • Cars are zone based once again, like in Snapshot 2.2.
  • Re-introduced the Snapshot 2.2 radio stations script, and the fixes done in 2.2.1 are also re-introduced as well
  • The III Banshee is now updated to be much more SA styled, and comes with the ability to apply tuning parts.
  • Corrected a pickup-related error in SAMP
  • Corrected and added missing patches to CLEO. Some script-related functions weren’t working anymore, potentially breaking some CLEO scripts.
  • Fixed a bug where the player receives a call right after the game starts, which was probably quite annoying
  • Re-introduced vehicle side missions support for added vehicles by adding a new SCM opcode. This means that CLEO scripts can use it to be sure that the scripts don’t have to be updated when we change the vehicle feature IDs.
  • The Hellenbach GT again received some changes and other updates
  • The game is now able to detect if a potentially unsupported GRGX.dll is used – a simplistic check will resolve this
  • Fixed a bug where cars would move out of the way when the player is driving a VC/LC Mr Whopee with the jingle on
  • SkyGfx support is back in the mod at last!
  • Updated vehicle feature patches and did numerous code refactors, including bug fixes in some cases
  • Tow truck vehicle feature hooks are now completed
  • Added a few missing AT400 patches
  • Added extra airport blips which tell you where the closest airport is in added cities when flying a plane
  • Re-introduced Snapshot 2.2’s gang turf color feature however now it will not change every single gang turf color anymore, and will just change those which are in a specific location, giving the player the impression that they are separate gangs
  • Fixed a few radar tiles above Liberty City, one was missing above the dam, and a few ones weren’t removed above the city, including the two tunnel roads
  • Fixed a small bug where Atlantis wouldn’t have sharptrails – as Atlantis is removed it should be as if it doesn’t exist ingame, so the user-defined sharptrails are set.
  • Removed the Atlantis radar.
  • Finally re-aligned SA radar.
  • Fixed a bug where the drive-by help message didn’t show up for added weapons
  • Fixed a bug where the player was holding the RPG wrong
  • Fixed a bug where the Noodleboy had the gearbox audio bug, it is now patched internally
  • Added the correct VC Tec 9 fire sound
  • Fixed a bug where the final right column of zones visited squares and the bottom row was not updating when the player visited them
  • Fixed a bug where zones visited wouldn’t reset when restarting the game
  • Started implementing 32 bit IDs
  • The correct gang blip is now shown when a rival gang attacks your turfs
  • Fixed Fort Staunton being incorrectly named
  • Added extra gang war blips so all gangs have proper gang war icons
  • Re-introduced Russian and SA Countryside biker turfs to GTA: Underground, something we cut after Snapshot 2.1 released
  • Updated VC Bloodring Banger handling files
  • The Gang Burrito received some updates and bug fixes to make it more SA styled
  • The Zebra received some updates and bug fixes to make it more SA styled
  • Updated SAMP’s data files to keep everything up-to-date
  • Added basic FLA version checking so people wont accidentally use incompatible FLA versions
  • The LC Stanier + LCS FBI Stanier both got updated with some bug fixes, and it uses a new handling line
  • Implemented the custom weapons at last, I haven’t implemented all of the custom audio for them though.
  • GRGX is now re-integrated into Underground_Core and received many code refactors and updates
  • Fixed a bug where Dunsfold used LC weather
  • Added culling zones to LC and VC – as a result LC tunnels will not have rain anymore
  • Fixed spray can sound playing when respawning after dieing
  • Fixed added tuning garages not always being accessable
  • Fixed added bomb shops not giving the correct vehicle bomb associated with the GRGX garage type
  • Escobar International now spawns added VC variants of the AT400 instead of the San Andreas variant
  • The KUTT easter egg vehicle now spawns behind Interglobal Films in VC again
  • VC Hunter now spawns in VC instead of the SA one, a minor correction on Lance’s house
  • Added vehicle sunglare effects from GTA: VC in VC
  • GRGX garage saving/loading is now implemented again, GRGX is now completely working
  • Fixed a bug where some Sunshine Auto’s garages were accessable while not purchased
  • Vice Docks bomb shop was previously inaccessible, now it’s working
  • Corrected vehicle bomb shop types in LC/VC to match the ones in the original games
  • Corrected garage door behavior in build 30
  • VC Sunshine Auto’s Pay N Spray is now accessable
  • Added the Bloodhound Maverick from Manhunt II
  • The MH Swatvan is being added. It will spawn as a wanted level vehicle in Carcer City.
  • Fixed a bug where the Atlantis Voodoo and the LCS Rumpo would only spawn in black
  • LCS PCJ-600 and VCS Streetfighter now use the correct vehicle engine sound
  • VC/LC emergency vehicles now use the original siren sounds
  • The VC Kaufman Cab is now updated to be more SA styled
  • Added two new custom vehicles, the Stanier Racer and the Sentinel Racer
  • The LC Panlantic van now spawns with the correct colors instead of always being black
  • Introduced three civilian variants of the Stretch limosine vehicles from III/VC/SA called the Socialite, which will spawn in all three areas
  • Fixed a development build bug where wanted level vehicles would never spawn
  • Added SA Countryside, San Fierro, and Las Venturas enforcers which will spawn in these three areas
  • Added three new Police Maverics which will spawn in SF, LV, and LS
  • The VC Rancher can now tow trailers, mainly for realistic purposes but wont actually spawn with a trailer
  • The VC Infernus received some updates and bug fixes
  • Removed an old, unused III Cheetah model which could previously be spawned through the vehicle spawner
  • Fixed a bug where the Dashhound would appear in the vehicle spawner twice
  • Removed a duplicate VC Bloodring Banger
  • Added the Greenwood Racer, which replaces the removed duplicated VC Bloodring Banger
  • Fixed a bug where passengers and the bus driver were invisible when driving an added bus
  • Corrected VCS Wintergreen not having radio playing
  • Corrected VCS VCPD Wintergreen not having emergency radio playing
  • Fixed a crash when selecting some tuning parts, as a result all vehicle (including SA styled vehicles) can be customized without issues.’
  • Added an extra monster truck, the Hellraiser.
  • The Moon easter egg is now working normally again and can be visited by using the NeilArmstrong cheat.
  • All bomb shop garages in both SA, VC, and LC are now marked on the map
  • Fixed a few map bugs in Mainland Liberty
  • Fixed a bug causing a shutdown crash
  • Fixed a few non solid models in Mainland Liberty
  • Fixed a bug where you could see through Shoreside Vale because of the lack of LODs
  • Updated the L train track models in Portland so they have low quality variants and appear less bright
  • Added a bunch of props and vegetation to Mainland Liberty
  • Added an L train track to MLL
  • Added a Cottonmouth Ambulance
  • Fixed a bunch of flickering buildings in MLL
  • Fixed all of the water.dat related bugs in San Andreas
  • Added extra LODs to Liberty City and fixed a few bugs where the low quality version of the map model would only be visible in Shoreside Vale
  • Fixed wrong textures being used on some MLL buildings (mostly grass buildings)
  • Added a MLL Police Maverick + Atlantis Police Maverick
  • Added a Cottonmouth firetruck
  • Added a train travelling feature for the LC Subway and the Portland L train track + the trains travelling on these lines can be hijacked and driven around on the tracks and the freight train mission can be played aswell
  • The III Maverick + the LCPD Maverick are now redone to be fully SA styled
  • Redid the vehicle spawner by fastman92; it now works much more efficiently and fastman’s original one is no longer used.
  • Added a skin selector from the rewritten car spawner code
  • The skin selector can be used to test ped colors aswell.
  • Fixed the weapon accuracy bug where some of your bullets would do no damage while other bullets would
  • Fixed the shutdown crash completely
  • The BW Schoolbus and the CC Prison Bus now have vehicle features
  • Added a custom Cottonmouth Taxi
  • Added a custom Bloodhound Rhino for Cottonmouth
  • Added the CC Blista Compact
  • Added the SA BETA Idaho
  • Added custom Carcer City Rhino
  • Added custom Cottonmouth Stanier
  • Fixed a crash when entering the VC Hunter from the wrong side
  • VCS peds are now massively updated and ped color bugs are mostly fixed, aswell as rigging bugs and texture issues and even (random) crashes
  • The LC/VC Securicar is now updated to be fully SA styled
  • The VCS Bovver ’64 is now a proper hovercraft and can travel on both land and water
  • Several updates to the vehicle feature patches were made to eliminate several bugs (non moving radar thing on added VC/LC boats, securicars not being armored like they should)
  • Fort Baxxter now has military peds which attack you on sight
  • Fixed statistic display bugs in the stat menu
  • Fixed a development build bug where incorrect stats were incremented
  • Updated the exception handler again, for some reason it refuses to work altogether
  • Added the LCS Perennail, it was previously a map object
  • Added the VC Shamal in SA style, it was previously a map object
  • Added the Learjet, which was previously a static map object
  • The VC Esperanto no longer has visual bugs
  • Added the CC Securicar in SA style
  • Added the LC Coach in SA style
  • Fixed SA radio station bugs which were introduced after the ambience patches were introduced, now all of the ambience track ID references are patches, which will allow us to patch the radio station limit in the future
  • Re-added windowed mode support
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