Snapshot 3.3


A major update for Snapshot 3. Includes a lot of bug fixes and other improvements.
Description

A major update for Snapshot 3.


Installation instructions
  1. Make sure you have a 100% clean GTA: San Andreas installation somewhere.
  2. Download and install Snapshot 3 by extracting the contents of the RAR archive into a clean GTA: San Andreas installation
  3. Download and install Snapshot 3.3 by extracting the contents of the RAR archive into a clean GTA: San Andreas installation
Changelog
  • Fixed a bug where the last radio station is not remembered properly with SA radio (including UTR and radio off)
  • Fixed no traffic on the Callahan Bridge and the Staunton Lift Bridge
  • Fixed strange cop chase AI bugs
  • Fixed crash when buying beam cola from Bullworth vending machines
  • Fixed prelightning on the VC Gym in Little Haiti, the VC Printworks, and the basketball court in Little Havana
  • Fixed invisible fences on the Little Havana basketball court
  • The VCN Building now has an accessable rooftop
  • Fixed visual bugs on top of the VC Recording Studio exterior
  • Added lots of 2dfx to VC
  • Fixed stair collision on Diaz’s mansion’s exterior front model
  • Fixed invisible wall inside VC’s Downtown Ammu-Nation.
  • The VC Walton is now much more SA styled and can be tuned at tuning garages.
  • Added an FBI vehicle for Atlantis (it appears there too, although there are no roads L)
  • Added an Enforcer for Mainland Liberty
  • Fixed some barrels not exploding and/or respond to collision
  • Fixed SA safehouse garages being useable before purchasing them
  • Fixed visual bugs on the Sunshine Auto’s enter door
  • The remaining LCS gang peds are now introduced + a bunch of extra ones are included too (ofcourse with some fixes)
  • Umberto’s house is now purchase-able again
  • Lots of peds were updated once again, introducing bug fixes where needed (not just limited to LCS peds or any other category)
    • Added the missing GTA: III peds and fixed bugs/updated the rest.
      • This includes the second cop ped which now spawns alongside of the LCS cop ped and the other GTA: III cop ped.
    • Added the missing GTA: LCS peds and replaced the ones which were too blocky + fixed bugs/updated the rest.
      • A bunch of gang peds were missing, or had one or more bugs which we mostly fixed. A main example is the LCS Yardie peds which were missing, and the LCS Forelli peds, one ped was missing.
      • Emergency services peds spawn alongside with the GTA: III ones.
    • Added the missing GTA: VCS peds and replaced a few buggy ones + fixed bugs/updated the rest.
      • This includes a bunch of storyline peds, and badly rigged peds which had a few minor issues.
      • Emergency services peds spawn alongside with the GTA: VC ones.
    • Added the missing GTA: VC peds (mainly storyline peds) and fixed bugs in some peds and updated the rest.
      • The storyline peds might be duplicates with peds which are still broken.
    • Added a bunch of extra GTA: SA peds, some will roam the streets, others are converted cutscene/BETA peds which can be used in UG-MP if needed
    • Added the missing Bully peds and fixed bugs in a lot of them + updated all of the ones.
    • Added a few missing MH/MH2 peds + fixed a bunch of bugs/updated the rest.
    • A few peds are duplicates of peds which were renamed earlier on, all of the duplicate peds will be removed to ensure that every single ped in the game works properly and nothing crashes in the skin selector anymore.
  • The radio script now factors in a slight volume difference for added radio stations when ‘RADIO EQ’ option is set
  • The radio script now mutes all added stations if a beat track (such as the mission passed tune) is playing
    • This may affect the “Mission Passed” track bug too
  • The radio script now reduces the radio volume for added radio stations if ambience radio is playing (example: some interiors play radio stations as a background melody)
    • Interiors like the Kickstart arena use ambience radio, and previously it would also play UG added radio
  • Changed the LC gang turf colors of some gangs to more fitting colors.
    • They were hard to separate.
  • Added the Bullworth Copbike which will be used by the cops in Bullworth
  • Darkened the Yardie turf a tiny bit (see changelog entry for gang turf color changes, it’s a tiny bit darker now)
  • Fixed collision camera clipping on the Bullworth beach
  • Fixed collision camera clipping + prelightning issues with the VC Trailer Park
  • Fixed collision camera clipping inside the VC Recording Studio interior
  • Added a second MLL cop car + a civilian version
  • Fixed a tiny error on the front wheel of the VCS Streetfighter
    • Missing texture.
  • Fixed floating trees on a building in VC Downtown
  • Added a bunch of SA cutscene peds and/or BETA peds, some of which spawn on the streets in San Andreas
  • Added the Cottonmouth Admiral in SA style, as converted from Manhunt II. It can be modified at tuning garages too.
  • Added the Cottonmouth Greenwood in SA style, as converted from Manhunt II
  • Updated the VC Stallion to be much more SA styled. It can now be modified at tuning garages too.
  • Updated the K.U.T.T vehicle to be much more SA-styled
  • Added the Carcer City Boxville variant, which was originally a static, destroyed prop in Manhunt, but a drive-able vehicle in UG. It is similar to the CCPD Swatvan.
  • The VCS Streetfighter received some improvements and bug fixes and shouldn’t flip when performing a stoppie anymore.
  • Added the LCS Romero Hearse, which was actually done in August but was never introduced.
  • Added the GTA: III leftover multiplayer maps in the interior world. Server developers for UG-MP will be able to use them in their gamemodes.
  • Added a new custom vehicle specifically designed for UG-MP zombie gamemodes, the Tranquility. It is a special variant of the FBI truck, but with a completely different paintjob and other parts are changed as well to better reflect a typical zombie gamemode.
  • Introduced a new archive format (UGA-format) which can be used to greatly shrink the mod’s size when extracted. The format has been introduced as a replacement for the samp.saa file already, so people won’t be able to mod certain files when playing UG-MP to combat cheating.
  • Added a new custom vehicle, the Henry.
  • Added the MH2 Kuruma variant, which differs slightly from the GTA: III version with a few minor differences and performs better than the III version
  • Fixed the engine volume on the VCS Streetfighter, it should make the idle sound more hearable
  • Fixed a few texture bugs around Bullworth Academy
  • Added an UG-MP racer variant of the Polaris V8 which handles faster than the normal Polaris V8 and is SA styled
  • Added the Bully variant of the Stallion which can be seen in shop class which can be modified at tuning garages and is fully SA styled
  • Added 2dfx to several Bully interiors
  • Added an UG-MP racer variant of the Sabre, which also handles faster than the normal version and is SA styled
  • Added an UG-MP racer variant of the Dukes, which looks quite different and handles somewhat faster than the normal Dukes which rarely spawns in all map areas and is also SA styled.
  • Added an UG-MP racer variant of the Tahoma and the Majestic, these two vehicles don’t have a lot of differences but still look unique enough to be used.
  • Added a zombie variant of the Greenwood – the Deadwood.
  • Added UG-MP F1 vehicles which are done from scratch and are all SA styled.
  • The VC Phoenix is now fully SA styled and can be tuned at tuning garages.
  • Added the MH2 Burrito which is fully SA styled.
  • Fixed a few visual bugs with the MH2 Bloodhound Rhino
  • Added the UG-MP Cabbie Bloodring Banger, it has alternative handling, and is SA styled.
  • Fixed a minor visual bug on the VC Voodoo where there were two exhaust particles
  • Updated the VCS Bulldozer to be fully SA styled and support the Dozer vehicle feature.
  • Fixed invisible walls on the VC El Swanco Casa exterior + adjusted prelightning at night
  • Fixed missing curbs on some roads in Little Haiti (VC)
  • Fixed missing shop window background textures on the building with the rooftop restaurant in Staunton Island (LC)
  • Added “memory allocation failed” error message with appropriate translations
  • Replaced the “x failed to import!” message with something much more informative as it was confusing for some + added appropriate translations
  • Fixed invisible wall on a skyscraper in southern Staunton Island
  • Updated the LC Firetruck to be much more SA styled
  • Added the LCS variant of the LC Firetruck, also fully SA styled
  • Fixed a bug where the “Player Stats” tab in the statistics display menu displayed money stats instead of the player stats
  • Added the VCS variant of the VC Firetruck, also fully SA styled
  • Made the VC Lighthouse beam transparent as seen in the PS2 version of GTA: VC
  • Fixed a rooftop in Downtown VC with the office buildings you can enter in one of the GTA: VC missions using a bike
  • Updated SkyGfx to latest version available
  • Re-added TransFender to Vice City – this time at the Cop Land garage
  • Fixed the parachute animations which were broken on the PC version of GTA: SA but working on the PS2 version
  • Added weather interpolation – sharptrails haven’t been improved on yet
  • The game now uses a 24-hour weather cycle instead of the stock 8-hour weather cycle in the stock game
  • Removed additional timecyc.dat files, instead UG adds additional weather types past the original 21
  • Re-converted Bullworth’s weather data, fixing incorrect 2dfx light colors at certain times + made the weather much more accurate to the original game, infact its as close as possible, excluding sharptrails
  • Added the VC Coach – which was previously missing
  • Updated the VC Mesa to be SA styled and tuneable
  • Updated the VC Pizzaboy to be SA styled
  • Fixed the VC Oceanic color scheme
  • Updated the VC Trashmaster to be SA styled
  • Updated the VC Yankee to be SA styled
  • Updated the LC Perennail to be SA styled and tunable
  • Re-introduced the plane speed limit cap – as a result planes handle like they do in the stock SA game, however this cap can be removed by setting a handling flag (0x8000000) on a handling line
  • Added wet roads effect in VC – this means that vehicle traction will be affected + lights will be reflected somewhat
  • Fixed a rooftop in VC Downtown near the VCN building
  • Changed the window name to include the current game version and if it’s a development build or not
  • Added a bunch of UG-MP firetruck vehicles
  • Fixed non-solid ground in a garage in LC which prevented the player from collecting a hidden package
  • Fixed procedural plants on the piers near Asuka’s place in LC
  • Introduced the “move tree by wind” effect to trees in LC which had this effect hardcoded in GTA: III
  • Introduced the “moving banner” effect to banners in Chinatown LC
  • Introduced the GTA: VC weather cheats
  • Introduced the GTA: III weather cheats
  • Found a FLA bug which causes crashes when the Trailer Park Mafia, LC Bikers, or Diaz's gang attacks your turf as all three gangs use a blip id larger than 128, and I'm guessing that fastman never patched the internal memory structure fields which store blip ids. Until fastman92 updates his code, I've moved stuff around a bit as a temporary solution to keep things under this limitation.
  • The Carcer Church level should now be marked on the map – it has been present in both 3.2 and snapshot 3, but failed to export properly and never saw its potential sadly.
  • Did a bunch of fixes to the Church level – props are now present in the level as well. This includes breakable lampposts with 2dfx, and fixed misplaced trees.
  • Introduced the Carcer Ramirez level. It comes with additional rooftops and buildings, just like the Church level. Plus, it’s marked on the map/radar.
  • Introduced the Carcer Subway level. This level connects the journalist level (which has a purchase-able safehouse) to the trainyard. It comes with a lot of 2dfx, some extra props, and is marked on the map/radar.
  • Fixed a crash inside the SA Desert whenever a firetruck/ambulance was attempted to spawn.
  • Updated the Carcer Church level – additional shops are added, including an interior for the Ammu-Nation store near the mall, and a Binco which offers buyable clothes too.
  • Introduced postfx interpolation – as a result weather interpolation is fully implemented
  • Updated the LC Blista to be more SA styled
  • Added the Cottonmouth Blista – it is fully SA styled
  • Added a custom Cottonmouth Cabbie – being fully SA styled
  • Added the VCS Cabbie – it’s fully SA styled and spawns in traffic
  • Added a multiplayer lifeguard vehicle - it’s fully SA styled
  • Added VC/III/LCS RC vehicles – all SA styled but require vehicle feature patches
  • Added a custom Carcer FBI car – it’s fully SA styled
  • Added a custom Cottonmouth FBI car - it’s fully SA styled
  • Added the VCS Stinger + Cottonmouth Stinger variant – both are SA styled
  • Updated the LC Yankee, VC Packer, VC Jetmax, LC Predator, and VC Predator to be fully SA styled
  • Replaced the Bullworth firetruck with an entirely custom one
  • Updated the Cottonmouth Kuruma to be more SA styled – it comes with a more accurate look
  • Updated the Forelli Excess to be more SA styled
  • Fixed the Carcer Tailgater scaling
  • Made SkyGrad compatible with the new time cycle system – the compatible .asi file can be found in the compatible mods folder and the source on github.
  • Updated the VC Greenwood + VC Moonbeam to be much more SA styled
  • Added Discord Rich Presence support
  • Purchasing the Malibu Club and the Pole Position Club is no longer necessary to be able to enter either of them.
  • Added GTA: LCS/GTA: VCS weather types – they are unused by default but can be used by ASI modules, CLEO scripts, and UG-MP server devs.
  • Patched a hardcoded gta.dat/default.dat file count which caused the loading screen to fade out earlier than it was supposed to
  • Fixed a bunch of SA ID duplicates (this shouldn’t be too problematic, it only involved leveldes/vegas stuff, the latter being the same objects declared twice)
  • Implemented the King Knuts restaurant from GTA: VCS, complete with peds roaming the interior, the ability to purchase food, an extinguisher pickup, and more.
  • Improved the VC Downtown Ammu-Nation exterior - it now has some posters on the windows and no longer has a slightly darker wall around the entrance door
  • Fixed visual bugs to the left of the VC Downtown Ammu-Nation (wrong textures to be exact)
  • Fixed pool water on a hotel near the North Point Mall in VC
  • Fixed misplaced building near the VC TransFender mod shop
  • Added a new menu option to enable/disable the sharptrail overlay – this only has a difference on VC weather. Sharptrail is a term used to describe the GTA:III/VC trails effect, but without the blurring. Turning it off results in GTA: VC PC weather.
  • Replaced some VC textures (specifically roads, vegetation) with higher quality ones from other games.
  • Implemented GTA: VC PS2 vertex alpha to models which lacked it in the PC version of GTA: VC – as UG has a map port of the PC version, those bugs also existed in UG, until now!
  • Fixed procedural grass & rooftop on the tall hotel close to the North Point Mall (the one with the swimming pool with the shape of 1/4th of a circle)
  • Added a cheat to enable/disable the unused earthquake effect which was always disabled in GTA: SA
  • Updated the custom versions of the AT-400 for VC
  • Updated the Elevator vehicle which makes getting in and out of airplanes easier
  • Updated the VC Regina to be more SA styled
  • Updated the III Trashmaster to be more SA styled
  • Fixed incorrect texture used on the VC Hardware store exterior in Washington Beach – it had white walls (which was also a bug in the PC version of GTA: VC), it is supposed to be green like in the PS2 version of GTA: VC and GTA: VCS
  • Fixed stretched textures on the flags in Leaf Links (VC) – which was also a bug in the PC version of GTA: VC but not on the PS2 version
  • Fixed "disabled backface culling flag" not being considered when rendering roads - this is a bug because SA has objects which use this, as a result only one side of a model is rendered, the other is invisible, causing visual bugs in SA
  • Added some missing vegetation in Washington Beach. This includes vegetation near the Ocean Beach hotel and Apartment 3C.
  • Added missing props outside of the Malibu Club exterior in VC – these were seen in GTA: VC when looking out the doors/windows from inside the club interior, it was an oversight clearly
  • Fixed backface culling on the VC Lighthouse – this caused the fences opposide of the camera to be invisible
  • Fixed procedural grass spawning on the hedges and the entrance building in Leaf Links
  • Fixed visual bugs on the rooftop of a building near the Malibu Club – it mainly involves backface culling and low quality vegetation textures.
  • Fixed backface culling on the Pole Position club sign
  • Added a cop bike for MLL. It has fully functional cop bike vehicle features (toggle-able sirens) and spawns in MLL.
  • The VCS/LCS stations will be merged with the III/VC stations, the VCS/LCS radio would play first, and the III/VC radio afterwards.
  • Missing songs (such as Running With The Night from GTA: VC PS2) are also added.
  • Double Cleff FM uses higher quality recordings (for III songs)
  • Most of it is remastered and the audio levels are changed to match SA audio levels (VC radio shouldn't sound loud as f*ck anymore)
  • Fixed performance issues when looking at the sun
  • Fixed the sun shining through buildings
  • Fixed bullets not hitting their targets (so-called 'weapon accuracy bug' which can be really annoying during gang wars)
  • Fixed missiles going through the ground when firing sometimes
  • Added the laser scope dot from GTA:VC which is applied to GTA: VCS, VC, and LCS Laser Rifles
  • Fixed bugs with the VC Taxi/LC Taxi
  • Added an improved VC Burrito
  • Added a caravan trailer and a trailer based on VC/III static map object trailers
  • Added a new street racer – the Insurrection. It spawns in Vice City by default and can of course be modified at Wheels Arch Angels.
  • Added a custom MLLPD Predator.
  • Fixed car spawner/skin selector/weapon spawner and other stuff not taking aspect ratio into account when calculating screen positions – as a result it could look bad on some systems
  • Added a two extra vehicle.ide flags which can disable vehicle headlight/taillight rendering. This was a problem with the F1 cars as they have no front lights. Spartan simply hid the headlight sprite, however it would still be visible when it rains ingame. Because of that, we've patched in two flags which prevents headlights/taillights from rendering on vehicles which have these flag(s), thus solving the problem.
  • Finished patching vortex model ID checks. This will make the Bovver ’64 properly controllable – previously it acted like a plane when it comes to controls
  • Replaced the CC Rhino with an APC which looks much better
  • Added a custom CMPD Predator.
  • Improved the LC Bobcat. It can also be modified at tuning garages now.
  • Added the freight train oddjob to Liberty City – it can be started while driving the Subway.
  • Fixed CLEO scripts incorrectly reporting an incorrect number of vehicle transmission gears
  • Added UG-MP LCFD vehicles which can be spawned in the vehicle spawner, but can be used by server developers in their own servers.
  • Added a custom CC Barracks and Patriot. The Barracks will be used by the army in Carcer City, however it won’t spawn until Carcer has its traffic data.
  • Added a custom 1984 Turismo variant, which spawns in VC. It has a few paintjobs too.
  • Added a custom CC Trashmaster.
  • Improved the VC Hunter. It no longer has a muzzle flash on the model.
  • Added 2dfx to most added planes and helicopters
  • The VC Squalo is now SA Styled
  • Added two custom BW Yankee variants
  • Updated the LCS Sindacco Argento
  • Updated the III Mr Whopee
  • Added the MH2 Trashmaster
  • Updated the final VC Hotring Racer. Two of them were already SA styled, however the third was never completed.
  • The VC Sea Sparrow is now SA styled and has 2dfx
  • Updated the VC Sea Sparrow – it is now SA styled
  • Reversed a bunch of weather-related code – as a result new weather types such as snowy weather, hurricane weather, and even snowstorm weather are (going to be) implemented.
  • Added the BW Faggio – it is fully SA styled and spawns in Bullworth
  • Weather settings can now be modified in weather.dat – this allows people to configure their own weather types if they wish to do so.
  • Added the Bully bicycles – they will spawn in Bullworth, use unique handling, and colours.
  • The Courier side mission can now be played with the extra bicycles, Freeway bikes, and Faggio scooters GTA:UG adds
  • The Observatory in Bullworth is now enterable
  • The Boxing Gym in Bullworth is now enterable
  • Mobile HUD by DK22Pac is now fully supported by GTA: Underground, it needed weapon type check patches (e.g displayed flamethrower ammo, parachute/melee weapon checks) and a model ID check to not use an aircraft HUD when using a Bovver ‘64
  • Carcer City now has a functional Ammu-Nation store in East Los Albos – it uses a custom interior, custom shopkeeper, and sells Manhunt weapons.
  • The Trainyard level is now added in Carcer City – this level is connected to the subway level and the journalist’s level, and has 2dfx, proper collision, and more.
  • Fixed a non-solid wall in Portland near Toni’s Portland safehouse in LCS.
  • Added a bunch of exclusive UG-RP server objects
  • Added navigational zones for Carcer City (East Los Albos/Stockyard)
  • Introduced the rubbish feature from GTA:VC/III/LCS/VCS which will introduce the 'Zombie Elvis Found' newspapers and random leaves to all map areas (and yes, they are affected by in-game wind)
  • Introduced support for The_Hero's debug menu - adding in a bunch of extra options like switching to VCS/LCS weather (yes, this means VC and LC will use VCS/LCS weather instead of the III/VC weather), all additional UG cheats and a lot more!
  • Added sunglare 2dfx near the hospital in Little Haiti
  • Fixed a bunch of backface culling issues and other minor visibility issues in Little Havana and Little Haiti
  • The VC Hunter is now more SA styled
  • Added a custom Turismo variant for VC
  • The VC Phoenix is now more SA styled
  • The VC Sanchez is now more SA styled
  • Added two custom Flatbed versions for Bullworth
  • Added all of the bikes and BMXes from Bully which spawn in traffic
  • Added the BW Faggio which also spawns in traffic
  • Improved the MH2 Police Maverick - it was a bit inaccurate compared to the one seen in the original game
  • Added the Reefer from MH2
  • The VC Pony and VC Top Fun are now more SA styled
  • Added the VCS Pony which also spawns in traffic
  • Added the VCS Top Fun
  • Added the VCS Quad
  • The VC Benson is now more SA styled
  • Added the VCS Benson which also spawns in traffic
  • The VC Boxville is now more SA styled
  • Added the VCS Boxville which also spawns in traffic
  • Added the BW Boxville - sadly its scaling is a bit messed up (its a bit small) however it is fully SA styled
  • Added the two MH2 Mule versions, both being fully SA styled
  • The LCS Sindacco Argento has been improved - it is now a lot more SA styled
  • The VCS Gang Rancher has been improved - it is now a lot more SA styled
  • Added the BW Go-Kart
  • Added a custom bus for Carcer City based on the wreck seen in the Church level and it is fully SA styled
  • The fish stands in Portland are now breakable
  • Added some props to the journo level as well (specifically ones which were re-used in SA and all of the other levels which were ingame at the time the props were added, in other words not everything is there)
  • Added missing props (power lines, Chips Casino sign) to the Journo level (Journalist's apartment) in Carcer
  • The Subway level in Carcer now has 90% of its props - this includes props reused from SA and props which were already converted for the trainyard
Download links