Snapshot 3.3.11


The 11th update for Snapshot 3.3 which includes new vehicles, scripts and other fixes.
Description

The 11th update for Snapshot 3.3 which includes new vehicles, scripts and other fixes.

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
  • Added the VCS Forklift – it can be found in the docks in Vice City
  • Added the VCS Patriot – it can be found in Fort Baxxter where it may be used by the military
  • Added new loadscreens which were done by Yhdf
  • Finished the forklift patches. The new VCS Forklift now has its special ability like the stock SA forklift has.
  • The VC Cuban Hermes now uses the VCS colours as well
  • Physical object collision based-lighting is now ignored when VC/III/LCS/VCS/Bully weather is used – as a result vehicles and other dynamic objects don’t appear as dark anymore
  • The game now uses all rubbish sprites in rubbish.txd everywhere – previously only the GTAIII/VC ones were used
  • Added a few missing options to The_Hero’s in-game debug menu which weren’t in UG but were present on the SA counterpart – specifically an option to toggle player invincibility, taking a screenshot, and enabling/disabling the HUD. The remaining options in the ‘Debug’ tab will be added later.
  • The VCS Laser Rifle now has 7 bullets in its magazine like in the original game
  • Weapon ammo is no longer displayed when using the MH2 news paper melee weapon
  • Fixed 2dfx timecycle data interpretation code – 2dfx lights should be visible in LC again as a result
  • Improved support for the SkyGfx vehicle pipeline
  • Fixed issues with melee weapons (like the chainsaw not working properly + pistol whipping being broken)
  • Massive improvements were made to the weapon stats of a lot of the weapons in UG – a lot of bugs are fixed as a result
  • Fixed a possible crash when the player enters a garage
  • Slightly refactored the Project 2dfx support code – has no in-game changes
  • Fixed real-time shadows not being rendered in singleplayer development builds
  • Added a custom favicon which is only visible while running the game
  • You can now run GTA: Underground and GTA: San Andreas at the same time (this could result in some bugs)
  • Fixed a small timer issue while processing the game
  • Updated Discord Rich Presence – new images are now displayed while playing GTA: Underground
  • The BigBang cheat now works
  • The SA Beagle can now hold 4 passengers
  • Fixed a bug where two moons appeared in the sky at night
  • Added an option to make the game use a single low cloud sprite or three (SA uses one, other games use multiple) to the in-game debug menu
  • Added an option to change the time in minutes the moon is fully visible (180 minutes or 3AM in other games, 220 minutes or 3:40AM in SA) to the in-game debug menu
  • Fixed a bug where the moon mask would not appear despite being fixed in SkyGfx
  • Introduced an IDE flag for moving banners (16777216 to be precise) – the hardcoded model id checks are removed
  • Fixed the lightning flash code – the ‘lots of random lightning flashes when interpolating from rainy/hurricane to any other weather’ issue no longer happens
  • The SA_GPS modification is now compatible with GTA: Underground
  • Fixed the GInput cheats – they were broken since Snapshot 3.3.10
  • Fixed possible undefined behavior whenever a cross product was calculated
  • Gamma is now set whenever the brightness slider is changed
  • Fixed the broken binoculars scope – the scope sprite wasn’t surrounded by black rectangles so all you would see is the scope texture covering the screen
  • The trails option is now stored inside the settings file – the game can still parse the GTA: SA settings file format of course
  • Fixed a possible crash whenever the trails option was enabled/disabled from the main menu (before the game really loaded)
  • Added a custom version of the Yosemite for Midway, the Texas. This vehicle is tuneable at TransFender.
  • Added a custom military helicopter for Carcer City, the Annihilator
  • The UG-MP F1 cars now have their decals
  • Added a custom bus for Midway, called the Transit
  • Added a custom Rumpo for Carcer City
  • The VCS Armadillo now spawns at the same location as in GTA: VCS, previously it was unobtainable without using the vehicle spawner
  • The VCS Biplane now spawns at the same location as in GTA: VCS, previously it was unobtainable without using the vehicle spawner
  • The VCS Bovver ’64 now spawns at the same locations as in GTA: VCS, previously it was unobtainable without using the vehicle spawner
  • The VCS Bulldozer now spawns at the construction site next to Starfish Island
  • Fixed the ‘bright vehicle tuning parts’ bug
  • Fixed the prelighting on the TransFender in Vice City
  • The news stands in Escobar International are now breakable – previously only the ‘damaged’ version was displayed at all times
  • The custom triple barrel shotgun now has three bullets in its magazine instead of two (and 6 if you have Hitman-leve sawnoff skill)
  • Fixed a bug where the sniper trails effect wouldn’t disappear after using a sniper scope at least once while in LC (the VC counterpart is also fixed, but there’s no greenish overlay on any snipers/RPGs/etc while in VC)
  • The LC Cartel Cruiser received several improvements and bug fixes
  • The VC and Manana both received numerous improvements
  • The LC Corpse Manana also received numerous improvements
  • Fixed the trunk on the VC Rancher and VC FBI Rancher
  • Added a custom vehicle for Midway, the Stanier.
  • Fixed the muzzle flash on the VC Ruger. It no longer looks odd while firing (previously the flash appeared in the wrong place sometimes)
  • Replaced the only postbox in Escobar International with its VC counterpart.
  • Fixed a missing road LOD on the road going south towards Kenji's Casino (previously there was a gap between the crossroad and the bridge seen on the screenshot if the camera was far enough away)
  • Fixed a missing texture on one of the fences in the Staunton Island construction site
  • Ambient object lighting colours are now ignored for III weather types – this is because III never had them to begin with – and instead used the normal ambient lighting colours but 30% brighter. This means UG-MP won’t support them as well! This might be done by editing timecyc.dat just to make sure you can still modify them in UG-MP
  • Nearly all of the LC models now use static ambient lighting colours – previously all of them used ambient object lighting. This didn’t matter because GTA: III never had them, but with the change mentioned above, it was changed.
  • Props in LC no longer appear very bright compared to the area around it
  • Procedural grass also appears less bright now
  • The Skumole Shack is now a purchasable safehouse
  • The VC Baggage Handler received some improvements
  • Added a custom Midway vehicle, the Veloce
  • Fixed the weapon icon on the MH M4
  • Fixed the weapon icon on the VCS Ingram
  • Added an option to highlight models which have a custom building pipeline to The_Hero’s debug menu – it has no point in being there as it’s something we used while testing
  • All of the roads in Liberty City now have the wet road reflection effect
  • Fixed the broken savegame pickup in Umberto’s house
  • Fixed the double wheels on the VC Bloodring Bangers – they only have two rear wheels instead of four
  • Added a custom street racer for Upstate Liberty and Liberty City – the Deviant. This car is a remodeled version of the Driver PL Cerrano.
  • Added a custom vehicle for Midway, the Dubsta. It will be used by one of the gangs there.
  • Replaced the CC Police Maverick with the Police Armadillo. This way you have some variation instead of 20 different police mavericks
  • Added a custom vehicle for Midway, the Lokus. It will be found in the richer areas of the city.
  • Added a custom vehicle for Carcer City, the VanderLinde
  • Added a custom street racer for Carcer City, the V8 Imperator. This vehicle will not spawn in traffic, but you can modify it so it has rusty body parts.
  • The VC Sentinel & VC Sentinel XS both received some improvements (they didn’t have the double exhaust flag set, so one side of the vehicle had an exhaust particle while the other didn’t)
  • The LCS and III Hoods are now renamed – their in-game name is now ‘Hoods Rumpo XL’, like in the original games
  • The LCS Avenger Angel no longer spawns in traffic – this was an oversight which went unnoticed until now
  • The Henry now has a spinning engine part – the vehicle developers wanted the vehicle to have this but in order to assign it some code changes were necessary which weren’t done
  • Added a custom industrial vehicle for Midway, the Spacevan, which is a van version of the Steed.
  • Added a custom vehicle for Carcer City – the Dead Interceptor. It will not spawn in traffic and will probably be parked somewhere hidden.
  • Added a custom vehicle for Midway – a Mesa which will be used by the military
  • Added a custom vehicle for Carcer City – a custom version of the Landstalker
  • Added a custom vehicle for Carcer City – the Reagan
  • Added a custom vehicle for Carcer City – a SA BETA version of the Savanna, seen in cutscenes
  • Added the BETA version of the GTA: VC cop car
  • Added the LCS Freeway – it is used by the biker gang in Liberty City
  • The LCS Avenger Angel received some improvements
  • The LCS Angel received some improvements – the license plate now changes based on the area the player is in (it had a LCS texture previously)
  • Updated the Project 2dfx compability files
  • Added a custom version of the Buffalo for Carcer City
  • Fixed the collision on the Ventoso and Streetfighter – as a result it doesn’t ‘bounce around’ when both bikes lay on the ground
  • Road blocks now spawn in Vice City and Liberty City when the player has a wanted level. They spawn in the same locations as in GTA: VC and GTA: III.
  • The road block patches from FLA are now included in GTA:UG directly – this was initially done for debugging purposes but we decided to keep it like this – as a result the same ‘file is missing’ error shows up when ROADBLOX.DAT is not present
  • Fixed a rare crash when the game tries to spawn a road block when the node.dat file containing the traffic nodes isn’t loaded (yet) – the game will simply not spawn anything at all now
  • Kenji’s Casino now has water inside the big swimming pool on the roof
  • All of the traffic lights in Liberty City, Carcer City and in the III BETA multiplayer levels are replaced with a converted GTA: III model – this model has some small differences and breaks in a different way
  • A set of remastered textures is now included in the optional mods folder
  • The lampposts in East Los Albos now use an animation when they break (like, when the player drives into them)
  • Fixed the UV mapping on the animation which is used on the lampposts while being broken in the area around the Journalist’s apartment in Carcer City
  • UG-MP: Fixed numerous bugs and improved the collision models of the III BETA Construction Site level. As a result, the player can no longer jump over the scaffolding to then fall to their death. Several non-solid piles of wooden planks are solid now too.
  • The school bus stop signs in Bullworth are now breakable
  • Numerous other props (lampposts, shop signs, wooden boxes, etc) in Bullworth are also breakable now
  • Fixed a visual bug causing one side of the entrance gates on one of the mansions in Old Bullworth Vale to be invisible from one certain direction (backface culling had to be disabled)
  • Fixed backface culling issues on the lampposts in Bullworth Town and Bullworth
Download links