Snapshot 4


The new big update for GTA Underground which includes new vehicles, map additions, weapons and our multiplayer client.
Description

The new big update for GTA Underground which includes new vehicles, map additions, weapons and our multiplayer client.

Installation instructions
  • Make sure you have a 100% clean GTA: San Andreas installation somewhere.
  • If you are on Steam or the Rockstar Games Launcher, please downgrade your game.
  • Download and install this package by extracting the contents of the RAR archive into a clean GTA: San Andreas installation
  • Make sure you download the HOODLUM 1.0 US crack and extract it to your installation directory as well.

If you have any questions or problems, please refer to our FAQ page or to our official Discord server.

Changelog
  • The Project 2dfx compability INI file now has a FestiveLights entry. Festive lights are disabled by default.
  • Fixed a missing texture on the Dead Interceptor
  • Removed the fan-made and non-canon Carcer map from the Carcer Subway trains and replaced them with the right maps from Manhunt itself
  • The Communisator is now redone – it has more decals now
  • Added a custom vehicle for Upstate Liberty – the Boyarin. It will not spawn in traffic.
  • The GTA: SA storyline is now back as an optional mod – below are some details:
  • All of the UG features are present, some have to be unlocked
  • Ammu-Nation stores, hardware stores and Phil’s Fully Cocked are all unlocked after completing the Doberman mission.
  • Barber shops, tattoo parlors, and restaurants are unlocked after completing the Ryder mission.
  • Gyms are unlocked after completing the Drive By mission.
  • Tuning garages are unlocked after completing the Cesar Vialpando mission.
  • The player receives a 4-star wanted level when visiting any map area outside of San Andreas – the player has to complete Saint Marks Bistro in order to unlock it
  • Removed a red triangle at the Callahan Bridge entrance in Portland
  • Fixed a crash when using certain tuning parts on the LC Sentinel
  • The following SA bikes received light texture fixes:
    • BF-400
    • HPV-1000
    • Faggio
    • FCR-900
    • Freeway
    • NRG-500
    • PCJ-600
    • Pizzaboy
    • Sanchez
    • Wayfarer
  • The VC Walton received some more improvements to its model, now supports different tuning parts, colours, and has slightly different handling
  • Added the ‘LetItSnow’ cheat which switches the in-game weather to snowy weather
  • Added model ID checks for the LCS Faggio and LCS Pizzaboy – as a result the LCS Pizzaboy now spawns with a pizza delivery boy as its driver in traffic
  • The ‘SandboxMode’ cheat now maxes out the players bike skill. Previously it would only max out the players driving and flying skill.
  • Fixed the position of the camera when the player is driving the Carcer City Patriot
  • Fixed some some visual bugs which occur when looking through the back window of the Carcer City Barracks
  • Corrected the colour scheme on the Liberty City Stories PCJ-600 – now the bike has two colours instead of one
  • Fixed the reflections on the Bully cop bike being too strong
  • The Midway Military Patriot handles like the VC Patriot and uses a slightly different colour
  • You can now play the Taxi Driver side mission using the VCS Cabbie and the Cottonmouth Cabbie – previously you couldn’t with these two vehicles
  • Fixed the misplaced smoke particle on the LC Sentinel when the vehicle is damaged
  • Fixed some bugs with the VC Banshee
  • Added the digital clocks, tower clocks, and moving messages around Liberty City which were present in GTA: III. The same is done to those in Vice City.
  • LEDs on LED boards (or scrollbars as R* calls them) now move at the same speed regardless of the games frame rate. In GTA:III and GTA:VC the LEDs move faster on a higher frame rate.
  • The LEDs also move faster or slower whenever the cheats which control the game speed are used
  • The VC Oceanic is now a tunable lowrider which can be modified at Loco Low Co. It also received some small changes to its appearance.
  • Moon phases now work again – like in the GTA: SA PS2 version
  • Fixed a R* bug where the fluffy cloud highlight effect would be visible at nighttime despite the fact that there is no light source creating it (the sun is invisible, that’s why)
  • The surface properties applied to a vehicle are no longer static. This means that light sources may cause a vehicle to appear brighter, like in the original game.
  • The Deluxo received some improvements. BETA extra parts are no longer used, instead VCS-ish ones are used now. The vehicle also no longer has a large number of tuning options.
  • Fixed a patch inside the code which spawns trains
  • Added numerous missing traffic lights around Little Haiti
  • Fixed a non solid car wreck near the Loco Low Co garage in Downtown Vice City
  • Weapon spawn info natives (like those for the teams/spawn info natives in SA-MP 0.3.7)
  • Syncing weapons (all UG weapons should be synced between players properly)
  • Bullet syncing/lagcomp (OnPlayerWeaponShot uses a separate syncing packet which didn’t have enough space for weapon IDs larger than 256…)
  • Weapon names for all non-SA weapons can now be obtained through the stock SA-MP native for this.
  • Player death reasons – a patch was needed so SA-MP treats UG-exclusive weapons as a valid reason behind a player’s death (when OnPlayerDeath is fired)
  • Fixed the collision on the Staunton Lift Bridge – areas inaccessible to the player in GTA: III are all solid now
  • Added some missing faces on the Staunton Lift Bridge
  • Fixed the collision on the long pipelines separating each island in Liberty City. This may have been a design choice to prevent players from reaching the secondary island.
  • Fixed the collision on the roof on one of the warehouses in Shoreside Vale
  • Fixed a UB issue potentially crashing players whenever they fired custom weapons
  • The VC Stallion received some changes and improvements
  • The LC Stallion is now SA styled and can be modified at TransFender
  • The BW Stallion received some pretty big improvements and can now be modified at Loco Low Co – thus making it a lowrider
  • The LC Diablo Stallion received some improvements and other minor changes
  • Modified the shop code to allow more than 300 items to be sold at an individual store – this was becoming problematic as Wheels Arch Angels sells more tuning parts than that.
  • Patched model ID checks for the SA Kart to also check against the Bullworth Kart
  • Fixed a road gap in a road in the Vice City Docks
  • The Vice City Downtown Pizza Stack "inside-non interior version" is now removed – the enter cutscene now shows a black box behind the entrance door instead of a part of the actual shop
  • Fixed numerous collision issues around the bridge connecting Starfish Island and Little Havana
  • Fixed the solid telegraph wires behind the Ocean View Hotel in Vice City
  • Fixed a gap in one of the terminal tunnels at Escobar International
  • Fixed missing ground faces on some building models near the Downtown Vice City Fire Department building
  • Fixed a bug where the player could sink through the ground a bit when getting too close to one of the walls of a building near the tattoo parlor in Washington Beach
  • Fixed a small gap in the stairs near the entrance of the tallest building in Vice City
  • Fixed a collision bug on the ‘lookout tower’ on top of a building in the Vice City Docks
  • Fixed messed up UV mapping on a stairs near where Stonewall J’s is located in GTA:VCS
  • Fixed messed up UV mapping on the edge of Vice City Mainland near the bridge connecting the mainland to Starfish Island
  • Fixed numerous gaps in the map near the basketball fields close to the Café Robina in Little Havana
  • Updated the loading screens for UG-MP and singleplayer
  • Rotated the savegame pickup HDD disk so it is actually vertical instead of horizontal
  • Fixed the collision on the billboards in Little Haiti near the bridge connecting Vice Point to Little Haiti
  • Removed grass collision materials on the second “floor” on a building which is used in one of the first Diaz missions where you have to chase a Shark to the run-down Mendez mansion in Vice City
  • Fixed numerous collision issues on the studio buildings in the Interglobal Films studio lot
  • Fixed a small gap in the pavement curbs on the road west of the Washington Beach police department building
  • The Washington Beach Ammu-Nation "inside-non interior version" is now removed – the enter cutscene now shows a black box behind the entrance door instead of a part of the actual shop
  • Fixed a small gap in the stairs on the Washington Beach Binco and ZIP underground mall
  • Fixed a small hole in one of the shops near the Downtown Vice City Pizza Stack
  • Fixed a bug where shopping bought flags were not reset correctly when starting a new game from the pause menu
  • Fixed a UV mapping issue on one of the fire staircases on top of the building where Stonewall Js can be found in GTA: VCS
  • Fixed a tiny gap next to the stairs leading up to the road connecting Downtown Vice City with Prawn Island
  • The Vercetti Mansion “inside non-interior version” is now removed – the enter cutscene now shows a black box behind the main entrance door instead of a part of the actual mansion interior
  • Fixed a tiny gap in the stone wall near the basketball fields near Café Robina in Vice City
  • Fixed a backface culling issue on the fences on the lookout tower model in the Vice City Docks
  • Fixed a backface culling issue on the glass fences on one of the hotels in Little Havana next to the trailer park
  • The Little Haiti Pizza Parlor “inside non-interior version” is now removed – the enter cutscene now shows a black box behind the entrance door instead of a part of the actual shop interior
  • Fixed a collision bug on the LED boards at Francis International in Liberty City
  • Fixed a UV mapping issue on the Chuck Swartz poster which can be found on one of the Times Square buildings in Liberty City
  • Fixed a gap in one of the rooftops near the construction site in Liberty City
  • The areas underneath the circle road leading up to the lift bridge in Liberty City are now solid
  • The areas underneath the lift bridge road are now solid as well
  • Fixed a visibility problem on one of the rooftops near the Staunton Island Ammu-Nation
  • Fixed numerous rooftop collision bugs near the Belleville Park safehouse
  • Fixed the collision underneath the circular road on the Shoreside Vale side of the lift bridge road
  • Fixed collision problems with most of the cranes around the Liberty City docks
  • Fixed an invisible wall in the multistorey parking lot in Newport
  • Fixed the rooftop (collision) on numerous (re-used) buildings around Portland
  • Fixed collision problems near the building where Asuka lives in GTA: III
  • Exposed an event callback registry function which mod developers can use for compability purposes. This has been implemented by the following mods to achieve the following goals:
  • SkyGrad: Refactoring existing support code.
  • Fixed the collision on the mall near Belleville Park
  • Fixed the collision on the airport towers in Francis International
  • Fixed the UV mapping on the main Francis International airport terminal building roof
  • Fixed faulty collision near the Belleville Park safehouse
  • Fixed the collision on one of the rooftops near Luigi’s place
  • Fixed the collision on the garage door of the building next to the custom safehouse in Portland
  • Fixed a gap in one of the buildings in Downtown Vice City
  • Fixed more building gaps around the basketball court in Little Havana near Café Robina
  • Fixed a collision bug on the rooftop on one of the buildings near the Portland hospital
  • Fixed the collision on the roof of the ancient-looking Chinese buildings in Portland
  • Fixed the collision on the roof of a building near the ancient-looking Chinese buildings in Portland
  • Fixed the collision on the roof on one of the warehouses in Portland
  • Fixed the collision on the museum building in Staunton Island (specifically, the roof)
  • Fixed the collision on the flood lights near the Supa Save in Portland (the upper parts are not solid)
  • Fixed the collision on the pylons at Salvatore’s Gentleman’s Club
  • Fixed the collision on the roof of one of the taller flats in Portland near Luigi’s
  • Removed the unfinished compatibility patches for the following mods:
    • Normal Map by DK22Pac
    • ModLoader
    • GTARenderHook
  • Added a message which mentions that ModLoader is incompatible with GTA: Underground whenever it is installed
  • Updated SkyGfx to 4.2 – which has new compatibility patches for UG
  • Fixed the collision on the tall grey building near the Portland Ammu-Nation store
  • Fixed the collision on the ground near the alleyway and hospital and Portland
  • Fixed the collision on the Times Square building with the Big Half Cocked billboard in Liberty City
  • Fixed procedural grass on the ground near the hospital in Downtown Vice City
  • Fixed the rooftops on the two grey/blueish buildings with the bright blue neons close to the TransFender/mall in Vice City
  • Fixed a backface culling issue on the stairs going down to a jetty close to the Little Havana gym in Vice City
  • Fixed the rooftop on the building with the Big Half Cocked billboard – specifically the side facing south
  • Fixed the non-solid grass lot which was previously unaccessable without a helicopter or jetpack close to the Portland hospital
  • Fixed a minor procedural grass issue close to the secondary terminal building in Escobar International (the one reused from GTA: III)
  • Fixed numerous procedural grass issues in Starfish Island
  • Fixed the ceiling in the skyscraper in Downtown Vice City with the office interior which is used in one of the missions in Vice City
  • Fixed the rooftop collision on a building near the WK Chariot Hotel on the second island in Vice City
  • Reworked the custom radio station audio files. The following changes were made:
  • The custom radio station files are now all converted to OGG files in a different bitrate.
  • Stories radio is no longer available – only GTA: III/ GTA: VC radio files can be listened to while in game by default.
  • The files with the Stories radio merged together with the non-Stories ones (and the files for Stories-exclusive radio stations) now have to be installed separately.
  • You can still tune in to Stories-exclusive radio stations except that there will not be anything playing. This is mainly because of the UG-MP radio station syncing feature which would have to be partially redone because of a different set of radio IDs. Instead, the radio station IDs remain unchanged and UG-MP natives will use the same IDs, regardless if you have Stories radio installed or not.
  • The quality improvements and fixes made (and also the re-introduction of removed radio songs which were cut by R*) for the III/VC stations are still present.
  • If a radio station audio file is missing the game will no longer make all radio stations for a specific region unavailable – instead the radio station with missing audio will still be available however nothing will be playing when you switch to that station.
  • Fixed an integer overflow issue when calculating the percentage of controlled territories – this has been fixed in ExGangWars as well – this problem also affects the difficulty of gang wars themselves
  • Migrated to FLA 5.1
  • Set pieces from GTA: Vice City should now work – they were added in an earlier version however they did not work due to the unpatched coordinate limit (which is now patched in the new FLA version)
  • Fixed some bugs on the GTA: III Securicar
  • Fixed some bugs on the GTA: VC Securicar
  • Fixed some bugs on the GTA: III Enforcer
  • Fixed some bugs on the GTA: VC Enforcer
  • Fixed some bugs on the GTA: III Ambulance
  • Fixed some bugs on the GTA: VC Stretch
  • Fixed some bugs on the GTA: VC Gang Burrito
  • Fixed some bugs on the GTA: VC Banshee
  • Fixed the proportions on the Dagger GTX
  • Fixed some texture bugs on the GTA: VC Blista Compact
  • Added some missing RC Bandit model ID check patches
  • Fixed the 2dfx on the Carcer City Police Armadillo
  • Fixed the door animation on the GTA: VC Hunter and the custom Annihilator
  • Hydra model ID checks are now handled by UG rather than by both UG and FLA
  • Dunsfold has been removed and replaced with Port Oyster. It is also moved to the south of Angel Pine.
  • Additional Police Mavericks now have a functional search light – there was a missing patch which prevented this from working on added ones
  • Several plane/heli weapon patches are redone now – this should fix some minor bugs in the process
  • Fixed a bug where pretty much all non-stock SA boats had water in them by default – this had to be removed via additional patches
  • The rolled up sail on the Rio now moves in the opposite direction as the one the boat is moving in – previously it did not while this is a thing in GTA: VC as well
  • Fixed a crash when the Bullworth Kart was spawned
  • Added a temporary fix for a compatibility issue between FLA 5.1 and the latest Widescreen Fix (the one which came out on May 12th 2020). We passed the issue to fastman92, and this temporary fix will be removed as soon as fastman92 fixes it in a future FLA release.
  • The Portland car crusher is now functional. You can take almost any in-game vehicle there for a reward which differs for each vehicle.
  • Fixed an invisible wall on the rooftop of the WK Chariott hotel
  • Fixed the wrongly rotated tyres near the car crusher in Portland
  • Fixed night lights on the university in northern Staunton Island appearing at day and nighttime – it now only appears at night
  • Replaced numerous tree models in Liberty City with their GTA: III counterparts – this contributes to the GTA: III look and feel quite a bit
  • Added a door to Marty’s trailer in the trailer park in Vice City. Previously there was no door and you could enter the interior.
  • Removed procedural grass on the dirt tracks in northern Downtown Vice City
  • Fixed the procedural grass on the coastline in Downtown Vice City next to the Hyman stadium
  • Added the missing doors on the WK Chariot Hotel in Vice City
  • Fixed the collisions on the hotel near Escobar International
  • Removed these 2 lights which are leftovers after removing the Mendez Building from Snapshot 2.2 (not present in actual VC)
  • Removed the procedural grass on the concrete road between the two runways in Escobar International
  • Fixed prelighting on one of the train track models in Portland, Liberty City
  • Fixed numerous gaps and collision problems on a building near the Cocks Stadium in Liberty City
  • Lance’s house in Washington Beach (which is a buyable safehouse) now has a garage which can store vehicles in it.
  • Fixed the prelighting on the exterior model of the Washington Beach Ammu-Nation store
  • Fixed a backface culling issue on the wooden ‘walls’ at the alleyway near the southernmost tip of Ocean Drive, near Lance’s house
  • Fixed backface culling issues on the fences in Little Haiti’s ghetto
  • Added a bunch of additional neons in Downtown Vice City
  • Fixed a misrotated LOD model of one of the studio set buildings on Prawn Island
  • Fixed a misrotated LOD model of one of the roads near the North Point Mall
  • Fixed a misrotated LOD model near the Cortez yacht in Vice City
  • Fixed a misrotated LOD model at the southern side of Ocean Drive in Vice City
  • Fixed a misrotated LOD model of one of the car parks in Escobar International
  • Added Forbes’ interior as a purchasable safehouse in Downtown Vice City
  • Added a missing GTA: VC building in Washington Beach which was removed in Snapshot 2.2, but was never re-added. It originally had an empire building site there.
  • Added a custom credits movie
  • Snow will now fall when the in-game weather is set to SNOWY_NY, SNOWSTORM_NE, and WINTER_SNOWY_NE.
  • Snowflakes will be affected by the in-game wind speed and direction too, however if there is hardly any wind the snowflakes will just behave like they do in GTA: LCS.
  • It is also possible to create a snowy weather type on UG-MP. Snowfall will be present on server-side snowy weathers as well.
    • Vehicle drivers will turn on their headlights during snowy weather as well.
  • Lots of peds which did not have proper stats and audio now have proper stats and audio.
  • The Shoreside Vale UG-MP level now received a lot of fixes and other improvements
  • Fixed a bug where the Leeds pipeline was never detected (thus VCS neons had the stock RW pipeline)
  • Added an extra timecyc.dat column – a material color multiplier. It is only really used by Stories weathers (this was previously stored in the Ambient column). It can be used by UG-MP weather types too.
  • Corrected the VCS weather data (the material multiplier data was not present) – this results in the game rendering models with the Leeds pipeline more accurately (such as VCS neons!)
  • This change does make VCS neons look bad if the Leeds weather is not used in the first place…
  • Fixed a bug where models with the Leeds pipeline lacked D3D9 fog
  • For non-VC/III weather types blurring colours are now set as well (they’re set to the same values as the non-blurring ambient colours are, this was done internally previously)
  • Fixed performance issues caused by the UG postfx shader
  • Implemented the “night factor” timecycle column from Bully – it basicly acts as a multiplier for ambient lighting which is also affected by the in-game season. In other words, this means that ambient lighting will be darkened by the night factor. The fact that days are longer during the summer is also factored in as well.
  • Re-converted the Bully timecycle data. Turns out Bully does not read the timecycle files at all and just has the timecycle data stored in memory. We took said data to replace the existing Bully timecycle data, resulting in some small differences.
  • Fluffy clouds should now be colored correctly in Bullworth. They were usually black, which was incorrect and looked weird.
  • Corrected the pole shadow strength values for GTA: III and GTA: LCS weathers – turns out we used the tree shadow strength values, which are ignored and not used in both games. Both games used the normal shadow strength values, and thus we changed the pole shadow strength values accordingly.
  • Fixed certain blips having the GXT name of the previous entry if it didn’t have a GXT name to begin with
  • Fixed the VC Voodoo not having its exhaust modifications set up properly – price information was missing
  • Did a complete weapon overhaul – a lot of weapons now have a bunch of fixes, and other changes.
    • Fixed BW_WHIP and BW_NEWSROLL having ammo counters.
    • Fixed VC_KRUGER slot.
    • Fixed UG_WOODCUT, UG_PICKAXE and UG_MACHETE crashing the game.
    • Fixed VCS_SKORPION weapon slot.
    • Fixed VC_M4 Slot number and animation. -Changed BW_MARACAS swinging animation.
    • Changed CM_MACE animations.
    • Changed magazine size of CM_M4 and CC_M4 to 20.
    • Changed animation of CM_INGRAM to silenced animation.
    • Changed LCS_MP5K mag size to 30 instead of 25.
    • Changed LCS_M4 mag size to 30 instead of 25.
    • Reverted LCS_GLOCK17 to original stats.
    • Changed UG_ES57 sound to normal pistol instead of silenced.
    • Reverted VCS_SKORPION to original stats.
    • Reverted VCS_BERETTA to original stats.
    • Changed CM_HAMMER and CC_HAMMER sounds.
    • The CM_TRANQ now acts as an actual tranqualizer with only 1 bullet and 50 damage per shot.
    • Both CC and CM_SHOTGUN now function like actual double barrel shotguns.
    • The CM_FLAREGUN now has 1 bullet and deagle animations, it will be a barebone weapon for server owners to script a functional flare gun.
    • The CM_CROSSBOW now acts like a one shot silenced rifle.
    • The CM_GLOCK is now automatic and held with two hands.
    • The UG_56_II now functions as an assault rifle instead of a shotgun.
    • The UG_XM1014 now behaves as an automatic shotgun.
    • The LC_SHOTGUN is now a single shot shotgun just like in GTA III.
    • The BW_BBGUN is now a non-lethal gun that deals 10 damage.
    • Changed UG_93R clip size to 32
    • Changed UG_TOMMYGUN clip size to 50
    • Changed UG_SILENCED_UZI clip size to 35
    • Increased the recoil of UG_FAMAS
    • Nerfed the damage of UG_CARTELREVOLVER
    • Reduced firerate of UG_AWP and reduced mag size to 6
    • Reduced mag size of G3 to 30
    • Reduced damage of UG_TRIPLE_BARREL_SAWNOFF
    • Reduced mag size of UG_GALIL to 35
    • Reduced mag size of UG_M82 to 5
    • Reduced mag size of UG_M200 to 3
    • The UG_REVOLVER can now be duel wielded with lower ammo count but high damage
    • The CC_REVOLVER and CC_DESERT_EAGLE can now be duel wielded with lower ammo count but high damage.
    • Fixed grenade launcher icon
    • Added 2TGLOCK: an automatic Glock.
    • Added UG AKSOPMOD: an improved tactical AK47.
    • Added UG AR7: an homemade rifle.
    • Added UG Bat with pro lapse livery.
    • Added UG Brassknuckle: reskin of original.
    • Added UG Calico: a long range pistol.
    • Added UG CamoSniper: a semi auto sniper rifle with camo.
    • Added UG FMG9: A compact fast firing SMG.
    • Added UG Karambit: a colorful knife.
    • Added UG M202A1: a four barrel rocket launcher.
    • Added stats for M79 and HK69A1 (grenade launchers) but are crossed out until custom scripts are available for them.
    • Added UG Matador: a high tech anti tank rocket launcher.
    • Added UG Paintball: a standard paintball gun.
    • Added UG Plunger: self explantory.
    • Added UG RPG26: A standard rocket launcher.
    • Added UG SEW 500: A high powered revolver.
    • Added UG SILVERREVOLVER: a standard revolver.
    • Added UG SNUB: a pocket revolver.
    • Added UG SPAS15: an automatic shotgun.
    • Added UG SPIKED KNUCKLE: a knuckle duster with spikes.
    • Added UG SRSA1: A magazine fed bolt action rifle with no scope.
    • Added UG STURMGEWEHR: A WW2 Machine gun.
    • Added UG SWORD: A medieval sword.
    • Added UG TENNISRACKET: Self explantory.
    • Added UG VOLCANIC: An old volcanic pistol that can be duel wielded.
    • Fixed UG_SONGBIRD crashing the game.
  • Fixed numerous ped bugs:
    • Fixed AT_MEDIATR
    • Fixed bad rigging of AT_WFYFYM
    • Improved MLLPDH1
    • Fixed SA_MEDIATR
    • Fixed weird textures on MLL_BFYBUW
    • Fixed LCS_PHIL having his mouth open
    • Fixed bad rigging of MLL_BFYDCG
    • Restored textures to BW_S_ASIANGIRL
    • Improved texture of MLL_COP
    • Fixed rigging of UL_WMORFM
    • Fixed rigging of UL_WFYRDN
    • Fixed rigging of UL_WMYRATFM
  • Missiles can no longer be selected in the weapon spawner. Previously, attempting to spawn a missile would crash the game.
  • Added a missing patch for the Skimmer planes
  • Fixed the Insurrection side skirt models only showing up on one side
  • Updated lots of vehicles and fixed a lot of bugs.
    • The BW Reagan has been improved.
    • Corrected the vehicle audio settings for a lot of files.
    • Corrected the emergency lights on some emergency service vehicles.
    • Fixed numerous bugs on the Little Willie
    • Fixed some bugs on the Bloodhound Patriot.
    • Numerous minor fixes for Stepfather, Henry, Texas, Bug, VC Turismo and Balmoral.
    • The VCS Splitz 6 ATV received numerous improvements.
    • Fixed numerous bugs on the BW Boxville.
    • Fixed a handful of bugs on the PP Lazer jet.
    • The giant monster truck easter egg has been replaced with a new monster truck which is actually drivable.
    • Updated the decals on the Midway News Maverick.
    • Updated the decals on the Midway Enforcer.
    • Fixed the wheels being sunk into the ground on the BW Cop bike
    • The SA BETA Premier now spawns in traffic.
    • Rescaled the license plate textures so the sizes are a lot more uniform.
    • Added the BW Dozer.
    • Added the BW Forklift.
    • Added a custom Carcer City truck, the Luton.
    • Added a flyable version of the static plane models in LCS as the LCS Airtrain.
    • Added a second cop car for LC which has the LCS livery.
    • Added the Xenon, an early 2000s coupe for Midway.
    • Added the Rebla, an SUV for Midway.
    • Added the Sultan RS, a sport version of the regular Sultan for Midway.
    • Added the Redwood, A four door vehicle for Upstate Liberty.
    • Added a second police car for Upstate Liberty.
    • Added the Huntly S, a sport version of the Huntley. A proper location for it has yet to be decided.
    • Added the Schafter, a four door executive vehicle for Carcer City.
    • Added the Regina, a four door wagon for Carcer City.
    • Added the Bobcat XL offroad version of the regular Bobcat. A proper location for it has yet to be decided.
    • Added the Warthog, a custom Harley-type bike which will spawn in Midway.
    • Added the Falcon, a custom Harley-type bike which will spawn in Midway.
    • Added the Mjolnir, a custom Harley-type bike which will spawn in Midway.
    • Added a flyable version of the static plane models found in GTA: VCS as the VCS Airtrain.
    • Added the Hako, a commercial truck for Midway.
    • Improved the Faction TT (Midway vehicle).
    • Added a custom tank which will be used by law enforcement in Midway – the Defender.
    • 129 other vehicles also received minor changes and bug fixes.
  • Did a lot of stat improvements for Midway peds. Plenty of fixes and adjustments were made to ped personalities and voices to match their in game model.
  • Added the wooden bridge connecting Little Haiti to Escobar International from VCS
  • Added a custom LCPD HQ interior
  • Fixed an UB issue related to road blocks which caused stability issues for some people
Download links

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