Thursday, November 29, 2012

[TDSD] Revival

Word hasn't likely gotten around much yet, unless you've run into Requx, [TDSD]'s newest member. Yeah, [TDSD] is gonna get back on it's feet. Clan recruitment has already started, the new blog was finished a while ago, and a server is now in the works. Head on over to http://tdsd-hq.blogspot.com for all things related to [TDSD] in the future! Though first things last; please give a warm welcome to [TDSD]Requx when you see him. So far he's proven to be a great member of the team and I really hope he sticks around while we get sorted out. A new Hotmail / MSN / WinLive / Skype account will be created soon, to keep better communication with the community, and for anyone that might wanna help out in the future. Shit'll get done soon, follow this blog or the TDSD blog. Any important updates will be shared on both.

Friday, November 16, 2012

Modeling Projects - Terminated!

Oh yay! I know you guys have heard this one before.

As a follow up on my previous post, which I told you all about my AE86 Project, and Map Mod, I am sad to say that they have been...terminated.

No. It's not the usual reason; which is where I lose interest or motivation and scrap it. This time around, it's a technical problem.

To be able to efficiently work on the projects, I was swapping from Laptop to Desktop each day to get some work done. I hadn't had a Flash / Stick drive, which would've been preferred, so instead I used one of my DVD's laying around. Well for whatever reason it is, with no misclicks or accidental disc handling involved, the disc has become corrupt, and unreadable. No recovery program will save it.

So, unfortunately, this is yet another project laid to waste. Honestly I'm not sure what caused the corruption; the disc was in a hardcover case, was never scratched or mishandled. Plopped it out of my laptop and into the Desktop, next thing I know it won't read.

Well, shet happens I guess. It wasn't too bad working on these projects, more so the map, so I may pick it up and try again with a new layout; might skimp on quality though, I really did put a lot of effort into that map, not pleased to see it gone.

Expect some updates on my new map project soon. Daily Backups.

Monday, October 29, 2012

IP Change

New server IP:  66.183.125.242

Sunday, October 21, 2012

GTA Update

In regards to the last post; this is simply an update, reassuring you that the projects are still being worked on!

The car mod:
-Before I had stopped working on this car the first time, I had finished the exterior shell + bumpers; though, the bad part about the work that had already been done, was that it had been done almost a year ago, while I had no internet access, to keep myself occupied.

For references, I had been using pictures and model files of other editions already created for GTA which I'd collected over the years. Now, with internet access and real references, it's clear just how inaccurate the previously created models have been :D

So the roof was cut off, the bumpers were removed, half of the rear end was also deleted, and that's where I re-started. So far the rear, and bumpers have been fixed. The roof shouldn't be a hassle, and I likely won't spend too much time on the interior.

--

Map Mod:
-All modeling has been finished, though texturing will be slow. My laptop doesn't seem to support the texture service in Zmodeler, and thus I can only have the last 1 or 2 hours of each day to work on texturing, at the desktop.

Collision work has already been done and tested; and once texturing is complete, a few bonus features will be thrown in before release.

--

Chow


Monday, October 8, 2012

Regarding GTA | SAMP

So I've had my fair share of a break from playing on SA, the game which never gets old, and never seems to die off. This, entitles me to as many returns to actively playing it as imaginable.

I've been back online SAMP for a few weeks, and Sarah returned last week; which I'm hoping she'll stick around or at least just pop on every few days; though it's been seeming a little more dull than usual. I have only myself to blame for that; as most of you know I've started well over a million projects for SA including maps, cars and servers, and have only ever managed to finish and release very few.

I have been getting consistently more motivated over the last year, actually finishing projects I've had in the works; and so far I've been able to keep steady work on a few for SA.

So far, within the next week or 2 I should have a new map mod released on GTAInside; nothing extraordinary  and not very big either, but it's something. I plan to include some new cool ideas I don't think have ever been done correctly before, and make it fairly well detailed. This will also be a 'Part 1' of hopefully many, I have placed the map in a sound location that will allow easy modification to add more on later, and spice up the old default SA a bit.

Also in the works is another car mod, no promises on this yet, though it was one of my older unfinished projects that's being revamped. Hopefully when finished, it will follow in fashion of some of SA's older car mods that were fully tuneable.

And on the last note; Over this last year, 2 attempts have been made at creating a new server script, both unfinished, though they proved to be a good learning curve. At this time, I have began re-hosting the SDU script from 2011, and will likely begin work on slowly upgrading the now-old script after I have released the map mod.

If you want a bit of nostalgia to fill your head, or just want an alternative; 66.183.114.9:7777. Profiles have been reset, although the ban list still carries over.  Please enjoy the server, make recommendations with the old /suggest command over the next week, and I'll see what I can do later!

Thank you,

Thursday, June 21, 2012

GTA General + New Project

Well, there comes a time about once every year, that you get the thumbs up from several old people stating they are planing on returning to the GTA community. It's almost a cliche.

Within the last few days I've gotten messages from some older drifters about returning, at least for a while anyway; some even being extremely old drifters.  You could officially label GTA, and more specifically GTA: San Andreas, as a timeless classic. Maybe there really will be a reason to restart SDU for the third time..

Anyway, if anyone has played Max Payne 3 yet, you may notice that aside from the extremely large size of the game (30gb), it performs extremely well even on most average-grade PC's. This is a hopeful indication that in the upcoming GTA Title, which is also quoted to have the 'largest explorable landscape' yet featured in a GTA game; that it will also have a chance at running smoothly, unlike it's predecessor GTA IV, which could barely achieve 40fps on high end PC's. Either way, V promises the return of airplanes and countryside, which in it's own is good enough for me.


Introducing my latest project..alongside another vehicle also made by the same brand; anyone know what car in the picture is? Hint: LeMans.

Saturday, April 28, 2012

Using Handling Lines in SA-MP 0.3d (Revised)

You know those days when you feel like a complete dumbass? This is definitely one of those days.

Before making my previous tutorial with the same post title, I had struggled with the 'Click-Freeze' bug which almost everyone else has encountered as well. In the tutorial I included some things I thought might fix it...but I overlooked one big important detail, and pretty much ruined the entire post.

When trying to fix the bug myself, I reinstalled SAMP and Sobeit several times trying to figure out, including different versions of both programs; however when I actually did fix it, I had been screwing around so much that I completely forgot what I did to fix it.  Anyway the gist of this entire post is that the solution comes with the different versions of SA-MP..

So here it is, the revised and guarenteed-to-work tutorial!:

Step 1:
Download and install the latest version of the Mod_Sobeit cheat client. All new and updated versions of the mod can be found at this web address:
http://code.google.com/p/m0d-s0beit-sa/

Step 2:
Download and install the R1 version of the SA-MP 0.3d client.  You can download this specific version here:
http://www.4shared.com/file/MEAwc4gS/SA-MP_03d_R1.html?
or in the Download section of this blog.

Step 3:
Open your GTA San Andreas directory and open the 'mod_sa.ini' file. This can be accomplished by right clicking on the Windows start button (Win7 = Blue circle on task bar), and clicking 'Open Windows Explorer'. From there, find the folder you installed GTA Into. By default, this will be:
C:\Program Files (xxx)\Rockstar Games\GTA San Andreas.

Step 4:
Once you've opened the mod_sa.ini file, click 'Edit' on the top taskbar, and click the 'Find' function.  In the find box, copy and paste the following:
patch[] = "Custom handling.cfg (data/handling.two)"

Look for the two 0's found on the right side of that line:
&0 0

Simply change the second 0 to a 1:
&0 1

Before you save the file, use the 'Find' function again and search for the following line:
i_have_edited_the_ini_file =

Make sure that after the = sign, is the word True.
i_have_edited_the_ini_file = true 

Now save and close the file.

Step 5:
Open your data file in the GTA Directory (\Rockstar Games\GTA San Andreas\Data), and find the 'HANDLING.TWO' file. Open this file with notepad, as you would the regular Handling.cfg file, and add all of your custom handling lines to the .two file instead.  When your done, save the file and go enjoy SA-MP with your crazy custom lines!