(GTA:SA) Silent Patch (AAX16)
+15
Inocencio Posada
Pajtime Haradinaj
Marcus Rashard
Yuki Tobayashi
En bas du BR
Mary Tidwell
Harley Henson
Edilio Mendoza
KVL92
Kushy300
Cristobal Paredes
Napoleon Bower
Derek Cheuk
Ernesto_Carcero
Lanfield BARNES
19 participants
Forum CeMondeLeVotre Rôleplay — GTA:SAMP :: COMMUNAUTE: DISCUSSIONS DIVERSES :: Modding - Gta San Andreas :: Autres
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(GTA:SA) Silent Patch (AAX16)
Yo je poste en fast un mod qui à intéresser certains, qui permet de corriger beaucoup de choses sur GTA:SA
La raison pour laquelle je le poste c'est pour ces correctifs et possibilité de mettre l'anti-aliassing a X16 max.
Enjoy
La raison pour laquelle je le poste c'est pour ces correctifs et possibilité de mettre l'anti-aliassing a X16 max.
- Screens X8 (Me) & X16 (XVBarbare):
Enjoy
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Re: (GTA:SA) Silent Patch (AAX16)
Il fait perdre beaucoup de FPS non ?
Lanfield BARNES- VIP
- Messages : 159
Date d'inscription : 04/05/2015
Age : 24
Ancien Prenom_Nom : *
Second personnage : Larry_Wilkson
Re: (GTA:SA) Silent Patch (AAX16)
Sur pc portable je vois aucune différence je perd rien donc bon sur PC fixe ça passe a l'aise si ta carte graphique et ton processeur suit.
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Re: (GTA:SA) Silent Patch (AAX16)
Sa sert à quoi ?
Ernesto_Carcero- Messages : 938
Date d'inscription : 06/12/2010
Ancien Prenom_Nom : Ernesto_Carcero/Pit_Dacia
Re: (GTA:SA) Silent Patch (AAX16)
Réduire les pixels.Jason_McCormick a écrit:Sa sert à quoi ?
Edilio Mendoza- Messages : 1389
Date d'inscription : 06/12/2013
Second personnage : Wardell
Re: (GTA:SA) Silent Patch (AAX16)
Le Silent patch c'est pas uniquement pour l'AA
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: (GTA:SA) Silent Patch (AAX16)
Lourd, je prends.
Inocencio Posada- Messages : 2004
Date d'inscription : 10/07/2013
Re: (GTA:SA) Silent Patch (AAX16)
Pour les anglophone:
- Silent patch:
- GTA SA: (last update: 1.04.2016)
14ms frame delay has been removed. As a result, game now locks properly on 30 FPS instead of 25 FPS
More precise frame limiter, reducing lag spikes a bit when playing with Frame Limiter on
Game FPS has been limited to 1000 FPS (with Frame Limiter off) to prevent freezing during fadeout moments
Mouse should not lock up randomly when exiting the menu on newer systems anymore
Mouse vertical axis sensitivity now matches horizontal axis sensitivity
Mouse vertical axis does not lock during camera fadeins now
NUM5 is now bindable (like in 1.01)
16:9 resolutions are now selectable (like in 1.01)
If the settings file is absent, the game will now default to your desktop resolution instead of 800x600x32
DirectPlay dependency has been removed - this should improve compatibility with Windows 8 and newer
Path to the GTA San Andreas User Files directory is now obtained differently, increasing compatibility and future-proofing the games more
A heap corruption in one place is now fixed (did not affect gameplay but could potentially make the game crash)
EAX/NVIDIA splashes are now removed (can be toggled on/off; OFF by default)
Subtitle and Radio text sizes can now be toggled between the original release and updated Steam version (defaults to Steam sizes)
Area name colour now matches the gang colour of the gang that owns that territory (Los Santos only) (can be toggled on/off; DISABLED by default)
Wet road reflections render properly again (just like with Road Reflections Fix)
Fixed sun lens flare effect not appearing with AMD/Intel graphics cards
Helicopter rotors and plane propellers now work correctly. They now have a blurring effect present in VC and PS2 version of SA. This fix can be disabled separately for each file via the INI file
Hunter interior does not dissapear when viewed through the glass door panel
Dual rear wheels now show up properly (Yosemite, Tanker etc.)
Weapons are now visible when viewed through a vehicle window
Holding a weapon will not cause some objects to be incorrectly lit anymore
Blown up vehicles are now correctly coloured and no longer shine (like in 1.01 and Steam versions)
Dirty cars are now able to get clean (like in 1.01)
Each car has an unique numberplate now
Custom numberplates now show up correctly in all cases
Custom numberplates are now also allowed on bikes
Numberplates are now bilinear filtered, resulting in a smoother look
Vehicle lights do not get dark after being being initially lit anymore (like on PS2)
Detached vehicle parts will now remain the same colour as the vehicle they came from
Detached vehicle parts now render from both sides
Moonphases now show up correctly, like on PS2 version (only when playing in 32-bit colour mode)
Toggling car lights on does not make windows invisible when viewed from inside anymore
Illumination value from timecyc.dat now accepts any float value in 0.0-2.0 ranges, not just 0.0, 1.0 and 2.0
In addition, if illumination value is absent from the timecycle (like on a stock PC timecycle), the game will now default to 1.0
Lights now get casted on vehicles and peds properly - previously, they'd dissapear under some conditions
In addition, when playing on Visual FX Quality higher than low, the game will now cast up to 6 lights on each model both indoors and outdoors (on Low details, game's stock behaviour has been kept - allowing up to 4 lights per model outdoors and 6 indoors)
Introduced several fixes for rendering objects with an alpha channel, including an experimental two-pass rendering mode (see SilentPatchSA.ini for more details; can be toggled on/off, DISABLED by default). Two-pass can be selected to use Silent's code or aap's code - the latter aims towards emulating the PS2 alpha test
Muzzle flash looks better now
Muzzle flash will now show up when firing the last bullet from the clip
Coronas' don't have a Z test forced all the time now - as a result, sunglare now matches original PS2 version
Night Vertex Colours are now handled by a shader - as a result, transistion from day to night vertex colours is now smooth, just like on PS2 version
With User Tracks automatic scan enabled, MP3 playback will now work properly if QuickTime is not installed
User Tracks now supports the FLAC codec (Only 8/16/24bits, Mono/Stereo and up to 48Khz)
PCM WAVE has been expanded to also accept additional profiles (Now 8/16/24bits, Mono/Stereo and up to 48Khz)
PCM WAVE files with an ID3-TAG will now also work with the game
Temple and Queens are now correctly called on the police scanner
Travelling far away from the map will no longer trigger the extra gang territories glitch, nor will it corrupt the Taxi Driver submission
Gym glitch ("You have worked out enough... " showing infinitely) has been fixed (can be toggled on/off; ENABLED by default)
Saving in Madd Dogg's mansion will no longer trigger the missing basketball glitch (can be toggled on/off; ENABLED by default)
Fixed an occasional softlock in Mountain Cloud Boys - the player will not freeze after arriving to the meeting anymore (can be toggled on/off; ENABLED by default)
Impound garages now function correctly, allowing the player to recover his last vehicle after it had vanished after a mission start
In addition, impound garages will now store player's car when he's busted
Streamed entity list has been expanded a bit, so now the game world shouldn't flash when looking down with high Draw Distance settings anymore
Mouse rotates an airborne car only with Steer with Mouse option enabled
Towtruck tow hitch does not get bugged after it has been fixed anymore
Plane doors don't corrupt after the plane has been fixed anymore
Fixing a plane will now reset its moving props to an undamaged state
Several vehicle components (most notably, Rumpo's front bumper and Bandito's moving prop) will not get glitched after the vehicle has been fixed anymore
Weapons and a jetpack now cast proper shadows
Crosshair doesn't mess up weapon icon when on a jetpack anymore
Free resprays will not carry on a New Game now
Previously present only on PS2, 'Cars drive on water' cheat is now toggleable - its string is SEAROADER
Randomizer error causing peds not to spawn in some areas has been fixed
Randomizer error causing prostitutes to be quiet during solicit has been fixed
Text boxes now can show together with a Mission Passed text
Fixed a 1.01 only tiny memory leak which occured every time the player switched a radio station
Fixed an occasional crash when Alt+Tabbing back to the game while standing next to a mirror
Mirror reflection doesn't break with Anti-Aliasing enabled anymore
With Visual FX Quality set to Very High, mirror reflection quality has been bumped
Anti-Aliasing option has been altered - instead of listing 1, 2, 3 options (which in fact are 2x/2x/4x MSAA), the game will now show proper MSAA values from 2x up to 16x (depending on max MSAA level supported by the graphics card)
Colliding with another car will now damage proper parts on both cars - previously, both cars got damaged the same way
Steam version has proper aspect ratios now
IMG size checks have been removed from the Steam version
Steam version of the game will not reject 1.0/1.01 saves anymore (still, a compatible SCM is needed for the save to work)
Yuki Tobayashi- Messages : 1772
Date d'inscription : 30/01/2013
Second personnage : Aimi Ostukimi
Re: (GTA:SA) Silent Patch (AAX16)
Lourd ouais
Marcus Rashard- Messages : 4914
Date d'inscription : 28/08/2013
Re: (GTA:SA) Silent Patch (AAX16)
Je suis au courant je l'ai déjà préciser que ça implanter beaucoup de correctifs, je suis le mod depuis sa création.Lucila Wright a écrit:Le Silent patch c'est pas uniquement pour l'AA
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Re: (GTA:SA) Silent Patch (AAX16)
Les fichiers sont à glissés directement dans la racine ?
Derek Cheuk- Messages : 304
Date d'inscription : 27/04/2013
Re: (GTA:SA) Silent Patch (AAX16)
ué ça fait koi exactement ?
Napoleon Bower- Messages : 2718
Date d'inscription : 03/08/2014
Age : 26
Ancien Prenom_Nom : until the end
Second personnage : Judean Hill
Re: (GTA:SA) Silent Patch (AAX16)
Merci beaucoup!
KVL92- Messages : 6010
Date d'inscription : 27/09/2015
Age : 25
Ancien Prenom_Nom : Pelham/Matsuki.
Re: (GTA:SA) Silent Patch (AAX16)
Merci, mais perso je crash :/
Cristobal Paredes- Messages : 67
Date d'inscription : 30/11/2014
Re: (GTA:SA) Silent Patch (AAX16)
Non pas normal.
Ca rend ton jeux plus net, avec moins de pixel + autre correctifs diverses.
ué ça fait koi exactement ?
Ca rend ton jeux plus net, avec moins de pixel + autre correctifs diverses.
Marcus Rashard- Messages : 4914
Date d'inscription : 28/08/2013
Re: (GTA:SA) Silent Patch (AAX16)
Le mod a été conçu pour le solo de GTA SA donc y'a des risque de crash avec sur SAMP
Kushy300- Messages : 108
Date d'inscription : 09/06/2014
Re: (GTA:SA) Silent Patch (AAX16)
Je l'ai mis ig, la seule différence que je vois c'est le chargement des textures de loin & peut-être moins de clipping & les noms des radios quand on entre dans un véhicules sont minuscules.
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Re: (GTA:SA) Silent Patch (AAX16)
C'est dans le cléo?
KVL92- Messages : 6010
Date d'inscription : 27/09/2015
Age : 25
Ancien Prenom_Nom : Pelham/Matsuki.
Re: (GTA:SA) Silent Patch (AAX16)
non dans la racine
Edilio Mendoza- Messages : 1389
Date d'inscription : 06/12/2013
Second personnage : Wardell
Re: (GTA:SA) Silent Patch (AAX16)
Faut régler l'anti-aliassing dans les options graphiques.. Des fois que tu l'es pas fais.Karl Keller a écrit:Je l'ai mis ig, la seule différence que je vois c'est le chargement des textures de loin & peut-être moins de clipping & les noms des radios quand on entre dans un véhicules sont minuscules.
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Re: (GTA:SA) Silent Patch (AAX16)
Pas de x16 dans l'AA pour moi en tout cas.
Harley Henson- Retraité Staff - Hall Of Fame
- Messages : 4483
Date d'inscription : 18/04/2009
Re: (GTA:SA) Silent Patch (AAX16)
Les ombres sont buguées dans les intérieurs mappés. Retiré pour moi.
Mary Tidwell- Messages : 9972
Date d'inscription : 25/09/2013
Second personnage : Peter Conower
Re: (GTA:SA) Silent Patch (AAX16)
Il y avait des bugs, j'ai également retiré.
En bas du BR- Messages : 828
Date d'inscription : 21/06/2015
Ancien Prenom_Nom : Hoover Kingtson
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