Przez przypadek zacząłem ściągać gat sol ale może będzie tam .exe
nie ma trzeba samemu ustawic a w readme pisze ze na www.gtastateofliberty.com
jest exe albo napisac do jednego edzia tu daje readme v.50.0:
GTA: State of Liberty ©2008 (GTA-SOL50.0) Keith, C aka Mc-Kay
$VER: GTASA-LVC ©2008 Stable 0.50.0 (Map version 5) (29.Sep2008)
---Welcome to GTA: SOL- -----------------------------------------------------------------
GTASOL Beta 50.0 (AngryBull)
The final release date for this mod has been set back because of some issues getting everything together; I will keep all of you informed as to when that will be.
A) Still awaiting missions to be added and coded into the SCM.
B) Paths and water bounds to be fixed.
Why is there no exe?
You have to go to www.gtastateofliberty.com
and download the exe from there.
1. A new ID layout for all the IDE and IPL files where all the objects now range from 600- 15800. As well as fixing two major issues; the bugs around the map that created the random crashing and the vehicle damage bug.
2. All models have been either recreated or reconverted without the alpha corruption that you got from using KAMs scripts.
3. Replay system has been fixed, as well as the vehicle collision bug.. (needed models got deleted from the gta3 img file, and have been put back)
4. New 2dfx arrey setup, Lighting objects can be stand alone and not linked to any other objects, also with the ability to tag light object using IPL entires.
5. 120 SA Vehicles now added, VC vehicles are now set as default and added back into the mod.
6. Optimized maps that will path the way to this mod running on SA, also the SA map has been raised from sea level, no more dawning.
7. GTA3.img file has been rebuilt and loaded back in (GTA_VC.Dat) IDE entry order. (Radar.txd, Peds, Game Parts, Vehicles, Models, Ifp and light dffs, SA Vehicles)
8. Respawn cords have been fixed, no more fulling in random places.
9. Updates now possible, just changing the files in the data folder.
The main aim when I started this project back in March 2005 was to get all 3 GTA cities onto one game map. This was something many GTA fans had dreamed about. I had chosen the GTA Vice City engine at the time to start my research project, pushing the boundaries of the engine to it's full potential. In time, hopefully when I get permission from R* I hope to do the same to the SA engine; because from what I have learned so far is there is alot of untapped power yet to be discovered.
Making video games in the industry isn't easy, as you're limited by set targets. This modding project has allowed me to discover new possibilities in my free time that will be seen in future projects.
like Project Crymaira
1. Running Windows Win2k/SP4 - XP/SP2 - Vista
2. Latest version of Direct X (Dec 2007)
3. P4/AMD 2.4Ghz or better
4. ATI/GForce (128Mb/256Mb)
5. 512Mb+ of ram
6. 2.4Gigs of Hard drive space.
7. Have both original VC game disks.
8. Must own the original copy of GTA: Liberty City and GTA San Andreas.
This version is for everyone, Please follow the install process below if you want to install the mod manually.
GTA-SOL hosted on ModDB is a single file Rar archive; GTA-SOLbeta49.0.rar
Unpack the 7zip archive and copy over your freshly installed GTA folder, and then you're ready to run the GTA-SOL.exe.
If you have any problems installing the mod, Please follow the readme file that is in the mod folder and can also be downloaded from GTAG, and http://www.gtastateofliberty.com
Make sure you have the latest DirectX 9.0c installed for the SA-Hud to work, but disable the in game hud on the menu display options.
Those running Vista: Go to into the tools folder found within this mod and unpack the GFXpack.rar file, copy this in to your GTA folder, (replaces the d3d8.dll)
Edit the spec.ini so the game opens a window, not fullscreen!.
Upack the data in the /users/GTA Vice City User Files.rar and replace your GTA Vice City User Files, found in C:/users/$useraccount/GTA Vice City User Files/ folder.
Those running Linux/Bsd/MacOs X
Download wine from www.wine-hq.org
(Tested Wine Version: 0.9.51)
Install the mod by first running Vice-City’s Setup exe (Vice City installer disk)
Type wine /pathtocdrom/setup.exe to install the game.
Type wine gta-vc.exe in the program directory to run the game.
UBUNTU: SU <ADMIN PASSWORD>
SUDO APT-GET INSTALL WINE
Install VC be just opening the disk and clicking on the setup.exe
Unpack the data in the /users/GTA Vice City User Files.rar and replace your GTA Vice City User Files, found in C:/users/$useraccount/GTA Vice City User Files/ folder, Copy this to your home account folder /GTA Vice City User Files/.
(Note: Change log below)
Admin and Public updates:
Updates will be on a regular basis found on GTAStateofliberty, GTAGarage and ModDB.
Do not install OLD updates patches that had been released prier to this new mod release;
The updates are designed so you can just replace your DATA folder, this way keeping up with any changes I make throughout the mod.
Where can I report bugs? | help? | Where can I get the lastest news and development on this mod?:http://www.gtastateofliberty.com
Where can I give feedback and offer suggestions?:http://www.gtastateofliberty.com
1: Install a new version of GTA:-Vice City. (This will be the base for this beta mod).
Important: Copy the Audio folder from your Play_Game_Disk (Disk 2) into
your C:\Program Files\Rockstar Games\Grand Theft Auto Vice City\ folder.
Ie: Note: Your installed GTA VICE CITY FILES are write protected (Read-Only),
before you install this mod change the "read only" attribute of all files in the
*\Grand Theft Auto Vice City\ directory.
2. Next copy the contents of the following files below.
movies --> \Grand Theft Auto Vice City\movies\
models --> \Grand Theft Auto Vice City\models\
skins --> \Grand Theft Auto Vice City\skins\
text --> \Grand Theft Auto Vice City\text\
txd --> \Grand Theft Auto Vice City\txd\
data --> \Grand Theft Auto Vice City\data\
icons --> \Grand Theft Auto Vice City\icons\
tools --> \\Grand Theft Auto Vice City\tools\
3. New dll file comes with this mod and the GTA-SOL.exe patch. you will need to
run the GTA-SOL.exe instead of the GTAVC.exe.
Please Do not delete the original GTAVC.exe file.
4. That is it!. Enjoy!
---To be installed at your own risk.--------------------------------------------------------
This Mod is classed as a work in progress; to be installed at your own risk, this mod may not work with other mods as all the object assigned ID and X, Y and Z cords have been changed.
This mod will not work with any other (No-Cd) patch, as this EXE is only designed to work with the official legal copy of the GTA: Vice City, with the original (GTAVC.exe) installed first!!!
GTA San Andreas, GTA: Liberty City and GTA: Vice City is copyrighted by Rockstar Games and Take Two Interactive, All Car names & Trademarks are sole property of their owners, all the mods within this modification are property of their developers.
All new content is indicated within this projects documentation for copyright ownership, Permission was given by Rockstar Games before engaging work on this mod, use of the exe, and new modifications within.
GTA: State of Liberty domain is property of the owner. - Mc-Kay,
GTA: LC, VC and SA is property of Take2, Rockstar Games.
Notated in European; Date/Month/Year format.
Future: Western town, Other US Cities..
Files repaired or Replaced; Check the to-dos.log
This hasnt been kepted upto date, lack of time..
16/01/08: GTASOL Beta 49.0 (Brightshads)
Replay system has been fixed. (need models got deleted from the gta3
img file, and have been put back)
120 SA Vehicles now added, VC vehicles are now set as default and
added back into the mod.
08/01/08: Optimized maps that will path the way to this mod running on SA,
also raising the SA map by 6 unit (Z), no more dawning, All Texture Issues
have now been fixed.
07/01/08: GTA3.img file has been rebuilt and loaded back in GTA_VC.Dat line.
(IDE entry order; Radar, Peds, Vehicles, Models, Ifp etc)
07/01/08: Player re-spawn have been fixed, Paths and Cullzones adjusted.
06/01/08: New 2dfx arrey setup, Lighting objects can be stand alone and not
linked to any other objects, also with the ability to tag light object
using IPL entries.
05/01/08: GTAF Admins eyes only release.
01/11/07: Check website for details.
07/08/07: Batching up for release, (49.10)
06/08/07: Fixed paths for VC and some for LC.
03/08/07: New layout for some parts of MLL and some small changes to the
01/08/07: Lots of detail added to MLL, mostly street props (trees, lights)
27/07/07: New models converted from LCS that have been added to LC.
21/07/07: New models added for MLL, New land pieces.
20/07/07: Collisions fixed for SA and LC
10/07/07: Mainland liberty land section complected.
10/06/07: Taking time out.
05/06/07: Rebatch for release.
03/06/07: Fixed some bugs in the generic ide, pointed out by Shrew (GTAF)
01/06/07: Old VC models for pointview (oceanbw) added back.
13/05/07: Vehicle Slots added, Max (600)
12/05/07: Snow models added back into the mod, (generics)
11/05/07: Building site changes added back to Comntop(LC)
03/05/07: Model replacements around Vegas and La (East).
02/05/07: New particle.txd added, thanks goes to Tony Mai, (delorean88us)
29/04/07: We decided to remove all LODs since these have been the made issues
as late, we have changed the draw distance limits to match.
All LOD's have been removed from the IMG file, IDE, IPL and Cols.
28/04/07: There seems to be no waterwalls in the mod, this is a good thing, but we still
need to access those tunnels.
27/04/07: Andy has released the Limiter Adjuster 2 (5) patch, We have working paths
back in VC.
25/04/07: Removed tunnel to vice city, as there is a better connection in the works.
14/04/07: Fixing LODs (update in due time)
10/04/07: Fixed the VCS models around the airport.
09/03/07: Taking a month break from the project.
01/02/07: Building a Alpha release version 48.0, this is for those who are helping me
with the project.
25/01/07: SFe, Sfw, Sfs, Sfss are in the game but i've had to remove parts of VC
because of the limit, so I can test for stability.
24/01/07: I have reached the exe limit, what to do..
Fixed railtrack texture problems in Portland, Bistro and DowntowS's lovefist
building, also added a seawall for the intersection bridge link from AirportN
22/01/07: LAW and LAWN are in, with the help of delorean88us in making the LOD
18/01/07: LAN and LAS have been added but I have hit a new EXE limit.
17/01/07: LAHills was added today, along with some LOD fixes for the LAE map set.
16/01/07: Added SA - Lae, Lae2 and LAXref objects, rebuilt all the col files, because
all the files don't have the same name as their normal object counterparts.
12/01/07: I have reached a point where I can release this mod today, The mod seems
stable as i've been testing it for hours, still there is the odd random crash
that might be down to the VC engine its self.
11/01/07: I have updated Squiddy's SA Hud to version 1.0, and I have replaced the
dodgy SOL.exe with a more stable version.
10/01/07: Adding vegas maps into SOL, rebuilding all the collision files one at a time.
10/01/07: Rebuilding the SA map this time a section at a time, hoping to remove the
collision bugs, where there may have been collision files with the same name,
each section of the SA map has been prefixed with (v, s, l and c) for SF, LC
Vegas and the Countryside zones.
The prefixing was done quicky thanks to JernejL's (Delfi) COL prefixing
Script, The dff, txd, ide and ipl files was done with rexx.
05/01/07: Alot of map changes and bug fixes, this brings a more stable mod.
12/12/06: Released Beta version 47.1 with SA mapped out 100%, this will be the base
of map version 6 where I hope in time to get stable.
11/12/06: SA testing stage. I will release the mod to those who can help in bug tracking.
30/10/06: Fixed the bugs pointed out on GTAForums showroom, But I haven't touched
floasty islands, optimised MLL to speed up loading and gameplay.
29/10/06: New railtrack.txd to fix the rail tracks in Liberty City, Roads replaced in MLL
to stop the flickering.
11/10/06: Clean up around VC's airportN with new bridge, Plus many other fixes around
26/09/06: New bridge across from Mainland Liberty to Liberty City, glitches fixed with
the help of Gforce. (GTAF MI)
17/09/06: Fixed the Bistro at St.Marks (LC), Replaced COLs for the Large Factory
buildings in MLL's dosks and re-positioned the road layout in Mainland Liberty.
Other changes will bring the newer buildings from LCS into SOL to update the
look of LC and MLL.
24/07/06: This is the bug free release, Removed some codes from the SCM, and changed
some stuff in the EXE, In short a work around for the 2 wanted stars bug,
where cop cars crash the game.
19/07/06: I have most of the SA vehicles in, but not all their collision files have been
sorted out, I have also replaced some of the RC models with bikes.
14/07/06: Had another revamp around the Docks and the Army base of Mainland Liberty,
I still need to add the LOD set for this part of the map, but I am wondering
whether this will slow down game play.
12/07/06: Removed, Testing ideas that went badly wrong, Stepped back to version 44.2.
Compressed all TXDs in the gta3.img file, and found that this used more
Found a way to remove all cop cars, but found the engine would still crash,
Engine will crash however, if a cop car passes your vehicle only with 2 cops
sitting with in the cop vehicle.
05/07/06: Added 4 new vehicles from SA, still there are problems with the way they use
a single TXD file.
04/07/06: Lost all progress notated from the 01st July 06 due to a Virus, had to step back
to the last release 44.1v5, but every thing from this point is back on track.
02/07/06: Added Floaty Islands, plus other numerous map glitches around the Docks area
in Vice City.
01/07/06: Fixed the traffic lights/ lampposts glitch, All models now use the same TXD.
30/06/06: Remapped all the generic objects, leaving space for vehicle and ped IDs.
28/06/06: New ID range added, plus new splash screens.
24/06/06: All SA generic objects have been added into SOL, this will pave the way to
installing the SA maps.
06/06/06: Lots of minor changes to the game files so the mod will load faster, nothing has
really been added yet, except all the new patches and updates from all the bugs
found on GTA Forums.
06/04/06: Minor fixes to the water tables around VC and LC (water.dat and waterpro.dat.
Soon able to open up the tunnels without the use of a trainer.
29/03/06: DS's tunnels and roads added, MLL glitchs fixed, LOD's for the armybase,
plus SA Buildings that have been ported.
22/03/06: Fixed 2 collision bugs around MLL and LC, Repaired Frankie's mansion floor,
texture, this was a double entry in the generic.ide (frankiesbase.txd), added new
textures to the fences.txd because this file is used in both for LC and VC.
19/03/06: New areas around MLL include Construction sites, Residential buildings and
Police station, LOD fixes around the old map of MML and Handling file
changes for bikes.
08/03/06: New bike (NRG500 was donated by Gforce, I have also fixed the
lastest finds on the maps for MLL, Repositioning a building or two
and fixed the ground below.
07/03/06: Fixed 2 glitchs around MLL firestation, Added LODs for the
remaining buildings (Chinatown), Fixed the twin lighthouse mistake
pointed out by Zackzr.
05/03/06: MLL fixes for road connections and building positions.
01/03/06: Added the LC paths converted by DeathSquad, these will not
work until I fix the bug this vehicle spawning.
28/02/06: Planned Pub-release. Beta41 Map version 5.
27/02/06: DeathSquad's Tunnel System, Downtown Liberty City Opening
Finished, a work in progress from LC to VC.
19/02/06: New clean Scm file from Tux coder, 1 New mission for the new
16/02/06: Major redesign of MLL, this time hoping to tidy alot of stuff
that’s been bugging me, Alot of old buildings were used, but
I hope in time I can replace them.
14/02/06: Added lighting to MLL Chinatown and FD, Removed lots of used
objects, added 4 new buildings for MLL, and replaced some badly
13/02/06: To address the bugs pointed out in the forum by Tux-coder.
reworked the seawall south of Mainland liberty and fixed some
buildings around MLL with rooftops.
11/02/06: China town to mainland liberty, and a fire station plus many IPL
fixes for this island.
10/02/06: Col fixes around LC and MLL, most skyscrapers are solid.
09/02/06: No more slow downs near LC, problems still exist in MML because
of the amount of objects used.
09/02/06: Moved MLL away from LC (-x600 units) hoping to speed up game play.
04/01/06: Problems with installer, files seem to be corrupted, hence this
03/01/06: Fixed known bugs in LC, No longer crashes heading north towards
that island, however there are some SCM problems, these should
be fixed on the next update.
01/01/06: Added LODs to the army base, Plus lighting, this needs also to
be finished for the next update.
28/01/06: New army base under MLL with tunnels and a bunker.
24/01/06: Moved MLL up 1000 units away from VC, SCM bugs fixed (player
spawns near the Washington Mall)
19/01/06: Updating the files for the team so they can get on with their
tasks, Mission coding and new maps to be added by team members.
11/01/06: Retexturing the existing game map, still mostly in the downtown
area, replacing some dated models with some new modem designs.
10/01/06: A monorail for VC, this was included in earlier versions, this
time around, I added some lighting to tracks and stations.
09/01/06: Gone to town retexturing downtown with some nice SA style
roads and new textures to some bad ugly buildings.
08/01/06: Added some old mods back into this new version, like the new
army base and mainland liberty.
08/01/06: Reconverted LC again, this time sticking to the original file
names LC was given, using existing files from Vice city like
trees and lampposts for LC, thus cutting down on ID usage.
07/01/06: Reinstalled Vice City, hoping to do better this time around,
and have a clean new start.
06/01/06: Changed map version to 5 due to team member issue.
11/12/05: Found some unused peaces within GTA3 files (Subroads.ipl and
temppart.ipl), plus removed a lot of clone entries
Added landing pad near the hospital (Comntop.IPL) and a listening
station that was added to the new army base as well as the
Airport in LC, plus many unused land and road pieces found in
the temp.ipl that will become useful in the project.-
10/12/05: Fixed land near Portland, missing dff's in Map version 4.
12/10/05: Started work on Mainland Liberty, this new island that will use
a lot of road sections from LC, The old road peaces will make
for a good jigsaw puzzle, plus I hope to be able to model new
buildings for this new peace of land.
16/09/05: Fixed bug that looms near Point view, where the building site
was moved, and placed in its new location.
15/09/05: Fixed the connecting bridge downtown, but this really needs
to be modelled, Ugly as it looks, this is for the to do list.
11/09/05: Made another map layout as an option for the user to choose
when installing the mod.
09/09/05: LOD fixing. thinking of Suffixing files names instead of
Prefixing, dunno yet!!, I'm working on a new idea to replace
LODs all together, this will speed up game play and make life
easier for the GTA-SA port.
01/09/05: Monorail comes to Vice City, hoping to add a working train in
29/08/05: Added GTA rally models onto the game map, big thanks to Jonny
08/08/05: As pointed out by Tux coder, I have removed a line from one
of the maps relating to GTA3, and replaced the hud for Vice
City, this shows up as the hud in SA
24/08/05: Added support for Mark's Fun Island, And fix to change the
x (-1000), y (-700) cords, for it's new location, also added
Speed Island, with the same cords adjusted.
23/08/05: Patch to fix the Radar, but if any extras are installed,
apply the patch after, So any map adjustments are cleaned up
23/08/05: fixed a bug with the new bridge connecting to the army base
to LC, Complete with LODS and Night texturing.
22/08/05: We have a working mod at least, thanks to Andy's new patch,
this allowed me to debug and fix many problems.
10/08/05: Optimized both islands to try and cut down on the amount of
objects being used, and remove as much as I can without anything
major being missed, A lot of objects originally in LC are also
used in VC, So we don't want to use the same objects twice.
05/08/05: Fixed up some map glitches. (Some Objects flickered), This is
still being worked on, May notice object Normal+LODs in places
where there not meant to be.. Given time this will be sorted.
24/07/05: Main.scm file updated, as the players starting cords spawned him
in the middle of the Sea. (Ooopss!)
20/07/05: Changed all the X, Y and Z cords on the VC Maps, By X (-1000),
Y (-700) and Z (+0).
18/07/05: Cleaned the Main SCM file, added a new spawn locations at the new
army base, along with a Hunter, Harrier Jump Jet and Bike.
16/07/05: Renamed all the texture names for both GTA3's IPL and IDE map files.
all files are now prefixed with '1'.
GTA3's UN-IDs have been raised up 6500units, So they dont conflict with
pre-existing Vice City Game IDs
>8577, 1tenament1ad, 1333.8497, 1270.147, 48.4108, 1, 1, 1, 0, 0, 0, 1
07/07/05: GTA3 map files adjusted for use within Vice City.
Stripped PED path data from IDE files, and Cleared away Bridge and Tunnel
connection roadblocks, Deleted Unused data files from the GTA3.img
Added interior 0 digit, and changed all the maps X, Y and Z cords
By X (+1300), Y (+700) and Z (+13) for GTA3 files.
13/06/05: GTA3 textures converted and tested on the VC engine.
12/05/05: Playing with Loosbridges trying to work out how to link the islands in a
new way having a highway go from the new gas station in Point view to
downtown south area near the biker bar.
01/05/05: Added a new army base near the dirt track downtown, this is built on the
roof of the large airport terminal building sunk into the sea.
11/04/05: VC - changed Point view area to included a new gas
station and housing complex, linked with a highway.
11/03/05: Planning.. Making Scripts to do the donkey work.
GTA-IPLHACK.rexx and GTA-DS.rexx
On a Mission:
GTA: State of Liberty is a new game mod in development, an addition to the GTA series created for GTA fans by Me (Mc-Kay/X-Seti) and those who wish to contribute towards this on-going project.
GTA: SOL will be running on an enhanced version of the Vice City game engine with a lot of added functionality taken from San Andreas and Liberty City with some new ideas I soon plan to add to improve overall game play such as the player/actor being able to crawl, swim, and climb.
I need source updates, shader information, so I can rebuild of the engine if this is possible (R*).
My main goal is to place all 3 GTA Game maps onto 1 single map and I have almost reached this goal with the help of those contributing towards this mod's progress, now helping me add San Andreas along side Mainland Liberty, Liberty City and Vice City.
The other important factor to any game is the creating of a storyline with the help of Beermuda and Tux Coder who has been helping me with the SCM coding side and the game play features that will make this game even more enjoyable. I also have plans for 7 new online modes but this will come after I finalize the map plan.
Other contributions towards the mod have been the Statue of Liberty and Chickenflucker's Floaty Islands. PortLand North, Washington State, Cancer City, Capital Island (based on Washington DC), and Waterfall Island will soon follow as this mod progresses.
If you like this mod and you wish to add something towards this project, I suggest you download the latest version of the mod from GTAGarage, have a good look around to get the layout of the land, as there is always going to be something on the map that's unfinished. You may have an idea that you would like to add, you have the freedom to contribute towards this project anyway you can as there is no need to ask as this is a community project.
Buildings needed: Fire Station, Police Dept for Mainland liberty, hospital and 40 other
buildings consisting of houses and flats.
Kind Thanks: (Credits and Contributions) For Beta version 48.20
Squiddy Creator of the SA HUD, Big thanks for the use of this utility
within the GTA: State of liberty mod.
[GP]Shotgun SA Seabed files.
Mark Kind use of Fun Island and the Speed Island mod
DeathSquad Bridges and tunnels for Mainland Liberty.
Odie The Statue Of Liberty, We miss you buddy.
We are adding something in remembrance. Odie, rest in place buddy.
Delfi Dev-Console, Data Tool, TXD workshop, and the COL file prefixer.
- Tools used in making this mod)
PatrickW Allowing us to use the train SCM code.
Craig Kostelecky The GTA: LC Team, Assisting Teun with the LC Peds/Vehicles paths
and allowing us to use their col files.
Chris Manning Flight paths for SOL
gangster007 JC and Water texture.
Donations from other modders:
New NRG500 Motor Bike - donated by Gforce.
GTA State of Liberty Team.
Mc-Kay: Mapper, Coder, Conversion of the GTA3/SA Maps and Models to VC,
Creator of Mainland liberty and Mapping of SA.
Andy: Coder; the work in the VC engine limits that has made this mod possible,
Windyshrimp: Model Builder, Buildings and other interesting stuff for Mainland Liberty.
STM: The webhost to our site and project.
I'm not too picky over what site hosts this mod, as long as you ask for
permission first and this README file remains with the zip archive.
You're welcome to send me feedback and your ideas.
Do not send bugs to Rockstar relating to this mod, Please follow the bug reporting
process detailed within this READ ME file.
Keith C aka (Mc-Kay/X-Seti on GTAF)
(X-Seti on other modding sites)
Email: (If you want to contact me, Please do this using the forum)Keithvc1972@hotmail.com
Forum: & Web:http://www.gtastateofliberty.com
irc.gtanet.com:6667 #myriad or #gtasol
Locations for Download:
Notice to those sites hosting GTA: SOL;
When there is a new release, Please remove older versions of this mod including any
Dodane: Listopad 02, 2008, 12:05:39 pm
daje linki do modu powrot do przyszlosci v.0.2ehttp://rapidshare.com/files/159550751/Setup_1224997649.exe.htmlhttp://rapidshare.com/files/159553337/Reszta_modu.rar.html