My real name is Carsten, I was borned in Karl-Marx-Stadt (today it is called Chemnitz) in Germany in 1989. I am intrested in computing, programming and modding. My first mod I created was for Grand Theft Auto Vice City. Today I am working on some great projects like Grand Theft Auto: United and GTA: Berlin. I am also developing some tools for GTA modding.

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Aschratt
Aschratt @ GTA United

I have no idea why this file is called "default.ida" for you... (anyway - it is unused)

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Aschratt
Aschratt @ GTA United

Yea we are about to finish some updates for you, also related to a proper release date.

San Andreas' engine is a bit more complex than the old one and many things have changed. More data requires new algorithms that makes files smaller and calculations more effective. So there are a few more limits and some new technologies. This is why there are certain limits which we were not able to hack (or at least with many deductions). This is why we decided to leave out San Andreas and simply take the player back to the good old times :-)

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Aschratt
Aschratt @ GTA United

Nope... but we also wrote about this in the mod description ;)

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Aschratt
Aschratt @ GTA United

It is not. ;)

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Aschratt
Aschratt @ GTA United

There are several 3rd party multiplayer modifications... but no official one. Should be easy to find around the web ;)

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Aschratt
Aschratt @ GTA United

Yes, of course! =)

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Aschratt
Aschratt @ GTA United

We're still working on it.

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Aschratt
Aschratt @ GTA United

You can post bugs on our forums at GTA-Worldmods.de or GTAinside.com. Also you can use our GTAforums topic: Gtaforums.com

And no - we are not going to include Los Santos, because of the same reasons.

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Aschratt
Aschratt @ GTA United

Because Vice City got a different engine which is more easy to hack. Also it uses many features that are pretty old - like the path system or an old collision format.

We also talked to X-Seti to united GTA United and State Of Liberty, but during our discussion we recognized, that both modifications are aiming on different targets.

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Aschratt
Aschratt @ GTA United

We already did this ;)

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Aschratt
Aschratt @ Aschratt

I am not PARADOXON... :p But he was a former teammate at GTA United. You'd better contact him ;)

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Aschratt
Aschratt @ Aschratt

I havent created those maps... oO

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Aschratt
Aschratt @ GTA United

We haven't replaced any vehicle... also we are trying to keep additional stuff as low poly as possible (just like the original game has been made). So if you lag we are sorry, but it seems like you have to get some new hardware :-/

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Aschratt
Aschratt @ GTA United

Nope... the reasons are descriped in the mod description text in here ;)

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Aschratt
Aschratt @ GTA United 1.2 - A happy new year

We've already done something with the tunnels... just wait and be surprised! ;)

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Aschratt
Aschratt @ GTA United

Basicly this is not possible since collisions are only calculated from a distance of 300 units. Long distance objects do not require collisions to be calculated, so there is this radius of 300 units. This saves a lot of performance of SA's slow collision engine. But we already improved the draw distance and made it a bit more realistic. Perhaps some day there may be 3rd party modifications which bring higher resolution textures (There already were some projects like this for United 1.1) to the modification.

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Aschratt
Aschratt @ GTA United

This mod is just created as a singleplayer modification. For more information read the mod description in here ;) There is a section about multiplayer.

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Aschratt
Aschratt @ GTA United

Great idea - we will check how far this can be realized!

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Aschratt
Aschratt @ GTA United

Hey. There is a simple solution to get your questions awnsered:

1. Try to fix your capslock key
2. Try not to spam and post the most significant points of your question inside 1 comment.

Thank you.

Good karma+1 vote
Aschratt
Aschratt @ GTA United

Nope - you need an unpatched SA executeable. Since steam does only offer patched versions ('cause of Hot Coffee) it will only work if you downgrade your executeable. Just google for "GTA SA downgrade patch" - should work ;)

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Aschratt
Aschratt @ GTA United

Yes it is! ;-)

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Aschratt
Aschratt @ GTA United

Yes of course many people asked, but this is almost impossible since IV's LC would spread the engines limits. On most systems it would simply crash or run damn slow.

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Aschratt
Aschratt @ GTA United

What?!

Could you please write in some kind of english everyone is able to read?

Thanks :)

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Aschratt
Aschratt @ GTA United

Could you please PM me?

(Sorry for the delay... I was a bit busy the last days ;))

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Aschratt
Aschratt @ GTA United

Hey,

such a script is not very hard to create. But this will not be part of our modification since we are trying to give the player an authentic modification which leans on the realness level of San Andreas. If you want such a script there are tons of CLEO scripts like those around the internet. CLEO should be compatible with GTA United 1.1 and is a fixed part of 1.2, so you will not have troubles to customize your game as you want it ;)

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Aschratt
Aschratt @ GTA United

Yes we are going to add a storyline. For more information read the mod description ;)

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Aschratt
Aschratt @ GTA United

No worries about that ;)

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Aschratt
Aschratt @ GTA United

SA is not yet part of this game. Read the mod description for more information ;) Also the latest news are telling something about this problem.

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Aschratt
Aschratt @ GTA United

CLEO 3 is also useable with the 1.1, but it will be includet by default with 1.2.

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Aschratt
Aschratt @ GTA United

Which submarine, wtf?! And we do not put stuff into GTA United because one single person wants it. It is nothing against you, but if you want to have a submarine in GTA United, then put it in there on your own, custom game.

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