The San Andreas, Liberty City, Vice City, Manhunt I/II, Bullworth, and custom maps combined into one big map. With gang wars, shops, added (not replaced) vehicles, peds, and weapons (yes, you can modify added vehicles and buy added weapons in weapon stores) in the same style as if R* were to make an expansion for GTA: San Andreas.

Report RSS Snapshot 3.3.10 is released!

Snapshot 3.3.10 was released earlier today and includes improvements for the converted GTA: III & GTA: VC atmospheres. This article covers this and other changes as well as an in-game comparison between the new atmosphere code in UG and GTA: III.

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Snapshot 3.3.10 was released earlier today and includes improvements for the GTA: III & GTA: VC atmosphere. This article covers this and other changes as well as an in-game comparison between these games and GTA: Underground.

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A summary of the changes:

  • As the two screenshots above suggest, we added the big fluffy clouds which are present in GTA: III, VC, LCS, and VCS. The code for these clouds was not present in GTA:SA by default, so one of the programmers reversed it, bringing them to the game.
  • The ambient lighting (the brightness of the buildings, trees, cars, peds, etc) for Liberty City and Vice City has been improved as well.
  • Several vehicles recieved bug fixes and improvements + a few extra ones were converted and redone in the same style as other vehicles in the game (screenshots of this can be seen below). An exact list of these changes can be viewed here.
  • The big fluffy clouds can be used by server-side weather types in the upcoming multiplayer - UG-MP.

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Comparing the GTA: Underground atmosphere with the GTA: III atmosphere

The screenshots below are taken at the same in-game time and with the same in-game weather. The right screenshot is taken in GTA: UG, and the left one is taken in GTA: III.

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Download

Normal (Requires Snapshot 3.3 and Snapshot 3):
Moddb.com

Standalone (only requires a 100% clean GTA:SA installation):
Moddb.com

Known bugs

This release has a few known bugs which will be fixed in a patch as soon as possible.

  • The so-called 'neo reflections' don't work properly. The exact reason behind this is known already, and a fix has not been implemented yet.
  • Using the 'Project 2dfx' modification messes up the far clipping distance which only allows the player to see around 50 metres ahead of him

Special thanks

We would again like to thank The_Hero, the developer behind SkyGfx for helping us out a few times and letting us parts of his code.

Comments
Cankler
Cankler

I really, really love this mod. But i have one question.
I use my GTA: San Andreas with this mod here:
Gtagarage.com
Could i use it somehow with GTA: Underground, so that Underground is a mod itself inside the Mod Folders?
Thanks for any response.

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tipirodrigo
tipirodrigo

its a total conversion mod, that would be impossible

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Wapaz
Wapaz

"The ambient lighting (the brightness of the buildings, trees, cars, peds, etc) for Liberty City and Vice City has been improved as well."

Are you sure about that? I'm not trying to be a smart-wass here, but you can definitely tell the difference of the cars and peds between the mod's screenshots and GTA III.

They look really out of place, almost pitch black when the surroundings are lightened up.

Just my 2 cents.

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dkluin Author
dkluin

You are correct, this is a tiny oversight on our part, as GTA:III did not use ambient lighting for dynamic objects (peds, vehicles, and objects), and UG simply uses the lighting used by buildings. I will look into this soon.

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