Gta 4 Timecyc.dat

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Heinz Francis

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Aug 3, 2024, 5:01:21 PM8/3/24
to brananpelda

i can still accept that fact someone of the mta staff wrote: It gives other unfair advantage when you need to kill someone in the dark in other game modes. Its totally right but everyone uses this timecyc so its equal advantage. It would be amazing if someone could get us back the timecyc only for DD or those gamemodes where you dont get any advantage only beauty.

As there are multiple ways to get an unfair advantage on racing/DD server, it remains up to the server owner to whitelist (allow) timecyc.dat mods. They can do that on their own discretion after considering the risks.

I would like to ask you before being tell to all ppls to whitelist timecyc.dat. May it cause some other problems besides timecyc.dat. I mean can it cause smth else at data will be whitelisted as well?

Note: if you tick the "Use customized GTA:SA files" box in settings, to load your modded data file, MTA won't load the default unmodded file. But you'll get kicked from most public servers, except for those that whitelisted timecyc.dat in mtaserver.conf using . Most servers won't whitelist it, because they want to prevent unfair advantage and cheating.

- Manipulating weather and perceived time of day (when it's night or bad weather for others in a gamemode combat map, the extra visibility would give you an advantage). Weather manipulation could also affect vehicle handling/tyre grip.

We just want to have bright car, thats all. Because default looks malformed if be honest.And we want to use it, without turning 'Use Customized Files' on, because, yes as, u said we won't be able to join any serv. Anyway, idk why, but if somebody bumps a car or in fly, it reflects and works like it worked before normal:

It's pretty hard to implement exceptions in a sense that MTA would scan which part of timecyc.dat (parameters) are modified, and even harder for us to neutrally judge if certain 'safe' modifications can be whitelisted, because any change can affect balance in different gamemodes in different ways. So it can never be a "safe for all" verdict. This is why we'd rather leave it up for servers to decide on.. sorry.

hey guys, i have found a custom timecyc.dat + stream.ini that removes some of the distance fog, makes the game look "crisper" with pretty much no drop in framerate. it also completley stops the "flickering sky" effect that most ATI cards are affected by.

so i was looking to put it on the server, so that anyone that joins recives it, is this possible? cos like, i know that custom .dff and .txd files are possible, but what about custom timecyc.dat and stream.ini?

The timecyc.dat file contains the information for how to display the sky, weather effects and time of day. It is split into the many sections. There is one line of data per hour in the game, per weather type (except in GTA San Andreas, where there are hours midnight, 5AM, 6AM, 7AM, midday, 7PM, 8PM, and 10PM, and GTA IV with the aforementioned hours with the addition of 9AM, 6PM and 9PM). In the GTA Vice City and GTA San Andreas timecyc.dat, there is an extra section at the bottom of the file named "EXTRACOLOURS". These extra colours are used for building interiors, but should function the same.

The clipping plane that limits maximum visibility in meters. Setting the value to a smaller number produces a short visibility range, whereas larger numbers mean you can see further. If the number is set too low, the game will glitch, and may not load textures. The values for this entry range from 150 to 1500, and values higher than that will make parts of the map flicker and disappear when looking directly down; high values also may create "holes" from far away due to the map's short draw distance limit.

Controls the distance from the camera at which distance fogging will begin in meters. Although mostly positive, negative values are allowed and can be used to achieve a "foggy" effect. If the number is a higher value than the clipping value, the distance fogging will begin beyond of what is rendered and thus no fogging will be visible. This can cause graphical glitches. The average value for this entry is 100.

Now if your timecyc was anything like mine then it was all screwed up like names and their functions not lining up. Firstly I suggest you fix it then save it then backup your timecyc so you wont have to do it again if you mess up. Or if you'd rather have it the easy way download the package at the bottom of the page and use Fixed timecyc for this tutorial.

Now my timecyc.dat for this tutorial is going to be LIGHT themeed. And now that that's said and done find the colors you would like to use to make your sky. For this i'm gonna use 5, 255, 5. (RGB Values) You, of couse can use your own color by turning on good ol' MS paint or photoshop.

Amb - this is how much light there is on the whole map, setting the values like this "5 5 5" will make it as dark as you would get in real life at night, set the values higher to make it brighter on the map.

Are you interested in learning how to create your own server-side weather types? Don't know where to start? This article is a good place to become familiar with how the weather system works. Once you understand how it works in rough lines, you will be able to create your own weather types. This will be covered in the next part.

First of all, everyone knows that the game comes with numerous weather types. These types are hardcoded, and it is not possible to create new ones by simply editing the files. The data these weathers use can however largely be modified in a file named timecyc.dat. Every in-game weather type has a fixed set of parameters for each in-game hour. This is how the data looks in the game files:

As you can see, there are a lot of parameters. All of them have to be set for each in-game hour. The columns in timecycle.dat directly correlate to the weather parameters defined here. This detail will be important later. The game uses these hour-based parameters to bilinearly interpolate the data on each frame, thus the the interpolation between weather types is always smooth.

The timecycle data isn't the only part of the equation, however. The post-processing effects also play a big role. There's a colour filter which uses the postfx colour parameters from the timecycle file which is drawn over the entirety of the screen. This filter is hardcoded in stock GTA:SA (and a different one is used in other 3D era games). Furthermore, GTA:SA and GTA:VCS both have a radiosity effect, which are also hardcoded. All of this isn't hardcoded in GTA:UG, however. More on this in the next paragraph

GTA: Underground makes numerous modifications to the game code to allow greater control over what you can customize. The introduction of several weather-wide parameters, to be precise. These are assigned in weather.dat for UG's standard weather types. For server-side weathers you'll have to pass these to CreateExtraWeather when creating your server-side weather. These extra parrameters include:

This mod has been maintained between 2015-2024 by the GTA: Underground development team.

GTA: Underground is not affiliated with Rockstar North/Take Two nor any companies owned by, operated by, or affiliated with Rockstar North/Take Two.
This project is a FAN-MADE endeavor and is not associated with any "Official" Rockstar Games titles or any of its trademarks.

If you find this mod is infringing the rules and regulations of the game and have proven to be the injured party, contact us at [email protected], after certain deliberation, we shall take it down immediately.

A mysterious blood-colored red fog can be seen in all areas of San Andreas in stormy weather at night. The Blood Red Fog myth is a well-known phenomenon in the game The fog can be seen everywhere around the state of San Andreas.

The Hellish Skies myth is a proven phenomenon within the game. This glitch can be replicated, but it is rather difficult. If the player is in the Las Venturas landmass during a sandstorm at sunset, and then the player flies very quickly to San Fierro or Flint County, the horizon will turn a foggy, dark red color. The skies will continue to exhibit this strange hue until nighttime, and the sky will turn black as usual. This phenomenon is most likely a weather glitch.

The Blood Red Fog only occurs on the PC version of San Andreas, because the PC version has an error in the timecyc.dat file which causes the game to set incorrect sky colors and ambient lighting at 20:00 during rainy weather in the countryside. The weather effects are interpolated with the previous (19:00) and next (22:00) timecyc.dat settings, so the effect can be seen at any time between 19:00 and 22:00, particularly between 19:30 and 21:00. This is also the reason why textures are very bright during this period, almost as if it were the middle of the day.

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