##Information:
#2DFX added=245 / Removed=94 (78 more)
*Generic: added=7/ removed=1
*Airport: added=12/ removed=2 (ap_roadsigns1_02 +4, ap_roadsigns1_03 +4, Helipad0 +4)
*AirportN: added=6
*Bank: added=8/ removed=8
*Cisland: added=3/ removed=4 (ci_redhead1_01 +1; ci_lights1_02 +1; ci_lights1_01 +1 / ci_dstudlights -2; nt_ladder_02, -2)
*Club: added=13/ removed=9 (cl_tablesetlrg +1; clubbackroom +2; cl_spots +10 / cl_of_opac -5)
*Downtown: added=33/ removed=2
*Downtowns: added=40/ removed=7 (dt_scabby_fence04 +1; bb_pooltable1_01 +4; doontoon40+ 5; doontoon_top02 +30 / bb_roof1_01 -7)
*Haiti: added=3 (haiwashpaynspray)
*Hotel: removed=1 (mob_mobroom2)
*Hittleha: added=7/ removed=1 (lh_buildingg3 +1; cof_shpdetail1 +3; lhroofst08 +3 / LODbuildingg3 -1)
*Mall: added=2 (mlnorthmalltop)
*Mansion: added=8/ removed=11 (man_twr_stairs +1; mna_table_scrfce +2; man_sdr_lamps +2; man_chandeliers +3 / man_xchandeliers -2; man_hall_floor -9)
*Nbeachbt: added=3 (nbecpaynspray)
*Nbeachw: added=7/ removed=7 (nbeachroads03 + 7 / nbt_htlpoolbase01b -5; nw_nbwroad07 -2)
*Oceandn (I didn't count. difference of 29 less): added=15/ removed=37 (od_buildkb23_nt +1; deco_buildkb_nt +1; deco_buildkb29_nt +1; od_buildkb2_nt +1; odn_majesticz_nt +1; odnneaon1 +1; odnneaon3 +1; odn_hotelhot_nt +1; odn_colony_nt +1; odnneaon2 +3 / odNroad06_nt -2; odnanrod2b_nt -5; odNroad08_nt -8; odn_majestic2x_nt -22)
*Oceandr: added=16/ removed=19 (od_neons3b_nt +2; od_neons2b_nt +2; ocdneona_nt +2; od_neonx1 +3; od_neonn +3; od_pelican_nt +4 / oceanrda04_nt -1; oceanrda06_nt -2; od_colony_nt -2; oceanrda05_nt -2 ; od_newscafe_nt -3; od_northstar -4; oceanrda03_nt -5)
*Washintn: added=32/ removed=7 (wshbuildws43ins +16; wshbuildws43ins2 +16 / washawninga1 -2; washawning2b -6)
*Washints: added=15/ removed=15 (wshcrprtstuf1 +15 / washbuild210 -15)


##Generic fixes
#IPL:
*Fixed several objects floating or stuck in the ground or partially stuck inside something. Some have simply been improved to be more accurate;
*Approximated the scale of several models to 1 (as several were at values such as 1.000000119 or 0.9999999404 or close to these values);
*Added LODs to Outdors spread across Vice City (the LODs were already in the game, but were not used);
#IDE
*Added "last draw" flag for objects with transparency where it was missing, and removed where it was not needed;
*Position of several 2dfx have been fixed or improved.
*fixed some 2dfx that did not reflect on the ground during rain (the most important one was lamppost3).
*Increased draw distance for various models. No exaggeration, just enough to fix some things disappearing at a shorter distance than ideal, or using Xbox values. Some cases had broken values, so the numbers were approximated (example, 149.5 approximated to 150). This occurs in littleha, nbeach, and nbeachw;
#Collision
*Added collision to volleyball network (od_vbnet);
*Added collision to air conditioners (nt_aircon1_01, nt_aircon1_02, nt_aircon1dbl, nt_aircon3_01);
*Fixed the collision of sign bars with street names (roadsign)
#models
*replaced submarine.dff with the SA model;
#Textures
*barrelexpos.txd (added bluallu);
*benchm.txd (replaced TaxiCo1_64 with the PS2 texture);
*dynamite.txd (added clock64);
*dynnewstnd.txd (added glass1);
*dynrecycle.txd (swapped Green_64 for GTA 3);
*fences.txd (added fencekb_64h, black64, wirefence);
*metal.txd (added dirtywhite, blackdrum128, Alumox64, bluemetal);
*miamibin.txd (added Miamibin);
*propbarstuff.txd (added kb_vodka_64_256);
*signs.txd (added roadsign01_128);
*submarine.txd (replaced all txd with that of SA)
*xrefhotels.txd (added black, dirtwall128, neonh1);

##Airport
#IPL
*Restored a below-ground plan at the Hooker Inn;
*Fixed newspaper sales floating in front of the airport, and changed the rotation and position of one of them;
*Fixed an airport boarding corridor that was incorrectly fitted to the entrance;
#IDE
*Added 2dfx lights on the airport Helipad (Helipad0) (based on GTA 3 which uses the same model); and on the plates (ap_roadsigns1_02 and ap_roadsigns1_03);
*Added "No Z-write" flag on the yellow lines of the intersection;
#Textures
*ap_LOD.txd (Added helipadtopLOD, concrete_64HV, conc_chevyell_64HV);
*ap_roads.txd (Swapped midgreyb64);
#Collision
*Improved the collision of wooden ramps, making it possible to pass under the boards, and changed the material;
*Optimized the collision of large signs on the streets (ap_roadsigns1_02 and ap_roadsigns1_03)

##AirportN
#IPL
**Corrected the position and rotation of another airport entrance, close to the cargo terminal;
#IDE
*Added 2dfx of lights on the "Vice Surf" billboard (ap_3dbillb)
#Collision
*Fixed an incorrect collision in the reflectors of the "Vice Surf" billboard (ap_3dbillb)

##Bank
#textures
*hi_cutbnkcoch.txd (Changed man_monitors_128, to use internal images of the bank instead of images of Scarface's mansion)
#Collision
*Fixed the collision of plants (bank_palms32 and bank_palms09);

##Cisland
#IPL
*restored some graffiti that was tucked inside the middle mansion, making it impossible to see;
*fixed two poorly positioned lampposts in the studio;
*The mansion's pool "house" was raised, restoring a floor typical of the model. The same was done with the "Times Square" scene in GTA 3.
#Collision
*Improved the collision of the "little house" near the mansion's pool (ci_poolhouse);

##Club
#IPL
*Removed the objects from one of the tables, as it was duplicated.
*Removed duplicate entrance doors.
*Fixed table decorations with the wrong interior id.
#textures
*Reduced the size of the mini Yacht textures in the office from 256x256 to 64x64 (it was too exaggerated for the size of the Yacht);

##Docks
#IPL
*Corrected the rotation and positioning of some air conditioners;
*Improved the positioning of 2 palm trees (the only two close to the ships) and one near the houses by the sea, which was on the concrete and was moved to the grass next door;
*Raised to the height of some cranes, revealing a part that was not visible;
*Moved 3 palm trees on the side of "Cam's Can Openers" a little further from the building next door, as part of them entered the building due to the wind;

##Downtown
#IPL
*Fixed a payphone flying in the south end of Nbeach (almost impossible to see or get to without mods. It is carried by the Downtown IPL, so it was moved there, on the northernmost street);
*Fixed sales of duplicate newspapers in the same place (this occurs both near the hospital and in front of "Big Bills Bowls");
*Moved a light pole that was in the middle of a vehicle entrance to the hospital;
#IDE
*Added 2dfx lights on VCN Helipad (doontoon53)
*Added Lens Flare effect to the light beam at the top of the building;
#Collision
*Corrected the love fist billboard without collision, and other details of the same model (newbuild01)
*Fixed the lamp post without collision on the offroad track. And the collision of wooden supports has also been improved (doontoon_04_bit2, dt_track_flags01);


##Downtowns
#IPL
*Corrected some plants that were above the roof of a building's entrance;
*Improved the position of a palm tree very close to the concrete of a "ramp", and leaving it in a better position to jump;
#IDE
*Added 2dfx lights in Moist Palms Hotel, restored from PS2; at the police department helipad; and in the fire tower (doontoon_top02; doontoon40; dt_scabby_fence04);
#Collision
*Added collision with the lights on the police station's Helipad (doontoon40);

##Golf
#Textures
*gf_hedge1.txd (Swapped ci_stuff5 to include the rest of the texture);


##Haiti
#Collision
*Fixed the collision material on the floor on the right side of the seat;

##Hotel
#IPL
*fixed fans and some plants with the wrong indoor ID;
*Improved the view of the map on the outside seen from the inside;
#Collision
*fixed collision of reception plants (ht_veg04_dy, ht_veg04_nt);
#models
*exchanged the model of the reception plans for the PS2 model, which has an extra plant next to the door;

##Littleha
#Textures
*lh_taxi.txd (added black64, wirefence)

##Mall
#IPL
*Restored tree shadows, as on PS2;

##Mansion
#Collision
*Fixed door collision

##Nbeach
#IPL
*Restored PS2 windows at the market and drugstore)
#IDE
* Changed the txd of the model "4232, nbdcprmndfnc2" to use the "nbdecopromnd" texture instead of "nbdcprmndfnc", as it was a txd for just one texture;
#Textures
*nbdecoshop01.txd (added carshowwin64, cl_ofis_gls2)
*pharmacyint.txd and seveneleven.txd (Added transparency in kb_shop_tile_256)

##Nbeachbt
#Collision
*Fixed collision material on the floor at the back of the hotel (nbt_hotel05)

##Oceandn
#Textures
*od_chariot.txd (changed wkchariot, to match PS2 and fix a bug);
*od_bighotpool.txd (added beachwalkway);
*odnhotelblk.txd (added black);
*cop_fake_ext04.txd (Replaced lod_char1, to the same one used in the normal model)

##Oceandr
#IPL
*Fixed a buoy underwater;
#Textures
*od_hotels1.txd (added black, dirtwall128);
*sharedalleyod.txd (added transparency in ws_gate_128_blue)

##Stadint
#Texture
*kickstart.txd (replaced jocksport_128, with the correct texture; and platesa64, with plates corresponding to Vice City);


##Starisl
#models
*Fixed the lod of the arches appearing on only one side;

##Stripclb
#IPL
*fixed two glasses with wrong interior ID
#Collision
*Fixed pole dance bars without collision (stripinter);

##Washintn
#IPL
*Fixed the fit between the buildings next to Ken's office (it was clearly visible at the beginning);

##washints
#Textures
*scarinterior.txd (Added Untitled-1);
#Collision
*Fixed the collision on the outside of apartment 3c, and also fixed a hole in the floor on the outside (wshbuildws04, wshscarland226);