Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
The following topics are of most importance here, and are outlined in the forum directory:
mods for GTA:LC
Posted 12 December 2003 - 12:38 PM
To use any of these mods, you will need the GTA:LC files. The official website is here. You need to go there, go to downloads, agree with their terms, and DL the files. I highly recommend the manual install. From there, you can visit my GTA:LC mods page or this thread for continuous updates.
First release to kick it off is Nomad v1. This is a very simple main.scm that has a modified version of Car Spawn sewn into it. Just stand still and hold Sprint and a Hunter and PCJ600 will span beside you. This is simply meant to allow you to explore to your heart's content and nothing more.
Posted 12 December 2003 - 03:11 PM
|QUOTE (shtiann @ Dec 12 2003, 09:48)|
|the LINK for Nomad v1 doesn't works for the moment...why?|
Thank you for bringing that to my attention. I've fixed it. You can just click on the LINK you provided to get it now.
Edited by Demarest, 12 December 2003 - 03:13 PM.
Posted 12 December 2003 - 03:59 PM
Do you have other scm mods in project ?
I have no particular idea for the moment but may it will come playing in LC... it's been a whyle i havent cruised the LC streets...
Posted 12 December 2003 - 04:19 PM
but it seems that they(gtawo team) will take a time to fix the bugs
and also they will still say that they have the copyright (which they dont, if they continue saying that, they will probably hear from R*)
ghost_master2000, is still working with the tool (last time i heard from him)
so Demarest you can contact him about the issues you posted in the other thread (the ones of the islands should load separately)
Posted 12 December 2003 - 05:06 PM
Anyways, I have a 2nd release to announce. And this one is a big one. Why do I say so? Because it is beneficial to ANY person/team working with the GTA:LC files. Basically, I have spent about 4 hours breaking apart TXDs, reassemling images, resizing, maksking, testing, repeata and I finally made a map for the pause screen that is accurate to the pixel. Same link as before to take you to the DL page. Here's a screen
Edited by Demarest, 12 December 2003 - 05:07 PM.
Posted 13 December 2003 - 04:24 AM
I want to help out in any way possible. I have noticed numerous textures that need to be fixed...etc.
Put me to work.
I have archived around 100 mods for GTA III that used to be on my old website and have them on my computer. They include almost all the texture mods ever made for GTA III.
Just letting you know in case you want any of them...
Also, I know where just about any texture is for anything in GTA III...so to avoid looking through a txd viewer, ask me if you need.
Let me help you out....I have all of Saturday free.
Edited by d8cam19, 13 December 2003 - 04:29 AM.
Posted 13 December 2003 - 04:37 AM
Posted 13 December 2003 - 04:40 AM
As you may remember from GTA III, all those windows were breakable, yet nothing was inside the building.
This wierd green window color is rare, though, from what I have seen when driving around the entire city.
Posted 13 December 2003 - 04:51 AM
Posted 13 December 2003 - 04:54 AM
|QUOTE (Demarest @ Dec 13 2003, 04:37)|
|I appreciate that. I'm sort of waiting for Skidz's permission before actually trying to lead a team. But any way you can contribute would be welcome. Unfortunately, most of the issues that need addressing right now is more advanced things like mapping, paths, etc.|
hey, nice to hear that
have you asked ghost_master2000 about it, he could help
also try to ask the map modders
also hopefully knux can join your team ( if Skidz gives you persmission, which i am sure he will), he seems the only one working on it
Posted 13 December 2003 - 06:01 AM
@scarface: Right now I'm adding this and that for flavor. I'm not going to fully convert the code until I get Skidz's permission, except maybe for my own personal use. But rest assured I'm going to as much with these files as I can I'll probably start by adding this and tha.
@Aztlan: I would appreciate Knux's input, but I wouldn't ask him to be on the team since he's already dedicated. I'm not trying to introduce dissension or disrupt the WO team. Any progress/work I do with this will be free for others to use and develop things for this. So chances are I'll be helping out the WO indirectly and if Knux continues to release his improvements, he'll be helping my efforts too. Everybody wins
Posted 13 December 2003 - 06:04 AM
Posted 13 December 2003 - 06:08 AM
|QUOTE (MN316 @ Dec 13 2003, 01:04)|
|I noticed if you open up gta3.img with the Vice txd program all the colors are changed and if you replace a txd its all messed up and dosent change in game.|
Since most of these files came from GTA3 first, try opening them in TXD Tool for GTA3. If that can't open them properly, THEN use ViceTXD. I learned that the hard way
Posted 13 December 2003 - 06:20 AM
Posted 13 December 2003 - 06:46 AM
In other words, can I post the patch on my website?
Posted 13 December 2003 - 07:42 AM
|QUOTE (MN316 @ Dec 13 2003, 01:20)|
|I tried the TXD tool for gta3, It worked for a couple textures but others it got an error. An error I got alot said "Not enough storage is avalible for this command" and another said "Range check error".|
Like I said, most files came from GTA3, so TXD Tool will be able to open them. For ones that TXD Tool can't open, use ViceTXD. Just keep an eye out for discoloration.
@d8cam19: By patch do you mean the release I mentioned that Knux put out? If so, it's official. But it is HIS release. You would need to ask him about hosting it. I think he would like that. He needs to update the file though because it is missing 1 file he meant to put in it.
Posted 13 December 2003 - 08:03 AM
Edited by Krutchkov, 13 December 2003 - 10:11 AM.
Posted 13 December 2003 - 08:06 AM
[EDIT] The SCM has been updated to include ALL weapon/health/bribe/armor/adrenaline pickups as well as ALL 100 hidden packages from GTA3. Direct download link here. The only issue is that the grenades/molotovs and flamethrower/minigun/rocketlauncher share a weapon slot. If anybody knows an easy way to fix this, I'm all ears. Thanks.
Edited by Demarest, 13 December 2003 - 11:56 AM.
Posted 13 December 2003 - 02:05 PM
i dont think theres a way round the slot prob. with the weapons.. its the same in vice aint it.
and bout the splitting islands.. u could ask jonny52002, he should have knowledge about it. i remember he had to work with it when he made the dragstrip cos he build it overleaping 2 islands.
hope that helps a bit
Posted 13 December 2003 - 03:00 PM
After this little blitz fest of mods, I'm going to take a few days off because I'm going to be busy. Just wanted to let everybody know so they don't think I lost my fervor. Duty calls! I'll be spending the days coordinating what looks to be a small team forming as well as small refinements as well as troubleshooting and offering support.
@Blaer: Thanks for the heads up. I didn't think the slots were manageable. VC has less weapon slots. Oh well. I'll contact Johnny.
[EDIT] I wanted to mention a couple more observations I've made. For one, Barton reminded me that we will not be able to transplant animated cutscenes at ALL. I'm not sure how I'm going to do that. Probably a frozen screen with text at the very least if not audio as well. We'll see. Also, the engine thinks that water level is about 6-7 instead of the 0 it was in GTA3. This means that the alphas for water splashing and water on the camera lens are going to have to be blacked out to look right.
Edited by Demarest, 13 December 2003 - 03:08 PM.
Posted 13 December 2003 - 03:42 PM
Posted 13 December 2003 - 03:45 PM
Posted 13 December 2003 - 04:16 PM
|QUOTE (Lix @ Dec 13 2003, 10:42)|
|Demarest, I came to your site and i clicked on Nomad v2, but it starts downloading version 1, so update the link, ok?|
Yeah. I was asleep on that one. Thank you. I've fixed it.
Posted 13 December 2003 - 05:07 PM
Posted 13 December 2003 - 05:16 PM
Posted 13 December 2003 - 05:42 PM
Posted 13 December 2003 - 05:46 PM
@Silent Viper: VC has less slots than GTA3 has weapons. So the fact that you can change slots in some instances doesn't help much at all.
I have an announcement to make. Both crazydude and Knux have PMed me expressing their desire to work with me on my GTA:LC project. They have both expressed to me dissatisfaction with the WO progression. While it was never my intention to disrupt any other efforts, I cannot speak for others. Nor can I afford to pass up any help. As you may already realize, Knux has made some terrific efforts in the community. Not only was he the one keeping the peace between WO and the public, but he has made some of the releases and is doing really good work on the paths. Because this project is brand new, I can't say for sure who's doing what, etc. I will say that I am going to see this project through and who knows; maybe we'll be the first ones to actually MAKE SOMETHING out of the LC files
Current team: Demarest, Knux, crazydude, and Krutchkov. Also, d8cam19 has expressed the desire to help out wherever possible. While I may be the coordinator of this effort, I would not consider myself the leader. I don't like telling people what to do and with the right team, I wouldn't have to. This is something I would do all by myself if that were realistic and if it could be done in a reasonable amount of time. But it can't. So my idea is to post what I noticed needs work. If somebody gets to it before I can, great. If not, I'll get to it when I can. I'm focusing primarily on the code, but the code will rely on other things being done too.
Current issues: 1) Many parts of the map pop in and out on a regular basis. This is particularly true of SSV. My guess is that it's because the engine has the entire city loaded at all times. If we could divide this up into 3 sections, I believe that a lot of that would be curbed.
2) VC's engine considers water differently than GTA3. As a result, splashes are displayed improperly and water spots appear on the camera at times it shouldn't these alphas will need blacked out.
3) The water isn't entirely accurate. This is especially true in areas near the coasts and where there's sudden altitude drops near a water level like at the dam.
4) Helis need to be able to go higher. I thought I read before that it was an attribute of the hadnling file. I tinkered with it a bit and couldn't seem to change anything.
5) Glass needs to be breakable.
6) MANY items that are 2D are only showing up on one side. I've read this is an easy fix, but will take time just trying to identify which ones need attention. Seems like I'm finding new ones all the time.
7) The GXT needs to be transplanted. Krutchkov has expressed an interest in doing this. If you know of certain entries that need to stay because they are zone names, car names, etc, please let him know.
8) The cast of characters needs to be assembled. As of right now, editing/making VC models is not possible. Therefore, we're going to need somebody to select models from VC that closely match GTA3 characters in build. We're also then going to need somebody to skin them to look as much like their GTA3 counterparts as possible.
9) The cars need to be pooled. I don't know what all cars come with the LC IMG file. But that needs to be taken care of so that we have all of GTA3's cars. Likewise, VC's files are going to need to be edited to neglect those that are not in GTA3.
That should be plenty for now. Anybody that can help is invited to do so. Anybody can think of anything else that needs attention, by all means post it. If you'd like to become part of this effort, just let me know. As the last 48 hours have proven (as well as my heavy eyes right now), I'm very dedicated to this. I have obligations in my life, but apart from that, my efforts will be here. Thanks to all for all your help!
Posted 13 December 2003 - 06:02 PM
what about the sounds, will those get transer too
i mean the sounds from the sfdx(cant remember the name) file
i can give it a shot
or will be better to leave them alone?
Edited by Aztlan, 13 December 2003 - 06:04 PM.
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