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Sentrion
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#18841

Posted 24 February 2015 - 04:18 PM


 

 

Running LC without the laucher would require heavy modifications to the exe anyway.

But it shouldn't be a problem to rewrite launcher code as asi, what's the point of modifying exe?
Perhaps some day it will be possible to install it via modloader even, who knows :)
The possibilities are endless. ASIs are pretty much best option for adding external code as of now. Also, doesn't the exe distribution come under GTAF's warez policy?
 
Pretty silly policy if you ask me, I've always thought allowing trusted members to upload exe's was fine.
Something to do with old affiliation policies from Rockstar. Also, the trusted members group at GTAGarage was deleted. I think the policies need reviewing.
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Silent
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#18842

Posted 24 February 2015 - 10:47 PM Edited by Silent, 24 February 2015 - 11:08 PM.

But it will not be compatible with asi loader(and most likely with modloader). Perhaps it's better to use asi loader itself instead? (this one I mean)


1. Bundle the loader inside our dinput8.dll
2. ???
3. Profit!


EDIT:
VCSPC does this since ages and I'm yet to hear anyone complaining.
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SomeGuy86
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#18843

Posted 27 February 2015 - 01:49 AM

Since the original topic got deleted (unofficial mods for GTA: LC), just thought I'd ask you guys if you want me to share some of them? I was lucky enough to pretty much download the entire database, with the exception of 3-4 mods before everything disappeared :-P. So yeah, let me know if you need any of the following:

 

GPS Radar pack

Captain Funebrero's GTA: LC weapon pack

Captain Funebrero's GTA: LC weapon pack (additional textures or fixes?)

GTA LC: Northern lights by SpaceEinstein

GTA LC: XBOX menu texture

GTA LC: Intercity highway (the iconic one, originally made by Illspirit & Odie)

GTA LC: Road textures (Whatever that is)

GTA LC: Ultimate Stunt Park, (originally made by Odie)

Liberty Studios 3.3 (by Ceedj)

Skin pack 01 (unknown)

Claude for GTA-VC (by Silver007)

GTA LC Main Salvatore weapon icons (whatever that is)

GTA:LC Identity cheats by Konstantinos

SS Vale bridge

Non-hostile gangs for GTA LC by Konstantinos

 

and last but not least - ULCM aka Ultimate Liberty City Map consisting of Intercity Highway, Miss Liberty, Ultimate Stunt Park & few other extras.

 

Also, keep in mind that I have a very nice collection of authentic (original) map mods for GTA3, including Stunt Park, Miss Liberty, Intercity Highway, Illando Island (by Illspirit), LakeSide Island, Orbital City, Rockstar Heights, Lighthouse bridge & Ultimate Ghosttown mod, which was known at some point as "Open tunnels mod". So if any of you would like to convert any of these into GTA LC, send me a message :-)

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theNGclan
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#18844

Posted 27 February 2015 - 02:52 AM

Why not make a thread with the files reuploaded to Mediafire or something? :-)


Craig Kostelecky
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#18845

Posted 27 February 2015 - 03:03 AM

If you have links to those, feel free to post a new topic about that. That way you can edit new ones as you see fit as well.

 

I'd appreciate it.


SomeGuy86
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#18846

Posted 27 February 2015 - 07:14 AM Edited by SomeGuy86, 27 February 2015 - 07:18 AM.

If you have links to those, feel free to post a new topic about that. That way you can edit new ones as you see fit as well.

 

I'd appreciate it.

 

Sure thing! I have everything on a DVD, so I'll need to upload the files 1st... Media Fire perhaps, or some other (similar) service?

 

By the way, would you like me to upload just the GTA: LC mods alone, or everything - including early GTA3 mods? I got some of the "legendary" titles here, including Demarest's Time Twister for both GTA3 and Vice if I'm not mistaking.


SteaVor
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#18847

Posted 27 February 2015 - 08:02 AM

Actually, all of the mods in http://gtaforums.com...14#entry4073670(latest version of the Unofficial Mods first post) should still be online on my server, even though it doesn't serve HTTP anymore (invalidating all links in the post), but FTP works:

 

ftp://lc.miebachwetter.de/gtalc/

 

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SomeGuy86
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#18848

Posted 28 February 2015 - 01:44 PM

Actually, all of the mods in http://gtaforums.com...14#entry4073670(latest version of the Unofficial Mods first post) should still be online on my server, even though it doesn't serve HTTP anymore (invalidating all links in the post), but FTP works:

 

ftp://lc.miebachwetter.de/gtalc/

 

 

Got all of them, thanks! Those will be presereved along with other, long-lost mods  :)


theNGclan
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#18849

Posted 01 March 2015 - 11:04 PM

The unofficial mods thread has been restored. It doesn't have tables currently, but I placed a basic placeholder for the time being.

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Mr. Jago
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#18850

Posted 07 March 2015 - 03:42 AM

LCnqhrS.png

 

my main man ngclan has gone and fixed the ak so claude holds it like a true rifle now

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Jeansowaty
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#18851

Posted 07 March 2015 - 07:13 PM

LCnqhrS.png

 

my main man ngclan has gone and fixed the ak so claude holds it like a true rifle now

How the hell did you make this possible?! :O


Mr. Jago
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#18852

Posted 10 March 2015 - 06:08 AM Edited by Mr. Jago, 10 March 2015 - 07:11 AM.

 

*citizen snips*

 

my main man ngclan has gone and fixed the ak so claude holds it like a true rifle now

How the hell did you make this possible?! :O

 

I think he told me through exe hacking or something like that

 

anyway I found a foolproof way of doing conversions from III > VC, it's very tedious but the results come out PERFECT, I'll show something soon but I've already converted a handful of animations that were missing like walk_civi and run_gang1, as well as the rifle anims

 

edit: walk_gang1 done, replaced PUNCHR with an animation of zooming out the rifle so claude doesn't swat at the air anymore right after he shoots

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Mr. Jago
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#18853

Posted 12 March 2015 - 12:46 AM Edited by Mr. Jago, 12 March 2015 - 01:00 AM.

just wondering, what would you guys think if I changed the python so you could fire it while running? the gun is a 100% reward so it doesn't matter as much in terms of balancing, and I'll even take the animation from III's own files, it'd be pretty neat

 

also animations are coming along good, I've converted the jumping animations, idle_rocket, the falling and landing animations, and a few more walk cycles, and I've redone idle_stance so the arms and legs stay still

 

edit:

 

0fYiJff.png

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Jeansowaty
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#18854

Posted 12 March 2015 - 07:35 PM

The Python could get replaced by the Deagle, it would be kinda better, imo.


zmudziak32
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#18855

Posted 12 March 2015 - 08:48 PM

it should stay like that, or use LCS weapons for vc variants.


Jeansowaty
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#18856

Posted 13 March 2015 - 06:33 PM

it should stay like that, or use LCS weapons for vc variants.

OK - just saying tho. I think that making the Python be shot from one hand would be weird.


zmudziak32
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#18857

Posted 13 March 2015 - 10:32 PM Edited by zmudziak32, 13 March 2015 - 10:33 PM.

@Jeansowaty, I agree with you. for god sake using mixed III and LCS anims it'll look imo better. Even Deagle in SA/IV use 2 hands to handle it.

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Mr. Jago
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#18858

Posted 13 March 2015 - 10:53 PM

 

it should stay like that, or use LCS weapons for vc variants.

OK - just saying tho. I think that making the Python be shot from one hand would be weird.

 

it's not gonna be shot using one hand, the plan is to rip the two-handed shooting from 3's crouch-firing animation then make it so you can run while doing that

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Jeansowaty
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#18859

Posted 14 March 2015 - 01:02 PM

 

 

it should stay like that, or use LCS weapons for vc variants.

OK - just saying tho. I think that making the Python be shot from one hand would be weird.

 

it's not gonna be shot using one hand, the plan is to rip the two-handed shooting from 3's crouch-firing animation then make it so you can run while doing that

 

Ah, this would work.


Mr. Jago
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#18860

Posted 15 March 2015 - 03:02 AM Edited by Mr. Jago, 15 March 2015 - 03:04 AM.

https://www.mediafir...3k6wd93i90cp1ej

 

just felt like giving a little sneak peak :D a few bugs so far, only one I'm not sure how to squash is the player rotating weirdly when you press the movement keys during the falling animation. anyway, animations contents so far:

 

car_hookertalk
DRIVE_BOAT
FALL_collapse
FALL_fall
FALL_glide
FALL_land
FIGHT2IDLE
FIGHThead
FIGHTIDLE
FIGHTknee
FIGHTLhook
FIGHTppunch
FIGHTpunch
FIGHTrndhse
getup
HIT_back
HIT_behind
HIT_bodyblow
HIT_chest
HIT_front
HIT_head
HIT_L
HIT_walk
idle_armed
idle_rocket
*idle_stance
idle_taxi
JUMP_launch
KICK_floor
KO_shot_stom
*run_back
run_fatold
run_gang1
*run_player
*run_rocket
run_rocket_left
run_rocket_right
SHOT_leftP
SHOT_partial
SHOT_rightP
*sprint_civi
sprint_panic
walk_armed
walk_back
walk_civi
walk_fatold
walk_gang1
walk_gang2
walk_left
walk_player
walk_right
walk_rocket
walk_start
walk_start_back
walk_start_left
walk_start_right
walk_start_rocket
weapon_AK_body
weapon_AK_rload
WEAPON_bat_h
WEAPON_bat_v
*woman_idlestance
 
* = reconverted due to bugs with the original, the rest were 100% missing from vanilla lc. walk_armed is improvised using different animations since III doesn't have its own, will improve on

 

also source files will be uploaded sometime soon


spaceeinstein
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#18861

Posted 15 March 2015 - 03:30 AM

These animations are looking great.
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Mr. Jago
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#18862

Posted 15 March 2015 - 03:37 AM Edited by Mr. Jago, 15 March 2015 - 03:58 AM.

These animations are looking great.

wanna know my secret? there is no secret, I applied the animations to vice city's player model and manually redid the leg, arm, and sometimes head movements from scratch, aligning each bone using a separate rig that I also had open and had bones corresponding to III's

 

frame by frame, piece by piece

 

it's horrible I don't know how I did so many

 

edit: btw I love your vice city drinking mod and would gladly follow this process to make an animation for it, III on the ps2 has an unused drinking animation in its files and I think it'd look great

 

edit2: SH*T ngclan did one or two of the fighting anims and I totally forgot to mention it

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spaceeinstein
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#18863

Posted 15 March 2015 - 07:37 AM

I'm glad you enjoyed my mod. It would be good with a drunk animation.

A lot of progress on documenting SFX. You can preview my progress on LC here. It is an interactive page that allows you to listen VC's SFX alongside LC's replacement. It uses HTML5's audio tag playing WAV files so not all browsers can preview the SFX.

I've found that the game controls cars' sirens and alarms in about the same location so I tried reassigning the car's alarm to a different sound:

It almost works. I don't know how to remove the pause between each sound. I replaced the unused AK sound (SFX 52) with III's car alarm sound, changed the Banshee's siren SFX to 52, and made the game play the siren SFX instead of the horn SFX when the car alarm is triggered.
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IIOctaneII
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#18864

Posted 19 April 2015 - 05:09 PM

Off-topic, can someone tell me why the author of this thread is banned?


glenster
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#18865

Posted 20 April 2015 - 06:11 AM

Dunno other than that he seemed a bit testy beforehand.  I found this:

http://gtaforums.com...6761-dem-again/


Craig Kostelecky
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#18866

Posted 20 April 2015 - 01:58 PM

I don't recall any specific circumstances of his banning, but I do remember that he was a very polarizing guy. And he could very easily rub people the the wrong way. The admins likely decided he wasn't worth headache. I have not heard from him in many years.


Gummy 
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#18867

Posted 21 April 2015 - 02:56 PM

It's kind of a shame at the same time though, I heard was a very talented modder back then.


Sentrion
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#18868

Posted 2 weeks ago

I'm glad you enjoyed my mod. It would be good with a drunk animation.

A lot of progress on documenting SFX. You can preview my progress on LC here. It is an interactive page that allows you to listen VC's SFX alongside LC's replacement. It uses HTML5's audio tag playing WAV files so not all browsers can preview the SFX.

Comparing those SFX files gives me a feeling that some of the files in GTA III are much better than the Vice City counterparts. Ofcourse I still get some errors on Intel GPUs. This needs to be fixed though.

Gummy 
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#18869

Posted A week ago

I don't know if you guys like the idea, but why don't you guys make the cut first person mode too? It was cut from GTA III, but the animations still remain, one of them even uses the VC animation system. I think the first person look in the classic control setting (controller mode) is a very simplistic version of it, a leftover.

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