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MISSION CODING

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X-fix
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#31

Posted 23 February 2004 - 03:05 PM Edited by X-fix, 23 February 2004 - 03:10 PM.

I have add: if you are busted on portland (etc) you will spawn at the portland police station.
I you wasted on portland (etc) you will spawn at that hostpital.

I gonna update the file i have forgot somthing... if you wil busted at the airport you will spawn on the airport i gonna fix that now.

Edit: My Webpage

Demarest
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#32

Posted 23 February 2004 - 04:23 PM

@Blunted1: He made a post that really didn't add to the thread and you responded. I wanted to delete his, but then yours wouldn't make sense. I didn't want to delete both because you didn't deserve to have your post deleted as you were just replying to the situation. Most times I get the impulse to delete, I try to think of a reason not to as it shouldn't have to be used.

At any rate, Blunted1 is right. The SCM is one thing I would like to do alone. The reason being is that first off, there is no easy way to just take a piece of software, point it at the 2 SCMs and say "convert". So it HAS to be done manually. Since the SCM itself is hex, but we write it in a text editor where we can understand it, the source code doubles as notes. The SCM has to be updated in modules for the most part, as you cannot just add a few lines and call it a day. You have to convert over entire threads and entire missions at a time. That's a LOT of conversion to do in one sitting.

When I added the insane stunt calclations, it didn't take me long at all. It's because I have a few tools here and configured properly that help me to do some aspects of the conversion easier and faster. So the only reason we would need an additional coder is if I wasn't holding up my end. I haven't been, but mostly for external reasons like the GXT. Still, there are things I probably could do and those are coming within the next few days hopefully. My corpse is awakening and using such things as this to pass the time, so get ready.

Having said all that, there are certain things I WOULD like to invite the public into in terms of coding. There are things like the crusher, IE Garages, Boullion garage, etc that are hard-coded in GTA3. Because they are not in VC, we will have to simulate them as best we can. I already have ideas as to how they can be done, but since that part of it is not conversion, it's something that others could write as modules and offer. May the best offering "win" and be included. For those willing to take up such a project, I only ask that you provide me with the source code so I can add it to the "master source code" and integrate it appropriately.

For any prospective coder that does not necessarily feel like contributing in that manner, I invite you to come up with other things that will need to be simulated instead of converted. Thank you.

X-fix
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#33

Posted 23 February 2004 - 04:28 PM

I get it so.. in you next release YOU have added the hostpital spawn points ??

Blunted1
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#34

Posted 23 February 2004 - 04:30 PM Edited by Blunted1, 23 February 2004 - 04:35 PM.

Makes perfect sense to me. Delete his posts, delete my posts that answer him, and delete this post too if you like.

Organization is more valuable than those posts that are useless now.
Keep your last post explaining exactly what you want and how you want people to contribute to mission codeing.


Deletion sprees are very important in keeping the forum clean, just dont delete anything that contains usefull information.
There are a number of useless threads that could be deleted too.
The first that pops to mind is my thread entitled "if i cant post anywhere else"
it has nothing in it and is a waste of space.

You are doing a great job Dem smile.gif

[EDIT]
@X-bit,
Dem will take care of the spawning, it may not be in his next release but he is well aware of it and will complete it as soon as he is able to.
He does have a LOT on his plate with everything else going on, but I am sure if it is not contained in the next release he makes, it will be very soon after.

Demarest
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#35

Posted 23 February 2004 - 05:01 PM

Expect more activity from me as I'm sort of in the mood. Hope that doesn't change.

As for deletions. Not necessary. While organization is key, so is the publicness of this mod.

@X-fix: I'm on it. No need to worry. But you should keep your posts here as on-topic and productive as possible.

Demarest
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#36

Posted 26 February 2004 - 02:47 PM

Nomad v4 released. Updates from v3 include
  • vehicle spawn triggers revised in v3b
  • weapons updated to reflect new official list
  • vehicles replacements updated to reflect new official list
  • island sniffing included
  • save points included
  • restart if wasted or busted included
  • packer added and 7 bikes
  • love helicopter moved to roof
  • police chopper added to staunton police helipad
  • warper included for both staunton police station and donald love's

Thanks go to CraigKostelecky for his assistance in this matter, Knux and James for compiling the official lists, and to everybody who offered support and encouragement. Sorry it took so long to release.

All vehicles were put back to the way there were in GTA3. The helis and Skimmer are still where they were. RCBarons/Dodos enabled for easy expansion. The Packer is now at Greasy Joe's. Additional heli added to the roof of the Staunton Police station. PCJ600s were placed at Supa Save, the AMCo gas station, the old school hall, at the stadium parking lot, in the projects parking lot (where Kingdom Come takes place), in front of the airport, and in back of one of the mansions in Cedar Grove for a pretty even distribution.

There are 2 warpers. One takes you to the roof of Donald Love's by entering his building. To get back down, you can walk into the corner. The other takes you to the Staunton Police helipad by approaching the doors there. To get back down, walk to the other corner of the block up top.

Any questions or bugs, let me know.

X-fix
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#37

Posted 26 February 2004 - 03:49 PM

I gonna try !!

Geqxon
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#38

Posted 26 February 2004 - 04:42 PM

PING! sad.gif Not working her. Putted it over a install of the first link of the "GTA:LC Installer" thread...

JamesSHF
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#39

Posted 26 February 2004 - 04:42 PM

Are the save points in the same place as they were in GTAIII?

Mark Pagliaro
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#40

Posted 26 February 2004 - 04:42 PM

Is there any paticular reason why all the bikes are pcj's?

It doesn't matter though as this will be easy to edit for personal use.

(I am more of a angel and freeway fan than I am a pcj fan)

I think the only bike that shouldn't be included is the pizzaboy.

X-fix
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#41

Posted 26 February 2004 - 04:43 PM

QUOTE (JamesSHF @ Feb 26 2004, 16:42)
Are the save points in the same place as they were in GTAIII?

Yes they are the code works fine by me !

Geqxon
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#42

Posted 26 February 2004 - 04:44 PM

After rebuilding the archive it works fine here too!

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#43

Posted 26 February 2004 - 04:55 PM

Yeah, works great, I put it in the wrong place first time (I have two folders, data\ and data\main\ and they both contain MAIN.SCM and I put it in the wrong one!) blush.gif .
This is great work, Dem. smile.gif

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#44

Posted 26 February 2004 - 05:14 PM

great work demarest! It's great to be able to save smile.gif too bvad garages aren't working yet (to save cars sad.gif ) but keep on smile.gif

Demarest
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#45

Posted 26 February 2004 - 06:12 PM

@James: Yes, it uses moving invisible save pickups. That way it's as little a drain on memory as possible and leaner because of no code to manipulate the doors and play the audio. Nice and clean.

@Mark: Actually, I've been thinking that the extra vehicles should be released as an official add on complete with updated traffic and SCM files. In the meantime, I've voiced my opinion that having the PCJ is enough as is having limited helis. I only didn't limit the helis because I didn't want to rearrange those just yet. Don't worry though, I've see ALL bikes driving around except Pizza Boy.

@Knux: Actually, I was just a couple steps away from having all Rampages included too. Unfortunately, the Rampage style is VERY different between the 2. So turning the GTA3 code into VC compliant isn't good enough. I think I'll have to get in touch with Viper187 as he seems to understand VC's Rampage layout fairly well.

As I said, you'll probably be seeing a lot more out of me. So maybe garages can be next. I will say that I know that the way garages are referred to are different, so I'm not looking forward to it. I'll have to probably bother ODIE, Barton, and CyQ to figure out more as I know that they have experience with it.

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#46

Posted 26 February 2004 - 06:22 PM

QUOTE (Demarest @ Feb 26 2004, 18:12)
@James: Yes, it uses moving invisible save pickups. That way it's as little a drain on memory as possible and leaner because of no code to manipulate the doors and play the audio. Nice and clean.

..

As I said, you'll probably be seeing a lot more out of me. So maybe garages can be next. I will say that I know that the way garages are referred to are different, so I'm not looking forward to it. I'll have to probably bother ODIE, Barton, and CyQ to figure out more as I know that they have experience with it.

Yeah, I see now.
That's some good thinking about that, definitely nice and clean.
My problem before was that I put the MAIN.SCM in the wrong folder blush.gif .
Again, great work, I look forward to seeing more smile.gif .

Outback
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#47

Posted 26 February 2004 - 09:13 PM Edited by [4D]Outback, 26 February 2004 - 09:13 PM.

Awesome work, Dem. Saves work like a charm.

The heli's are a little off, though. There's a Polmav at Kenji's.

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#48

Posted 27 February 2004 - 12:42 AM

Just before I head off for the night I want to say good work on the new SCM Dem, the return of save points comes as a breath of fresh air. Great to see you've put your coding head back on again, cheers. smile.gif

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#49

Posted 27 February 2004 - 12:47 PM

Weird. I remember thinking about taking the Sparrows out, but figured people might mind. So I guess everybody should chip in as to what helis they feel belong on the Casino and airport helipad and if they're cool with Sparrows disappearing altogether. I think I had intended to make the airport one Police and Keni's the Maverick since that airport helipad is where the Police chopper comes from and there's a Police car there too.

I also forgot to mention upon release that the island sniffer code is audible for debugging purposes. At many points in time in the original GTA3 code, the code would check to see what island you're on. I don't know if VC supports this feature, but if it does, it will most likely be innacurate. So I made a master code to always monitor your position to determine what island you're amongst. So if while traveling, you hear an audible tone, that's the code's indication that you've crossed what it feels to be the island borders. Please feel free to experiment and report any errors you find. I'm thinking about making it so that if you enter into Portland or Shoreside space, that it will chime once and if you enter Staunton, it will chime twice. To keep the confusion down.

Also, is anybody else getting this? A good 60% of the time or more that I go to start a new game, it crashes. I can ALMOST guarantee that this is the code's fault. The fact that it only happens part of the time woudl be an indication of bad timings inside. I severely stunted the startup code and it seemed to make a large difference. But just now, it crashed about 90% of the time. Please report back as I'll probably have to slow it down even further; a very bad thing to have to do up front while the city is being defined confused.gif

Outback
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#50

Posted 27 February 2004 - 04:16 PM Edited by [4D]Outback, 27 February 2004 - 04:21 PM.

I personally wouldn't miss the Sparrows one bit. They're too sluggish for my taste. But then again, like you said back in the old thread, if anyone in Liberty City would have a helicopter with an MG attached, it would be Kenji.
There's a current lack of helicopters in the southern end of Portland, so maybe hiding a Sparrow in that area would work out well.

2 Helis on Portland
3 on Staunton
2-3 on SSV

It may seem like overkill, but Liberty City is quite large. Still less than Vice City had.

The police car at the airport always seemed out of place to me. It would make more sense to me to keep the Police Chopper(s) at the Police Station(s).

I haven't had any crashing issues with Nomad V4 yet, so I don't really know what to tell you on that one. Time for a fresh install? notify.gif

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#51

Posted 27 February 2004 - 04:51 PM

QUOTE ([4D]Outback @ Feb 27 2004, 16:16)
I haven't had any crashing issues with Nomad V4 yet, so I don't really know what to tell you on that one. Time for a fresh install? notify.gif

Me either, it's loaded up fine 100% of the time so far for me!

Demarest
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#52

Posted 27 February 2004 - 05:48 PM

Well mine practically is a fresh install. But if nobody else is having problems ( smile.gif ) then it's clearly my machine. So fresh install time next day off. Especially now that roger's installer is back out rah.gif

The Police at the airport has to do with the 3 star heli. They are launched from that helipad more or less. Hence my wanting to keep the theme.

Southern Portland has the Hunter. They're all temp for now anyways. I wasn't too serious about location selection because you can spawn one anytime you want, which is also temporary.

However, I just had an interesting thought... It's been mentioned before that in terms of helis, they shouldn't be unlocked until SSV is. That way they can't be used to cheat. But we're give boats as early as Staunton and the pipes keep us out of SSV (those pipes still need to be extended BTW). At the same time, for an entire city to suddenly be populated with helis doesn't make much sense. Not to mention that anybody that might have one in Portland is more or less eliminated by then anyways...

So what if we made it to where a certain model of heli (like Maverick) is available in Portland. I could code it so that if you tried to fly too far west with it, you get held up. Sort of like the water current thing in GTA3. I could even make it to kill that barrier once Staunton is unlocked. Likewise, Staunton could have a couple heli models and have a similar barrier west of Staunton which could of course be killed when SSV is unlocked. If we don't make it a Maverick, then if you hopped the bridge early and got in a Maverick, it wouldn't automatically warp you back to Portland air space. This is a great idea and easy to impliment. What do you guys think? This could also add appeal to our mod in general if you can have helis straightaway. Or we could water it down somehow if we wanted them to be unlocked after certain events and such. We have lots of time to think about what model, when and where. Just thought I'd throw it out there.

Mark Pagliaro
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#53

Posted 27 February 2004 - 06:59 PM Edited by MarkPagliaro, 27 February 2004 - 07:54 PM.

I like your Ideas very well but I am still partial to resticting flight until SSV.
First Island we have Bikes to play around with
Second Island We have boats to play around with
Third Island we have Heli's to play with

You see this enough will give people momentum enough to actually play through what we have converted. Dem your code needs to be there for a reason. I feel if you open up things far to early people won't actualy play the conversion. You don't want the code to go to waste do you? (Actually come to think of it it wouldn't be waste as I personally will be playing through as I am sure you will too)

Also how about this Heli @ Kenji's (It sticks with the GTAIII theme) keeps 1/2 of the attributes of the seasparrow that we all love but also keeps the outdated look of the seaparrow out of GTA:LC:

user posted image
user posted image
user posted image

I was also thinking of redoing it using the vcnmav as the body
(2 door stinger, 2 door heli)[4 door Heli suits the decals and the gun better]

No reflections I'll have to speak to knux or crazydude because whenever I export in vice format the cars won't show (same goes for the pre-911 police cars)

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#54

Posted 27 February 2004 - 07:42 PM Edited by karlneil, 27 February 2004 - 07:44 PM.

the bridge between first and second island should have a new collison that would not allow to jump the bridge and get to the second island too early. and the air barriers could be useful aswell.

and what about the story , will it be updated and fully rebuilt or will the gta3 mission do a comeback?

Outback
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#55

Posted 27 February 2004 - 07:42 PM

Great work as usual, Mark. You're always coming up with new ideas.

With a gun and everything.
I assume you're still working on the pontoons?

Mark Pagliaro
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#56

Posted 27 February 2004 - 07:52 PM

I'm actually working on getting rid of the pontoons physics. (Currently the heli drowns but players health does not drain and you can flyback out) I took out the pontoons as I think Liberty Citys waters is full enough with the skimmer and boats.

I don't know why but I feel like Kenji's heli should have a weapon. This is why I did it up like that and while I was at it I made its decals like the Yakuza.

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#57

Posted 27 February 2004 - 08:44 PM

Something tells me it's hardcoded. :-\

Luke
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#58

Posted 27 February 2004 - 08:55 PM

I like the pontoons, as useless as they are, theyre a bonus feature, and thats the whole point of this project.

GT-1
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#59

Posted 27 February 2004 - 10:51 PM

Just outta interest, I installed the new main.scm and when I am driving I hear the spwan noise sometimes randomly, I have'nt checked if anything is spawned because I was on the pcj600 so it would probably have gone. confused.gif Does anyone else have this problem.

Luke
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#60

Posted 27 February 2004 - 10:52 PM

You get that noise when crossing game borders between islands i think. Maybe Dem put it in.




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