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Squiddy
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#121

Posted 26 November 2004 - 03:42 PM

I didn't know there were so many 'difficulties' with the launcher.
Thanks for clearing this up. smile.gif

Craig Kostelecky
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#122

Posted 26 November 2004 - 03:47 PM

While the launcher may make something like this a little more difficult, it's done wonders for the game. Without it we'd have no audio, the VC HUD, no garage doors, and many other things.

Hammer's source code (in Delphi) is available right now. If that doesn't help you, I'm sure Hammer will be by sometime in the near future to offer some suggestions.

Squiddy
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#123

Posted 26 November 2004 - 04:12 PM

QUOTE (Craig Kostelecky @ Nov 26 2004, 15:47)
While the launcher may make something like this a little more difficult, it's done wonders for the game. Without it we'd have no audio, the VC HUD, no garage doors, and many other things.

Sorry, I didn't wanted to say something bad about the launcher. I have the source and took a look into it. I just didn't expected that there would be some problems with a dll.

Sorry if it sounds like that. confused.gif

Hammer83
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#124

Posted 26 November 2004 - 04:48 PM

I don't think there should be many problems with the launcher itself. But there may be problems with ASI compatibility.

ModelingMan
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#125

Posted 02 January 2005 - 02:02 AM

*BUMP*

Just to let you all know I'm working on the menu to make it look more like GTA3. I've already found the addresses that determine the co-ordinates of the green menu highlight. There are 16 4byte floats they start at $862488(v1.0). One problem is that the values change when the shape changes, but I do know that there is 4 different shapes.

I hope you all know what I'm talking about tounge.gif

Hammer83
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#126

Posted 02 January 2005 - 02:40 AM

ModellingMan, the latest launcher I've sent to Craig but not released to public yet does most front-end changes.

EDIT: unless you mean something like extending the menu selector to full screen width like it is in GTA3. That would be awesome!

ModelingMan
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#127

Posted 02 January 2005 - 03:26 AM

QUOTE (Hammer83 @ Jan 2 2005, 02:40)
ModellingMan, the latest launcher I've sent to Craig but not released to public yet does most front-end changes.

EDIT: unless you mean something like extending the menu selector to full screen width like it is in GTA3. That would be awesome!

Yes, Craig sent me the new launcher, 'tis weird seeing the yellow text smile.gif

I plan on making the menu highlight fullscreen width as you said, and also remove the black border. I have the addresses but I need to find their sources as the values in the addresses I have now aren't static.

killakan
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#128

Posted 05 January 2005 - 01:50 PM

the graphics havent improved at all since gta 3

Craig Kostelecky
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#129

Posted 05 January 2005 - 02:45 PM

I'm sorry you feel that way.

scalliano
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#130

Posted 07 January 2005 - 02:47 PM

QUOTE (killakan @ Jan 5 2005, 13:50)
the graphics havent improved at all since gta 3

They're not supposed to o_O

KoLSPD2
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#131

Posted 12 January 2005 - 11:15 PM

Then again, if there were to be a mod with updated graphics, it would be considered an unofficial mod.

I know the mod's supposed to look this way, but any plans to get the wanted level stars to the right? It should be the last priority before V2, if possible.

MoeRonimoe
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#132

Posted 04 February 2005 - 07:08 PM

QUOTE (scalliano @ Jan 7 2005, 14:47)
QUOTE (killakan @ Jan 5 2005, 13:50)
the graphics havent improved at all since gta 3

They're not supposed to o_O

Just an Idea but in GTA Advance there is a HUD for the minigun and the Katana...maybe u can put them into the game.(Hidden of course) blush.gif

But I think the answer is NO confused.gif

It would make me and a few more guys very happy (cause there are those weapons in LC wink.gif and there are also the models for them in VC ) so u can do it in the official version without an unofficial mod colgate.gif

Outback
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#133

Posted 04 February 2005 - 09:30 PM

QUOTE (MoeRonimoe @ Feb 4 2005, 15:08)
Just an Idea but in GTA Advance there is a HUD for the minigun and the Katana...maybe u can put them into the game.(Hidden of course)  blush.gif

And how do you propose we extract it?

MoeRonimoe
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#134

Posted 04 February 2005 - 09:37 PM

Not extract! Copy the style and make them urself or i scan the game manual and u got it wink.gif

JackMagic
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#135

Posted 05 February 2005 - 01:45 AM

In the original gtaIII you can't find a katana or a minigun.. and GTA LC must be a gtaIII-copy. sarcasm.gif

Bebop
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#136

Posted 05 February 2005 - 01:50 AM

QUOTE (JackMagic @ Feb 5 2005, 01:45)
In the original gtaIII you can't find a katana or a minigun.. and GTA LC must be a gtaIII-copy. sarcasm.gif


Then we should remove the bikes too.

Newbie41
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#137

Posted 05 February 2005 - 01:55 AM

QUOTE (Bebop @ Feb 5 2005, 01:50)
QUOTE (JackMagic @ Feb 5 2005, 01:45)
In the original gtaIII you can't find a katana or a minigun.. and GTA LC must be a gtaIII-copy.  sarcasm.gif


Then we should remove the bikes too.

If you do that then there are almost no new features for lc it will be gta3 with poppable tyres and helicopters.

Bebop
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#138

Posted 05 February 2005 - 02:25 AM


I am almost sure there will be some VC weapons hidden over LC.

Y_Less
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#139

Posted 05 February 2005 - 02:07 PM

There were almost the same amount of weapons in VC and GTA 3 and we cannot add more so there is no space in the engine for extra weapons. One of the few that have not been changed is the golf club, but it has no LC hud graphics and wil not be officially put in the city.

MoeRonimoe
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#140

Posted 24 February 2005 - 03:10 PM Edited by Y_Less, 30 March 2005 - 06:23 PM.

so i scant it now....hope it helps biggrin.gif

http://www.webspace-...n/mgandkata.bmp

Sooooo......I made a HUD for the Katana and the Minigun ... hope its good biggrin.gif

http://www.webspace-...tana-mg-Hud.rar

Y_Less
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#141

Posted 30 March 2005 - 06:25 PM

The HUD graphics have already been converted but thanks anyway.

Also, please don't double post. If you have something extra to say, edit your last post.

*First post edited and last deleted*

ModelingMan
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#142

Posted 03 February 2006 - 09:22 PM

Got a bit of progress with hacking the menu. I managed to load the different backgrounds for each menu. Works surprisingly well. What I have to do is load my own TXD (models\menu.txd) and from there load the appropriate texture for the current menu page.

Here is a movie demonstrating my results:
http://modelingman.n...gtalc_menu1.avi

Y_Less
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#143

Posted 04 February 2006 - 09:41 PM

Which codec does that use, my windows media player won't show it.

ModelingMan
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#144

Posted 05 February 2006 - 12:18 AM

QUOTE (Y_Less @ Feb 4 2006, 21:41)
Which codec does that use, my windows media player won't show it.

DivX 5.2.0

Craig Kostelecky
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#145

Posted 05 February 2006 - 03:00 AM Edited by benisablink182fan, 28 April 2006 - 05:58 AM.

I can view it fine. icon14.gif

EDIT by Ben - Nothing of any great importance to note here.

Everything basically stands still until MM returns.

Unless Y_Less has any updates with his pager conversion ph34r.gif.

ModelingMan
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#146

Posted 24 June 2006 - 05:12 PM

Righto, currently I'm working on a pager. As you know VC does not use a pager of any sort, therefore a pager needs to be created from scratch, but what you may not know is that R* have left in a few of the CPager class functions and even a declaration of a CPager class. Why? I have no clue, the pager process function is referenced in the main game loop but there is no way possible for the pager to be drawn (those were the functions that were taken out). Porting these functions from GTAIII should be no problem.

Also the menu still needs some work; font scaling, positioning and such, this should be done pretty soon.

I still have a plan (non-graphics related) that, if successful, will save a lot of time for a certain aspect for this mod. I don't want to say just yet, I want to see if I can actually get it working first. I'll keep you posted.

Craig Kostelecky
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#147

Posted 24 June 2006 - 05:18 PM

Excellent. Good to see developments still happen. And since some of the code is still there, we might be able to get the pager working exactly as it should. Maybe we can throw the sound back into the SFX archive as well so we don't have to use one of the play_wav slots (as only two can be loaded at once if I remember right).

ModelingMan
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#148

Posted 26 June 2006 - 12:57 AM

I have some visual progress. So far I have the text scrolling as it should, technically I didn't implement the scrolling this was one of the functions left in by R*. Here's a small movie clip of the scrolling text. Now I just have to get the pager sprite to scroll in from the side of the screen, shouldn't be too hard, could probably directly port the code over from GTAIII. And also get the proper pager font added in as well.

ETA for pager, possibly tomorrow.

Craig Kostelecky
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#149

Posted 26 June 2006 - 02:09 AM

Looking good so far. I look forward to seeing more. cookie.gif

Ben
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#150

Posted 26 June 2006 - 07:49 AM Edited by Ben, 26 June 2006 - 07:52 AM.

Excellent work James icon14.gif.

If I'm reading this right, does that mean that we might be able to have the scrolling text displayed on the billboards around the place? I'm not sure of exact locations, although I do know there's one on the sign at Easy Credit Autos in GTA3. What do you think smile.gif?

@Craig - Add the pager to the list of the other 3 (if you combine the train SFX) general sounds to convert, as well as your background noises which have to be finalised - I forgot to on the list I sent you blush.gif. Cheers smile.gif.

EDIT - By the way James, you spelt "actually" wrong tounge.gif!




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