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:
Posted 03 July 2006 - 11:47 PM
Posted 04 July 2006 - 07:50 AM
Posted 05 July 2006 - 04:21 PM
|QUOTE (ITBTD @ Jul 4 2006, 07:50)|
|why dont you look back a few pages and try all the things ben 'n' craig tried for me because it looks as though it was the problems i had.|
Yeah, Let Me Do That..
Posted 06 July 2006 - 11:00 PM
Posted 07 July 2006 - 12:15 AM
Posted 07 July 2006 - 12:39 AM
To fix the problem, tell your builder to look at the LC directory (I personally use two different folders for my VC builders so I don't ever have to remap them).
EDIT by Ben - Thanks .
Actually, you can grab the LC-specific builder files here .
Edited by Ben, 07 July 2006 - 12:42 AM.
Posted 07 July 2006 - 01:23 AM
|It sounds like ITBTB recompiled the scm with the builder pointing to his VC ini files.|
ITBTB? whos that?
Edited by ITBTD, 07 July 2006 - 01:51 AM.
Posted 07 July 2006 - 01:39 AM
Posted 07 July 2006 - 01:50 AM
i just might not be getting what you are telling me
Edited by ITBTD, 07 July 2006 - 01:57 AM.
Posted 07 July 2006 - 02:26 AM
Anyway, whenever you compile the scm the code must convert the #CARNAMES into numbers. This is done by referencing the ini files. In the MB folder, there is a file called gtavice.dir (or similar to that). In that file is the path to Vice (or Liberty) City. If you compile the LC code when that file points to the VC ini files the ID numbers are not going to match up. So what you should do whenever you compile the code is have a seperate folder for your LC builder than your VC one. You can download the [u]LC specific builder[/u] (which points to the default LC directory). If you keep the builders seperate you should be okay.
Or just don't recompile the code and use what we give you.
Posted 07 July 2006 - 02:03 PM
Posted 07 July 2006 - 02:40 PM
|anyway, whenever you compile the scm the code must convert the #CARNAMES into numbers. This is done by referencing the ini files. In the MB folder, there is a file called gtavice.dir (or similar to that). In that file is the path to Vice (or Liberty) City. If you compile the LC code when that file points to the VC ini files the ID numbers are not going to match up. So what you should do whenever you compile the code is have a seperate folder for your LC builder than your VC one. You can download the LC specific builder (which points to the default LC directory). If you keep the builders seperate you should be okay.|
it already had it as C:\program files\rockstar games\grand theft auto liberty city/
maybe its not that
Posted 07 July 2006 - 02:42 PM
how to fix this? i have the last version of lc v6 i install the bistro v2 with instructions in the readme, the only thing i don' do is the change of th smc code,because the game crach is this the problem or not(i don't think so)
Posted 07 July 2006 - 06:22 PM
Posted 08 July 2006 - 01:23 AM
Ok see I am trying to insert a new map object to the Liberty City map for the v6 I made the dff file already and made a col file to go with it, then I made the ide line to go with it which I matched my dff file with a txd file that works perfectly with it then I wrote out the ipl line which I wrote out both the ide and ipl lines using MooMapper and it became ID# 5849 when I inserted those I used MooMapper to view it and I saw it in MooMapper but when it came to using it ingame it crashed at the loading bar.
When I got rid of the ide and ipl lines the game worked so am I doing something wrong or did I miss a step to adding in a new map object to Liberty City?
Posted 11 July 2006 - 10:26 PM
in the version b2.7t
I open gta-lc.exe and appears me this message:
they can help me to install the sfx-update 3 please
Posted 11 July 2006 - 10:33 PM
Also, did you dowload the updated IIItoVC.rar file that I linked in the download thread?
And if I remember right, there are instructions in the audio package which tell you how to update your SFX files.
Posted 11 July 2006 - 10:50 PM
Edited by Nach_Scratch, 12 July 2006 - 01:19 AM.
Posted 12 July 2006 - 03:48 AM
As for the SFX - installing is simple. I didn't include instructions on how to do it because there's a readme in the Nullpointer's folder which tells you what you need to do. But to make it simple, here's what you do:
- In your LC\audio folder, make a new folder called sfx
- Copy the contents of the Nullpointer's folder into the sfx one
- Go back to your LC\audio folder, and copy SFX.RAW and SFX.SDT into your sfx folder
- Run audext.exe and wait until the box disappears
- Now copy everything from the LC SFX folder into your sfx folder, choosing Yes To All to replace relevant files
- Then run Blanks.bat and wait til it finishes
- Now run audimp.exe and wait until the box disappears
- Now copy SFX.RAW and SFX.SDT back into your LC\audio folder (choosing Yes to replace if asked)
- You can now delete the sfx folder, and then you're finished
Posted 12 July 2006 - 07:50 AM
Edited by shintoz, 12 July 2006 - 07:53 AM.
Posted 12 July 2006 - 07:40 PM
|QUOTE (Nach_Scratch @ Jul 12 2006, 19:29)|
| error in audext.exe and audimp.exe|
You'll need to uncheck "Read-Only" for both SFX.RAW and SFX.SDT.
Posted 18 July 2006 - 09:01 PM
Posted 18 July 2006 - 10:09 PM
To fix, you should remove any mods, if you have any installed. If you still have problems after this, then I'd look into updating my graphics drivers if I was you .
Posted 18 July 2006 - 10:38 PM
Posted 27 July 2006 - 11:12 PM
Posted 28 July 2006 - 02:34 AM
I can give you more details if you want to add a new handling line, but the easiest solution would be to use another vehicle's handling data.
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