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 13 November 2004 - 03:35 PM
i have lc but i do not see any train or undreground in it except for an helicopter on the rails.
is there a train some where ?
where can i download it
Posted 14 November 2004 - 04:18 AM
Posted 26 November 2004 - 02:36 PM
Posted 26 November 2004 - 02:47 PM
Posted 26 November 2004 - 03:01 PM
|QUOTE (Craig Kostelecky @ Nov 26 2004, 10:47)|
|The version of the scm Mark has is the one we're using with the gamma files. I believe it has only the second version of Pat's train code (no subway). I can convert the code if Patrick doesn't want to, but it probably wouldn't happen until Sunday (with my work schedule).|
I don't have a scm file except the one d/l in the latest package you have updated. I just want to finish the trains off.
Posted 26 November 2004 - 03:10 PM
Posted 27 November 2004 - 01:21 AM
Posted 27 November 2004 - 01:39 AM
Posted 27 November 2004 - 03:20 AM
The col file is simple right now and only allows the player in at the doors (like gtaIII) patrick also froze the player to the train I believe. I just have to fix the trains position so that the players can board at all stations, then do the same for the subway.
Posted 27 November 2004 - 04:30 PM
Right now, when the train moves (and especially turns) the player slides left or right and sometimes falls through the train. I had a similar problem when I was trying to make a lift bridge work.
Oh, and while we are at models issue I just remembered a problem from a while back. If you activate the option in scm that would start you with a broken bridge and a storyline, some models of the broken bridge are not displayed correctly. I think I was told that it was due to the same issue that caused the phone to be transparent. So here is one more thing on a TODO list.
Posted 27 November 2004 - 05:39 PM
Don't expect to much work from me during the coming couple of days, I got myself an eye-infection. And can't work on my computer for a longer period.
The latest scm version is here http://patrickw.gtac...train_delta.scm
It should have the player fixated inside the train, have both train and subway and kills fido if he gets hit by the train. It has one remaining issue, when the player tries to enter the train with a bike, (thus without using the proper key)
I don't know If I'll be able to fix that problem, but I can try.
Craig, I would really appreciate if you could find some time to translate the code, it's not that I don't want to, but I'm not used to working with that version, And I probably introduce extra bugs while translating.
My relevent source-sectiojn is here http://patrickw.gtac...train_delta.txt
Posted 27 November 2004 - 06:31 PM
Posted 27 November 2004 - 08:52 PM
|QUOTE (PatrickW @ Nov 27 2004, 11:39)|
|Craig, I would really appreciate if you could find some time to translate the code, it's not that I don't want to, but I'm not used to working with that version, And I probably introduce extra bugs while translating.|
I'll get to it. Hopefully before the Monday Night Football game (the Packers play again) I'll have it integrated.
Posted 27 November 2004 - 09:20 PM
you're the greatest, but that goes without saying
Posted 28 November 2004 - 09:07 AM
I converted the code to 0.22 and I'm in the process of testing it out. The first thing I noticed is when I try to exit either train, the player does not exit the train and the text box (which says push this button to exit) keeps flashing. It's very possible I copied something wrong (as I didn't test your original code yet).
Also using the car spawn code while you're in the train is a bad idea. I don't know if there's anything that can be done to avoid that (except disable the spawning code). But that won't be in the final version anyway, so I don't think you have to worry about that.
In case the bug I mentioned earlier is my fault, I'm posting the code here.
Posted 30 November 2004 - 07:33 PM
oh looks like my bug is the same as craigs however its using Patricks code so it isn't a conversion problem.
Posted 30 November 2004 - 08:35 PM
Problems entering and exiting the train might be model related, but they might also be scm bugs, because by lack of models I wasn't able to fully test all features.
I'm sure they'll all be ironed out with the proper models.
Full steam ahead, captain
Posted 30 November 2004 - 08:50 PM
Its good to back on LC.
Posted 01 December 2004 - 11:49 PM
I've been testing, trying to reproduce the problem you both reported, but with no succes. Steady as a rock... But i'm not completely sure about the models/col i have installed at the moment, i might have made some minor manual chnages to the col..
I'll have to wait for mark's models, for further testing. I'll try to come up with a nice solution ot the "ride your bike in the train" problem..
Sure good to be back on LC
Posted 02 December 2004 - 12:43 AM
Sometimes as the train (above ground) is travelling around, the second carriage starts rapidly changing position to the left and right of the track. Eventually the whole train gets stuck at the Chinatown station. The radar blip also switches positions rapidly when this is happening.
Here's a couple of pics taken at the station (click to get a full picture):
I'm not sure what causes this - I have a feeling it happens after you've died once.
I've got the latest scm that PatrickW submitted and I'm not sure what train model I've got.
Posted 03 December 2004 - 05:32 PM
Out of curiosity would it be possible to change the code from a moving object to a moving vehicle? I think I may have asked this before but I am curious to see if a vehicle would run smoother on the track. If it is possible could one of you make a test one with say the coach as a vehicle?
It is just as I seem to make models the train or strain (subwaytrain) do really awkward movements on a port of GTAIIIs track data so I am thinking setting the train as a vehicle may fix this problem.
Posted 03 December 2004 - 07:28 PM
I start of with dieing as couple of times with the trains running, I must admit I hardly ever die during testing the trains
To my knowledge, There is no known method to ride a vehicle over a path described by data-points in a file.
Offcourse we could we could steer a spawned vehicle from point to point with coordinates in the scm, but that would need constant monitoring of the vehicle position, directing it to the next point when the previous one is reached.
This will complicate the code even more, to a level that might not be maintainable.
I would love to be proven wrong, because the movements of the train are indeed harsh as some points. But maybe we could add extra waypoints into some of the more extreme corners.
Posted 03 December 2004 - 08:18 PM
Posted 03 December 2004 - 10:08 PM
1: If you get in the way of the train in a vehicle, it removes all your health but you can still drive around as normal until you get out, when you die instantly.
2: If you do die, it messes up massively. One of the cars disappears, the marker splits in 2 and seems to have the train at the average of the 2 and it stops dead after a while (just after the station in chinatown, although that could have just been that time, not specifically there.
Posted 03 December 2004 - 10:47 PM
Just got into the actual GTAIII for PC and found out something rather interesting. I remember when this thread first started I ended up arguing with myself on the number of L-trains and Subway Trains there were. Each time posting something different. Well I found out that there is indeed 4 trains running on the tracks however for some reason R* decided to make both subway trains and both L-trains run the same direction on the same track 2 stations apart instead of using all 4 tracks running in opposite directions. Both subway trains are 2 car trains and the L-trains are 2 and 3 car trains (although the 3 car train stops exactly in the same spot as the 2 car train meaning the first 2 cars are equivelent to the 2 car train voiding the 3rd car completely) St Marks station is also the only station that has an entrance to both side of the tracks this is possibly why they only ran the train one way.
enough about my GTAIII pc journey.
The L-Train wip seems to be going really well at this point may even make it to the subway tonight.
Edited by Mark Pagliaro, 04 December 2004 - 01:29 AM.
Posted 04 December 2004 - 04:19 AM
here or copy and paste the following url into your browser.
The code is set to have both trains as the strain model as I do not know how to edit the scm properly (I got error saying number of defined objects does not match)
The subway should be corrected but the portland train will not be (unless a coder sets its thread to train properly)
The train is stil somewhat very sensitive if it is hit to hard or at the right angle (wrong) the peices will either shake while trying to stay on course or drop completely. I am looking to see what causes this.
Also I have an idea about blocking boarding to the train with a bike.
GTAIII did not allow any boarding if you tried to enter the train manually when the doors open. The only way you could enter is if you pressed the enter button. I could make a col file that blocks the doors when open that could be disabled by the enter portion of the thread if a coder is upto it. (it would be 2 more aditional objects but invisable)
Edited by Mark Pagliaro, 05 December 2004 - 12:33 AM.
Posted 04 December 2004 - 07:01 AM
Posted 04 December 2004 - 07:14 AM
I'll have a more detailed report in the next day or so. I don't have too much time tonight to look at it.
Good work Mark.
Posted 04 December 2004 - 12:07 PM
|QUOTE (BCspeed34 @ Dec 4 2004, 03:01)|
|Dang, i just tried it and i installed the automatic install one, and i got the unhandled|
I was afraid of that happening but am sure I have all the files needed in the zip. Did you add the dff's to the gta3.img? (there is more dffs this time around)
Did you use auto or manual install? I assume you used auto as your reply sounded like it was directed to BCspeed34 to let him know it worked. If you used manual then I'll have to note that everyone should use manual.
It also could be release dependent. I am working off the latest gamma.
Posted 04 December 2004 - 01:35 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users