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MISSION CODING IV

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Craig Kostelecky
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#1

Posted 06 March 2005 - 05:56 AM Edited by Craig Kostelecky, 11 September 2012 - 06:20 PM.

GTA:LC Mission Coding

Current LC scm source

The info on this post is not up-to-date.

This is the location where we will discuss and release updates to the mission code. Any questions related to the code should be posted here. This section is for official code only. So any code additions would go in the unofficial mods section.

These missions require some audio files as well. They can be found on your GTA3 CD, or you can download them here.

Missions:

MissionStatus
Mission 0 Setup Done, but no JB cutscene cars
Mission 1 Hospital Help Done and bug free
Mission 2 Police Help Done and bug free
Mission 3 Diablo Destruction Done and bug free
Mission 4 Mafia Massacre Done and bug free
Mission 5 Rumpo Rampage Done and bug free
Mission 6 Casino Calamity Done and bug free
Mission 7 Patriot Playground Done and bug free
Mission 8 A Ride in the Park Done and bug free
Mission 9 Gripped! Done and bug free
Mission 10 Multistory Mayhem Done and bug free
Mission 11 Paramedic sub-mission Done with no known bugs
Mission 12 Firefighter sub-mission Done with no known bugs
Mission 13 Vigilante sub-mission Done with no known bugs
Mission 14 Taxi sub-mission Done with no known bugs
Mission 15 The Crook Done and bug free
Mission 16 The Thieves Done and bug free
Mission 17 The Wife Done and bug free
Mission 18 Her Lover Done and bug free
Mission 19 Give Me Liberty Done and bug free
Mission 20 Dont Spank Ma Bitch Up Done with no known bugs
Mission 21 Drive Misty For Me Done with no known bugs
Mission 22 Pump Action Pimp Done with no known bugs
Mission 23 The Fuzzball Done with no known bugs
Mission 24 Mike Lips Last Lunch Done.
Mission 25 Farewall Chunky Lee Chong Done with no known bugs
Mission 26 Van Heist Done.
Mission 27 Cipriani's Chauffeur Done with no known bugs
Mission 28 Dead Skunk In The Trunk Done with no known bugs
Mission 29 The Get Away Done with no known bugs
Mission 30 Taking Out The Laundry Done with no known bugs
Mission 31 The Pick Up Done with no known bugs
Mission 32 Salvatore's Called A Meeting Done with no known bugs
Mission 33 Triads And Tribulations Done with no known bugs
Mission 34 Blow Fish Done.
Mission 35 Chaperone Done, with no gameplay bugs
Mission 36 Cutting The Grass Done and bug free
Mission 37 Bomb Da Base Act I Done and bug free
Mission 38 Bomb Da Base Act II Done, no foam animation
Mission 39 Last Requests Done
Mission 40 Turismo Done and bug free
Mission 41 I Scream, You Scream Done
Mission 42 Trial By Fire Done and bug free
Mission 43 Big 'N' Veiny Done and bug free
Mission 44 Sayonara Salvatore Done with no known bugs
Mission 45 Under Surveilance Done with no known bugs
Mission 46 Paparazzi Purge Done and bug free
Mission 47 Pay Day For Ray Done and bug free
Mission 48 Two Faced Tanner Done and bug free
Mission 49 Kanbu Bust Out Done with no known bugs
Mission 50 Grand Theft Auto Done with no known bugs
Mission 51 Deal Steal Done with no known bugs
Mission 52 Shima Done with no known bugs
Mission 53 Smackdown Done with no known bugs
Mission 54 Silence The Sneak Done with no known bugs
Mission 55 Arms Shortage Done with no known bugs
Mission 56 Evidence Dash Done, with no known bugs
Mission 57 Gone Fishing Done, with no known bugs
Mission 58 Plaster Blaster Done, minor issues with bodycast (hardcoded)
Mission 59 Marked Man Done with no known bugs
Mission 60 Liberator Done with no known bugs
Mission 61 Waka Gashira Wipeout Done, with no known bugs
Mission 62 A Drop In The Ocean Done with no known bugs
Mission 63 Bling-Bling Scramble Done and bug free
Mission 64 Uzi Rider Done with no known bugs
Mission 65 Gangcar Roundup Done with no known bugs
Mission 66 Kingdom Come Done with no known bugs
Mission 67 Grand Theft Aero Done.
Mission 68 Escort Service Done, with no known bugs
Mission 69 Decoy Done with no known bugs
Mission 70 Loves Disapperance Done and bug free
Mission 71 Bait Done with no known bugs
Mission 72 Espresso 2 Go Done with no known bugs
Mission 73 SAM Done, with no known bugs
Mission 74 Uzi Money Done and bug free
Mission 75 Toyminator Done and bug free
Mission 76 Rigged to Blow Done and bug free
Mission 77 Bullion Run Done.
Mission 78 Rumble Done and bug free
Mission 79 The Exchange Done with no known bugs
Other bits:

ItemStatus
Train Code is final, there're issues with the models and lack of sounds though
Subway Code is final, there're issues with the models and lack of sounds though
Car crusher Done
Emergency vehicle crane Done
Import/Export garage Done
SSV Bridge Animation Done, range of SFX to be simulated in next release
Any other Don't know
If you want to convert a mission, post in this topic or PM me, saying which mission you want to do and any other relavent information.

Mission conversion info:

There are a few things you need to know before doing a conversion.

The city has been moved for sea alignment reasons, so the code must be moved accordingly. The x has been moved -335 and the z has been +6, all co-ordinates must be moved accordingly.

Weapon numbers - the weapons have changed, so the numbers must be changed too:

GTA3LCWeapon
16Bat
217Colt45
323Uzi
421Shotgun
525AK47
626M16
728Sniper Rifle
830Rocket Launcher
931Flamethrower
1015Molotov cocktails
1112Grenades
1234Detonator
Radar icons - these have also changed (note: this list was never previously published):

SCMPicGXTGXT String
4ALG_02Asuka
58-BallLG_03el Burro
6CLG_04Catalina
8PolCarLG_06Police Car
9DLG_07Donald Love
108LG_088-Ball
11B.PhnLG_03el Burro (notice the repeated LG_03)
12R.PhnLG_09D-Ice
13JLG_10Joey
14KLG_11Kenji
15G.PhLG_12King Courtney
16LLG_13Luigi
18RLG_15Ray
19SLG_16Salvatore
20HouseLG_37Hideout
21CanLG_17Pay 'n' Spray
22TLG_18Toni
23GunLG_19Ammunation
27CanLG_27Pay 'n' Spray
28MLG_23Marco's Bistro
Some z-co-ordinates are -100, in GTA 3, this was used as a land finding co-ordinate, but this doesn't always work in VC, so you will need to find the correct co-ordinates yourself.

OpCodes - this is the main thing that needs changing in the script. Alot of the GTA 3 OpCodes were not transferred over to VC as they were not needed, unfortunately, we do need them, but cannot use them, so we have had to find alternative methods, most of these are listed below:

Not working OpCodes and their replacements:

Broken OpCodeReplacement
00A2: is_char_still_alive8118: NOT is_actor_dead
00AC: is_car_still_aliveTODO: USE 8119!
00BD: text_soon text_mediumpriority??? Another text one
0130: is_player_busted This now works
0135: change_car_lock020A
0149: is_car_crushed0119: is_car_wrecked \\ Possibly with area check
014D: text_pagerAdded into VC engine by ModelingMan
0156: set_ped_densityI used a forbidden_for_peds cube, but that depends on the desity you want
016F: draw_shadow???
0178: has_player_picked_up_object This now works
0182; set_contact_base_brief ???
01EE: activate_crane ???
01EF: deactivate_crane ???
0218: text_1number_styled_now 01E5: text_1number_now
021D: toggle_free_bomb_shop This now works
0228: is_car_bomb_status This now works
0240: flash_object This now works
0242: set_car_bomb_status This now works
0250: draw_light???
0255: critical_mission_restart This now works
029C: is_boat This now works
02A0: is_actor_stopped 0101: is_actor_near_point_3d_still \\ usse the actors own co-ordinates
02A1: message_waitunknown
02A2: add_particle_effect???
02BC: set_swat_required???
02C3: create_donkey_mags This now works
02C5: get_donkey_mags_picked_up This now works
02C6: remove_items_from_ground This now works
02C7: scatter_platinum scatter This now works
02C8: get_platinum_in_car This now works
02C9: remove_platinum_from_car This now works
02CD: call @Label00FEAD @Label00FEAD ???
02D9: clear_donkey_mags_picked_up This now works
02EE: is_projectile_in_cube This now works
02EF: remove_projectile_in_cube This now works
02F0: create_explosive_barrel_1 This now works
02F1: create_explosive_barrel_2 This now works
02F4: create_cutscene_actor_from_head_and_body ???
02F5: set_head_anim???
02FB: create_crusher_crane ???
02FE: text_2numbers_soon 02FD: text_2numbers_now
032D: set_car_to_block This now works
033A: create_incoming_cessna 00A5: create_car \\ The plane
033B: has_incoming_cessna_landedVehicle area check
033C: has_incoming_cessna_been_destroyed0119: is_car_wrecked \\ Plane name
0344: set_text_centre_sizeunknown
0346: set_text_draw_background_color ???
0349: set_text_font???
034A: set_portland_complete 0004: setgi \\ Just use a variable
034B: set_staunton_complete 0004: setgi
034C: set_shoreside_complete 0004: setgi
0351: is_gore_enabled ???
0354: set_up_chase_scene ???
0355: clean_up_chase_scene ???
0358: create_drop_off_cessna 00A5: create_car \\ Again
0359: is_drop_off_cessna_destroyed0119: is_car_wrecked \\ Again
035A: get_drop_off_cessna_coords00AA: get_car_coords
035B: create_drop_off_package0213: create_pickup
0368: create_ev_crane ???
0374: set_motion_blur ???
037F: give_player_detonator 01D1: give_player_weapon \\ Detonator
0399: disable_ped_nodes_in_angled_cube ???
03A5: set_garage_type 02FA: change_garage_to_type Garage types need to be converted/emulated
03A6: get_drug_plane_coords 00AA: get_car_coords
03B2: start_catalina_flyby ???
03B3: catalina_take_off ???
03B4: remove_catalina_heli 00A6: destroy_car
03B5: is_catalina_shot_down 0119: is_car_wrecked \\ Again
03B9: create_catalina_heli 00A5: create_car \\ Again
03C6: is_collision_in_memory0038: $LCCURRENTISLAND == (island)
03C9: is_car_visibly_damaged This now works
03DD: show_pickup_on_radar 0570: create_radar_marker_icon \\ Same co-ordinates
03EC: has_ev_crane_collected_all_cars???
03F7: load_collisionNot needed?
03F8: get_bodycast_health workaround by SCM? 0339 for car_on_bodycast check?
03FB: set_car_stays_in_current_level This now works
03FC: set_char_stays_in_current_level This now works
03FF: save_offroadIII_time???
0406: save_dodo_flight_time ???
040A: remove_car_from_chase 02D4: stop_car \\ Maybe
0410: set_gang_ped_model_preference0235: set_gang_peds \\ Standard replacement
041C: make_actor_say ???
041F: override_hospital_level This now works
0420: override_police_station_level This now works
0421: toggle_rain 01B5: force_weather
0422: does_garage_contain_car 00B1: is_car_in_cube \\ Co-ordinates of garage
0426: create_save_cars_between_levels ???
042A: is_threat_for_ped_type???
0438: set_char_ignore_level_transitions This now works
043A: start_boat_foam_animation???
043B: update_boat_foam_animation???
043D: set_intro_is_playing???
0444: set_script_fire_audio018C: play_sound \\ Fire wav
0447: is_player_lifting_a_phoneunknown
044C: load_collision_with_screen???
044E: set_car_ignore_level_transitions This now works
044F: make_car_a_bit_stronger This now works
Changed format OpCodes:

GTA III formatVC format
01B2: actor $actor weapon = 2?; actor $actor ammo = 100?01B2: actor $actor weapon = 17? ammo = 100?
If you know of any other things that need changing between to 2, just say. Hopefully this will help the conversion go faster.

Mission coding related links:

MISSION CODING 3 - for all post beta code official main.scm discussion, releases

The train Back on Track(s)

MISSION CODING 2 - for the moved city main.scm status for LC -350X

Train Conversion Topic (Copy of Dodo)

MISSION CODING main.scm status

Mission Coding Forum

HUGE thanks to Y_Less for organizing all of this and formatting it like it is. God knows I didn't have the time to do it.

Ninja edit : Updated opcode list. It's more accurate now but the list seems to also include opcodes that worked with the latest but glitchy and excluded .asi file. -space

Samutz
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#2

Posted 06 March 2005 - 07:09 AM

Wow, I didn't realize there was that much incompleted. I'll try to start helping out again tomorrow. I need to sleep right now.

A few questions though:
What scm editor is everyone using now and days?
And are the -350X and reward money x10 rules still in effect?

Hammer83
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#3

Posted 06 March 2005 - 07:54 AM

This is a great layout! inlove.gif

Y_Less
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#4

Posted 06 March 2005 - 01:31 PM

Cheers Hammer, and Samutz, not exactly, as stated in the post, the /10 - not x10 rule is still used, but the city has now been moved -335 on the x axis and +6 on the z.

Marklund
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#5

Posted 06 March 2005 - 02:12 PM

Nice turn.gif

BuYcKie
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#6

Posted 06 March 2005 - 03:25 PM

wich file is replacing txd.img in gta lc ?
sorry for my bad english, i am dutch
i can change the skin of misty to the original one

Samutz
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#7

Posted 06 March 2005 - 03:37 PM

QUOTE (Y_Less @ Mar 6 2005, 08:31)
Cheers Hammer, and Samutz, not exactly, as stated in the post, the /10 - not x10 rule is still used, but the city has now been moved -335 on the x axis and +6 on the z.

Ok, so its

x = gta3 reward money
y = gtalc reward money

x/10 = y ?

Or is it paid money (eg. paynspray, ammunation, etc)?

Y_Less
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#8

Posted 06 March 2005 - 04:11 PM Edited by Y_Less, 06 March 2005 - 04:14 PM.

QUOTE (BuYcKie @ Mar 6 2005, 15:25)
wich file is replacing txd.img in gta lc ?
sorry for my bad english, i am dutch
i can change the skin of misty to the original one

Completely wrong topic.

And samutz, yes, x/10=y

Edit: I appologise, I said that info was in the topic, apparently Craig removed it, it was in the original, I'll have to query that.

Hammer83
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#9

Posted 06 March 2005 - 04:44 PM

As far as I know they money is NOT divided by 10, it's original money from GTA3 for each mission. So P & S and bombs now cost copecks smile.gif

Y_Less
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#10

Posted 06 March 2005 - 04:54 PM

Ahh, I do like it when this stuff is documented.

Maybe he should put that fact in the first post.

Samutz
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#11

Posted 06 March 2005 - 04:55 PM

Well, I was looking back at my old posts in the last mission coding topic because I thought I remembered multiplying the RC missions reward money by 10, but it turns out I divided by 10 instead. I still don't quite understand the reason for this conversion, but whatever.

I'd still like to know what scm editor I should be using. Last time, I was using the latest from BW (at the time) and everyone else was using an older version. confused.gif

Y_Less
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#12

Posted 06 March 2005 - 05:00 PM

The current original code has been upgraded to v1.4, there may be older 0.22 versions about, but thats the official one.

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#13

Posted 06 March 2005 - 06:01 PM

Can we report other bugs in here?

If yes then while playing the "Sayanara Salvatore" mission, the game hung when the clock hit 20:29. I first thought it was a "One of those bugs that pass" thing, then I re-played the mission, and it hung again at 20:29.
Here's the report from the debuger (Or what's it called correctly?)

Click for .txt

I am sorry if I posted in the wrong thread, just say so if I have.

Samutz
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#14

Posted 06 March 2005 - 06:59 PM

On 'Dont Spank Ma Bitch Up' after I respray the car and take it to the lockup, the garage door doesn't close and the mission doesn't end.
user posted image

Also, is there any easy way to skip around missions? It's a pain in the ass to have to start over from the starting mission just to test something changed in a later mission. I'm using the latest scm from the download on Y_Less's hosting.

Y_Less
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#15

Posted 06 March 2005 - 07:20 PM

What is the masterdebug variable set to?

Samutz
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#16

Posted 06 March 2005 - 07:22 PM Edited by Samutz, 06 March 2005 - 07:42 PM.

Is it actually called masterdebug? Because there isn't one, infact I can't find 'debug' anywhere in it.

Edit: Nevermind, I see what I screwed up.

Edit 2: It was set to 0. I changed it to 1 but it didn't seem to change anything.

Edit 3: Sorry, I'm an idiot. I haven't messed with scm coding since the RC missions.

Craig Kostelecky
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#17

Posted 06 March 2005 - 08:53 PM

As Hammer stated the money is no longer changed from GTA3. It originally was decided that we should divide the money by 10 to match certain hard coded aspects of VC. But we were able to change most of those limitations so it's not that big of an issue. Plus in the Bomb Da Base cutscene 8-Ball says he needs $100,000 to start the mission. So it was either find a way to edit the wave file, or make the player earn 10 times as much money as they had to in GTA3 to play that mission. Plus money in GTA3 doesn't matter too much, so I decided to just leave it as it was in GTA3.

Also, the code is now in MB 1.41X. I'm not sure if it works in the regular 1.41. Barton noticed a bug in 1.41 that he updated. It's possible that the same code will work in 1.41, but to be safe you should upgrade to the newest version.

Samutz
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#18

Posted 06 March 2005 - 09:38 PM Edited by Samutz, 06 March 2005 - 09:44 PM.

I'm using 1.5. I couldn't find 1.4, but the readme says code doesn't need to converted from 1.4.

Edit: Could I get a conversion list for actor ids? Like I noticed Luigi's is IGSonny.

Craig Kostelecky
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#19

Posted 07 March 2005 - 05:59 AM

I just editted the first post with some minor tweaks (mostly the comments about the mission progress). You may notice some of the bad opcodes are now in red and it says they now work. Well, that's because Hammer was able to enable those opcodes with the launcher. Also the first Joey mission is now coded. I'll likely release an update in the next few days so you guys can test it as well. Plus I redid the earlier missions that used the bomb opcodes (Kanbu Bust-Out, Last Requests, and I Scream You Scream) to how they originally were coded.

@Samutz: And I'm now using MB 1.5 to compile the code. And the actors that we're using for the the cutscenes are probably just temporary names. But if you want I gave get a list together. If you don't want to wait for me you can just search the scm for "02E6:" Then you'll see exactly which filename is being used for each actor (with the original name in the comments)

Also, I'm starting to get the itch to code some missions again. So in the next few days I' probably try to convert some of the Toni or Joey missions. No promises though.

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#20

Posted 07 March 2005 - 06:33 AM

Just a little idea: For the previously-hardcoded vehicles (Catalina's helicopter, Drug Cessna etc.) couldn't you just copy the relevant flight*.dat path into a new spath*.dat, create an invisible, non-solid object on this wanderer, then just have a small loop telling the vehicle to fly to the current location of the invisible object?

This would save you having to script a path, and once the wanderer is initilialised, you would only need around a ten line loop to get the vehicle to follow it.

What do you think?

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#21

Posted 08 March 2005 - 02:15 AM

That could work very well, the only problem is the limited amount of "wanderers" that can exist simultanious in the game. ( According to my experimentation there can be three of them at the same time.

There are a couple of other things that could be done with the wanderers, like the emergency vehcile crane, the car-crusher and the SSV bridge animation.

To get all of these working, there should be some clever mechanism, that switches the available wanderers between these applications.

This will be rather complex code to deal with, it should be do-able, but it will not be easy.

If only the loader could increase the number of wanderers that can be used simultaneous...
(i've got a lot of cookie.gif cookie.gif 's )

Craig Kostelecky
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#22

Posted 08 March 2005 - 09:59 AM

Well I said I wanted to start converting missions again. So I went ahead and did all 5 Toni missions today. And over the weekend Hammer sent me the first Joey mission. I've tested all of them and I haven't noticed any major issues yet.

You can download the files needed to update your beta 2 game to include these missions here. Instead of including the entire cuts.img file, I just included the new cutscene files. So you'll need to add them to your cuts.img manually with either IMG tool (remember to rebuild your archive).

There's also a new gta-lc.asi which allows us to use a couple of GTA3 exclusive opcodes. It is necessary to play these missions.

Let me know if anybody has any issues.

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#23

Posted 08 March 2005 - 11:50 AM

QUOTE (PatrickW @ Mar 8 2005, 02:15)
That could work very well, the only problem is the limited amount of "wanderers" that can exist simultanious in the game. ( According to my experimentation there can be three of them at the same time.

There are a couple of other things that could be done with the wanderers, like the emergency vehcile crane, the car-crusher and the SSV bridge animation.

To get all of these working, there should be some clever mechanism, that switches the available wanderers between these applications.

This will be rather complex code to deal with, it should be do-able, but it will not be easy.

If only the loader could increase the number of wanderers that can be used simultaneous...
(i've got a lot of cookie.gif cookie.gif 's )

The cranes can be easilly done without wanderers, I'm working on them atm, they are fairly low poly and low col poly. I am also looking into the bridge, but that has more problems (it also has different pieces moving different ways, so a wanderer would be inefficient).

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#24

Posted 08 March 2005 - 03:44 PM

I see a mention that blowed factory needs 2dfix. You can also add the same note about broken Callahan Bridge for mission 0 or 19. And another thing I noticed and wanted to fix, but forgot is that in mission 19 the garage doesn't open when it gives the overview of the hideout.

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#25

Posted 08 March 2005 - 05:41 PM

QUOTE
Mission 43 - Big 'N' Veiny - Converted but incomplete, magazines need manual coding

Also, it uses the wrong actors at the end. It's supposed to use the trench coat guys (they are already in the game), but instead it uses the food service people.

Craig Kostelecky
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#26

Posted 08 March 2005 - 07:50 PM Edited by Craig Kostelecky, 08 March 2005 - 08:34 PM.

That's because the DONKY ped has not been converted yet. Until the peds are done, we use a temporary ped to replace it. Sometimes I like to pick guys that don't belong (like the burger guy for donky and Kenji, or the Chef for Toni)

@Hammer: I keep forgetting to add that. And I also forget to change the taxi coordinates. This is my reminder to myself to fix that for the next code update. Also, when you get the urge to code again, I have a crazy theory that might allow a restart of mission 19 without killing the player.



After looking at this thread, I thought it would be a good idea to convert 'Espresso-2-Go' so you could play it with the Hunter. Well, about 45 minutes later, it's done and working. I'll probably get it added to the download tonight after work.

EDIT: I was able to complete this mission with about 4 minutes left on the timer. Beat that in GTA3!

Craig Kostelecky
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#27

Posted 09 March 2005 - 08:19 AM

'BAIT' is now coded. But it doesn't work properly yet. There's an unknown opcode (03FB) which would probably have to be enabled with the asi to finish the mission. Plus I'll have to double check all of the coordinates because I think I messed something up while moving everything.

I'm going to hold off uploading any missions for a little while because I'm probably going to keep coding new ones. I'm not sure if I'm going to do the remaining Asuka, Salvatore, Joey, or the Ray missions next. I do know that there are a few missions that I do not have the talent to do right now (Chaperone, Bomb Da Base, S.A.M., or The Exchange). But if anybody wants any other mission done soon, let me know and I'll try to do it for you as soon as I can.

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  • Kurropt Antagonist

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  • Members
  • Joined: 03 May 2004

#28

Posted 09 March 2005 - 02:04 PM

Just some bugs/problems I ran into last night.

QUOTE
Salvatore's Called A Meeting

When I got the limo to Salvatore's, the garage took one full minute to close.


QUOTE
I Scream, You Scream

The Mr. Whoopee did NOT explode when I used the detonator.


QUOTE
Under Surveilance

This mission almost always crashes when in the park.

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#29

Posted 09 March 2005 - 07:52 PM

I know all about the Salvatore bugs (but I do not know how to fix them at this point).

The detonator bug has been fixed though. If you download the code update (which includes the first Joey mission and the 5 Toni missions) you'll have a working detonator.

I've never had a crash during Under Surveillance yet, but I'll look into it.

KoLSPD2
  • KoLSPD2

    The Lurker

  • Members
  • Joined: 10 Oct 2004

#30

Posted 10 March 2005 - 04:58 AM

Good work on the missions. AFAIK, how are we going to do the cranes? How it worked in GTA3, I assume its nature was hardcoded, and once it works, I hope to crush Rumpos, Stallions, and other cars for pure green.

BTW: How come it's so silent at Salvatore's place? Wasn't there a piano playing there?




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