MISSION CODING IV
Posted 13 March 2005 - 09:24 PM
Escape Heli: Sparrow, perhaps? It's not used in the city, so why not this?
Ghost: Already converted, replaced Coastguard boat
Posted 13 March 2005 - 09:25 PM
I'll try to add the different cars to the first post tonight.
EDIT: KoLSPD beat me by a little bit. But the sparrow is sort of being used (not that my DeLorean will stay in the final version)
Posted 13 March 2005 - 11:51 PM Edited by Hammer83, 14 March 2005 - 03:28 AM.
EDIT: On the second thought, Escape is not needed. I think the best way to make this mission work is with one of the regular helicopters.
Posted 14 March 2005 - 09:06 AM
Nothing's changed with 'Silence the Sneak' since yesterday. And I'm not sure if I'm going to convert any new missions this week. I probably will do at least a few of them though.
We are getting really close to another limit however. If we (meaning Hammer83) can't modify the exe to expand this, then there's only room for 9 more cutscenes. And there are 12 uncoded missions (some with multiple cutscenes). So this could be a problem. If the limit cannot be expanded, then we could remove the phone mission cutscenes and restore the beta1 un-cutscenes.
No code download for today, just an update on my status. I'll most likely release the code (with the necessary files) tomorrow night.
Posted 15 March 2005 - 08:27 PM
Claude normally just floats a wee bit above ground and his legs keep jerking around.
Posted 17 March 2005 - 09:16 PM
Posted 23 March 2005 - 05:26 PM
|Dead Skunk In The Trunk|
Opening Cutscene: Joey's head is in the tire.
|Any Of TONI's Missions|
They are marked with an "S" instead of a "T".
Cutscene showing the car driving to the club doesn't happen. Instead screen flickers with 'widescreen' on.
|Drive Misty For Me|
After arriving at Joey's, Claude gets out of car, takes one step, then freezes (Claude, not the game).
Posted 23 March 2005 - 10:54 PM
Posted 24 March 2005 - 05:37 AM
But either thread works for me.
Posted 26 March 2005 - 01:21 AM
Posted 26 March 2005 - 12:55 PM
If you post the reported code, it may help people sort out the bug.
Posted 27 March 2005 - 01:50 PM
And alot of people seem to be having this problem at the moment, it may be a major problem.
Posted 03 April 2005 - 05:54 PM Edited by herrhund, 03 April 2005 - 06:53 PM.
Now i know the problem and fixed it! The game starts
But now there are other Problems:
The Coordinates of the cars/markers/... are wrong (screenshots)
Posted 03 April 2005 - 09:13 PM
Posted 04 April 2005 - 03:50 PM Edited by herrhund, 04 April 2005 - 04:23 PM.
But that's not the problem...
The problem is the Crash when the game loads....
I think you know tat it is a problem with the zones /zone checks....
btw: What's new in Bta2?
Posted 04 April 2005 - 04:58 PM
Beta 2 has loads of new missions, peds, moved city, all sorts.
And this should really be in Status of the mod or the bugs topic, its not really SCM related.
Posted 07 April 2005 - 11:43 PM
Now in GTAIII there was no reward at all for getting 100%. That was first introduced in Vice City. But some of those features that were in Vice City (like infinite ammo and double car damage) are hardcoded into the exe and will automatically be given when the player reaches 100%.
The way I see it is we have two options. First we could disable those hardcoded rewards and make it just like GTAIII. Or we could try to add some features to the code to reward the player for getting everything. Disabling the gang threats or adding some parked cars (or Vice City weapons) are some options of what we could add.
Any suggestions on this matter will be considered and open to debate.
Posted 07 April 2005 - 11:53 PM
Posted 08 April 2005 - 12:00 AM Edited by spaceeinstein, 08 April 2005 - 06:28 PM.
Posted 08 April 2005 - 12:17 AM
Posted 08 April 2005 - 01:28 AM
Posted 08 April 2005 - 10:49 AM
|QUOTE (Craig Kostelecky @ Apr 8 2005, 01:17)|
|But space this is different. This is discussion about what may (or may not) go into the official version of the mod. In the end it may end up exactly like GTAIII where nothing is rewarded. But I wanted to see how various people felt about this as it is something we should at least consider.|
In my mind this is a great idea. GTA LC gets boring after a while.
Posted 08 April 2005 - 03:37 PM
Is there any possibility that my cloth pickup mod gets on the official gta lc?
Posted 08 April 2005 - 04:27 PM
|QUOTE (Bebop @ Apr 8 2005, 15:37)|
|Is there any possibility that my cloth pickup mod gets on the official gta lc?|
This is the reason why I think that you should stick to the original GTA3. If you add something in that was not in GTA3, people will want other non-GTA3 bits and pieces putting in too. I would keep it as a straight port into VC's engine.
Posted 08 April 2005 - 06:30 PM
|QUOTE (spaceeinstein @ Apr 7 2005, 20:00)|
|There is an unofficial mod topic for a reason.|
Posted 08 April 2005 - 09:22 PM
|QUOTE (Bebop @ Apr 8 2005, 16:53)|
|Yeah, but clothes change are something from VC.|
|QUOTE (spaceeinstein @ Apr 8 2005, 18:30)|
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