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BUGS, GLITCHES, and INCOMPLETES

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Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

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  • Joined: 28 Jan 2004

#1

Posted 21 March 2005 - 04:36 AM Edited by Ben, 27 November 2006 - 10:15 PM.

Bugs, Glitches, and Incompletes


As this mod is released to the public before it's finished there are often a lot of bugs in it. Here is the place where you can tell us what we need to fix before the final version is released.

Before you post a new bug, please ensure that you have the latest version of GTA:LC - that is, v7test. Also, please read through the CHECKLIST FOR GTA:LC FINAL . Please do not report on these as we already know about them. If you have the solution to any of these problems, then by all means feel free to help us out - please post here if you have any suggestions/solutions to bugs as well. This post will also house any general bugs (bugs that do not fall under a specific category as per the Checklist).

When reporting a bug, please try to be as specific as possible because it makes it easier for the team to recreate it if we know exactly what you did. If you received a debug output, please post the first seven lines (up to and including the numbers after the "EFLAGS" heading). Any information in a debug output is saved to gta-lc-scm.log in your main LC folder.

Any bugs with unofficial mods should be posted in the Unofficial Mods topic or PM'ed to the author.

Below is a list of fixed bugs and download links. If there is a bug that has been crossed off the checklist, yet doesn't appear in this list, then it simply means that although the bug has been fixed, there is no download for it (or that I just can't be arsed to update two lists anymore tounge.gif ). Please also read this list to make sure that you don't report on something that has already been fixed.

Fixed Bugs

BugUpdate
There is a crash when the van explodes during 'I Scream, You Scream'
v5b
The first audio file in 'Arms Shortage' loops endlessly
v5b
Waka-Gashira Wipeout' crashes a lot towards the end of the mission
v5b
The Shoreside Vale bridge does not animate
v5b
During the mission 'I Scream, You Scream'. If you press the fire button to blow up the van, the game crashes
v5b
The platinum in 'Bullion Run' doesn't work
v6test
There is a problem with 'S.A.M.', the game always seems to crash
v6test
You have to pay 500,000 to do 'The Exchange', but the game says you only need 50,000
v6test
The destroyed Callahan Bridge needs a 2D-Fix
v6test
The destroyed Fish Factory needs a 2D-Fix
v6test
The back of the garage in Saint Mark's (the one used in 'Rigged to Blow' is transparent and it has no collision
v6test
Inside of 8-Ball's shop needs a 2D-Fix as well
v6test
The car crusher doesn’t work
v6test
There is no animation with the emergency vehicle crane
v6test
Taking Out The Laundry is very buggy – the markers sometimes stay long after the vans are dead and the bomb marker stays after the mission
v6test
Dead Skunk in the Trunk - can't complete because crushing car brings up car destroyed mission failed message (may also exist with Marty Chonks missions)
v6test
During the mission Cutting The Grass, if you kill the taxi driver before Curly comes out, the game crashes
v6test
S instead of T icon for Toni's missions after you get missions from Salvatore
v6test
There's a missing armour pickup in Arm's Shortage mission
v6test
After you complete Waka Gashira Wipeout, Kenji's missions are still available
v6test
Sometimes when saving right after 'A Drop In The Ocean', you can’t load from that save
v6test
It seems that the mission 'Bling Bling Scramble' will only start if you drive with a bike into the blue marker
v6test
Grand Theft Aero crashes upon attempting to return to Staunton
v6test
Pogo The Monkey music (from Kaufman cabs in VC) plays in a Wichita Gardens parking lot where a Toyz van is located
v6test
SSV IE Garage Bug – LINK TO POST
v6test
Good citizen bug awarded for hitting random cars with a baseball bat (eg - Ambulance and Bobcat) - LINK TO POST
v6test
Ambulance bug (look left and there's a building falling)
v6test
At the moment the "Replay" feature does not work, the team has no idea why and it might never work
Download
All stoppies, wheelies, and two wheels are 0 feet
Download
When you take a Packer to the car crusher, the game crashes (whilst putting it into the crusher)
Download
Dodocopter – IMAGE
Download
The gate at the army base won’t open for any vehicles, even with an army vehicle. It will however open from the inside to let you out
(That's not a bug. It's not supposed to open for Army vehicles. It opens after completing 'Arms Shortage')
Car-jackers will steal your helicopter, but they don’t know how to fly it
(It's the same way in VC)
The blue mission marker sometimes hangs in mid-air, and only sticks to the ground when you come close to it
(This also occurs in VC and LCS, and is a problem with the game engine - it cannot be "fixed")


Note to GTA:LC Team - when trying to recreate a bug to fix it, make sure that you test it thoroughly (that is, with debug mode on and with debug mode off).

There are likely to be more bugs that haven't been discovered yet, so if you find any, please report them - it helps us to fix them and improve the overall quality of GTA:LC. As more bugs are reported, they will be added to the list so that it is up-to-date.

If any have been fixed and are still on the list, please post and let us know so that they can be moved to the "Fixed Bugs" list - please include the number and category so that it's easier to find - Screw that, I'll just cross them off the checklist wink.gif .

Thanks guys smile.gif .

petercodename32
  • petercodename32

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#2

Posted 21 March 2005 - 06:05 PM Edited by petercodename32, 21 March 2005 - 06:09 PM.

biggrin.gif Good post but i found this:
GTA LC Bug
The cars are CRAZY!!!!
If u will play u will see this

suicidal.gif

Y_Less
  • Y_Less

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#3

Posted 21 March 2005 - 06:50 PM

The cars are supposed to do that, it crazy drivers and road rage (play VC and see (it happens alot outside ken's ofice).

Kurropt Antagonist
  • Kurropt Antagonist

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#4

Posted 25 March 2005 - 01:56 PM

While playing, I get insane stunt bonuses (Not the ones you do for 100% completion) for flipping over a car (just onto it's roof) or for wrecking off a bike.

T'is pretty weird when it reads "And what a great landing." when I'm running from the flaming wreck.

Mercie
  • Mercie

    .

  • Feroci Racing
  • Joined: 28 Nov 2004

#5

Posted 25 March 2005 - 05:52 PM

Well, I used to play GTA3 and I would get a little window that said "Please insert your GTAIII disk."

Now, even with all this new Vice City modding, I have not seen the window. I installed GTA:LC in a fresh copy of VC and now I am getting that same window. Bug? Glitch? Stupid CD? Cd Drive?

Kurropt Antagonist
  • Kurropt Antagonist

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#6

Posted 25 March 2005 - 07:26 PM

Check the other threads for adding the GTAIII audio.

Mercie
  • Mercie

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#7

Posted 26 March 2005 - 12:37 AM

I got the audio. That was done when I installed it.

Torque-
  • Torque-

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#8

Posted 26 March 2005 - 04:55 PM

Ok, I have a prob when I start LC.

You know the start screen with the blue bar.

When it loads. All of a sudden LC closes automatically. I didnt change anything in the game. Got a fresh install of VC and installed Beta2.

Help?

spaceeinstein
  • spaceeinstein

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#9

Posted 26 March 2005 - 05:28 PM

Help Topic?

I don't know what's your problem if you give us that vague description.

Smellton
  • Smellton

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#10

Posted 28 March 2005 - 12:15 AM

I got this when i tried to load my game

Exception at address: 0x0044E037
Last opcode executed: 0042 egf
In thread: toni2

Registers -----------------------------------------------------
EAX: 0xFFFFFFA7 EBX: 0x007E3F30 ECX: 0x007D743C EDX: 0x007E3F40
ESI: 0x007E3F30 EDI: 0x00000000 EBP: 0x007E3FB8 ESP: 0x0012FD04
EFLAGS: 10000001000000110

// THREAD "toni2"
0003F965: nop
0003F967: nop
0003F969: nop
0003F96B: nop
0003F96D: nop
0003F96F: nop
0003F971: nop
0003F973: nop
0003F975: nop
0003F977: nop
0003F979: nop
0003F97B: nop
0003F97D: nop
0003F97F: nop
0003F981: nop
0003F983: nop

and it goes on like that until

// THREAD "noname"
0001BA23: if 0
0001BA27: egi $var0714, 1
0001BA2E: jf @0001BA37
0001BA37: if 0
0001BA3B: is_defined $var0008
0001BA40: jf @0001BB4E
0001BA47: if 0
0001BA4B: is_player_near_point_3d_on_foot $var0008, -296.7500, -725.3750, 28.7500, 1.1875, 1.1875, 2.0000, 0
0001BA70: jf @0001BB4E
0001BB4E: jump @0001BA1F
0001BA1F: wait 0
// THREAD "c_ammu"
000228A5: if 0
000228A9: is_defined $var0008
000228AE: jf @00022CBA
000228B5: if 0
000228B9: is_player_in_zone $var0008, "COM_EAS"
000228C6: jf @00022C75
00022C75: if 0
00022C79: egi $var0C30, 1
00022C80: jf @00022CBA
00022CBA: jump @000228A1
000228A1: wait 70
// THREAD "i_ammu"
00021E39: if 0
00021E3D: is_defined $var0008
00021E42: jf @0002224E
00021E49: if 0
00021E4D: is_player_in_zone $var0008, "LITTLEI"
00021E5A: jf @00022209
00022209: if 0
0002220D: egi $var0C2C, 1
00022214: jf @0002224E
0002224E: jump @00021E35
00021E35: wait 70
// THREAD "bust_h"
000187CB: if 0
000187CF: is_defined $var0008
000187D4: jf @000187C7
000187DB: if 2
000187DF: is_player_in_zone $var0008, "S_VIEW"
000187EC: egi $var04E4, 0
000187F3: egi $var0034, 1
000187FA: jf @000187C7
000187C7: wait 0
// THREAD "wast_h"
00018752: if 0
00018756: is_defined $var0008
0001875B: jf @0001874E
00018762: if 2
00018766: is_player_in_zone $var0008, "S_VIEW"
00018773: egi $var04E4, 0
0001877A: egi $var0028, 1
00018781: jf @0001874E
0001874E: wait 0
// THREAD "subway"
00023100: setlg 3, $var0E88
00023108: gosub @00023BB3
00023BB3: opcode_0400 3, 1.0000, 9.5000, 0.0000, 7, 8, 9
00023BD0: if 0
00023BD4: is_defined $var0008
00023BD9: jf @00023C4C
00023BE0: setli 15, 0
00023BE7: if 1
00023BEB: eli 0, 0
00023BF2: is_player_near_point_3d $var0008, 7, 8, 9, 2.0000, 2.0000, 1.9000, 0
00023C11: jf @00023C4C
00023C4C: return
0002310F: opcode_049E $var0E84, $var0EC4
00023117: addgf $var0EC4, 1.0000
00023121: if 0

and theres more

if u want me to paste whole thing i have it saved

Smellton
  • Smellton

    Can't get off my chair

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#11

Posted 28 March 2005 - 12:30 AM

also if you fly over a place in a helicopter where there is a unique stunt bonus, it goes into the stunt bonus camera view and it doesn't stop until you land

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#12

Posted 28 March 2005 - 02:34 AM Edited by Craig Kostelecky, 28 March 2005 - 07:02 AM.

That problem was solved about 6 months ago. You're probably just using the betav1 files. Download the beta2 test package (found in the first post of the "Current Status of the Mod" thread) to update your files (and play a LOT more missions) Make sure you get the GTA3 audio files (either from your GTA3 CD or from the download in the first post)

soyoukan
  • soyoukan

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#13

Posted 28 March 2005 - 12:51 PM

when getting on the overhead train the character sort of goes into the bottom of the train...the first time i did not use "enter" to get on but simply walked; it left me in the middle of train/track and i had no way off. when i used "enter" after reloading the game, i went into the train again (in the floor); i was able to ride the train, but when i tried to get off it did not do so, and i was left on the track, with the character "walking"; there was no way off except to reload the save game.

i dont know if anyone has the same prob, with beta 2....?


Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#14

Posted 29 March 2005 - 07:27 AM

@soyoukan: If you would have read the first post, you would have seen that we already know that the train has no collision. We're trying to fix it.

@To everybody else posting bugs: Please read the first post in this thread to see if your bug has already been discovered. Also, if correctly installed this mod does work (for the most part). However if you're getting a problem (such as your game not running at all) there's a couple of things you can do to help us track down your problem.

First, tell us what's reported in the game's included debug screen (see Smellton's post for an example of what that looks like). Note that if the last scm command is a "0001: wait" then the problem is most likely not code related and pasting the entire scm trace is not necessary.

Secondly, download a program called DbgView. Then make sure it's running while you're playing LC. Many problems are reported to that program. If you get a crash then copy and paste the last few lines in the DbgView report.

And finally, if your crash is during the game, try to describe what exactly was happening in the game before the crash happened. Also, describe exactly how you installed the LC mod. It's very possible that there was something that's obvious to us that you may have forgotten.

Also, when you solve a problem, it would be very nice if you posted exactly how you fixed it. There are a lot of common problems that occur and the solutions are usually similar. So if you solve a problem posting how you did it may help several other people fix their issues.

We're trying to make this as bug free as possible for every one involved. Hopefully, with your help we'll figure out exactly what problems exist for each user. And then when the time comes to make a final, major release we'll be able to write a readme with solutions to almost every possible problem.

Kurropt Antagonist
  • Kurropt Antagonist

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#15

Posted 30 March 2005 - 02:18 PM Edited by Kurropt_Antagonist, 30 March 2005 - 02:43 PM.

Here's a new one to me.

QUOTE
Exception at address: 0x004BB577
Last opcode executed: 009A create_actor
In thread:            love1

Registers -----------------------------------------------------
EAX: 0x00000000 EBX: 0x021BA380 ECX: 0x00000014 EDX: 0x00000C80
ESI: 0x007AC3E0 EDI: 0x0B524D40 EBP: 0x007AC3C8 ESP: 0x0012FBA0
EFLAGS: 10000001001000110

// THREAD "love1"
00037609: jump                                    @000375F2
000375F2: if                                      0
000375F6:  NOT is_player_driving_car_model        $var0008, 225
000375FE: jf                                      @00037610
00037610: create_checkpoint                        -283.0000, -343.0000, 21.0625, $var2B3C
00037624: randi                                    2, 6, $var2AFC
0003762D: if                                      0
00037631:  egi                                    $var2AFC, 2
00037638: jf                                      @00037675
00037675: if                                      0
00037679:  egi                                    $var2AFC, 3
00037680: jf                                      @000376BD
000376BD: if                                      0
000376C1:  egi                                    $var2AFC, 4
000376C8: jf                                      @00037705
000376CF: create_actor                            21, 110, -309.5000, -350.3750, 21.0625, $var2B40
000376E7: spawn_actor                              $var2B40
000376EC: set_actor_to_look_at_point              $var2B40, -306.0000, -350.0000, 21.0625
00037700: set_ped_objective                        $var2B40
00037705: if                                      0
00037709:  egi                                    $var2AFC, 5
00037710: jf                                      @0003774D
0003774D: text_now                                "LOVE1_2", "", ""
0003775C: create_car                              225, -308.8125, -365.5000, 21.0625, $var2B44
00037773: set_car_z_angle                          $var2B44, 270.0000
0003777D: create_car                              225, -261.4375, -352.6880, 21.0625, $var2B48
00037794: set_car_z_angle                          $var2B48, 270.0000
0003779E: create_actor                            12, 93, -264.0000, -332.0000, 21.0625, $var2B4C
000377B6: set_actor_flags                          $var2B4C, 1
000377BD: give_actor_weapon                        $var2B4C, 25, 30000
000377C7: set_ped_stats                            $var2B4C, 16
000377CE: set_actor_to_look_at_point              $var2B4C, -263.0000, -318.0000, 21.0625
000377E2: add_route_point                          0, -264.0000, -319.0000, 21.0625
000377F5: add_route_point                          0, -264.0000, -332.0000, 21.0625
00037808: set_actor_follow_route                  $var2B4C, 0, 3
00037811: create_actor                            12, 94, -274.0000, -318.0000, 21.0625, $var2B50
00037829: set_actor_flags                          $var2B50, 1
00037830: give_actor_weapon                        $var2B50, 25, 30000
0003783A: set_ped_stats                            $var2B50, 16
00037841: set_actor_to_look_at_point              $var2B50, -274.0000, -335.0000, 21.0625
00037855: add_route_point                          1, -274.0000, -318.0000, 21.0625
00037868: add_route_point                          1, -274.0000, -335.0000, 21.0625
0003787B: set_actor_follow_route                  $var2B50, 1, 3
00037884: create_actor                            12, 93, -293.0000, -375.0000, 21.0625, $var2B54
0003789C: set_actor_flags                          $var2B54, 1
000378A3: give_actor_weapon                        $var2B54, 25, 30000
000378AD: set_ped_stats                            $var2B54, 16
000378B4: set_actor_to_look_at_point              $var2B54, -293.0000, -373.0000, 21.0625
000378C8: create_actor                            12, 94, -283.0000, -375.0000, 21.0625, $var2B58
000378E0: set_actor_flags                          $var2B58, 1
000378E7: give_actor_weapon                        $var2B58, 25, 30000
000378F1: set_ped_stats                            $var2B58, 16
000378F8: set_actor_to_look_at_point              $var2B58, -283.0000, -371.0000, 21.0625
0003790C: create_actor                            12, 93, -303.0000, -345.0000, 21.0625, $var2B5C
00037924: set_actor_flags                          $var2B5C, 1
0003792B: give_actor_weapon                        $var2B5C, 25, 30000
00037935: set_ped_stats                            $var2B5C, 16
0003793C: set_actor_to_look_at_point              $var2B5C, -365.0000, -367.0000, 21.0625
00037950: create_actor                            12, 94, -302.0000, -328.0000, 21.0625, $var2B60
00037968: set_actor_flags                          $var2B60, 1
0003796F: give_actor_weapon                        $var2B60, 25, 30000
00037979: set_ped_stats                            $var2B60, 16
00037980: set_actor_to_look_at_point              $var2B60, -300.0000, -328.0000, 21.0625
00037994: create_actor                            12, 93, -279.1875, -312.7500, 21.0625, $var2B64
000379AC: spawn_actor                              $var2B64
000379B1: give_actor_weapon                        $var2B64, 25, 30000
000379BB: set_ped_stats                            $var2B64, 16
000379C2: set_actor_to_look_at_point              $var2B64, -279.0000, -321.0000, 21.0625
000379D6: create_actor                            12, 94, -276.8125, -312.7500, 21.0625, $var2B68
000379EE: spawn_actor                              $var2B68
000379F3: give_actor_weapon                        $var2B68, 25, 30000
000379FD: set_ped_stats                            $var2B68, 16
00037A04: set_actor_to_look_at_point              $var2B68, -279.0000, -321.0000, 21.0625
00037A18: create_actor                            12, 93, -268.7500, -309.9380, 21.0625, $var2B6C
00037A30: spawn_actor                              $var2B6C
00037A35: give_actor_weapon                        $var2B6C, 25, 30000
00037A3F: set_ped_stats                            $var2B6C, 16
00037A46: set_actor_to_look_at_point              $var2B6C, -269.6875, -316.2500, 21.0625
00037A5A: create_actor                            12, 94, -306.3750, -339.8120, 21.0625, $var2B70
00037A72: spawn_actor                              $var2B70
00037A77: give_actor_weapon                        $var2B70, 25, 30000
00037A81: set_ped_stats                            $var2B70, 16
00037A88: set_actor_to_look_at_point              $var2B70, -299.7500, -339.6880, 21.0625
00037A9C: create_actor                            12, 93, -305.2500, -350.5000, 21.0625, $var2B74
00037AB4: spawn_actor                              $var2B74
00037AB9: give_actor_weapon                        $var2B74, 25, 30000
00037AC3: set_ped_stats                            $var2B74, 16
00037ACA: set_actor_to_look_at_point              $var2B74, -300.4375, -350.0000, 21.0625
00037ADE: create_actor                            12, 94, -288.3125, -379.2500, 21.0625, $var2B78


That was the only crash I got last night, after around 2 hours of playing.

Oh, and with the 'Grand Theft Auto' mission, it seemed to me that having your car resprayed and letting 'Claude' close the car door when entering the garage increased the chances of the garage actually closing.

Edit
Also, something is wrong with the Yardie cars. When the car wheels are "down," the car wants to bounce around (more like flip-over) on it's own.

Kurropt Antagonist
  • Kurropt Antagonist

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#16

Posted 01 April 2005 - 03:58 PM

Sorry for the double post, everytime I try to "edit" the last post, I get the white-screen of death.

QUOTE
Uzi Rider

When the two guys arrive, Claude turns away from them (towards the phone). But then he turns right back around.

I'm also getting a crash with this mission, always near a specific time (normally as I'm crossing the Callahan bridge after killing the Diablos, depending on how long it takes the Diablos to show up). I think it takes about 3 minutes or so, but it ALWAYS crashes. 5/6 times, it's "noname" that's the problem thread, but the last time, it was "ambul_m". But the Debugger showed the last OPCODE was always "0001 wait".

Ryan_
  • Ryan_

    Ryan_ aka 4:20

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#17

Posted 02 April 2005 - 07:07 AM

OK,I have a strange problem. I have my original VC/III cd's. Ever since I installed the Mar 25 v2 beta test, whenever I copy the audio from the gta3 cd, I cant start LC, game asks for play cd, its in the drive. only when gta3 audio is in audiolc floder.
any ideas?
I also notice, in the latest v2 beta, tha launcher is older then the most recent one, which cane out before the latest beta 2 release. Maybe this is my trouble?

spaceeinstein
  • spaceeinstein

    巧克力

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#18

Posted 02 April 2005 - 02:09 PM Edited by spaceeinstein, 02 April 2005 - 02:15 PM.

I was keeping this quiet for a long time. For anyone who have the message insert play disc: open the gta-lc config file. Add showconfig=1 around the [EXE] area. Click Advanced. Click Audio. Click Verify Paths. Now edit to your will.

Hammer83
  • Hammer83

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#19

Posted 02 April 2005 - 03:17 PM

QUOTE (spaceeinstein @ Apr 2 2005, 09:09)
I was keeping this quiet for a long time. For anyone who have the message insert play disc: open the gta-lc config file. Add showconfig=1 around the [EXE] area. Click Advanced. Click Audio. Click Verify Paths. Now edit to your will.

Or a simpler way, just click on Craig's showconfig shortcut in the directory of LC.

Luke
  • Luke

    suckmyrocket

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#20

Posted 02 April 2005 - 03:32 PM

QUOTE (Hammer83 @ Apr 2 2005, 15:17)
Or a simpler way, just click on Craig's showconfig shortcut in the directory of LC.

When you browse to the exe using the launcher, is it supposed to put it in quotes, since if the path to gta-vc.exe is in quotes, it then messes up verify paths. That's one of the problems I had installing my Beta 2.

Ryan_
  • Ryan_

    Ryan_ aka 4:20

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#21

Posted 02 April 2005 - 11:41 PM Edited by Ryan_, 03 April 2005 - 12:10 AM.

Sorry Guys, problem solved. it was an result of me not installing VC audio during initial VC install. (figured i was only using gta3's audio so why bother) fixed by simply copying the audio from vc play cd to audio folder in LC directory.

Hammer83
  • Hammer83

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#22

Posted 03 April 2005 - 03:55 AM

QUOTE (Smithers @ Apr 2 2005, 10:32)
QUOTE (Hammer83 @ Apr 2 2005, 15:17)
Or a simpler way, just click on Craig's showconfig shortcut in the directory of LC.

When you browse to the exe using the launcher, is it supposed to put it in quotes, since if the path to gta-vc.exe is in quotes, it then messes up verify paths. That's one of the problems I had installing my Beta 2.

Browse thing is a fluke and I'll probably remove it. The launcher should be placed in the root folder and the path should only contain the active directory. Otherwise the behaviour might be unexpected.

Lazy way to fix it I guess biggrin.gif

charlesbesso
  • charlesbesso

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#23

Posted 05 April 2005 - 12:39 AM

QUOTE
The garage door doesn't close in 'Don't Smack Ma Bitch Up' until the player is far away.


actually I played orginal GTA3 PC and it's exactly the same in the orginal, so I don't think this qualifies as a bug.

the only threads i've seen a generous amount of crashes with are as follows

ambul_m
train
ilanddid

Smellton
  • Smellton

    Can't get off my chair

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#24

Posted 05 April 2005 - 07:11 AM

Got this when i did a 'R' mission (forgot his name but it says
Ray in the message

Exception at address: 0x00402315

Last opcode executed: 02E6 set_cutscene_anim

In thread: ray2



Registers -----------------------------------------------------

EAX: 0x00000000 EBX: 0x074D3B00 ECX: 0x00000001 EDX: 0x0516E220

ESI: 0x0516E220 EDI: 0x000002E6 EBP: 0x403D811B ESP: 0x0012FBA8

EFLAGS: 10000001000000110



// THREAD "train"

00023436: mulgf $var0F70, 2.0000

00023440: if 0

00023444: gtfg 20.0000, $var0F70

0002344E: jf @00023390

00023390: wait 100

// THREAD "noname"

000370E8: gosub @0003710C

0003710C: increment_mission_attempts

0003710E: name_thread "RAY2"

// THREAD "ray2"

00037118: select_gxt_key_table "RAY2"

00037122: setgi $var04E4, 1

00037129: setgi $var070C, 1

00037130: setgi $var0C40, 1

00037137: setgi $var08AC, 1

0003713E: wait 0

// THREAD "noname"

0001BB30: if 0

0001BB34: NOT is_defined $var0008

0001BB39: jf @0001BB47

0001BB47: jump @0001BAFC

0001BAFC: if 0

0001BB00: is_player_near_point_3d_on_foot $var0008, -296.7500, -725.3750, 28.7500, 1.1875, 1.1875, 2.0000, 0

0001BB25: jf @0001BB4E

0001BB2C: wait 0

// THREAD "bust_h"

000187CB: if 0

000187CF: is_defined $var0008

000187D4: jf @000187C7

000187DB: if 2

000187DF: is_player_in_zone $var0008, "S_VIEW"

000187EC: egi $var04E4, 0

000187F3: egi $var0034, 1

000187FA: jf @000187C7

000187C7: wait 0

// THREAD "wast_h"

00018752: if 0

00018756: is_defined $var0008

0001875B: jf @0001874E

00018762: if 2

00018766: is_player_in_zone $var0008, "S_VIEW"

00018773: egi $var04E4, 0

0001877A: egi $var0028, 1

00018781: jf @0001874E

0001874E: wait 0

// THREAD "subway"

00022DEA: if 0

00022DEE: eli 15, 1

00022DF5: jf @00022E2C

00022E2C: setlg 3, $var0E88

00022E34: gosub @00023BB3

00023BB3: opcode_0400 3, 1.0000, 9.5000, 0.0000, 7, 8, 9

00023BD0: if 0

00023BD4: is_defined $var0008

00023BD9: jf @00023C4C

00023BE0: setli 15, 0

00023BE7: if 1

00023BEB: eli 0, 0

00023BF2: is_player_near_point_3d $var0008, 7, 8, 9, 2.0000, 2.0000, 1.9000, 0

00023C11: jf @00023C4C

00023C4C: return

00022E3B: get_object_coords $var0E88, $var0EC8, $var0ECC, $var0ED0

00022E49: setggf $var0ED4, $var0EC4

00022E51: opcode_0509 $var0ED8, $var0EDC, $var0EC8, $var0ECC, $var0EC4

00022E62: setggf $var0EE0, $var0EC4

00022E6A: mulgf $var0EE0, 2.0000

00022E74: if 0

00022E78: gtfg 20.0000, $var0EE0

00022E82: jf @00022DE6

00022DE6: wait 100

// THREAD "usj"

00016702: if 0

00016706: NOT is_defined $var0008

0001670B: jf @00016719

00016719: if 0

0001671D: NOT is_player_driving $var0008

00016722: jf @00016730

00016729: jump @000166FE

000166FE: wait 0

// THREAD "hj"

00012345: if 0

00012349: NOT is_defined $var0008

0001234E: jf @0001235C

0001235C: if 0

00012360: is_handling_cheat_enabled

00012362: jf @00012370

00012370: if 0

00012374: NOT is_player_driving_car_model $var0008, 194

0001237C: jf @000123B1

00012383: if 0

00012387: opcode_04C9 $var0008

0001238C: jf @0001239A

0001239A: if 0

0001239E: opcode_04A8 $var0008

000123A3: jf @000123B1

000123B1: if 0

000123B5: is_player_driving $var0008

000123BA: jf @000129AE

000129AE: jump @00012341

00012341: wait 0

// THREAD "rctrig"

0001E1D7: if 1

0001E1DB: is_defined $var0008

0001E1E0: egi $var0CCC, 0

0001E1E7: jf @0001E35F

0001E1EE: if 0

0001E1F2: is_player_driving_car_model $var0008, 189

0001E1FA: jf @0001E35F

0001E35F: if 0

0001E363: is_defined $var0008

0001E368: jf @0001E1D3

0001E36F: if 0

0001E373: NOT is_player_driving_car_model $var0008, 189

0001E37B: jf @0001E1D3

0001E382: setgi $var0CCC, 0

0001E389: jump @0001E1D3

0001E1D3: wait 0

// THREAD "cop_m"

0001F4FB: if 0

0001F4FF: is_defined $var0008

0001F504: jf @0001F4F7

0001F50B: if 23

0001F50F: is_player_driving_car_model $var0008, 156

0001F517: is_player_driving_car_model $var0008, 157

0001F51F: is_player_driving_car_model $var0008, 162

0001F527: is_player_driving_car_model $var0008, 220

0001F52F: jf @0001F670

0001F670: if 0

0001F674: egi $var0CF0, 1

0001F67B: jf @0001F4F7

0001F4F7: wait 0

// THREAD "fire_m"

0001F36E: if 0

0001F372: is_defined $var0008

0001F377: jf @0001F36A

0001F37E: if 0

0001F382: is_player_driving_car_model $var0008, 137

0001F38A: jf @0001F4CB

0001F4CB: if 0

0001F4CF: egi $var0CE8, 1

0001F4D6: jf @0001F36A

0001F36A: wait 0

// THREAD "taxi_l"

0001F1E4: if 0

0001F1E8: is_defined $var0008

0001F1ED: jf @0001F1E0

0001F1F4: if 0

0001F1F8: is_player_driving_taxi $var0008

0001F1FD: jf @0001F33E

0001F33E: if 0

0001F342: egi $var0CE0, 1

0001F349: jf @0001F1E0

0001F1E0: wait 0

// THREAD "ambul_m"

0001F6A0: if 0

0001F6A4: is_defined $var0008

0001F6A9: jf @0001F69C

0001F6B0: if 0

0001F6B4: is_player_driving_car_model $var0008, 146

0001F6BC: jf @0001F7FD

0001F7FD: if 0

0001F801: egi $var0CF8, 1

0001F808: jf @0001F69C

0001F69C: wait 0

// THREAD "ilandid"

0001093F: if 0

00010943: is_defined $var0008

00010948: jf @0001093A

0001094F: if 0

00010953: NOT is_player_in_rect $var0008, 365.0000, 1900.0000, 1915.0000, -1900.0000, 0

0001096E: jf @000109F1

00010975: if 22

00010979: is_player_in_rect $var0008, -2335.0000, 70.0000, -720.0000, -1900.0000, 0

00010994: is_player_in_rect $var0008, -2335.0000, 175.0000, -575.0000, 50.0000, 0

000109AF: is_player_in_rect $var0008, -2335.0000, 1900.0000, -500.0000, 170.0000, 0

000109CA: jf @00010A11

00010A11: if 0

00010A15: NOT egi $var0024, 2

00010A1C: jf @0001093A

0001093A: wait $var0634

// THREAD "noname"

0001E600: if 0

0001E604: egi $var0758, 1

0001E60B: jf @0001E619

0001E619: if 0

0001E61D: egi $var04E4, 0

0001E624: jf @0001E637

0001E637: disable_phone $var0808

0001E63C: if 0

0001E640: is_defined $var0008

0001E645: jf @0001E74D

0001E64C: if 0

0001E650: is_player_near_point_3d_on_foot_still $var0008, 603.3750, -230.5000, 9.8750, 1.0000, 1.0000, 2.0000, 0

0001E675: jf @0001E74D

0001E74D: jump @0001E5FB

0001E5FB: wait $var0634

// THREAD "ray2"

00037142: setgi $var2AD4, 0

00037149: setgi $var2AD8, 0

00037150: setgi $var2ADC, 0

00037157: setgi $var2AE0, 0

0003715E: setgi $var2AE4, 0

00037165: setgi $var2AE8, 0

0003716C: setgi $var2AEC, 0

00037173: setgi $var2AF0, 0

0003717A: setgi $var2AF4, 0

00037181: setgi $var2AF8, 0

00037188: setgi $var2AFC, 0

0003718F: setgi $var2B00, 0

00037196: setgi $var2B04, 0

0003719D: setgi $var2B08, 0

000371A4: setgi $var2B0C, 0

000371AB: setgi $var2B10, 0

000371B2: setgi $var2B14, 0

000371B9: setgi $var2B18, 0

000371C0: setgi $var2B1C, 0

000371C7: setgi $var2B20, 0

000371CE: setgi $var2B24, 0

000371D5: setgi $var2B28, 0

000371DC: setgi $var2B2C, 0

000371E3: setgi $var2B30, 0

000371EA: setgi $var2B34, 0

000371F1: setgi $var2B38, 0

000371F8: setgi $var2B3C, 0

000371FF: setgi $var2B40, 0

00037206: setgi $var2B44, 0

0003720D: setgi $var2B48, 0

00037214: setgi $var2B4C, 0

0003721B: setgi $var2B50, 0

00037222: setgi $var2B54, 0

00037229: setgi $var2B58, 0

00037230: setgi $var2B5C, 0

00037237: setgi $var2B60, 0

0003723E: setgi $var2B64, 0

00037245: setgi $var2B68, 0

0003724C: setgf $var2B6C, -197.8750

00037256: setgf $var2B70, 192.3750

00037260: setgf $var2B74, -161.0000

0003726A: setgf $var2B78, 170.0000

00037274: setgf $var2B7C, -182.0000

0003727E: setgf $var2B80, 220.0000

00037288: setgf $var2B84, -163.0000

00037292: setgf $var2B88, 207.0000

0003729C: setgf $var2B8C, -183.0000

000372A6: setgf $var2B90, 204.0000

000372B0: setgf $var2B94, -198.5000

000372BA: setgf $var2B98, 176.6880

000372C4: setgf $var2B9C, 17.5625

000372CE: setgf $var2BA0, -189.5000

000372D8: setgf $var2BA4, 170.0000

000372E2: setgf $var2BA8, -191.5000

000372EC: setgf $var2BAC, 170.0000

000372F6: setgf $var2BB0, -193.5000

00037300: setgf $var2BB4, 170.0000

0003730A: setgf $var2BB8, -208.0620

00037314: setgf $var2BBC, 198.1880

0003731E: setgf $var2BC0, 20.5000

00037328: setgf $var2BC4, -208.0620

00037332: setgf $var2BC8, 191.6880

0003733C: setgf $var2BCC, 20.5000

00037346: load_special_char 1, "PLAYER9"

00037352: request_model 65371

00037357: load_requested_models

00037359: if 21

0003735D: NOT is_special_char_available 1

00037361: NOT is_model_available 65371

00037366: jf @00037378

00037378: load_cutscene_data "R2_AP"

00037382: toggle_streaming 1

00037386: set_cutscene_pos -295.6250, -726.6250, 27.6875

00037397: create_cutscene_object 0, $var1014

0003739E: set_cutscene_anim $var1014, "PLAYER"


Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

  • The Connection
  • Joined: 28 Jan 2004

#25

Posted 05 April 2005 - 07:34 AM

That one I can help you with. Open up your main.scm.txt file (in the DATA folder) with Barton's Mission Builder (version 1.5). Then search for ":LabelLC06D71B"

That should take you to this section of code:
CODE
:LabelLC06D71B
02E4: load_cutscene_data "R2_AP"
03AF: set_streaming 1 (enabled)  
0244: set_cutscene_pos -295.625 -726.625 27.6875
02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL
02E6: set_cutscene_anim $CUTSCENE_PLAYER "PLAYER"
02E5: $LC748 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $LC748 "PLAYER9"  ; TODO "RAY"
That's how it should look. My guess is in your version the 02E5 opcode has the #NULL before the $CUTSCENE_PLAYER. Those parameters must be in the order they are above. The same must be done for the Ray opcodes. Or if you don't want to do that, you can download the latest scm (where that issue is fixed) from here.

charlesbesso
  • charlesbesso

    Player Hater

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  • Joined: 14 Feb 2005

#26

Posted 05 April 2005 - 02:49 PM

upon attempting to load the game with all of my improved shoreside col's (if I use just one less new col this error doesn't happen) I get this error msg in Debug View (makes it 75 percent of the way then crashes)

[1068] Loading object types from DATA\gta3maps\subroads\subroads.IDE ...
[1068] LODersubridge1 was draw last
[1068] Loading object types from DATA\gta3maps\2dfix\landNE_rev\landNE_rev.IDE ...
[1068] Loading object types from DATA\gta3maps\2dfix\landSW_rev\landSW_rev.IDE ...
[1068] Loading object types from DATA\gta3maps\2dfix\extra_rev\extra_rev.IDE ...
[1068] Loading object types from DATA\gta3maps\seafloor\seafloor.ide ...
[1068] Loading collision file MODELS\COLL\GENERIC.COL
[1068] colmodel chairsntableml can't find a modelinfo
[1068] colmodel LODjumbo_01 can't find a modelinfo
[1068] colmodel ap_learjet1_01 can't find a modelinfo
[1068] colmodel ap_radar1_01 can't find a modelinfo
[1068] colmodel ap_jumbo_01 can't find a modelinfo
[1068] Loading collision file MODELS\COLL\LCGENERIC.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\INDUSTNE_REV\INDUSTNE_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\INDUSTNW_REV\INDUSTNW_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\INDUSTSE_REV\INDUSTSE_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\INDUSTSW_REV\INDUSTSW_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\COMNBTM_REV\COMNBTM_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\COMNTOP_REV\COMNTOP_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\COMSE_REV\COMSE_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\COMSW_REV\COMSW_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\LANDNE_REV\LANDNE_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\LANDSW_REV\LANDSW_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\2DFIX\EXTRA_REV\EXTRA_REV.COL
[1068] Loading collision file DATA\GTA3MAPS\comNbtm\comNbtm.col
[1068] Loading collision file DATA\GTA3MAPS\comNtop\comNtop.col
[1068] colmodel LODehouse1z1 can't find a modelinfo
[1068] Loading collision file DATA\GTA3MAPS\comroad\comroad.col
[1068] Loading collision file DATA\GTA3MAPS\comSE\comSE.col
[1068] Loading collision file DATA\GTA3MAPS\comSW\comSW.col
[1068] Loading collision file DATA\GTA3MAPS\indroads\indroads.col
[1068] Loading collision file DATA\GTA3MAPS\industNE\industNE.col
[1068] Loading collision file DATA\GTA3MAPS\industNW\industNW.col
[1068] Loading collision file DATA\GTA3MAPS\industSE\industSE.col
[1068] Loading collision file DATA\GTA3MAPS\industSW\industSW.col
[1068] Loading collision file DATA\GTA3MAPS\landNE\landNE.col
[1068] Loading collision file DATA\GTA3MAPS\landSW\landSW.col
[1068] colmodel airpshadows01 can't find a modelinfo
[1068] -----------------------------------------------------------------------------
[1068] Exception at address: 0x00580887
[1068]
[1068] Registers -----------------------------------------------------
[1068] EAX: 0x0012FCCC EBX: 0x00000000 ECX: 0x0012FCCC EDX: 0x0014B028
[1068] ESI: 0x007D7C42 EDI: 0x001ABE2C EBP: 0x00000A55 ESP: 0x0012FCB4
[1068] EFLAGS: 10000001000000010
[1068]
[1068] -----------------------------------------------------------------------------
[1068] -----------------------------------------------------------------------------
[1068] VC-DBG shutting down..
[1068] GTA: LC detached

so from what I'm reading it crashes right after failing to find model info for airpshadows01.

I'm going to reinstall beta 2's col's then import all my shoreside vale col's and see if it reproduces.

--------------------------------------------------------------------------------------

update, ok reverted back to default's it loads fine, these are the steps that happen right after where the crash was happening.

[860] Loading collision file DATA\GTA3MAPS\making\making.col
[860] Loading collision file DATA\GTA3MAPS\subroads\subroads.col
[860] Loading collision file DATA\GTA3MAPS\temppart\temppart.col
[860] Loading collision file DATA\GTA3MAPS\seafloor\seafloor.col
[860] CObjectData: Cannot find object adboard1
[860] CObjectData: Cannot find object taxisign
[860] CObjectData: Cannot find object ak47
[860] CObjectData: Cannot find object rocket
[860] CObjectData: Cannot find object shotgun
[860] CObjectData: Cannot find object m16
[860] CObjectData: Cannot find object savecardoor

so somewhere inbetween failing to load airpshadows01's model data and loading making.col is when the crash happens

Hammer83
  • Hammer83

    Hustler

  • Members
  • Joined: 11 Jan 2003

#27

Posted 05 April 2005 - 02:53 PM

charlesbesso, you may have reached col limit...

Smellton, check that there is a file r2_ap.ifp in cuts/anim.img If not, download the latest code update, it should be there.

JJ_Judge
  • JJ_Judge

    Tommy Vercetti! Remember the name!

  • Members
  • Joined: 05 Feb 2005

#28

Posted 10 April 2005 - 08:16 AM

Erm, guys...
I've got prob here with the Beta2 confused.gif
The prob is that I install it on a totally UNmodified Vice, copy audio from GTA3 into audioLC, execute the launcher, specify the path to gta-vc.exe and... It wants me to insert the CD!!! Ok, it could've not been a problem, but... Even when I insert my play-CD, the game STILL wants the CD. Later I've tried to replace gta-vc.exe with a No-CD .exe. It STILL wants the CD!!! I figure the problem is not in my No-CD, but in gta-lc.exe (launcher) confused.gif
Any suggestions on how to fix this??? confused.gif

P.S. Sorry if I've posted in the wrong topic.

Y_Less
  • Y_Less

    629

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#29

Posted 10 April 2005 - 12:26 PM

Do you know which version of the vc.exe file you have - some of the foreign ones have different offsets and this problem has been encountered before.

spaceeinstein
  • spaceeinstein

    巧克力

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#30

Posted 10 April 2005 - 05:18 PM

In Cutting the Grass, when you kill the taxi driver fore Curly comes out, the game crashes.

In Arms Shortage, WTF?
user posted image
user posted image




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