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BUGS, GLITCHES, and INCOMPLETES

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DenSho
  • DenSho

    Shadow of the Bat!

  • Members
  • Joined: 01 May 2005

#331

Posted 07 September 2005 - 11:28 PM

Nope, it doesn't fix it. I have installed the v5b (with installer) about five minutes ago, tried with it, the game crashed after blowing up the Dodo. Tried with that main.scm you gave me, it crashed again.
Here's the unhandled exception it gave me:

CODE
Exception at address: 0x03100CCD
Last opcode executed: 0178 has_player_picked_up_object
In thread:            asusb3

Registers -----------------------------------------------------
EAX: 0x0000890A EBX: 0x007E1E40 ECX: 0x007D7440 EDX: 0x007E1E50
ESI: 0x007E1E40 EDI: 0x0000001A EBP: 0x007E1EC8 ESP: 0x0013F528
EFLAGS: 10000001000000110

// THREAD "asusb3"
000382C0: set_marker_color                         $var4004, 2
000382C7: scatter_object                           $var4000, -11.0000, 12.0000, 7.0000
000382DB: addgf                                    $var1000, 1.0000
000382E5: init_object                              65356, $var1000, $var1004, $var1008, $var4008
000382F6: opcode_0240                              $var4008, 1
000382FD: opcode_0382                              $var4008, 1
00038304: toggle_object_in_moving_list             $var4008, 1
0003830B: create_arrow_above_object                $var4008, $var400C
00038313: set_marker_color                         $var400C, 2
0003831A: scatter_object                           $var4008, 10.0000, 10.0000, 0.0000
0003832E: get_current_time_in_ms                   $var4010
00038333: if                                       0
00038337:   gtig                                   8, $var3F44
0003833E: jf                                       @00038BC6
00038345: wait                                     0
// THREAD "usj"
00016A98: if                                       0
00016A9C:   NOT is_defined                         $var0008
00016AA1: jf                                       @00016AAF
00016AAF: if                                       0
00016AB3:   NOT is_player_driving                  $var0008
00016AB8: jf                                       @00016AC6
00016ABF: jump                                     @00016A94
00016A94: wait                                     0
// THREAD "hj"
000126DB: if                                       0
000126DF:   NOT is_defined                         $var0008
000126E4: jf                                       @000126F2
000126F2: if                                       0
000126F6:   is_handling_cheat_enabled              
000126F8: jf                                       @00012706
00012706: if                                       0
0001270A:   NOT is_player_driving_car_model        $var0008, 194
00012712: jf                                       @00012747
00012719: if                                       0
0001271D:   opcode_04C9                            $var0008
00012722: jf                                       @00012730
00012730: if                                       0
00012734:   opcode_04A8                            $var0008
00012739: jf                                       @00012747
00012747: if                                       0
0001274B:   is_player_driving                      $var0008
00012750: jf                                       @00012D44
00012D44: jump                                     @000126D7
000126D7: wait                                     0
// THREAD "rctrig"
0001E575: if                                       1
0001E579:   is_defined                             $var0008
0001E57E:   egi                                    $var0CFC, 0
0001E585: jf                                       @0001E6FD
0001E58C: if                                       0
0001E590:   is_player_driving_car_model            $var0008, 189
0001E598: jf                                       @0001E6FD
0001E6FD: if                                       0
0001E701:   is_defined                             $var0008
0001E706: jf                                       @0001E571
0001E70D: if                                       0
0001E711:   NOT is_player_driving_car_model        $var0008, 189
0001E719: jf                                       @0001E571
0001E720: setgi                                    $var0CFC, 0
0001E727: jump                                     @0001E571
0001E571: wait                                     0
// THREAD "cop_m"
0001F899: if                                       0
0001F89D:   is_defined                             $var0008
0001F8A2: jf                                       @0001F895
0001F8A9: if                                       23
0001F8AD:   is_player_driving_car_model            $var0008, 156
0001F8B5:   is_player_driving_car_model            $var0008, 157
0001F8BD:   is_player_driving_car_model            $var0008, 162
0001F8C5:   is_player_driving_car_model            $var0008, 220
0001F8CD: jf                                       @0001FA0E
0001FA0E: if                                       0
0001FA12:   egi                                    $var0D20, 1
0001FA19: jf                                       @0001F895
0001F895: wait                                     0
// THREAD "fire_m"
0001F70C: if                                       0
0001F710:   is_defined                             $var0008
0001F715: jf                                       @0001F708
0001F71C: if                                       0
0001F720:   is_player_driving_car_model            $var0008, 137
0001F728: jf                                       @0001F869
0001F869: if                                       0
0001F86D:   egi                                    $var0D18, 1
0001F874: jf                                       @0001F708
0001F708: wait                                     0
// THREAD "taxi_l"
0001F582: if                                       0
0001F586:   is_defined                             $var0008
0001F58B: jf                                       @0001F57E
0001F592: if                                       0
0001F596:   is_player_driving_taxi                 $var0008
0001F59B: jf                                       @0001F6DC
0001F6DC: if                                       0
0001F6E0:   egi                                    $var0D10, 1
0001F6E7: jf                                       @0001F57E
0001F57E: wait                                     0
// THREAD "ambul_m"
0001FA3E: if                                       0
0001FA42:   is_defined                             $var0008
0001FA47: jf                                       @0001FA3A
0001FA4E: if                                       0
0001FA52:   is_player_driving_car_model            $var0008, 146
0001FA5A: jf                                       @0001FB9B
0001FB9B: if                                       0
0001FB9F:   egi                                    $var0D28, 1
0001FBA6: jf                                       @0001FA3A
0001FA3A: wait                                     0
// THREAD "ssvbrig"
00029BF3: if                                       5
00029BF7:   move_object                            $var1038, -618.1590, -629.8470, 105.7116, 0.0000, 0.0000, $var1034, 0
00029C1A:   move_object                            $var103C, -618.1590, -629.8470, 105.7116, 0.0000, 0.0000, $var1034, 0
00029C3D:   move_object                            $var1040, -614.4380, -631.5640, 74.0088, 0.0000, 0.0000, $var1034, 0
00029C60:   move_object                            $var1044, -618.6370, -630.5430, 109.0710, 0.0000, 0.0000, $var1034, 0
00029C83:   move_object                            $var1048, -618.1590, -629.8470, 105.7116, 0.0000, 0.0000, $var1034, 0
00029CA6:   move_object                            $var104C, -618.6370, -630.5430, 109.0710, 0.0000, 0.0000, $var1034, 0
00029CC9: jf                                       @00029BEF
00029BEF: wait                                     0
// THREAD "train"
00023E70: setlg                                    3, $var0F34
00023E78: gosub                                    @0002423F
0002423F: opcode_0400                              3, 1.0000, 9.5000, 0.0000, 7, 8, 9
0002425C: if                                       0
00024260:   is_defined                             $var0008
00024265: jf                                       @000242D8
0002426C: setli                                    15, 0
00024273: if                                       1
00024277:   eli                                    0, 0
0002427E:   is_player_near_point_3d                $var0008, 7, 8, 9, 2.0000, 2.0000, 1.9000, 0
0002429D: jf                                       @000242D8
000242D8: return                                  
00023E7F: opcode_049E                              $var0F30, $var0F78
00023E87: opcode_049E                              $var0F40, $var0F78
00023E8F: addgf                                    $var0F78, 1.0000
00023E99: if                                       0
00023E9D:   gtgf                                   $var0F78, 20.0000
00023EA7: jf                                       @00023E6C
00023E6C: wait                                     100
// THREAD "asusb3"
00038349: gosub                                    @00038FC3
00038FC3: if                                       0
00038FC7:   egi                                    $var3F7C, 0
00038FCE: jf                                       @00039292
00039292: if                                       0
00039296:   egi                                    $var3F7C, 1
0003929D: jf                                       @000393A6
000392A4: if                                       0
000392A8:   is_player_near_point                   $var0008, -1354.0000, -1263.0000, 60.0000, 60.0000, 0
000392C3: jf                                       @000392E2
000392CA: if                                       0
000392CE:   NOT is_actor_dead                      $var3EA4
000392D3: jf                                       @000392E2
000392E2: if                                       0
000392E6:   is_player_near_point                   $var0008, -1720.2500, -1035.0000, 80.0000, 80.0000, 0
00039301: jf                                       @00039338
00039338: if                                       0
0003933C:   is_player_near_point                   $var0008, -1813.2500, -1062.7500, 80.0000, 80.0000, 0
00039357: jf                                       @000393A6
000393A6: return                                  
00038350: if                                       0
00038354:   egi                                    $var3F4C, 0
0003835B: jf                                       @00038378
00038362: text_now                                 "AS3_5", 5000, 1
00038371: setgi                                    $var3F4C, 1
00038378: get_current_time_in_ms                   $var3BE8
0003837D: setgg                                    $var4014, $var3BE8
00038385: subgg                                    $var4014, $var4010
0003838D: if                                       0
00038391:   gtgg                                   $var4014, $var3BEC
00038399: jf                                       @000383B7
000383A0: setgg                                    $var3BEC, $var4014
000383A8: addgi                                    $var3BEC, 200
000383B0: setgi                                    $var3BF0, 1
000383B7: if                                       0
000383BB:   egi                                    $var3BF0, 1
000383C2: jf                                       @00038600
000383C9: if                                       0
000383CD:   egi                                    $var3F5C, 0
000383D4: jf                                       @0003840F
000383DB: get_object_coords                        $var3FD0, $var4018, $var401C, $var4020
000383E9: if                                       0
000383ED:   gtig                                   6000, $var4014
000383F5: jf                                       @000383FC
000383FC: if                                       0
00038400:   gtgi                                   $var4014, 6000
00038408: jf                                       @0003840F
0003840F: if                                       0
00038413:   egi                                    $var3F60, 0
0003841A: jf                                       @00038455
00038421: get_object_coords                        $var3FD8, $var4024, $var4028, $var402C
0003842F: if                                       0
00038433:   gtig                                   4000, $var4014
0003843B: jf                                       @00038442
00038442: if                                       0
00038446:   gtgi                                   $var4014, 4000
0003844E: jf                                       @00038455
00038455: if                                       0
00038459:   egi                                    $var3F64, 0
00038460: jf                                       @0003849B
00038467: get_object_coords                        $var3FE0, $var4030, $var4034, $var4038
00038475: if                                       0
00038479:   gtig                                   7000, $var4014
00038481: jf                                       @00038488
00038488: if                                       0
0003848C:   gtgi                                   $var4014, 7000
00038494: jf                                       @0003849B
0003849B: if                                       0
0003849F:   egi                                    $var3F68, 0
000384A6: jf                                       @000384E1
000384AD: get_object_coords                        $var3FE8, $var403C, $var4040, $var4044
000384BB: if                                       0
000384BF:   gtig                                   3500, $var4014
000384C7: jf                                       @000384CE
000384CE: if                                       0
000384D2:   gtgi                                   $var4014, 3500
000384DA: jf                                       @000384E1
000384E1: if                                       0
000384E5:   egi                                    $var3F6C, 0
000384EC: jf                                       @00038527
000384F3: get_object_coords                        $var3FF0, $var4048, $var404C, $var4050
00038501: if                                       0
00038505:   gtig                                   8000, $var4014
0003850D: jf                                       @00038514
00038514: if                                       0
00038518:   gtgi                                   $var4014, 8000
00038520: jf                                       @00038527
00038527: if                                       0
0003852B:   egi                                    $var3F70, 0
00038532: jf                                       @0003856D
00038539: get_object_coords                        $var3FF8, $var4054, $var4058, $var405C
00038547: if                                       0
0003854B:   gtig                                   6000, $var4014
00038553: jf                                       @0003855A
0003855A: if                                       0
0003855E:   gtgi                                   $var4014, 6000
00038566: jf                                       @0003856D
0003856D: if                                       0
00038571:   egi                                    $var3F74, 0
00038578: jf                                       @000385B3
0003857F: get_object_coords                        $var4000, $var4060, $var4064, $var4068
0003858D: if                                       0
00038591:   gtig                                   7500, $var4014
00038599: jf                                       @000385A0
000385A0: if                                       0
000385A4:   gtgi                                   $var4014, 7500
000385AC: jf                                       @000385B3
000385B3: if                                       0
000385B7:   egi                                    $var3F78, 0
000385BE: jf                                       @000385F9
000385C5: get_object_coords                        $var4008, $var406C, $var4070, $var4074
000385D3: if                                       0
000385D7:   gtig                                   4750, $var4014
000385DF: jf                                       @000385E6
000385E6: if                                       0
000385EA:   gtgi                                   $var4014, 4750
000385F2: jf                                       @000385F9
000385F9: setgi                                    $var3BF0, 0
00038600: if                                       0
00038604:   opcode_04A8                            $var0008
00038609: jf                                       @00038947
00038947: if                                       0
0003894B:   egi                                    $var3F5C, 0
00038952: jf                                       @00038996
00038959: if                                       0
0003895D:   has_player_picked_up_object            $var0008, $var3FD0

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

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#332

Posted 08 September 2005 - 02:24 AM

QUOTE (benisablink182fan @ Sep 7 2005, 17:51)
QUOTE (Craig Kostelecky @ Sep 7 2005, 14:10)
The cutscene models will also be taken care of with the next release as they'll all be redone with the GTA3 names. There still might be some VC characters in place of the GTA3 ones (hopefully one of our ped converters will come back to us). But we will at least be using the correct Candy model, and not the cutscene one.

Does that mean that we might see some more animation in the cutscenes - like lips moving when people talk, and no more buggy heads?

They will look mostly the same. We still haven't figured out how to do head animations yet. But the Candy model should at least have the correct face next time.

Regarding S.A.M., that issue was fixed a while ago, but I never uploaded the file. You can get it here. And you do NOT need to start a new game as the script is unchanged.

-Garrett-
  • -Garrett-

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#333

Posted 08 September 2005 - 05:26 AM

S.A.M. still crashes for me. I redownloaded the SCM just now to ensure I had the latest version (turning debug off, recompiling, etc.) and used the new asi you supplied, but I get a crash just the same.

For brevity's sake I've uploaded the debug info here.

So, what went wrong? I shot the Dodo down so that it crashed onto the runway, so is it just that I should have shot it down into the ocean or what? blink.gif

DenSho
  • DenSho

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#334

Posted 08 September 2005 - 08:21 AM

QUOTE (simonmpoulton @ Sep 7 2005, 18:25)
Every time I start it I get:
Exception at address: 0x005FCC1D

Registers -----------------------------------------------------
EAX: 0xFBB1C200 EBX: 0x00000000 ECX: 0x00983B90 EDX: 0x00000000
ESI: 0x00980038 EDI: 0x4A3B6E80 EBP: 0x00000000 ESP: 0x0012FE0C
EFLAGS: 1000010000101001000111

Yup, it still crashes for me too.

@Simon: Do you have any custom skin installed? It seems to crash for me if I load the game using a skin. I doesn't have a problem if I load it and then apply the skin, though.

simonmpoulton
  • simonmpoulton

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#335

Posted 08 September 2005 - 07:03 PM

QUOTE (DenSho @ Sep 8 2005, 08:21)
QUOTE (simonmpoulton @ Sep 7 2005, 18:25)
Every time I start it I get:
Exception at address: 0x005FCC1D

Registers -----------------------------------------------------
EAX: 0xFBB1C200 EBX: 0x00000000 ECX: 0x00983B90 EDX: 0x00000000
ESI: 0x00980038 EDI: 0x4A3B6E80 EBP: 0x00000000 ESP: 0x0012FE0C
EFLAGS: 1000010000101001000111

Yup, it still crashes for me too.

@Simon: Do you have any custom skin installed? It seems to crash for me if I load the game using a skin. I doesn't have a problem if I load it and then apply the skin, though.

Hi I am not doing anything special. Just trying to play the game mad.gif
Mine happens before I even get to the Start Game/Options/Exit Screen.

Could it be something to do with running Windows XP Professional x64 for 64 bit enhanced systems. All the versions of Vice City I have work fine some are modded (namely Interstate and Myriad Islands plus spaceeinsteins All in one v2 and a couple of modded cars) but I always have one with no mods which I have copied into a LC folder and installed this mod into that.

DenSho
  • DenSho

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#336

Posted 08 September 2005 - 07:40 PM

QUOTE (simonmpoulton @ Sep 8 2005, 19:03)
QUOTE (DenSho @ Sep 8 2005, 08:21)
QUOTE (simonmpoulton @ Sep 7 2005, 18:25)
Every time I start it I get:
Exception at address: 0x005FCC1D

Registers -----------------------------------------------------
EAX: 0xFBB1C200 EBX: 0x00000000 ECX: 0x00983B90 EDX: 0x00000000
ESI: 0x00980038 EDI: 0x4A3B6E80 EBP: 0x00000000 ESP: 0x0012FE0C
EFLAGS: 1000010000101001000111

Yup, it still crashes for me too.

@Simon: Do you have any custom skin installed? It seems to crash for me if I load the game using a skin. I doesn't have a problem if I load it and then apply the skin, though.

Hi I am not doing anything special. Just trying to play the game mad.gif
Mine happens before I even get to the Start Game/Options/Exit Screen.

Could it be something to do with running Windows XP Professional x64 for 64 bit enhanced systems. All the versions of Vice City I have work fine some are modded (namely Interstate and Myriad Islands plus spaceeinsteins All in one v2 and a couple of modded cars) but I always have one with no mods which I have copied into a LC folder and installed this mod into that.

Maybe it's that 64b Edition, you'll have to wait till Craig comes here, because he's The Voice of Reason in LC wink.gif
I'm getting some errors too. When I try to load a game, it crashes the game. I try again, and it works fine, no problems at all. It seems random, but I'm sure that if I try to load a game using a skin, it crashes. No big problem there, but I'll continue to test it, I find it weird, because it started when I installed that latest SCM Ben posted.

tommy vercetti guy
  • tommy vercetti guy

    A fellow canadian

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#337

Posted 08 September 2005 - 09:46 PM

I have questions.

1. Claude doesent reload, there is just a click sound. Its like in VC when you get 45 point or more in the ammunation shooting range. WTF???

2. Most cutscene models are broken. Example, Joey's neck is long and his mechanic suit covers his neck like a scarf and Maria's arm parts dont even form an elbow. WTF??

Normal?

DenSho
  • DenSho

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#338

Posted 08 September 2005 - 09:55 PM

QUOTE (tommy vercetti guy @ Sep 8 2005, 21:46)
I have questions.

1. Claude doesent reload, there is just a click sound. Its like in VC when you get 45 point or more in the ammunation shooting range. WTF???

2. Most cutscene models are broken. Example, Joey's neck is long and his mechanic suit covers his neck like a scarf and Maria's arm parts dont even form an elbow. WTF??

Normal?

1. I guess there's no fast reload, as there wasn't in GTAIII.
2. Yes, normal. To be fixed in the next release.

scalliano
  • scalliano

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#339

Posted 09 September 2005 - 02:03 AM

There's a invisible pillar on the third floor of the multistorey car pak in Staunton Island. It's between the 2 southeasternmost yellow-striped pillars. I almost rolled the car twice during "Multistorey Mayhem" by hitting
it.

Ben
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#340

Posted 09 September 2005 - 02:05 AM

QUOTE (DenSho @ Sep 9 2005, 05:40)
I find it weird, because it started when I installed that latest SCM Ben posted.[/color]

Oops - i hope you backed up your old scm because everytime there's a change to it, you HAVE to start a new game.
*Ducks for cover to dodge any flying projectiles!*
Sorry, i hope i didn't stuff up your progress in the game. If you didn't back it up, maybe you can just turn the debug on and play whatever missions you want. suicidal.gif!

-Garrett-
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#341

Posted 09 September 2005 - 03:15 AM

Are you sure? I've been upgrading to each new SCM the moment it comes out, and I'm still playing through on the very same savegame without any problems.

Or am I not *meant* to be doing that...? blink.gif

Ben
  • Ben

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#342

Posted 09 September 2005 - 05:40 AM

Oh, maybe im wrong then. I was under the impression that everytime the scm was changed, any savegames were no longer compatible. Maybe it's only for "major" changes (whatever that means)!

Konstantinos
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#343

Posted 09 September 2005 - 10:22 AM

Yep... but the point is, SAM still crashes. With the latest main.scm and vcopcode.asi. With debug off and a previous save, as well as debug on, new game and going straight to "Building site Asuka" missions. This is a real pain in the a$$ because it stops the game progres (unlike Sayonara Salvatore and Bullion run). Please LC team make it a priority cryani.gif cryani.gif

DenSho
  • DenSho

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#344

Posted 09 September 2005 - 11:36 AM

QUOTE (benisablink182fan @ Sep 9 2005, 05:40)
Oh, maybe im wrong then. I was under the impression that everytime the scm was changed, any savegames were no longer compatible. Maybe it's only for "major" changes (whatever that means)!

No drama, I don't mind starting a new game. But, if people say that SAM still crashes, I guess I'll wait to start all over again till the problem is solved, shouldn't I? confused.gif

tommy vercetti guy
  • tommy vercetti guy

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#345

Posted 09 September 2005 - 07:35 PM

My first question is not answered.

Claude does not reload, there is just a click sound!

DenSho
  • DenSho

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#346

Posted 09 September 2005 - 08:10 PM

QUOTE (tommy vercetti guy @ Sep 9 2005, 19:35)
My first question is not answered.

Claude does not reload, there is just a click sound!

If you at least told us if he doesn't have the reload animation or he doesn't reload at all we may be able to help you...

Btw, I did answered your question. It was "Is there fast realod here?", the not realoding was just a fact, not a question.

tommy vercetti guy
  • tommy vercetti guy

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#347

Posted 09 September 2005 - 10:03 PM

So is it normal that the gun gets a full clip automatically when the clip finishes?

DenSho
  • DenSho

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#348

Posted 10 September 2005 - 12:57 AM

QUOTE (tommy vercetti guy @ Sep 9 2005, 22:03)
So is it normal that the gun gets a full clip automatically when the clip finishes?

Well, it's kind of automatic. It's not a continous burst of fire from clip to clip, Claude stops it for about a second when the clip is empty, altought there's no "animation" for it. Tommy reloads the gun with both hands, Claude only stops firing and the clip is loaded.
So yes, it's normal if you mean that there's not "both hands" animation. But no, it's not normal if you mean that the gun continues shooting without stopping from clip to clip.

scalliano
  • scalliano

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#349

Posted 10 September 2005 - 02:12 AM Edited by scalliano, 10 September 2005 - 02:57 AM.

I've noticed that on occasion the car I drive has invincible tyres, most notably during "Decoy". Is this deliberate?

EDIT: Oh, and Konstantinos is right, the new opcode doesn't work.

PresidentKiller
  • PresidentKiller

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#350

Posted 10 September 2005 - 04:46 AM Edited by PresidentKiller, 10 September 2005 - 04:49 AM.

I've noticed a "funny" glitch.

Remember Kaufman Cabs from Vice City? Then you should know that a "Pogo the Monkey" arcade machine is inside this place and plays some music. Well, if you go to the parking lot in Wichita Gardens where a "Toyz" van is located, there's a spot near the lot's entrance where you can hear the music from that arcade machine. I guess Kaufman Cabs was located in this spot before changing the map. tounge.gif

There's also a more serious and annoying bug. The Cartel drivers are really stupid in "Bait" and I don't remember a "mission failed" message in GTAIII if the Cartel got out of their cars... confused.gif

simonmpoulton
  • simonmpoulton

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#351

Posted 10 September 2005 - 10:03 AM

QUOTE (simonmpoulton @ Sep 8 2005, 19:03)
QUOTE (DenSho @ Sep 8 2005, 08:21)
QUOTE (simonmpoulton @ Sep 7 2005, 18:25)
Every time I start it I get:
Exception at address: 0x005FCC1D

Registers -----------------------------------------------------
EAX: 0xFBB1C200 EBX: 0x00000000 ECX: 0x00983B90 EDX: 0x00000000
ESI: 0x00980038 EDI: 0x4A3B6E80 EBP: 0x00000000 ESP: 0x0012FE0C
EFLAGS: 1000010000101001000111

Yup, it still crashes for me too.

@Simon: Do you have any custom skin installed? It seems to crash for me if I load the game using a skin. I doesn't have a problem if I load it and then apply the skin, though.

Hi I am not doing anything special. Just trying to play the game mad.gif
Mine happens before I even get to the Start Game/Options/Exit Screen.

Could it be something to do with running Windows XP Professional x64 for 64 bit enhanced systems. All the versions of Vice City I have work fine some are modded (namely Interstate and Myriad Islands plus spaceeinsteins All in one v2 and a couple of modded cars) but I always have one with no mods which I have copied into a LC folder and installed this mod into that.

I still have not received an answer to this.

Ben
  • Ben

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#352

Posted 10 September 2005 - 10:20 AM

That's because nobody knows how to fix that - you're not the only one with those problems. Im sure that the LC team is doing everything they can to fix this problem. My only suggestion is to just wait until v6 is released - maybe it will solve your problem - hopefully it won't be too much longer!

Anyway, i noticed a minor bug today - went to do The Exchange (debug is on) and i didn't have enough money (only a bit over $100 000). The mission wouldn't start (obviously!) but it said that i didn't have enough money - i needed at least $50 000, instead of $500 000. Only a minor problem that shouldn't be too hard to fix.

DenSho
  • DenSho

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#353

Posted 10 September 2005 - 11:07 AM

QUOTE
There's also a more serious and annoying bug. The Cartel drivers are really stupid in "Bait" and I don't remember a "mission failed" message in GTAIII if the Cartel got out of their cars... confused.gif


No, they're not stupid, they're retarded. If you get a few metres ahead them, they go back to a "waiting spot", which I think are prefixed, and you have to go get them again. If you pass slowly next to them, they get of the car and boom! Fission mailed tounge2.gif

QUOTE
I still have not received an answer to this.

And we still haven't recieved an answer to SAM's problem, but we're not complaining, as you may see. Have you tried uninstalling and reintalling over a FRESH copy of Vice? Try that again, and post what you get, or wait till someone gives you an answer.

simonmpoulton
  • simonmpoulton

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#354

Posted 10 September 2005 - 02:15 PM Edited by simonmpoulton, 10 September 2005 - 03:05 PM.

QUOTE (DenSho @ Sep 10 2005, 11:07)
QUOTE
There's also a more serious and annoying bug. The Cartel drivers are really stupid in "Bait" and I don't remember a "mission failed" message in GTAIII if the Cartel got out of their cars... confused.gif


No, they're not stupid, they're retarded. If you get a few metres ahead them, they go back to a "waiting spot", which I think are prefixed, and you have to go get them again. If you pass slowly next to them, they get of the car and boom! Fission mailed tounge2.gif

QUOTE
I still have not received an answer to this.

And we still haven't recieved an answer to SAM's problem, but we're not complaining, as you may see. Have you tried uninstalling and reintalling over a FRESH copy of Vice? Try that again, and post what you get, or wait till someone gives you an answer.

Well for one i've already tried this and two the installer wont run properlu on either of the machines i've tried it on:
1, Windows XP x64 64 bit - AMD Athlon 64 3500+ Skt 939 1gb DDR400 MSI Nvidia NX6600GT-VTD128
2, Windows XP/Windows 98 - AMD Athlon XP 2200+ Skt A 512mb DDR266 MSI Nvidia Geforce 4 Ti4400-VTD

The installer just hangs on decompressing bit and does not get any further. Whoever made the installer needs to use a proper installation program like Installshield X or Wise Installation System to create the installer rather than one which relies on other programs for different parts of the installation.
I have got round this problem using the workaround. But had to use the workaround (make new blank wavs) to get round problems with these files not being found:
HEAD.WAV
CLASS.WAV
KJAH.WAV
RISE.WAV
LIPS.WAV
GAME.WAV
MSX.WAV
FLASH.WAV
CHAT.WAV
CITY.WAV
POLICE.WAV
WATER.WAV

If someone could send me the real files of the above It might work I do not know.
I am now going to try converting water.mp3 from the audio folder in vice to a WAV file then putting it in the audioLC folder.

EDIT - NO hasn't helped

DenSho
  • DenSho

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#355

Posted 10 September 2005 - 05:08 PM

QUOTE (simonmpoulton @ Sep 10 2005, 14:15)
The installer just hangs on decompressing bit and does not get any further. Whoever made the installer needs to use a proper installation program like Installshield X or Wise Installation System to create the installer rather than one which relies on other programs for different parts of the installation.
I have got round this problem using the workaround. But had to use the workaround (make new blank wavs) to get round problems with these files not being found:
HEAD.WAV
CLASS.WAV
KJAH.WAV
RISE.WAV
LIPS.WAV
GAME.WAV
MSX.WAV
FLASH.WAV
CHAT.WAV
CITY.WAV
POLICE.WAV
WATER.WAV

If someone could send me the real files of the above It might work I do not know.
I am now going to try converting water.mp3 from the audio folder in vice to a WAV file then putting it in the audioLC folder.

EDIT - NO hasn't helped

My Gosh, those audio files are GTAIII's radios. You need to use the configuration program and set them to VC's radios. It's all explained in the installation, but, as you don't like reading, I'll explain it.

1. Launch GTALC's Configuration Program by going to the root dir of GTALC and double clicking in "Show Config"

2. Click on "Advanced".

3. Click on "Audio", select the first file that gives you troubles (Head.wav) and click on the "Restore" button.

4. Click on "Verify paths", and repeat step 3 with any file that's not found by the program.

5. You should end this process in water.mp3, but if not, there may be two possible reasons:

a. You haven't got the needed audio files in your Audio folder. Copy them from your original GTAVC CD.

b. You do have those files, but the installation renamed them to, for example, "police.mp3.mp3". Remove EVERY ".mp3" that's been added to every mp3 file in the Audio folder and leave them in the format "nameoffile.mp3".

Remember, YOU MUST HAVE VC's radio stations installed in your Audio folder in order to play GTALC.

poohead
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#356

Posted 11 September 2005 - 11:18 PM

how do i get the arrow to be blue and the startin screen to not hav the crzy shapes?

DenSho
  • DenSho

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#357

Posted 11 September 2005 - 11:22 PM

QUOTE (poohead @ Sep 11 2005, 23:18)
how do i get the arrow to be blue and the startin screen to not hav the crzy shapes?

Which arrow? Which crazy shapes?
I left my mind-reading at home, you see... Mind being more specific?

poohead
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#358

Posted 11 September 2005 - 11:36 PM

the pink arrows that should b blue, the shapes that are on the pause menu, it should b full screen like gta. the screens that start the game off. im pretty sure thats specific enough now.

DenSho
  • DenSho

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#359

Posted 12 September 2005 - 12:27 AM

QUOTE (poohead @ Sep 11 2005, 23:36)
the pink arrows that should b blue, the shapes that are on the pause menu, it should b full screen like gta. the screens that start the game off. im pretty sure thats specific enough now.

The arrows and coronas are blue by default, I don't know coding, so I can only tell you to reinstall the mod.
Images at screen size? Have you tried setting the game resolution to 1024x768 (or max res for your monitor)? If it's not that what you mean, because I don't get a clue if you don't show with pics which pics are then, it's probably a bad installation. That image issue coupled with the arrows and coronas color, which is always blue by default is probably either a bad install or smt you touched that you weren't supposed to.

Ben
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#360

Posted 12 September 2005 - 06:19 AM

It sounds like you've got an old version if you still have pink arrows - they were converted to blue for v4 (i think) thanks to Squiddy. Try downloading the latest version - if you already have that (v5b), you can try reinstalling it or wait for v6 (not too much longer hopefully).

As for the resolution, yeah, DenSho is pretty much right. Go to Options -> Display Settings -> Screen Resolution, then select a size - i use 800x600 because anything higher makes the game run too slow. You have to do this BEFORE you start a game (either saved or new) though.




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