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GTA Lib & Vice City Project:

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Opius
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#61

Posted 19 July 2005 - 11:23 AM

Those last values are the CULL zones that are generally used to specify where certain effects should/shouldn't happen (rain under cover, etc.)

You move the coordinates as normal, but don't change anything else.

If this is going in SA (doesn't look it) be aware that you cannot presently place any objects outside the original 6000^2 area created by the original map.

X-Seti
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#62

Posted 19 July 2005 - 11:41 AM

I've been watching your thread on the SA boundry problem..
http://www.gtaforums...howtopic=201875

but for now, Yes I am working with the VC engine, getting VC and LC just
right, (new buildings, bridges and land)

Still it would help if I had a debug tool for VC, because something is'nt
right, as the game now refuses to load, I've missed something..?

By the time i've sorted all this... I'm hoping there would have been
some development with SA..

the.GTA3.man
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#63

Posted 19 July 2005 - 05:08 PM Edited by the.GTA3.man, 19 July 2005 - 05:11 PM.

tried to load it, unhandled exeption

Edit: as for a third island have you tried to include the vice city mountain?
http://www.gtaforums...howtopic=177516
looks nice....

X-Seti
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#64

Posted 19 July 2005 - 05:45 PM

QUOTE (the.GTA3.man @ Jul 19 2005, 17:08)
tried to load it, unhandled exeption

Edit: as for a third island have you tried to include the vice city mountain?
http://www.gtaforums...howtopic=177516
looks nice....

i've looked at alot of mods, and this one is cool..

But I don't think I would be allowed to use this mod without the authers promission, and in some cases it wouldn't be right, (thinking about alot of Odie's mods i've enjoyed)

but, if any Mod Authers read this.. Please let me know what you think, could you allow me to use your mods within this Merging of Citys?, and you know what?, I don't even have a name for this project..

GTA-VLS?

Quadropheniac90
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#65

Posted 19 July 2005 - 07:58 PM

GTA: Taking Control maybe? Anyways, I'm gonna be away Saturday for vacation so, I'll be back in a week, hoping there will be progress made by then. I'll do anything I can do to help, but not that week.

wijiwang
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#66

Posted 20 July 2005 - 09:50 PM Edited by wijiwang, 20 July 2005 - 10:15 PM.

This means that San Andreas's main.scm needs to be cleared of all story mode missions and the map would have to be deleted.

Are you thinking of deleting San Andreas and replacing it with Vice and Liberty? Would it be easier or negligable if you used Liberty's buildings and maps for this project, since it is already Vice Compatible, and the buildings are complete.

As far as I can tell with San Andreas, using the teleporter trainer, there is no bounce back line in that game.. I've entered in coordinates like x99999999 y99999999 z5 and it transports me out that far. The problem is, if you go out extremely far, the map and player models seem to disintegrate. Is it possible to add those two cities 'off the coast' of san andreas? Since it seems possible to transport to any place on the map, including off the display map. If not, I'd be extremely happy with just a liberty+vice map.

I'd go a step further and ask for each city to have its own storymode.. but that's probably asking for too much. Not every car needs to be swithched out though do they? Plenty of cars in San Andreas are duplicates of previous cars (hermes). It would save time to just use the cars that are in San Andreas (and since the San An timeline is after vice but before gta3). I'd be more concerned about the maps themselves. I wouldn't even worry about the npc's in the game, unless it was a simple retexture and dub over.

Since the point would be to make a map of vice and gta3, with everything that san andreas has to offer... how about woods and a small town that connect the two cities on the west coast of both? Put Interstate 95 in between the two cities, this could also mean that a third 'custom' city could be placed in between the two. Say D.C.? Just a thought.

Like this? Or two islands?

user posted image

There would be plenty of room for a mountain chain going north and south along the mainland. It would also allow people to add custom buildings along the landmass (small towns), etc. Maybe even a train going through the cities?

Quadropheniac90
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#67

Posted 20 July 2005 - 11:39 PM

@wijiwang: Well, for now we'll stick with Vice and after this stage is completed is we'll go to San Andreas. But we will not add the two to San Andreas I think, we will indeed replace San Andreas. As for different cars for each city, I would say NO! NO WAY! Have you ever seen a city which has totally different cars with totally different models in two different city's. Every city has cars just like another city, it would just bring the level of realism down. I think we would use San Andreas cars and maybe add some from GTA3 and Vice City. But for now, we'll complete Vice first. Any comments on this Mc-Kay? biggrin.gif

EDIT: Nice idea, that mountain anyway!

X-Seti
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#68

Posted 21 July 2005 - 01:11 AM Edited by Mc-Kay, 21 July 2005 - 01:21 AM.

Stage 1... 90% done smile.gif

I like that map idea two..

Oh and I'll be keeping SA too, even through i've got to do alot of Deleting, Changing cords, and a sh*t load of renaming textures... (brainwave ideas I'll post soon).

I don't think I am going to be having any problems adding VC and LC.. With room for other new islands too.. aslong as there with in 1000 units.

Watch this space..

wijiwang
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#69

Posted 21 July 2005 - 02:52 AM

I hear there is a problem placing objects outside the 6000x6000 map for san andreas, even though you can 'teleport' to 999999x999999 without any problems. This would have to be addressed to place the cities 'off the map'.. might 'have' to get rid of san andreas.

oh as for keeping the san andreas cars.. I meant make certain cars spawn in certain locations.. like crappy cars for Portland, Hermes in Little Haiti, etc.

Quadropheniac90
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#70

Posted 21 July 2005 - 09:47 AM

OK, that would be a nice idea! But since San Andreas can't be bigger than 6000x6000 units yet, I think replacing it would be wiser, then we would add some buildings from San Andreas to Liberty and Vice. Maybe some ideas for that later stage:

1. Replace the Stadium in Staunton with one of the Stadium's from San Andreas, where the Dirtbike races and Bloodring races, etc. are played.

2. Replace Kenji's Casino with a Mafia's casino.

3. Modernize some things like skyscrapers and docks so people are walking there, maybe making some custom interiors for skyscrapers and spawn people inside.

4. Updated Sunshine Auto's in Vice, with the option to buy cars, and make them bulletproof.

5. Different atmosphere, something like blue and grey sky. Very dark in the night. tounge.gif

6. Maybe asking permission for use of some GTA: LC models to bring back some of the old characters playing in the game, like Toni Cipriani or something.

No more ideas now biggrin.gif

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#71

Posted 21 July 2005 - 10:29 AM

And I say the hidden away non sold vice stadium in San An be turned into solid and then we shall be able to race again in Vice Stadium! If the dream of SA + LC + VC ACTUALLY BECOMES TRUE.... I was thinking of a storyline like this;

Tommy Vercetti has had enough of Vice City, and decides to go and see Liberty City..

NOTE teun.steenbekkers: Claude Speed is included.. only for a little time that is..

and he finds a hitman already become king of Liberty City called Claude. Tommy gets furious because he wants Liberty City so he goes and attacks all the gangs that the hitman has made friends with so that Claude gets his attendion on Tommy and they have a war.. Tommy has to go and QUICKLY get some gangs to with him so a war will take place.. When the gangs and Claude is not looking, Tommy comes with a silenced pistol and sneaks behind Claude and shoots him ( I know wouldn't make sense with GTA2, let's just say that Claude got revived (somehow) in 2009) and he knows he's dominated Liberty City and thought about going to San Andreas.

To be continued!!

Nipa

Quadropheniac90
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#72

Posted 21 July 2005 - 11:05 AM

Allthough the mapping stage is allmost done but still needs completing, I'll change your story to a bit more realistic piece, not that I don't like yours but Tommy goes there and blasts him, I would like to see more tactical murders from a guy with a mafia history. Let's say Claude has become good friends with Eightball.

Tommy buys a newspaper at the street attached to the Callahan Bridge in Portland and gets bad memories from him doing jobs for the Forelli's here. He reads a topic which says something about the massmurderer Claude Speed. It says Claude has connections with the Sindacco's and so he's going there to tell them he wants to do jobs for them. You have to kill a couple of Leone thugs in Sentinels cruising around Forelli turf. After some jobs for the Forelli's they tell you to go get a rigged car at 8-Ball's. Eightball explains everything to you and you drive of to Forelli turf because you have allready has it with those sissy wannabe's. You park the car in front of the door and the Forelli's try to get out but they can't. Some snipers begin firing at you but you get behind a wall and trigger the car bomb. And because the Forelli's deal explosives and weapons, and Tommy knows this, he also knows the Forelli's HQ is gonna explode into thousands of pieces. Tommy now drives back to Eightball's garage with a Forelli car and tells Eightball to come with him, while pointing a silenced pistol at his bald head. Eightball gets in the car and Tommy drives to his new house, where Phil is standing laughing with a rocket launcher in his hands. Tommy tells Eightball to stay in the car but Eightball tries to get out. Tommy blasts his hands of and while Eightball is wining about it being the second time Tommy kicks him back in the car and locks it. He walks to Phil and goes stand next to him. Then he tells Phil to blow him up. But just as Phil fires the rocket launcher, a car comes racing down the corner with a police bike chasing it. The car speeds past the car Eightball is in, but the bike explodes together with it. Tommy and Phil run towards the street and check whether the cop is dead or not. Phil gets a fire extuinguisher (Did I spell it right?) and covers the cop and his bike in foam. You might ask why they blow up a car next to the street. Well, Phil insisted, let's keep it like that. Tommy grabs his phone and calls Kent Paul. 'OK, british f*ck! Get two pickups and take Rosenberg with you!' 'What's the matter then, sunshine? What have you done this time?' 'Shut up and hurry!' Tommy throws the phone into the foam and he and Phil get into the house. Ten minutes later two pickups stop at his house. Rosenberg and Paul get out. 'Hey Tommy - snifff - where are you?' 'Yeah sunshine, what's the hurry? Holy f*ck, what's this mate? Whatchou do?' 'Sniff - This is f*cked up' Tommy and Phil come speeding out of the house and quickly load the bike in one of the pickups and the cop's car in the other one and they tie it to the car. 'What's the hurry, mate?' 'Get in the other car and drive!' Tommy and Phil get into the car and they speed off. 'I really don't know why they want to be gone so fast. Allright, Rosie, get in.' Rosenberg and Paul get in and they drive off. Then the house explodes and they get pushed a bit. 'Holy f*ck, that was why they wanted to go! You allright, Rosie?' 'Yeah!' They drive off and call Tommy.

To be continued... biggrin.gif Anyone like it?

Nipa
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#73

Posted 21 July 2005 - 11:55 AM

I like it..

Yet again a take on your story

Ken calls Tommy and says what a suprise about blowing up a car with Eightball in it! So this means NO MORE CAR BOMBS because Eightball is dead. Tommy goes out seeks gangs and as soon as they found out that Tommy is in town, the massmurderer from Vice City, they keep a eye on him. Tommy goes to have food at St Marks Bistro but to his utter horror, the Forelli's were there and he said 'AH CRAP NOT AGAIN!!' and he goes to get his fast rapid sawn off shotgun and he forgot to bring ammo so he had to try and get the hell out of there! But first he remembered that he had got remote explosives so he went, stuck it in the gas tank of the st marks bistro dining place and he got out of there! At this moment, you would hav e thought that Tommy was smart enough to look at the remote and press it at the right time.. accidently he pressed the blow up button while he was still near and BOOM BOOM BOOM. He noticed that he has 30 percent of his health left so he knew he had to either
A )Go to the hospital
B )Go to the hospital + go to ammu-nation to get body armour.

This is where I bring a new concept of GTA missions to people.. YOU GET TO CHOOSE what to do! Both have different outcomes.

To cut this post short, I shall present B )

He noticed that a kuruma was always parked somewhere near St Marks Bistro so he hijacked it and noticed a beep when he turned on the engine... he said DAMN!! IT'S GONNA BLOW!!!! so he jumped out of the car and got away. He called Ken to get a car here so he could get to the hospital and after that he'll take care of everything. So Ken came with a police car so noone will notice that they aren't really police and he added covers to the side windows. The bad thing about this was the police car in Liberty handled like totally different to the Vice City police car so Tommy always made mistakes and he almost crashed into a building. Finally he gets the the hospital and he goes and takes the health pickup. Ken leaves and Tommy goes and hijacks a NRG500 he saw and he went to ammunation and he bought the body armour and some guns. But when Tommy got to the bit of buying, the seller shows the price so Tommy got furious so he shoots the seller and gets out and gets back into the NRG 500 and he heads back to his home and calls everyone to see what they have been doing.

TO BE CONTINUED.

Nipa yawn.gif

Quadropheniac90
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#74

Posted 21 July 2005 - 12:18 PM

Like the choice system, but that will take some time. But I don't think Tommy would forget to press a detonation button on the right time and shoots a shop owner, he has just cleaned op a cop and two vehicle wreckages! Lol, well I'll make a slight change, this is quite fun, nothing I can do anyway.

Ken calls Tommy and starts cursing him for blowing a house up close to them. He tells him he wants to get something to eat and suggests St. Marco's Bistro. Now offcourse Tommy knows the Bistro is a restaurant often loaded with Forelli's and he tells Rosenberg to shut up. And because the Forelli's have probably noticed Eightball is missing by now, he takes some satchel charges, a sawnoff shotgun, and some molotov cocktails. When he and Phil look through the Bistro's windows from behind a ledge, they see the place is filled with Forelli thugs. So Tommy gives Phil one of his shotguns and they crouch towards the place. Tommy slowly aims his gun through the door. 'Hey, the hell are you doin'!' All the Forelli's look towards the door. 'f*ck! I'm getting tired of you f*cks!' 'Vercetti?! Vercetti! You killed Sonny! You are f*cked!' He takes out a grenade and pulls the pin out of it. 'f*ck, hell no, I'n not getting blast away by some Forelli f*ck! Take this, you prick!' Tommy throws a molotov at the guy, he bursts in flames and drops the grenade, he runs and ducks when the explosion occurs. 'f*ck! I was hungry!' The place is scattered all over the street! You throw your remaining molotov cocktails on the wrecked Bistro and on the street to cover every single piece of St. Marco's Bistro in flames. Then a Forelli thug comes crawling out and throws a knife at you. Phil tries to catch it but his hand gets cut off. You now have two choices:

1. Get a slow car parked next to the street and take Phil to the hospital with Forelli's chasing you.
2. Wacking the Forelli and throw him in the flames and then steal a fast car and take Phil to the hospital, he's lost a lot of blood, so that explains the fast car.

You again, continuing from the hospital?

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#75

Posted 21 July 2005 - 03:21 PM Edited by Mc-Kay, 21 July 2005 - 08:37 PM.

Update.. Creating land. smile.gif

user posted image

Maps are almost ready.. Stage 2, Moduling crew to do there magic..

Todo list:...

Army base objects are in place now, but I want to replace the land under it.

What i'd like to see is a Runway, new Road bits.. Boat jetty of the side, Markings
for parking/landing aircraft and other stuff to zone that large area in the middle.

Also need new curved bridge parts and an inter-section made.
user posted image

note the missing middle cross section.

Replace the ugly mock building with something more interesting, River bank has
been made wider, also needs to be remodeled along with a link to the road section, to the on coming bridge.

user posted image

user posted image
Radar map needs to be changed to match in with both VC and LC


Mc-Kay

wijiwang
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#76

Posted 21 July 2005 - 07:00 PM Edited by wijiwang, 21 July 2005 - 07:05 PM.

Please try to recycle textures in both games for the intersected areas if possible. Looks great so far.

Does anyone know how to get more vehicles to spawn in vice or liberty? I just want to see more traffic and peds, since the cities look sorta empty after playing san andreas.

Yeah since this wouldn't be a 'strict canon mod', i don't think liberty has to be just like liberty and vice needs to be just like vice. I wouldn't mind seeing some san an buildings being used just because they are better.. Would the way these textures are used allow for modders to take any 256x256 texture for, say a bridge, and replace with 512x512 if wanted?

I'm putting San Andreas road textures in Vice while preserving the resolution. There are plenty of compatible textures in San Andreas. I'd like a crack at making a 'high quality' version of this mod when it's more complete.

daniel_h
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#77

Posted 21 July 2005 - 10:48 PM

mc kay...you should just put the maps etc from each game in as they are to start off with and get it all working...and then work on changing buildings...adding interiors etc later

that way it will get done sooner and we can see pics of the 3 island and maybe get a beta version etc colgate.gif

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#78

Posted 22 July 2005 - 12:47 AM

Picture time smile.gif

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

user posted image

note the radar thingy..

Still lots of work still needs to be done..


Quadropheniac90
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#79

Posted 22 July 2005 - 08:02 AM

Nice screens, Mc-Kay! So you've got it started? Anyways, I'm gonna be away tomorrow for a week and I don't really know whether I can finish something or not.

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#80

Posted 22 July 2005 - 11:42 AM Edited by Mc-Kay, 22 July 2005 - 03:10 PM.

The Main.scm file

user posted image

Testing car spawn cords today..

user posted image

user posted image
I'm also thinking of changing the color of the sky.. The Mars effect isn't cool

Anyone? what color should the sky be? Like Vice or Gta3?

Update soon.

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#81

Posted 22 July 2005 - 02:44 PM

Its possible to make a sky for vc and another for lc?

Quadropheniac90
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#82

Posted 22 July 2005 - 03:39 PM

Mind people, that is not GTA SA, that's GTA VC!

Quadropheniac90
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#83

Posted 22 July 2005 - 09:03 PM

user posted image

Oh, and dunno about the different sky colors, I'd like one tho. biggrin.gif


EDIT: Don't have the roads yet... Coming soon I hope...

X-Seti
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#84

Posted 22 July 2005 - 09:16 PM

nice idea.. you might need to make the base wider its going to be hard to link a bridge to it.


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#85

Posted 25 July 2005 - 07:20 PM Edited by Mc-Kay, 25 July 2005 - 07:28 PM.

Update of Sorts: Project Code Named - GTASA-LVC

Right Stage 1 is reached and completed, Maps are in place.

user posted image

Looking for somewhere to host the files.. GTASA-LVC.zip (243,707,040)bytes

Update this for pending download URL: temp: events network

Stage 2 - Can move ahead, Modeling new buildings and bridges, Updating the City areas.

Stage 3 - Will be mission creation, Ped paths, and vehical spawn points.

---- VC version finished.

Stage 4 - Building everything into GTASA.

Problems with Andy's boundries expander.. debug info below.

CODE

[1696] [avengine] 0 Ping enviado: Mon Jul 25 17:58:47 2005
[3428] Default skin set as no other skins are available OR saved skin not found!
[1696] [avengine] 0 Ping enviado: Mon Jul 25 17:59:03 2005
[3428] Performance counter available
[3428] vcdbg process attach
[3428] Finding MP3s...
[3428] E:\GameDev\GTAProto\MP3\
[3428] Available video memory 50204352
[3428] Initialising CParticleMgr...
[3428] Initialising CParticle...
[3428] CParticle ready
[3428] sizeof SimpleModelStore 1048564
[3428] sizeof TimeModelStore 30804
[3428] sizeof WeaponModelStore 2668
[3428] sizeof ClumpModelStore 244
[3428] sizeof VehicleModelStore 40924
[3428] sizeof PedModelStore 9364
[3428] sizeof 2deffectsModelStore 62924
[3428] Loading object types from DATA\DEFAULT.IDE ...
[3428] Loading texture dictionary file MODELS\GENERIC\WHEELS.TXD
[3428] Loading texture dictionary file MODELS\GENERIC.TXD
[3428] Loading model file MODELS\GENERIC\AIR_VLO.DFF
[3428] Loading model file MODELS\GENERIC\WHEELS.DFF
[3428] Loading model file MODELS\GENERIC\nowheel.DFF
[3428] Can't find Atomic wheel_lightmod
[3428] Can't find Atomic wheel_lightmod
[3428] Loading collision file MODELS\COLL\VEHICLES.COL
[3428] colmodel bump_front_hi_ok can't find a modelinfo
[3428] colmodel cougar can't find a modelinfo
[3428] colmodel toyz can't find a modelinfo
[3428] Loading collision file MODELS\COLL\WEAPONS.COL
[3428] Loading object types from DATA\MAPS\generic.IDE ...
[3428] Loading object types from DATA\gta3maps\lcgeneric.IDE ...
[3428] Loading object types from DATA\MAPS\littleha\littleha.IDE ...
[3428] Loading object types from DATA\MAPS\downtown\downtown.IDE ...
[3428] Loading object types from DATA\MAPS\downtows\downtows.IDE ...
[3428] Loading object types from DATA\MAPS\docks\docks.IDE ...
[3428] Loading object types from DATA\MAPS\washintn\washintn.IDE ...
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[3428] LODbuildws44 was draw last
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[3428] Loading object types from DATA\MAPS\mall\mall.IDE ...
[3428] Loading object types from DATA\MAPS\yacht\yacht.IDE ...
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[3428] Loading object types from DATA\MAPS\stripclb\stripclb.IDE ...
[3428] Loading object types from DATA\MAPS\airport\airport.IDE ...
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
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[3428] LODtower was draw last
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[3428] Loading object types from DATA\MAPS\airportN\airportN.IDE ...
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
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[3428] Loading object types from DATA\MAPS\haiti\haiti.IDE ...
[3428] LODgstoreext was draw last
[3428] LODboxgirdbridge was draw last
[3428] Loading object types from DATA\MAPS\haitin\haitin.IDE ...
[3428] Size of Store:1210 needs increasing
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[3428] Loading object types from DATA\MAPS\concerth\concerth.IDE ...
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[3428] Loading object types from DATA\MAPS\mansion\mansion.IDE ...
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[3428] Loading object types from DATA\MAPS\islandsf\islandsf.IDE ...
[3428] Loading object types from DATA\MAPS\stadint\stadint.IDE ...
[3428] Size of Store:1210 needs increasing
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[3428] Size of Store:1210 needs increasing
[3428] Loading object types from DATA\gta3maps\indroads\indroads.IDE ...
[3428] Loading object types from DATA\gta3maps\industne\industne.IDE ...
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
[3428] Size of Store:1210 needs increasing
[3428] Loading object types from DATA\gta3maps\industnw\industnw.IDE ...
[1696] [avengine] 0 Ping enviado: Mon Jul 25 17:59:19 2005

weaaddar
  • weaaddar

    Player Hater

  • Members
  • Joined: 18 Jul 2005

#86

Posted 26 July 2005 - 04:05 AM

what exactly is in this gigantic zip file? Is this for Vice City or San Andreas?
What is included in each step?

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#87

Posted 26 July 2005 - 09:07 AM Edited by Mc-Kay, 26 July 2005 - 11:26 AM.

QUOTE (Mc-Kay @ Jul 25 2005, 19:20)
Update of Sorts: Project Code Named - GTASA-LVC

Right Stage 1 is reached and completed, Maps are in place.

user posted image

Looking for somewhere to host the files.. GTASA-LVC.zip (243,707,040)bytes

Update this for pending download URL: temp: events network

Stage 2 - Can move ahead, Modeling new buildings and bridges, Updating the City areas.

Stage 3 - Will be mission creation, Ped paths, and vehical spawn points.

---- VC version finished.

Stage 4 - Building everything into GTASA.


Important: Please read before you download.

GTASA-LVC 2005 Michael Trebilcock & Keith Capel (Mc-key)
$VER: GTASA-LVC 2005 0.01 (25.07.05)

Installation:
*************

1: Install A new version of GTA-VC. (This will be the base of this beta mod)

2: Click on Autoinstall.exe and Select your Vice City directory.

Ie: C:\Program Files\Rockstar Games\Grand Theft Auto Vice City

I have not suppled the gtavc.exe, as this is against copyright. You will need
to patch your own GTAVC.exe file with Andy's boundary expander patch and Check
the objects and Dummies are (Showing Green) with Steve M's Limit adjuster.

Warning:
********

This Mod is classed as Work in progress, To be installed at your own risk.

May not work with other mods.

Will not work with the (No-Cd) patch.

Will only work with the offical copy of the game. Original (GTAVC.exe)

smile.gif

J-Fox.GEMM
  • J-Fox.GEMM

    Ello...

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  • Joined: 31 Aug 2004

#88

Posted 26 July 2005 - 11:11 AM

I think we are doing the MP part now... tounge.gif

Wait for puplic acception of Leader Mc-Kay inlove.gif

THE HERO
  • THE HERO

    /* no comment */

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  • Joined: 25 Jan 2005

#89

Posted 26 July 2005 - 03:11 PM Edited by THE HERO, 26 July 2005 - 03:15 PM.

Can someone tell me where I can find the boundary expander patch?

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#90

Posted 26 July 2005 - 08:29 PM Edited by Mc-Kay, 28 July 2005 - 12:43 PM.

QUOTE (THE HERO @ Jul 26 2005, 15:11)
Can someone tell me where I can find the boundary expander patch?

Andy is the auther and creator of the Boundry hack..

I've been trying to reach him myself over a problem with this mod.




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