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[History|VC] The thread that started it all.

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Poll: What was your all time favourite GTA Protagonist? (91 member(s) have cast votes)

What was your all time favourite GTA Protagonist?

  1. Billy (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Linda (5 votes [0.80%])

    Percentage of vote: 0.80%

  3. Jonny Smith (2 votes [0.32%])

    Percentage of vote: 0.32%

  4. Carl Johnson (128 votes [20.51%])

    Percentage of vote: 20.51%

  5. Tommy Vetterci (230 votes [36.86%])

    Percentage of vote: 36.86%

  6. Tony Cipriani (39 votes [6.25%])

    Percentage of vote: 6.25%

  7. Niko Bellic (103 votes [16.51%])

    Percentage of vote: 16.51%

  8. Johnny Klebitz (8 votes [1.28%])

    Percentage of vote: 1.28%

  9. Luis Fernando Lopez (8 votes [1.28%])

    Percentage of vote: 1.28%

  10. Mallorie Bardas-Bellic (4 votes [0.64%])

    Percentage of vote: 0.64%

  11. Claude (97 votes [15.54%])

    Percentage of vote: 15.54%

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X-Seti
  • X-Seti

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#121

Posted 01 August 2005 - 04:48 PM

UK Law (Digital Copyright Act 1998) states that any game .exe (I.E. GTA-VC.exe, GTA-III.exe, GTA-SA.exe), source code or the archive where code resides (gta3.img), belongs to the original creator (Rockstar North).

Modding isn't illegal in the UK (unless stated otherwise in the EULA). You'll notice this license upon installing most games. The EULA states in most cases that you're not allowed to modify any part of the game code or files within that game package.

It's illegal to distribute or backup any copyrighted game content without the original author's consent, so before I started with this project I contacted the Rockstar UK office, and gave in detail what I have planned to do with this mod. I have their permission for this mod on agreement I do not profit or supply the .exe I am using.

The only legal way to offer a No-CD patch, is to only patch the .exe file, therefore you're never actually distributing any of Rockstar's work.


X-Seti
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#122

Posted 01 August 2005 - 07:49 PM Edited by Mc-Kay, 01 August 2005 - 07:53 PM.

Andy, you was 100% right about the 2dfx limit..

I started removing bucket loads 2dfx cords from the IDE files in maps, and it started to load onto the col files.

Debug data on Debug log 01/08/05

The invisible boundry is located on cords +2400 on the X axis, and runs down from +2000 to -1800 on the Y axis.


vincent2489
  • vincent2489

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#123

Posted 01 August 2005 - 09:53 PM

Hey ok so what i need to do is get another cd version of vice city.... then install the game follow the instructions... ect ect? then reinstall the mod ect ect?


also could u put up a download soon of were u are now? (a working playable one plz smile.gif )

thnx keep it up?

Nipa
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#124

Posted 02 August 2005 - 06:09 AM

LOOK AT the pages.. There will be a download... and yeah that's right about the cd thing. Sigh.. I can never try out this mod unless a crack is made for nocd or my goddamn cd actually works with my normal .exe. I could try it, but there's no point with a none working game.. Here's my case

I got a GTA VC cd.
The orginal file doesn't register it as a proper copy.
I had to use a NoCD.
I can't get any patch for a nocd.

I'm gonna modify the swimming code because it just acts like crap.. I mean jumping jumping gets real annoying.

NIpa suicidal.gif


Quadropheniac90
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#125

Posted 02 August 2005 - 07:40 AM

OK Nipa, I see what you mean now, I meant to say you could get things like coordinates from Moomapper, because Moomapper will still show the files of the mod and you code without testing anything. But as long as the map isn't done, scm coding isn't needed... Maybe you could code some extra's in the original game with the crack and put those in a separate scm file and we could use those for the new scm. But as long as you have the map files coords shouldn't be a problem. Good luck and if this still doesn't work just add me on MSN...

vincent2489
  • vincent2489

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#126

Posted 02 August 2005 - 08:14 AM

S nipa how do u play this game when u have a nocd?

X-Seti
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#127

Posted 02 August 2005 - 11:02 AM Edited by Mc-Kay, 03 August 2005 - 07:03 AM.

I've added a new secton in Car mods,

http://www.gtaforums...=0#entry3051256

We will take our Stage 2 problems there..

What cars are needed in the game.. I'll keep all mapping related stuff here.

Mission coding will be on the Mission Modding forum.

http://www.gtaforums...howtopic=207280

I need to sort this thread out becuase its a mess.

Looking for a place to host a bunch of files and a website to support this project..

wijiwang
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#128

Posted 03 August 2005 - 08:47 AM

A few requests.

1. More savepoints in Liberty City and use safe house interiors from San Andreas for savepoints that had no interior previously. I'd like to see an additional 2 save points for each island in Liberty.

2. San Andreas falls smack in the middle of the Vice / GTA3 timeline. I think you should keep any San Andreas vehicle that is also in Vice AND Liberty. The San An models are more detailed. I'd rather have San Andreas cars over those ugly Vice and GTA3 cars any day. There are a few unique cars that can only be found in a particular version of GTA, like the Kuruma. That would be fine to just port over the Kuruma. The more original 'San Andreas' cars you keep around, the more cars that would be available for a mod shop in Vice or Liberty.

3. Perhaps you could either finish the tunnel and go to ghost town, or delete it and fill the north landmass in Liberty. For this Vice City version, I'd rather just see it gone. For San Andreas, I would like to see that tunnel completed.. Perhaps that could be one of the interstates that heads for Liberty.

4. One icon in Liberty and one Icon in Vice City to switch between Tommy and Claude. If you somehow manage to get this into San Andreas without having to delete San Andreas, Allow the user to transform into your custom CJ as well. Custom clothes wouldn't be a necessity for Tommy and Claude, not to mention too complex.

Once this is complete, I'll transfer some high quality textures to Vice and Liberty as a modification strictly for this. In all honesty, I could care less if it has a story. I'd be perfectly happy with just hybrid intro story. A stripped game with just taxi, vigilante, firefighter, train, semi would be perfectly fine. I wouldn't worry about that right now. The GTALC team didn't do any work on that until everything else was done.

Quadropheniac90
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#129

Posted 03 August 2005 - 10:10 AM

@wijiwang: We first need to complete stage 1B, which is the modernising of Vice City and Liberty City.

Does anyone have the old oceandrv.ipl from the mod, I f*cked up the street by deleting every hotel there, I'd have to put new buildings there to make it look 'not empty'. Or should I just put some other buildings there? That'd be cool... Oh well...

Still listing billboard textures, have around 20 now.

Nipa
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#130

Posted 03 August 2005 - 10:44 AM

My oceandrv.ipl is fuxxored up too! There's a HUGE GAP that leads to nothing hell... Me and Teun are the main mission coders (/me goes and whips up a boring sig)

Nipa devil.gif

Quadropheniac90
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#131

Posted 03 August 2005 - 11:09 AM

Well lol, at first there was no gap, and when deleting hotels there weren't any gaps turning up so I thought every building there would leave no gaps when deleted, but there was and unfortunately, Moo Mapper, doesn't have a undo function for deleted objects... Oh well, I guess I can fill that up. I have completely turned around some of the map sections, the airport looks different, the armybase too, some of the Washington section are quite different, no more building site... One was gone allready when I opened the mod though... But there was allready a gap in the street there... Gotta fill that up too. But we need more people since I'm also creating objects and buildings for the new island and changing (most) billboards... I will get depressed when I get anything more to do... tounge.gif

@Nipa: The storyline contest isn't coming along very nicely is it? sad.gif Well if we don't have reply's this evening, I will just create the main characters headline and we will create a storyline together, OK? Well the first 5 missions... The map isn't done so...

Dillyracer
  • Dillyracer

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#132

Posted 03 August 2005 - 12:56 PM

The download links is broke here, is there another link to download this mod ?

X-Seti
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#133

Posted 03 August 2005 - 01:26 PM Edited by Mc-Kay, 03 August 2005 - 01:55 PM.

QUOTE (wijiwang @ Aug 3 2005, 08:47)
A few requests.

1.  More savepoints in Liberty City and use safe house interiors from San Andreas for savepoints that had no interior previously.  I'd like to see an additional 2 save points for each island in Liberty.

2.  San Andreas falls smack in the middle of the Vice / GTA3 timeline.  I think you should keep any San Andreas vehicle that is also in Vice AND Liberty.  The San An models are more detailed.  I'd rather have San Andreas cars over those ugly Vice and GTA3 cars any day.  There are a few unique cars that can only be found in a particular version of GTA, like the Kuruma.  That would be fine to just port over the Kuruma.  The more original 'San Andreas' cars you keep around, the more cars that would be available for a mod shop in Vice or Liberty.

3.  Perhaps you could either finish the tunnel and go to ghost town, or delete it and fill the north landmass in Liberty.  For this Vice City version, I'd rather just see it gone.  For San Andreas, I would like to see that tunnel completed.. Perhaps that could be one of the interstates that heads for Liberty.

4.  One icon in Liberty and one Icon in Vice City to switch between Tommy and Claude.  If you somehow manage to get this into San Andreas without having to delete San Andreas, Allow the user to transform into your custom CJ as well.  Custom clothes wouldn't be a necessity for Tommy and Claude, not to mention too complex.

Once this is complete, I'll transfer some high quality textures to Vice and Liberty as a modification strictly for this.  In all honesty, I could care less if it has a story.  I'd be perfectly happy with just hybrid intro story.  A stripped game with just taxi, vigilante, firefighter, train, semi would be perfectly fine.  I wouldn't worry about that right now.  The GTALC team didn't do any work on that until everything else was done.


Thank you for replying..

1. More Save Points.. Yes I am thinking alone those lines too, lots of buying and place for selling cars too, even through 1 more save point is needed at the new Army Base, 1 at the Sea Complex, and 6 more or so on the 3rd Island.

2. We are going to include alot of features from SA... and the story line might reflect this at the end. (More so when we hit the SA stage of the project)

3. I'll be deleting the Ghost Town in the current location... moving the bank onto the 3rd island, the broken landmass where the ghost town was will be the new connecting edge of SA. (that will be part of SA in the finale version on the SA engine)

4. We are using the VC engine for now, as GTASA is still in it's early modding stages. There is no Mapper out there yet either.

Switching player skins will be upto our mission coders to work out, I can't say weather it will be possible or not, thats not my area to say for sure.

We also need more people on the Team, as there are 3 team members working with me on this and together we have made alot of good progress.

Thinking about your methods for helping us.. Providing we provide for you, before you help us....

it's simple, You either help us or don't!..

I don't make promises, I will try my best to do what I hope alot of people would like to see.

Mc-Kay

Quadropheniac90
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#134

Posted 03 August 2005 - 07:20 PM Edited by teun.steenbekkers, 03 August 2005 - 08:14 PM.

Erm... I created some textures for billboards, and some existing real life logo's I've changed. Would I get get trouble with Burger King if I change it to Bugger King and put 'It just sucks ass' beneath it? tounge.gif I also changed the billboard texture with various airport logo's to a new one with: 'Escobar Int. Airport in cooperation with: Francis Int. Airport' left of that is a new little logo, beneath that is a new logo of Escobar Int. and beneath that the new logo of San Andreas Air... Not that this version will feature San Andreas off course, but to keep it realistic and filled... I'm now gonna change the other ones on my list, three or two or something and after that create a landmass for the third island or something. We need more people for modernising and well, everything actually, otherwise this is gonna take a long time to finish...

EDIT: The other 18 files will be edited tomorrow if I have the time... I changed all the textures in one of the files, so that's a nice start... Going to sleep... sleepy.gif

FedRebel
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#135

Posted 03 August 2005 - 10:13 PM

QUOTE
Erm... I created some textures for billboards, and some existing real life logo's I've changed. Would I get get trouble with Burger King if I change it to Bugger King and put 'It just sucks ass' beneath it?


What's wrong with "Burger Shot" from SA?

Quadropheniac90
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#136

Posted 03 August 2005 - 10:53 PM

Nothing, just it has to be new, Burger Shot was in 1992, and I'd like to see new ones, off course there are lots more ads in Vice City and Liberty City and old ones will be used, but I am not gonna mess up all files, I'm gonna try and keep it clean. So, I could try to some of them, but I don't promise anything... Sleepy time now...

Dillyracer
  • Dillyracer

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#137

Posted 04 August 2005 - 10:34 AM

when is this mod going to be released for public ?

Nipa
  • Nipa

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#138

Posted 04 August 2005 - 11:09 AM Edited by Nipa, 04 August 2005 - 11:20 AM.

Maybe you should have a look around this topic and click the link on the page you last see it on. 62mb.. and we aren't finished yet, some errors to fixed (meaning andy has to fix some problems). In the meanwhile, I shall present to you people a screenie of stmarksbistro in with vice city.

Here it is:

user posted image
That was QUICKLY done in M$ Paint... so don't say ' CRAP QUALITY! ' Shut up, you have the picture in the first place anyway!

Nipa :zZz bbq.gif

Dillyracer
  • Dillyracer

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#139

Posted 04 August 2005 - 11:22 AM

i know there is a link, but the link is broke, it gives an error

Nipa
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#140

Posted 04 August 2005 - 11:23 AM Edited by Nipa, 04 August 2005 - 11:28 AM.

Damn it.. I have it, but I have no where to host it... I might as well compress it as a rar file so I can put it on RapidShare (now don't bitch about that, k?) NOPE! 54 mb.. 4 mb over limit great!

Nipa

mickarrow
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#141

Posted 04 August 2005 - 02:13 PM

euhm,...split your rar file. dozingoff.gif

Quadropheniac90
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#142

Posted 04 August 2005 - 04:25 PM Edited by teun.steenbekkers, 04 August 2005 - 04:49 PM.

Nipa, do you mean the interior from San Andreas, or the map section of Liberty City which contains Marco's Bistro?

I personally think we should change it's name and create some new textures for it...

Oh and I've changed qute some ads allready, need ideas for some company's... I allready created one called 'Microft', 'Bugger King', 'Egay', and some more GTA-related ads like 'Carrington Building Inc.' or something, with a pic of Avery beneath it tounge.gif And some more, still texturing though. I'll post some results soon, not ingame though, my exe is f*cked up... Because it's a crack, no worries though... I can still show some pics from Steve-M's Map Viewer. I'll post when I have some...


EDIT: Can someone please tell me why TXDWorkshop is giving me a stream read error, I know it's the way I saved the file with Photoshop, but I saved it as a 24-bit bmp file and I think every Vice City texture is a 24-bit bmp file, damn, this is not nice... Help'd be appreciated!

mattyc033444
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#143

Posted 05 August 2005 - 01:39 AM Edited by mattyc033444, 05 August 2005 - 01:44 AM.

Sorry I didn't get the editing thing and I just found out how. Below is my edit.

mattyc033444
  • mattyc033444

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#144

Posted 05 August 2005 - 01:43 AM

QUOTE
This may sound stupid, but we need another leader for our Vice City + San Andreas MOD who has modding experience, I have a storyline which we really don't need at the moment. The plan is to start with putting Vice Southeast of San Andreas. But you made a wonderful script which takes out map models and textures if I'm not mistaken? We (me and soul_courageous) could really use some help. I can code the most of it I think but we need a larger team. Hope you consider joining us as one of the leaders or us joining you. But my main goal is putting in the GTA SA Engine.


Count me in, I'm a very experienced modder.

rahkstar2.gif THANKYOU ROCKSTAR THE WAY YOU MADE GTA OTHERWISE WE COULDN'T ILLEGALY MOD YOU rahkstar2.gif

Quadropheniac90
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#145

Posted 05 August 2005 - 10:05 AM

@matt: Lol, that is quite an old post, but sure, we need more people! What can you mod, oh, everybody has quite a leading role in the mod, because we need to discuss with eachother and we cannot complete with everybody's help...

Quadropheniac90
  • Quadropheniac90

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#146

Posted 06 August 2005 - 12:24 PM

OK, I need some help on importing these damn textures, I get a friggin stream read error, which I think, has to do with the file format...

CZ3
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#147

Posted 06 August 2005 - 11:01 PM Edited by CZ3, 06 August 2005 - 11:07 PM.

Ok people ! Great work ( somewhere in the forum should be my topic of the same mod, i wanted to start the same work but didnt know how tounge.gif )

Cool that some ppl made it finally, ah BTW

Make 2 rar files of the mopd and host it on rapid !

like MODPart1.rar and MODPart2.rar, its easy.

Good luck ! biggrin.gif

AH ! AND GIVE US SOME SCREENSHOTS OF THE MOD ! IT CAN BE COOL !

Nipa
  • Nipa

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#148

Posted 07 August 2005 - 10:57 AM

... the 54 mb archive was a lie.. the extracted copy i had only had the files i properly copied.. the real archive is 110mb! and believe me, the zip file is much smaller.. if someone really told how to spilt into 45 mb pieces, i would upload.

Nipa cry.gif

GT-1
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#149

Posted 07 August 2005 - 11:05 AM

Use winRAR, add the files which you wnat to package to the archive. Then under the General tab in the bottom left hand corner where it says split to volumes/bytes under what you want.

Quadropheniac90
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#150

Posted 07 August 2005 - 11:23 AM

Hey Nipa, I've finished the car garage, textured it too, the ads are done, now we need people to help us MODERNISE, which means, the moving/adding/deleting/retexturing/remodeling of the map, so it looks more like 2006, allthough I can't say we need much new model changes, textures will do, like the ads I've made/changed... And after that, finally: Mission Coding! Two people is not much to code everything though... But as long as we do it concentrated, it should work out... And I could help on the site though... But as long as I don't get my game working, I can't make a trailer...




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