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Timetwister Vice City

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Demarest
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#1

Posted 15 July 2005 - 11:59 AM

U R NOT e
Welcome to world of Vice City as you've always wanted it but never thought possible. ALL missions are available from the beginning and never go away! If you die on a mission, you can go back to the mission's provider to try again if you'd like. Infinite run, all hideout benefits, etc available from the start to give you the choice. Best of all, they've all been turned into options! You can change these benefits from an ingame "menu" as seen here:

user posted imageuser posted imageuser posted image

Check out the readme here. Download available here.

Need to test something out on a mission? Want to explore different strategies? Tired of installing code and having to "start over" when you just want to see how it would be helpful on a mission that comes much later? Game freezes before you can save? Have a disagreement with a friend as to who/what happens on a mission? Need to take some screenshots for your post but don't have a savegame handy? Tired of juggling the savegames you do have just to play a mission? Tired of having to reload just to play your favorite mission again? Want to just practice up on a mission without being punished for dieing, or collecting a dozen mission attempts? The uses for this are endless! Enjoy!

Vin.
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#2

Posted 15 July 2005 - 12:03 PM

Yay, it's finally here. Good job Demmy smile.gif

Thanks for the mention by the way. I suggest that everyone gets this..NOW.

Demarest
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#3

Posted 15 July 2005 - 12:10 PM

Thanks. I forgot to mention that a project of this magnitude is guaranteed to have flaws. So test it out and let me know whatever you find, even if you're not sure if it's a bug. Thanks.

Justin
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#4

Posted 15 July 2005 - 12:13 PM

It's awesome to see this finally released. Great job Dem. smile.gif Looks brilliant.

upsetting_pear
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#5

Posted 15 July 2005 - 12:23 PM

Excellent work, Demarest. Too bad I don't play VC anymore. sad.gif

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EmSixTeen
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#6

Posted 15 July 2005 - 12:41 PM

It's been a long time coming, congratulations on completing it. Brilliant.

nitzkit
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#7

Posted 16 July 2005 - 12:29 AM

This is awesome Demarest, now i could use any mission to make an intro for a stunt video...great work cookie.gif cookie.gif cookie.gif cool.gif

GTA3Freak-2001
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#8

Posted 16 July 2005 - 01:13 AM

A GTA fans best friend is what this is! biggrin.gif

chenjx1983
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#9

Posted 16 July 2005 - 01:38 AM

unbelievable work here dem, definitely giving it a try at once.

cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Craig Kostelecky
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#10

Posted 16 July 2005 - 04:48 AM

Nice to see this finally finished Dem. And I'm glad that I was able to help you a little bit of the way. colgate.gif

Demarest
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#11

Posted 16 July 2005 - 05:54 AM

QUOTE (nitzkit @ Jul 15 2005, 19:29)
This is awesome Demarest, now i could use any mission to make an intro for a stunt video.

Awesome! This mod was made with people like us in mind; those who would use it for a dev tool. I'm glad others will get enjoyment out of it from just goofing off with it. Hope you don't forget me come time for credits tounge.gif

Thanks for all the kind words everybody. This took 75% longer to write than Timetwister, so it's DEFINITELY good to hear that the efforts weren't for naught. For those who weren't aware, Timetwister (very similar to this, but for GTA3) has been out for a long time and is available on my site.

I'm still looking for any bug reports you guys might have. Don't be shy.

Pierce Brosnan
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#12

Posted 16 July 2005 - 07:21 AM

That is great Demarest. Maybe oneday make one for San Andreas.

~PB

GTA3Freak-2001
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#13

Posted 16 July 2005 - 08:54 AM

I'll go bug hunting later and report back wink.gif

***TGR***
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#14

Posted 17 July 2005 - 02:53 PM

QUOTE
Nice to see this finally finished Dem.


Yea I'll second that, good job buud

rampage_ani.gif

PatrickW
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#15

Posted 17 July 2005 - 04:16 PM

Congratz on the release Dem,
good things take a long time..


Demarest
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#16

Posted 20 July 2005 - 08:30 PM

Bump!

Any bug reports? Hmm... Everybody must be playing SA confused.gif

DDR Midian
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#17

Posted 20 July 2005 - 08:38 PM

QUOTE (Demarest @ Jul 20 2005, 20:30)
Bump!

Any bug reports? Hmm... Everybody must be playing SA confused.gif

About to download this now actually.. I'll report back in a while n' let you know how it went. (Earlier if I find a bug) Sounds excellent though!

ed209
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#18

Posted 21 July 2005 - 06:25 PM

Congrats on finishing this Dem! I've been looking forward to this for a long time, I knew you'd come through.
Gonna go fire up Vice City and see what bugs turn up.

DDR Midian
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#19

Posted 21 July 2005 - 06:35 PM

I'm back! I'm in a bit of a rush but just thought I'd report in. Diagnosis: excellent. I must have played about 40 missions so far with absolutely no problems at all. It looks like the time you spent making it paid off. biggrin.gif

Edmachine
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#20

Posted 23 July 2005 - 02:11 PM

how the f**k notify.gif to get on stadiums top where are the cars? angry.gif angry.gif

I fly with heli to that place but there is nothing cryani.gif angry.gif mad.gif die.gif

Demarest
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#21

Posted 23 July 2005 - 04:01 PM

You make me wonder sometimes.

If you read the instructions, it will all make sense confused.gif

weaaddar
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#22

Posted 24 July 2005 - 03:01 AM

It's a very nice mod. I've always wanted to play a few missions over, and without having to start the game over its a blast.

The problem is well...motorcycles. I have no idea why, but they feel completely unusable, this may be because I'm playing San Andreas and love the NRG500. Also VCs cars are so shiny smile.gif

pozer
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#23

Posted 13 August 2005 - 11:33 AM

Yes, Demmy, at last, you perform your wonder, hmmm, you're truly man of wonder as all gta fans has been waiting for this for ages. Excellent job done and I can't wait for SA version, I know it's gonna take a long time for SA version, but surely, SA version must be popular demand by now and you're the only provider of your timetwister copyright. Thanks millions time for listening to people's demand. Thanks.

Demarest
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#24

Posted 13 August 2005 - 03:20 PM

Not sure there's going to be a TTSA. I held off on VC for a while originally because I wasn't familiar with the game enough to pull it off in a timeless state. SA is so huge with so much stuff happening at once that I don't currently consider myself qualified for it. Back then, I used things like SNP to become more familiar with it. And with Patrick's mission selector mod, the main feature of TTSA is already available.

I will say that if I DO decide to do it, it won't take as long. With things like Mission Passers and Time Vault, I'm becoming very fast at mission preservation. We'll see. Thank you for your interest in my work colgate.gif

Ka-BOOM
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#25

Posted 30 September 2005 - 07:52 PM

Sorry I couldn't reply sooner... This is truly tremendous work you've done, Dem, and I wish I could say it's flawless... because it almost is!

There have been a couple of minor things which have made me scratch my head in puzzlement, and a fairly bigger problem, which has resulted in my game crashing, so I thought I should let you know about them.

Here's my partial bug report (I haven't been able to play all the missions in TTVC yet):

Minor things
  • Bodyguards don't seem to appear anywhere at the Vercetti Estate.
  • Vercetti's boyz don't seem to appear anywhere at the mansion after Diaz' Rub Out mission has been completed.

Bigger problem

Attempting any of Cortez' mission after doing Diaz' Rub Out will result in the game crashing.

I will let you know if I experience any other inconsistencies.

And thank you for the mention... blush.gif

--Cole--
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#26

Posted 24 October 2005 - 06:19 PM

This is great! Thanks Demarest, this is really helpful for a film project I'm working on. Vice City: The Movie, done with Fraps and some editing software (I'm low on budget and really dont want to have to resort to wmm. I'll try to find something on a free trial) A .scm like this will make things infinitly easier.

However...there was a code in one of those "all-in-one" scripts, probably Spaceinstine's, that changed the run to walk, and the sprint to run. PC GTA's can't utilize the pressure sensitivity of PS2 controllers, so you can't walk in a PC GTA without this script change. Can you add in this feature, or write a similar one?

Leviathan-ran
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#27

Posted 08 November 2005 - 02:08 PM Edited by Leviathan-ran, 08 November 2005 - 03:44 PM.

Awesome work, but I've found a tiny bug.

As well as all the other bugs we have..

Game crashes when loading Alloy wheels of steel.
Also, a few mission pickups outside the malibu are just empty pickups, they do nothing.

apart from that, this is great for making scm mods without starting a new game!


Also, I get a version error when I try to re compile your scm.txt file...


VERSION VICE 0.22
Expected DEFINE VERSION VICE 1.3 (or 1.2)


Also when I try to open the main.scm it says...


ERROR: Expected 02 00 01 address 0 in SCM file


I am using BW'S vice Mission Builder 1.3

Any ideas as to what the problem is?


Demarest
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#28

Posted 09 November 2005 - 01:38 AM

QUOTE (Leviathan-ran @ Nov 8 2005, 10:08)
Game crashes when loading Alloy wheels of steel.
Also,  a few mission pickups outside the malibu are just empty pickups, they do nothing.
Both are not true. I just tested them all to make sure. It's not polite to use multiple mods and then point the finger at one author when it's clearly something they couldn't possibly have provided for. If instead, you'd take the responsible route and let us know what all you're using, perhaps workarounds could be devised/suggested.

QUOTE (Leviathan-ran @ Nov 8 2005, 10:08)
apart from that, this is great for making scm mods without starting a new game!
Actually, I would recommend Darkpact for that because then, it doesn't even matter if you accidentally hit load game.

QUOTE (Leviathan-ran @ Nov 8 2005, 10:08)
I get a version error... VERSION VICE 0.22... I am using BW'S vice Mission Builder 1.3... Any ideas as to what the problem is?
I do believe you've answered your own question. I actually host Barton Waterduck's Mission Builder 0.22 for Vice City on my site. I highly recommend it since breakthroughs such as Darkpact and SCM-based mem-hacking require a tool with DMA support.

@Ka-BOOM: I am thankful to see you and for your input. Not ignoring it in the slightest, just haven't been working on GTA stuff lately.

Leviathan-ran
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#29

Posted 09 November 2005 - 07:52 PM

I am afraid I don't have any other mods running along with it, just your scm.

I thought it might be one of the other mods so I made a clean install, the problems persisted.

So, I donít know what the problem could be, I did nothing with your scm at first, apart from load it into a clean install.

I am however using the mod on the xbox version of vice city, but can see no reason why this should affect anything?


As for the 0.22 1.3 problem, I worked that out myself, but had to search for the 0.22 version of the builder because I didnít know you hosted the file.

Still I got it in the end!



Quick question, little off topic...

But is it possible to switch the gravity off in vice city?

Demarest
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#30

Posted 10 November 2005 - 04:48 AM

Quite. No thank you.

I too cannot envision why it being on XBox would have those particular effects. If you have no other mods running, then platform would have to be it as I did test it. Wonder if anybody might have a clue why. Especially the picking up briefcases having no effect.




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