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CHECKLIST FOR GTA: LIBERTY CITY FINAL

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Ben
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#1

Posted 13 May 2006 - 11:42 AM Edited by SteaVor, 06 October 2007 - 07:37 PM.

CHECKLIST FOR GTA: LIBERTY CITY FINAL

This is the checklist for everything that's still to be done for the final version of GTA:LC. Each post corresponds with a particular area of work, as you'll see. Furthermore, each area already has its own designated topic within the forum. This topic will remain locked, and only be updated when a particular task is finished. Any updates are to be posted in the relevant forum topic and then I can update this list - the same goes for things to be done that are not noted here nor in the first post of the relevant topic.

The checklist will be updated constantly to ensure that everyone working on the project knows exactly what's going on. Any general questions about this topic can be PM'ed to SteaVor or posted in the General GTA:LC Chat topic.

Several of the areas on the checklist overlap due to them being complex issues - if I forget to tick one off, please let me know smile.gif .

Contents:

#Area Of WorkForum Topic
1
PEDs/Actors/Animations
Link
2
Launcher/EXE Hacking
Link
3
SCM Coding
Link
4
Graphics
Link
5
Modelling
Link
6
COL Files
Link
7
Official Trainer/Car Spawner - ON HOLD indefinitely
Link
8
Installer
Link
9
Audio
Link
10
Weapons
Link
11
Vehicles
Link
12
The Train
Link
13
Language Packs
Link
14
General Issues
Link
(BUGS, GLITCHES, and INCOMPLETES)


Checklist For Beta2 v7:

IssueTo Be Addressed ByDone?Does SteaVor Have A Copy?NotesAdded To Update?
timecyc Water Transparency Fix
Ben
Yes
-
Need to ensure that the timecyc settings are all correct (compare with v6 version) - everything was correct.
N/A
VC:Weather
Ben
Yes
-
Check CFG for any errors
N/A
Launcher INI
SteaVor
Yes
Yes
This enables the VC files in the Audio folder to be removed, and replaced with LC content, thus removing the need for the audioLC folder.
v7test2
Black Prostitute Fix
Konstantinos
Yes
Yes
-
v7test2
default.ide Update
Ben
Yes
Yes
Change "ignore" in Angel's line to "motorbike"
v7test2
ASI Loader
ModelingMan
Mostly
-
There's a few errors MM needs to correct. He may also add a few extra features from the EXE section of the checklist
No
VC:Traffic
AK-73, SteaVor, Ben
Mostly
-
Need to finalise CFG settings
No
VC Features
ModelingMan
Mostly
-
Everything has been added, but some things don't work without hacking the EXE - teargas functionality needs to be added and the pickup spawn limit needs to be overridden
No
A New Installer
CTM
No
No
The new installer will feature the ability to install GTA3 audio from a hard-drive location as well as from your GTA3 CD, and as well as an auto install, will also include a custom or manual install function.
No


This is the bare minimum that will be done for the major release of Beta2 v7. Some other things from the rest of the checklist are also likely to feature in v7 as well, but it won't be released until everything above has been ticked off.

Ben
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#2

Posted 13 May 2006 - 11:49 AM Edited by SteaVor, 06 November 2007 - 07:00 PM.

1. PEDs/Actors/Animations

There's a lot of work still to be done in this area. A general summary of what needs doing is as follows:
#Issue
1
Multiple PEDs still to be converted - see here (list is a bit out-of-date though). Note that in the meantime, temporary actors from VC have been used.
2
Cutscene actors need to be done - also listed here (NOTE - Currently, we do not have dedicated cutscene models; the normal model is simply used in cutscenes as well).
3
Claude's running animations need to be converted.
4
Claude's fighting animations need to be converted - may be an issue as all PEDs share the same fighting animations.
5
Animations with weapons need tweaking, especially with AK-47 (which replaces MP-5) - see this post for more info on how to correct the AK-47 issue.
6
The army needs to be reconverted.
7
There's some issues with some of the cutscene actors having buggy heads/necks.
8
Lip-sync animation needs to be added to the cutscenes (should be an automated process).
9
There's problems with the placement of some actors in some cutscenes - example - in this example, Asuka's model seems to be the culprit, and it needs to be moved on the Z axis.
10
The black, afro wearing prostitute had been converted, but for some reason she's just a normal ped. Her working place is still held by the VC one.
11
f*cku animation needs to be converted - see this post for a potential solution.

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#3

Posted 13 May 2006 - 11:50 AM Edited by SteaVor, 11 November 2007 - 06:37 PM.

2. Launcher/EXE Hacking

This particular area still requires a fair degree of work. Issues that the launcher can address and fix include:
#Issue
1
Replay doesn't work all the time, and never saves.
2
Incorrect stats values - see this post and this package .
3
Different wanted level systems (you get cops for different things, different number of cops (more in LC than in GTA3), etc.).
Furthermore, in GTA3, respraying the car removes the wanted level immediately/completely, rather than just suspending it (as happens in LC).
4
Cheat codes need to be altered.
5
Drivers need to be made "aggressive" (drive like maniacs after a bullet hits their car) all the time.
6
Cars missing from the opening cinematic (JB cutscene) - potential solution .
7
Yardies don't hang around in groups (but they should) - replaced PIGS from VC.
8
Vehicle handling data different from GTA3. It's impossible (not technically, but anyway) to convert the data 100% accurately, but this is being worked around.
9
Your health isn't topped up when you save at your hideouts (possible issue with wanted level not disappearing also).
10
FBI Kuruma needs to be resprayable (currently "Too hot to handle").
11
Vicechee needs to be blanked out.
Also in relation to the vicechee - it currently sounds like a Banshee, so it's SFX ID will have to be reconfigured in the EXE to make it play the Cheetah's SFX (see this post for the Cheetah's SFX range).
12
The fire from the flamethrower is still yellow (like in VC) - needs to be orange (as per GTA3).
13
Gang members spawn in circles, or form circles after spawning (this doesn't happen in GTA3) - can this be changed?
14
Some of the gang roaming areas are out - for example, the Triad area is too big (such as appearing out the front of Luigi's club)
15
VC world lighting is different to GTA3's - can this be changed?
16
The sun-glare on vehicles is fitting for Miami, but not at all for NY
17
After rain, the roads aren't wet
18
Weapons differ from GTA3 to LC (especially in number of slots) - can this be fixed?
19
Another screen needs to be added for a sub-menu for the trainer/car spawner, once it's complete. - indefinitely ON HOLD
20
Multiple screens are required for the outro team list. (This idea has been scrapped because the time it takes for the different screens to scroll differs depending on the resolution used. We are just going to use a screen with people's names and no avatars).
21
Comprehensive GXT support .
22
Rainbow appears after sunset sometimes - IMAGE
23
Once you fill the car list of the Portland Import/Export garage, the game will crash when you approach it. .
24
ZON errors - VC doesn't support as many ZONs as LC has, so we'll need to hack the EXE to make it support more - the launcher is supposed to do this, but there seems to be some sort of problem.
25
Camera positioning needs a slight adjustment (bottom of post) .
26
In GTA3, criminal PEDs steal money from other PEDs, causing the victim to fight them or run away - this doesn't happen in LC.
27
If you turn the sound on and leave the Mr.Whoopee, the sound stops (In GTA3, the sound continues playing).
28
GTA3 has a retro top-down camera mode, VC/LC doesn't.
29
In GTA3, player skin is saved. In VC/LC, you have to select it again when you restart the game.
30
HUD placement issues (specifically, the wanted level stars are in the wrong place) .
(Although this is a graphics-type issue, it will require an EXE fix, which is why I'm sticking it here)
31
There's some issues with the way the EXE handles/plays some of the SFX WAVs .
32
• The squares (AKA markers) on the radar are smaller in GTA3 than in LC.
• Also, the colour of the mission markers is lighter and more transparent in GTA3 than in LC.
The rocket launcher targeting interface uses only the central section of the screen in GTA3, but uses the whole screen in LC - we feel that this is an improvement and therefore we won't be fixing it.
• The text_box needs bold font.
• Coronas need to be added (Info pickups) or have their colour changed (weapon pickups).
These are tidy-up issues that serve only to make LC's interface look completely like GTA3's, and are low-priority.
33
Opcode emulation issue - see issues 13, 20 and 35 in the first part of the SCM segment of the checklist.
34
An EXE hack is required to display the text used for the Securicar reward correctly - none of the VC styles fit the GTA3 one (see here ), and it can't be replicated with text_draw parameters properly either.
35
There are 3 rampages where only headshots are supposed to count, but in LC normal kills count too - the reason for this is that opcode 0367 isn't supported in VC.
GUI/ 'Show Config'-specific issues

#Issue
1
An option needs to be added to the Show Config utility that toggles between making the vicechee show up at 3 stars and having it not show up at all.
2
Launcher functionability needs tweaking (see bottom of post) - doesn't always respond to changes until you restart the launcher config. See the bottom of this post for some info on a part-fix.
3
Launcher efficiency - we need to make it so that the launcher automatically points every file in the audio folder to blank.mp3, unless otherwise specified in the INI.
4
The GUI should also be displayed if the SHIFT key is pressed when gta-lc.exe is launched.

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#4

Posted 13 May 2006 - 11:51 AM Edited by SteaVor, 11 November 2007 - 07:00 PM.

3. SCM Coding

The missions are basically complete - only the following things remain:
#Issue
1
General fixes - see here .
2
Sometimes when passing a mission while in a car, the radio will stop working (and won't resume playing afterwards).
3
Mission marker for The Exchange is positioned wrong.
4
When you complete "Luigi's Girls" Misty walks the wrong way during the mission passed segment sometimes.
5
Arms Shortage - it's like an Uzi spawns at the same place as shotgun and shotgun does the same with rocket launcher – after the mission is over, it fixes itself (only in debug mode).
6
Claude pauses slightly in mission Luigi's girls when you first arrive at the club and get out of the Kuruma - it usually depends on how you park. - workaround implemented
7
Cutscene actors – almost always get stuck running into a vehicle trying to enter/exit it to go somewhere (will normally figure it out eventually). (eg – Catalina being unable to get into her chopper). <-
This may have been fixed - look for any more occurances.
8
Placement of actors needs tweaking too (eg - Maria levitates a few centimetres above the ground while she's buying SPANK from Chico).
9
You can complete Sayonara Salvatore very easily by shooting a flamethrower through the front wall of Luigi's – you will fry the Don and his boys on the other side. This issue occurs in both VC and GTA3.
10
There is no sound when you get a checkpoint in Turismo
The tyres also need to be made unpoppable because it's far too easy at the moment.
Also, the Cheetahs in this mission aren't BP, FP and EP.
11
In Sayonara Salvatore, one of the following problems may be encountered:
  • The cars don't always arrive
  • The Mafia guards and/or Salvatore don't walk out onto the street - only a few of them do
  • The timing of the mission is wrong - when the cars arrive, etc.
  • The game reacts as though you are spotted, even though you never receive a message about it
  • The mid-mission cutscene flickers
12
When the guys arrive during the mission 'Uzi Rider', Claude turns away and quickly turns toward them again.
13
In "Rigged To Blow", the garage door doesn't close when you drive in, and the camera goes inside the garage - this fixes itself when the garage type can be emulated correctly (see 03A5/02FA/Securicar garage at Portland docks) - EXE-related issue.
14
Marked Man mission icon coordinates wrong – the corona appears near the Staunton Lift Bridge, but the mission is still activated from the toilet block in Belleville Park.
15
In The Getaway, and some of Salvatore's missions (Chaperone, etc.), marker to drive into doesn't appear on screen - it's on the radar though.
16
After completing The Exchange, your health is reset back to 100 (in debug mode, from 250).
17
In some missions, the Mission Passed segment doesn't appear, even though you have completed it correctly (eg - Silence The Sneak and Love's Disappearance) .
18
Catalina's Maverick in The Exchange is unlocked and you can steal it once she's landed at the dam, and then push it into the water to pass the mission.
19
After a cutscene for a Donald Love mission, PEDs look skyward - perhaps Love was waving at them tounge.gif - IMAGE - random coincidence
20
After completing Grand Theft Aero, black smoke lingers - IMAGE - opcode emulation required before this can be fixed.
21
If you complete the mission "Farewell Chunky Lee Chong" before the mission "Pump-Action Pimp", the game crashes when you try to enter Ammunation - probably related to the fact that the uzi is in stock but the pistol isn’t (NOTE - Doesn’t happen in debug mode, because if you finish any of those missions in it, the pistol is in stock).
22
The mission “Arms Shortage” crashes when Phil talks about the weapons (NOTE - Normal mode only) - doesn't seem to be reproduceable.
23
The mission "Arms Shortage" is very buggy on debug mode. The buying weapons appear before the mission finishes, and they keep respawning when you get far away. If you get them, they’re free. When the mission finishes, the weapons are avaliable and free. Not to mention the gates are closed during the mission, so you can kill the Cartel using rockets tounge.gif (NOTE - Debug Mode only).
24
The mission "A Drop In The Ocean" is supposed to have a 6 star wanted level, but it only reaches 5, because SSV is unlocked (NOTE - Normal mode only) - apparently not (the mission only reaches 5 stars in GTA3 too).
25
In the mission ‘Dead Skunk In The Trunk’, the Forelli vehicles have breakable glass and popable tires. If you shoot their windscreens or tyres, they won’t notice you - should be fixable through making the windscreen and tyres unpoppable (eg - Diaz's car in Guardian Angels in VC minus BP(?), FP(?), EP(?)); and somehow making them chase you after they're shot anywhere. Also, when you get to the crusher, if you park the car in the marker, get out and get back in again, the car disappears and you die - this may also happen in GTA3, except that the car will be crushed and you'll die.
26
In the mission "Sayonara Salvatore" the Leone vehicles have breakable glass and popable tires. You can simply kill the passenger and hijack the driver - not sure if it crashes when Salvatore is leaving - Should be a similar fix to 25
27
In the mission ‘Bling Bling Scramble’, the cars have breakable class. If you have an excellent aim and a bunch of luck, you can shoot them in the head and eliminate them - Should be a similar fix to 25
28
There are a few problems with Give Me Liberty - see this post for more info wink.gif .
29
In the mission “Chaperone”, if you skip the cutscene before Claude finishes going upstairs, after the mission, you get stuck walking until it reaches the stairs.
30
In the mission “Paparazzi Purge”, when the boat goes until the end of his way, the mission crashes, instead of give a Mission Failed.
31
In the mission “Gone Fishing”, sometimes the grenades stay in the boat, making the target die and pass the mission - this has been prevented from happening at least as long as the cutscene is playing - the rat can still blow itself up during the chase sequence and it will remain that way
32
In the mission “Rumble” from D-Ice, if you kill the purple nines with fists, the mission fails - in GTA3, you are told to only use a baseball bat, so this isn't a bug.
33
You need to damage the van twice as much as in GTA3 in “Van Heist” to make the security leave it.
34
In the mission “Chaperone”, after Chico’s cutscene, he jumps into the water (doesn't happen in GTA3).
35
In the mission “Chaperone”, the warehouse should have smoke in the door (as dry ice) - there is a problem with the opcode emulation, and therefore this is also an EXE-related issue.
36
Big n Veiny crash - doesn't seem to be reproducable.
37
Killing all the Triads in 'Cipriani's chauffeur' should produce a "bleep" sound.
38
Problem with mission activation markers disappearing - see the following 4 posts for more info.
39
In "Escort Service", you can shoot the driver through the windscreen (you shouldn't be able to) .
40
After completing the missions for Toni, there's no S on the radar for Salvatore's missions.
41
Kingdom Come - the mission is passed, but the game still acts as though there's another vehicle to destroy - IMAGE .
This could probably just be a "one-off" glitch, and may well appear in GTA3 sometimes. Either way, it's not something we can fix at this stage (the code is correct).
42
If you're killed during the mission Uzi Rider, the number of kills you have stays on-screen.
43
The camera points to the wrong place when you're waiting in front of Misty's apartment in Drive Misty For Me.
44
'Van Heist' cannot be completed due to the game not registering the player driving the Securicar.
45
Car crusher issue - player needs to die if there's no way to get out.


There's still a lot of other coding work to be done, including:
#Issue
1
SSV Garage bug (wrong doors open) - see here .
2
The Sentinels from Bait are supposed to become Dent Proof if you steal them and take them to your garage - this seems to be a false rumour regarding GTA3.
3
Game crashes when delivering last vehicle (a Rhino) to the EV Crane on Portland - see this post for the debug output.
4
The pager hasn't been converted.
5
Prostitutes appear at all times of the day, but should only appear at night (not sure of exact times). Nope, they appear in day-time as well.
6
Staunton Lift Bridge alarm doesn't work.
7
You cannot turn the Securicar in at the port for cash as the doors will not open for it.
8
The "Insane Stunt Bonus" message sometimes pops up when rolling upside down or falling off a bike - hasn't been reported for ages, so presumed fixed.
9
All stoppies, wheelies and two wheel bonuses are 0 feet.
10
Hoods appear in Chinatown and Hepburn Heights sometimes (fighting against the Triads and Diablos) - happens in GTA3 occassionally too.
11
Car crusher animation might need tweaking. As for now, the lid closes while the magnet is still down, so it goes up through the lid. Also, when you crush a car, it just sits there in the crusher (it doesn't even get damage points). The game tells you to get back in the vehicle when crushing, when it shouldn't say anything .
12
Sometimes when driving into your save-house garage in Portland, the door opens and there's no car there (even though there's supposed to be), but when you drive in and go out and the door closes, when it opens again, the second car is on-top of the first - this could be a one-off glitch, although it shouldn't happen at all because garage behaviour is totally hardcoded.
13
VC Features need to be coded in.
14
Near your Staunton hideout, cars often stop for the red light way too early - this hasn't been reported for ages, so it has most likely been fixed (it is a path node placement issue, anyhow).
15
The SCM needs a touch-up for the vigilante and firefighter missions (and any other instance where vehicles are called by their ID#s) - incorrect ID#s are referenced, and need to be changed to match the shift in vehicle slots. All other VC cars should be blanked out in this manner .
16
Wrong radar icons for some missions.
17
Portland and Staunton garages slightly open - possibly just another anomoly with the VC engine (similar to the hanging mission markers)
18
You can only get 2 wanted stars in Portland - not an SCM issue, moved to General issues (see this post for more info).
19
Once you fill the car list of the Portland Import/Export garage, the game will crash when you approach it. The same thing used to happen with the SSV garage before - looks like the bug had moved tounge.gif - see this post .
20
There are still some bugs in the ‘Police Help’ info pickup. When it’s activated, there are still cars on the street, so the cops can hit them - this DOES happen in GTA3.
21
When the Diablo Stallion turns, most times it hits the stairs from a house, while the cop cars hit the wall - path error - this DOES happen in GTA3.
22
In Dead Skunk In The Trunk (and presumably at other times), you can surf on the car and get in the crusher - not a bug as such because you lose health once you're inside anyway.
23
Currently, you get money for crushing cars (your total goes up), but no text pops-up telling you how much money you received.
24
There's no text-box pop-up telling you about your reward when you get 10 or 20 hidden packages (maybe at other times as well).
25
The amount of money you receive for delivering a car to the crusher is incorrect. (should be between $30 and $115, depending on vehicle class and condition)


This post has a couple of links which may be useful for some of the issues above icon14.gif .

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#5

Posted 13 May 2006 - 11:52 AM Edited by SteaVor, 27 October 2007 - 03:36 PM.

4. Graphics

A lot of the graphics work has been completed, but there's still several issues to be addressed:
#Issue
1
Menus need to be changed to look like the GTA3 menus (the bulk of this is done - only some final touch-up work remains).
2
A sub-menu needs to be added for the trainer/car spawner, once it's complete.
3
The outro screen (outro.txd) is in desperate need of an update. This will be an ongoing issue as more people are added to the team list. At the moment, it is up-to-date though.
4
The weapons icons for the VC weapons need to be changed to yellow from red, or new icons need to be made - most have been done, but there might still be a couple left to do (this will have to be checked) - for example, the golf club?
5
The pager hasn't been converted.
6
In the mission “Bomb Da Base Act II”, the explosion particles are different from GTA3, and the ship sinking particles on water don’t work.
7
More particle bugs - the black smoke in "Grand Theft Aero" has to do with the particles (in the cutscene, the black smoke appears too, but the real particle is blood going out of Miguel when Catalina shoots him).
Also, there is possibly a bug related to the blood particles seen when you chainsaw someone.
8
'Danger! Keep Out' texture on the building south of fire station in Portland is not displayed correctly ("overlapped" by building texture -> rendering issue) .
9
Most of the particles are not rendered correctly (eg. fire hydrant fountain). - EXE issue

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#6

Posted 13 May 2006 - 11:52 AM Edited by SteaVor, 11 November 2007 - 06:34 PM.

5. Modelling

Most of the major modelling issues have already been addressed, but there are still several that need to be fixed:
#Issue
1
The Francis International Airport model apterminalfront.dff doesn’t load in-game, it stays as the LOD model.
2
AM parking lot model-loading bug.
3
Either the path or the model of the 747s need changing as they sink into the ground.
4
Some textures of the buildings on Staunton Island don’t load fast enough and they turn white (Fixed by re-ordering of the IMG file - TXD files are placed at the end of the IMG for better loading).
5
Vanishing building - see here and here .
6
See-through display windows.
7
See-through fire escape stairs.
8
Car crusher animation might need tweaking. As for now, the lid closes while the magnet is still down, so it goes up through the lid.
9
Building shadows bug in Belleville Park . There's a similar bug on a piece of road between Salvatore's mansion and the thieves' hideout.
10
Some of the taxis still contain the VC roof sign as a model extra .
11
When you park a car in Portland Safehouse Garage and hop on it, you can see through roof .
12
In the mission ‘Cipriani Chaffeur’, you can’t see the triad guys in the laundromat - the glass doesn't have transparency anymore or something like that.
13
'Danger! Keep Out' texture on the building south of fire station in Portland not displayed correctly - moved to 'Graphics'.
14
Texture glitch in SSV - caused by LOD textures overlapping regular models.
15
Another texture problem in SSV - caused by LOD textures overlapping regular models.
16
Invisible fence .
17
Another invisible fence .
18
Several other mapping issues (see bottom of the post) .
19
Claude jumps through the side windows of convertables when getting in them - the windows need to be removed.
20
The building model near the Hyaku Dojo in Staunton (area5build2.dff) has two shops with transparent windows - they're supposed to be textured .
21
The building north of it (area5build2.dff) has a flickering texture .
22
The ground piece of a building near Callahan Bridge (Staunton side) has never been modeled by R* - polygons are missing between the building and the bridge.
23
Bad Subway Texture
24
Joey's Garage 2dfix and model needs finishing
25
Stadium textures need to be made more aesthetically pleasing/realistic tounge.gif . At this stage, they are the same as in GTA3, but seeing as we're using the area for a location for VC weapons (as a 100% reward), we need to "fix" it. IMAGE 1 | IMAGE 2
This is a finalising, "tidy-up" sort of issue and not high priority.
26
Road texture issues in SSV .
27
Garage model issue - solution included! .
28
The police chopper that chases you in GTA3 was blue, but in LC, it's black - the police chopper that chases you in GTA3 is a ridiculous dummy copter model. Just like Catalina's in "The Exchange". The chasing police maverick should look the same as the one you can fly yourself. It's done in black and white to match the colour scheme of Police cars and Enforcers.
29
The sea creatures seen in LC need to be made to disappear (possibly through manipulating the alpha textures?) - this applies to all except for fish01 (which is used Blow Fish and Gone Fishing).
30
Issues with Marco's Bistro Interior:
  • the base of a wall in the backyard is missing
  • the objects in the backyard are misplaced, most of them are floating in the air
This screeny shows both issues
31
IDE fix(alpha transparency) for see-through fire escape stairs needed

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#7

Posted 13 May 2006 - 11:53 AM Edited by SteaVor, 18 August 2007 - 03:50 PM.

6. COL Files

These are generally only minor issues:
#Issue
1
If you get on a boat in Staunton, you can go around the back of the mountains and get to SSV early – if you go from SSV, you sometimes fall into the blue death (collision data needs to be added to the base of all the mountains (The mountains are now entirely solid).
2
The surface flags for all COL files need to be done (This just needs finalising).
3
If you walk over the blue AMCO building, you will fall into the blue death.
4
Missing COL data in skyscraper .
5
Missing COL data in Portland
6
Collision glitch behind Ammunation in Portland .
7
Collision is required across from the Portland hospital - we're going to leave this as is because we believe we shouldn't willfully create a trap inside the game world if we can avoid it. Other alternatives (COL at the same height as the adjacent buildings etc...) are believed to be too manipulating.
8
In conjunction with issue 5-25, the stadium should have its COL adjusted because it's not entirely solid.
9
This connecting passage in Torrington doesn't have any collision at all.
10
Part of a skyscraper in Torrington needs collision.

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#8

Posted 13 May 2006 - 11:54 AM Edited by SteaVor, 06 October 2007 - 07:41 PM.

7. Official Trainer/Car Spawner
This project is indefinitely ON HOLD !

A list of proposed features can be found here .
A sub-menu needs to be integrated into GTA:LC so that the trainer can be run in-game (and not as a separate application).

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#9

Posted 13 May 2006 - 11:54 AM

8. Installer

A new installer is required for each public release version of GTA:LC.
The current topic (which includes a list of features) is here .
These features will most likely remain the same in future versions of GTA:LC.

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#10

Posted 13 May 2006 - 11:55 AM Edited by Ben, 04 July 2007 - 01:36 AM.

9. Audio

The audio has only been partially done - most of the general SFX sounds have been converted, but the bulk of the PED dialogue hasn't been done yet:
#Issue
1
If you turn the sound on and leave the Mr.Whoopee, the sound stops (In GTA3, the sound continues playing).
2
There's some issues with the way the EXE handles/plays some of the SFX WAVs .
3
Several EXE hacks need to be implemented to make the SFX work completely - see this post for more information.
4
The vicechee currently sounds like a Banshee, and will require an EXE hack to reconfigure its SFX ID to the Cheetah's range (which can be found in this post ).

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#11

Posted 13 May 2006 - 11:56 AM Edited by Ben, 07 February 2007 - 09:30 PM.

10. Weapons

The majority of work on the weapons has already been completed, but there are a couple of minor issues to fix:
#Issue
1
The weapons icons for the VC weapons need to be changed to yellow from red, or new icons need to be made.
2
Weapons differ from GTA3 to LC (especially in number of slots) - can this be fixed?
3
Running animations with weapons need tweaking.
4
Animations with weapons need tweaking, especially with AK-47 (which replaces MP-5) - see this post for more info on how to correct the AK-47 issue.
5
Some of the SFX files for the weapons need tweaking.
6
Rocket launcher needs to be flipped horizontally and vertically - in LC it currently looks like this , but it should look like this .
7
Weapons animation issues (top of post) .

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#12

Posted 13 May 2006 - 11:56 AM Edited by SteaVor, 23 August 2007 - 07:34 PM.

11. Vehicles

The vehicles are basically complete, with only a few things to tweak:
#Issue
1
The LC Cheetah needs to be moved from the VC Cheetah slot into the Hotring Racer slot (which is empty).
2
Vicechee (currently Enforce2) needs to be blanked out of the game.
3
The Yardie Lobo has a glitch where most of the time the car will hop by itself and eventually flip over.
4
Several of the cars handle differently (eg – the Manana and the Kuruma).
5
Sometimes when passing a mission while in a car, the radio will stop working (and won't resume playing afterwards).
6
The FBI Kuruma should be able to be resprayed, but it comes up as "Too hot to handle".

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#13

Posted 13 May 2006 - 11:57 AM Edited by Ben, 12 February 2007 - 04:38 AM.

12. The Train

There are only 2 issues that I could find that need to be fixed before the train/subway is final:
#Issue
1
Floating train - train followed and hit by car, fell through rails, then respawned floating. (Doesn't seem to be fixable, unless this suggestion can be implemented).
2
The subway path (or model) needs updating (Mostly done, maybe some minor tweakage required).
3
L Train Glitch .
4
An EXE hack is required to make the audio play for the train (it's already in the SFX).
5
More trains need to run on the tracks - might be an issue with the number of scripted paths the game can run .

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#14

Posted 13 May 2006 - 11:58 AM Edited by Ben, 24 January 2007 - 02:19 AM.

13. Language Packs

The final version of the English, Polish, Spanish and German GXT files can be downloaded here . The most up-to-date versions of all LC GXTs will always be in this package.
Ideally, for the final version of GTA:LC, we would like to have full/complete translations available in the above languages, as well as the following:
  • French
  • Italian
Anything else is a bonus - we currently have a Russian translation that is mostly complete smile.gif .

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#15

Posted 13 May 2006 - 11:58 AM Edited by SteaVor, 17 August 2007 - 08:05 PM.

14. General Issues

This area covers anything else not covered by the above categories.
#Issue
1
The rockets fired from the Hunter and rocket launcher are backwards when fired - IMAGE - we tried to fix this rotating the missile.dff model 180 degrees but it doesn't seem to have worked.
2
When you run in to save your game (Portland Safehouse) the garage opens.
3
When you approach the garage at your Portland Safehouse, you can see a small gap between floor and garage door. It only fixes itself when you open the garage .
4
Once Ray's garage is open and you go in there, the camera goes outside the texture - there is also a dodgy camera angle in GTA3, but I don't think it does anything like this.
5
The Italian flags around Toni's restaurant don't blow/move in the wind/rain as in GTA3.
6
In GTA3, when you blow up a car, you earn a certain amount of money (not sure how much - I think it varies).
7
In GTA3, when you damage a car, you earn money (there's some sort of formula for working it out I think - something like the addition of the damage sustained by both vehicles).
8
The traffic lights in LC don't display the WALK or DON'T WALK text.
9
If you get wasted on the east side of Staunton, you'll recover in Portland Hospital - this may also exist with being busted. pre-shift values in ASI?
10
You can only get 2 wanted stars in Portland

For any other general bugs, check out the BUGS, GLITCHES, and INCOMPLETES topic.




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