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[REL|BETA] VC.Config

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AK-73
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#1

Posted 05 February 2007 - 04:53 PM Edited by AK-73, 30 April 2007 - 01:15 PM.

user posted image

VC.Config
VC.Config is actually not a single mod but a series of mod under a single catch-phrase.

At present it encompasses VC:Weather (Part I) and VC:Traffic (Part II), while a third part VC:RPG (and possibly a 4th: VC:Graphics) is being planned. There will possibly be even more to form together one single "suite" of mods.

Functionality for non-standard (that is non-US1.0) exes is supported.

VC:Weather
Allows configuration of world climate beyond what timecyc.dat does:
-configurable game world tint overlay (a la GTA3)
-makes the two weather tables of Vice fully configurable
-allows for true random weather with configurable probabilities (from weather state a to weather state b)
-configurable rain properties (speed, size, density)
-VC:Snow allows using snow in weather state 05, as replacement for stormy weather, while maintaining rain in 02
-Control over winds allow for true hurricane weather
-Rainbow time control has been added (mainly because Ben from GTA:LC asked for it smile.gif )

The current version, v0.9.2 , can be downloaded at gtagarage here: VC:Weather.


VC:Traffic
Configuration of ped and vehicle flow and behaviour:
-raising the top speed of all vehicles (including player's) by a global factor
-increasing ped and vehicle limits
-adjustable spawning and despawning and visibility behaviour (ranges, times) for peds and vehicles
-traffic density tables by daytime
-driver behaviour customization (speed of drivers in traffic, reaction to being shot at, escaping burning vehicles and much more)
-creation of highways is now possible, thanks to VC:Traffic enabling setting the speed of vehicle nodes
-rudimentary control over gang set-up

Under consideration: plenty of assorted stuff, especially wrt gangs, yet nothing definitive.

The current version, v0.9.2.1 , can be downloaded at gtagarage here: VC:Traffic.
The latest update fixes a taxi mission glitch.

VC:RPG
Only in a rough planning stage at this point, the purpose of this segment is to give the player stats similar to what exists in SA, if not more.


VC:Graphics
Also only in a rough planning stage at this point, the purpose of this segment is to enhance the looks of VC. Options are: specular lighting, trails, fake hdr, cel-shading, realtime reflections, perhaps a few more directx features.

----
That's it for now. More news on it later,

Alex

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#2

Posted 05 February 2007 - 08:28 PM

Looks pretty damn interesting.

One question: is it possible to alter the atmosphere of VC? The literal atmosphere, like perhaps if I wanted an aurora effect like this:

user posted image

AK-73
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#3

Posted 12 February 2007 - 03:14 PM


Sorry for the delay I was held up coding the new GTA:FPS version which is about to be released. Wrt your question: that image looks like it was done over the timecyc.dat values alone. You might want to study the contents of that file.

What the mod, among other things I might add, does enable is this:

user posted image
Original GTA3 screenshot

user posted image
GTA:LC without VC:Weather

user posted image
GTA:LC with VC:Weather


Except for brightness and sun position pretty exact, I'd say. smile.gif
As mentioned before, the tint can be used to bathe the whole world in a specific light - like red at dawn in this case.

Plus if you're writing a TC, you can make the weather as rainy or as sunny or as foggy as you want to. You can make the weather truly random and not based on a repeating weather state table. Lastly, you can tweak the rain a bit. smile.gif

Alex

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#4

Posted 12 February 2007 - 06:32 PM

Just to verify:
The latest version of your mods does support non-standard exe's, I'm using it with a German one in my GTA:LC installation successfully! (after not getting it to work with the previous versions, so it really was worthwhile to resort to vcversion.dll)
Hammer really should've made a topic about his versioning module, as it covers each and every released VC executable and should therefore be really useful for more than just the LC mod (and now your mods).

btw:

GREAT WORK!

AK-73
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#5

Posted 14 February 2007 - 03:18 PM


Thanks a lot for the information. That is very good to know. Still with future updates it will still be an issue as missing to properly adjust a single offset might cause a mod to not work for non-standard.

Right now I am working on snow as weatherstate 00 05. I already have it in the game but there'll be plenty of things to take care of to make it look and behave right.

Alex

PS I trust it works for VC:Traffic too?

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#6

Posted 14 February 2007 - 04:08 PM

Yes, it does, no problems with either one here!

AK-73
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#7

Posted 14 February 2007 - 04:30 PM Edited by AK-73, 14 February 2007 - 04:34 PM.

Thanks again. I have modified the top post and both descriptions on gtagarage accordingly.

Alex

PS (Not just to you, Steavor:) If there's some questions about what a .cfg value does, feel free to ask in here. A lot of this is trial and error at this stage. Plus, some sections might undergo some change in the future. (But compatibility/easy conversion will be ensured.)

Alex

AK-73
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#8

Posted 06 March 2007 - 06:05 PM

Folks, we have a new release.

VC:Weather 0.9.2 is out.

It features VC:Snow (true snow for the Vice City engine, which can replace stormy weather - if so desired), hurricanes and rainbow control (for the LC folks).

Here a few additional screenshots (to the ones on gtagarage.com):

user posted image
Let It Snow, Let It Snow, Let It Snow... smile.gif

user posted image
Hurricane kicking up mighty a-dust...

user posted image
Nothing too fancy since fog could be had in Vice before but VC:Weather allows to set it very easily through the config file...




Also I'd like to announce that a new release of VC:Traffic is coming up soon. I have already implemented (at home) high speed nodes (use 3 as value of the first flag for each inner node in paths.ipl) plus customizable traffic density per daytime (heavy traffic during rush hours, light traffic in the early morning hours) to give your city some life, some pulse. Awaiting to be implemented is driver's behaviour (which speed ranges do they use, how do they react to being shot at, etc) as well as some ped/gangers behaviour.

Combined with the current VC:Weather release this should give tc and map makers more then necessary to further differentiate their mod from others and to give their city a unique flair. smile.gif How crowded are your city's streets are going to be? How about the nightlife? Or the lunch break? What weather does your city have? Constant rain? Deep snow? Or sunshine all the way?

Lol, so much for my advertizing... wink.gif

the rest is up to you (or not). smile.gif


Alex

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#9

Posted 06 March 2007 - 06:16 PM

Wow, Man, I'd like to congratulate you on this magnificant mod wink.gif Downloading now.

AK-73
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#10

Posted 06 March 2007 - 06:36 PM


If anyone has trouble getting things to work, has some request for additional features, or needs some clarification/advice on how to use the .cfg, this is the place to post it to. smile.gif

Alex

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#11

Posted 06 March 2007 - 08:26 PM

That's really awesome, it makes VC a paradise for modders! It can get really complex, but the achievable, customizable effects are absolutely worth it!

How exactly do the 'density adders' of the Traffic module work? Did you really notice your changes when you used them together with the corresponding opcodes (03DE/01EB)?
I wasn't able to get more traffic or more peds unfortunately when tried it last time but I didn't have enough time for thorough parameter testing lately.

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#12

Posted 08 March 2007 - 03:55 PM


The density adder never got implemented when I found out about the density multipliers available through scripting (that's what the DEPRECATED in the description in the .cfg was to denote). You need to adapt the general density level to your map. I recommend this be one of the last thing to do, after a map has been finished.

I also felt that for the serious modder it was necessary to make all the stuff available even if that would make it very complex. But then again if someone is serious about tcs, they won't mind putting up a few days fiddling with the values (which is what it comes down to).

I would also like to point out here that for those who have some basic knowledge of prgramming and data types that the ptr to the VC:Weather struct can be found at 0x6DFFE0, while the ptr for VC:Traffic is at 0x6DFFD0. The structure of the structs can be discerned via the source code files. Most, in fact almost all, values are "live" values in the sense of changing the value with tsearch, artmoney, ollydbg will have an impact right away in the game. That saves the serious modder the effort of having to restart the whole game and allows live tweaking of values. As to which values are "live", just try it, almost any will be. If you're not sure about whether a value change has any effect, study the source. If the mod writes the value straight away in some address only without some code attached to it, it's not live. Otherwise you can assume it is.

Alex

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#13

Posted 10 March 2007 - 06:03 PM

I looking at those pics wondering if VC config would beable to give me the weather effects I'm after in GTA SOL.

Very bright and sunny for LA, VC, and Vegas, and mostly cloudy weather for SF, LC and MLL.

As for peds spawning, this has been hard to work out, mainly because of the size of the map used, and I would be interested in your findings.

AK-73
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#14

Posted 12 March 2007 - 02:18 PM

QUOTE (X-Seti @ Mar 10 2007, 18:03)
I looking at those pics wondering if VC config would beable to give me the weather effects I'm after in GTA SOL.

Very bright and sunny for LA, VC, and Vegas, and mostly cloudy weather for SF, LC and MLL.

As for peds spawning, this has been hard to work out, mainly because of the size of the map used, and I would be interested in your findings.


Funnily enough I have been reading the thread of your mod recently and thought about how vc:weather could be applied to your mod. It can be done with a little bit tweaking of the mod. Essentially you'd create .cfgs for each section of your map and switch between the data depending on the camera coordinates. The greatest difficulty would be in managing smooth transitions. I would suggest in such cases that you use the random weather functionality rather than fixed weather tables.

Beyond that, it's clear that VC:Weather would have to be adapted to your mods need. It would probaby too mod-specific to be of interest to me though. But as my mod is open source, I have no problem with anyone doing their own spin-offs. You'd need someone who can do assembler though *or* someone who can do c or c++ or java or some other programming language fairly well and who is willing to spend 2-3 weeks learning assembler. If you have someone like that, I'll be very willing to help them implement their stuff. VC.Config had always been intended as some kind of springboard, a foundation for modding.

As to peds spawning, could you elaborate?

Alex

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#15

Posted 21 March 2007 - 02:08 PM

VC:Traffic v0.9.2 is out.

The list of new features contains this:
-detailed instructions how to use VC:Traffic in a how-to
-a global factor to increase the top speed of all vehicles
-vehicle path's node speed configuration, allowing now the creation of highways ala GTA San Andreas
-traffic density tables by daytime (give your mod/TC its own unique flavour/flow)
-driver behaviour customization (*plenty* of stuff, you need to check it out first hand)
-rudimentary control over gang set-up (this is to be expanded)

If you don't know yet what this mod is about, try counting the peds in this picture (and consider that plenty more will be existent but out of sight):

user posted image
Vicers love to shop in the Washington Mall at night

:-)

Alex


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#16

Posted 23 March 2007 - 08:50 PM

man, bloody amazing!

AK-73
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#17

Posted 30 April 2007 - 01:13 PM

QUOTE (VinnyGouveia @ Mar 23 2007, 20:50)
man, bloody amazing!


Thanks. smile.gif

Anyway, there is a bugfix update for VC:Traffic out. The latest version is now v0.9.2.1 and it fixes a taxi mission glitch that I have been made aware of by the GTA:LC folks.

Alex

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#18

Posted 30 April 2007 - 01:32 PM

This rocks!keep up the good work!

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#19

Posted 30 April 2007 - 02:34 PM

I know I can be wrong/outdated, but I wanted to know if it is posible to make any program to do it, and not editing a text file.... Please? smile.gif

AK-73
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#20

Posted 30 April 2007 - 06:17 PM

QUOTE (VinnyGouveia @ Apr 30 2007, 14:34)
I know I can be wrong/outdated, but I wanted to know if it is posible to make any program to do it, and not editing a text file.... Please? smile.gif


You mean a windowed frontend? Like the LC launcher? Well, the stuff is open-source and anybody can put their spin on it, if they want to. smile.gif Theoretically it's even possible to manipulate the stuff through a trainer.

Alex

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#21

Posted 30 April 2007 - 06:36 PM

Why didn't you even mention GTA:MA in your first post?
QUOTE
that I have been made aware of by the GTA:LC folks
cool.gif

Unfortunately, I'm still not able to download anything from GTAGarage.com. I've also tried different browsers, but everything else on the site works and downloading did work flawlessly on my previous PC, so it must be something on my end...

A GUI mightn't be a bad idea to avoid errors that are unknowingly created because of the program's pickyness. colgate.gif
With some small changes it could even be incorporated into the LC launcher. (If I'd only get the launcher's source code to compile... suicidal.gif )

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#22

Posted 02 May 2007 - 12:52 PM

QUOTE (SteaVor @ Apr 30 2007, 18:36)
Why didn't you even mention GTA:MA in your first post?


Because it is technically not part of the VC.Config suite but the second part of the series of mods that GTA:FPS belongs to. The purpose of VC.Config is to make VC more moddable for TCers. The purpose of GTA:FPS and GTA:MA is to introduce new genres into GTA. I think the future of computer gaming lies there. When GTA:FPS and GTA:MA will be fully implemented you will have a racing game + a FPS + a Beat'Em Up... all in one game. Personally I have come to think of such a genre of games as x-game (for cross-genre) but that's my own terminology, I take it. :-)

QUOTE

QUOTE
that I have been made aware of by the GTA:LC folks
cool.gif


Lol.

QUOTE

Unfortunately, I'm still not able to download anything from GTAGarage.com. I've also tried different browsers, but everything else on the site works and downloading did work flawlessly on my previous PC, so it must be something on my end...

A GUI mightn't be a bad idea to avoid errors that are unknowingly created because of the program's pickyness.  colgate.gif
With some small changes it could even be incorporated into the LC launcher. (If I'd only get the launcher's source code to compile... suicidal.gif )


I'll send you the latest files. As for a windowed program - I am not going to code that. Any time I would have to spend on that would be time that I couldn't spend on coding new features. smile.gif

*But*... the files are open source for a reason. Anybody can modify them to their heart's content without having to ask me for permission or to even credit me. As long as people don't do some facist stuff with that or some child porn stuff or something on about that level, it's none of my concern.

Alex

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#23

Posted 18 January 2008 - 03:01 AM

Bump, since AK-73 told me to ask any questions in here. I have the VC Traffic tool working with Vice now. A pic:
http://i43.photobuck...5k/5d975e01.jpg

But what I'd like to do is make it much more dense than this. I read the howto and it told me only to increase the value. I did increase the A value, helped a bit but not much. Could you give me some specific values I could use which would make it much more dense with peds?

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#24

Posted 18 January 2008 - 04:01 PM

QUOTE (TheDude5000 @ Jan 18 2008, 03:01)
Bump, since AK-73 told me to ask any questions in here. I have the VC Traffic tool working with Vice now. A pic:
http://i43.photobuck...5k/5d975e01.jpg

But what I'd like to do is make it much more dense than this. I read the howto and it told me only to increase the value. I did increase the A value, helped a bit but not much. Could you give me some specific values I could use which would make it much more dense with peds?


Increasing the A value doesn't help much, that's true. smile.gif

Please let me quote from the howto.txt of VC.Traffic: smile.gif

CODE
(How do I...)
...increase the number of actual peds and/or vehicles moving around in the
game?
Answer: For peds, increase the parameters <A> and/or <B> in the Ped Despawn
Data section accordingly. For Vehicles use entry <A> in the Vehicle Various
Data section. Please note that the maximum available slots for peds is #140
and for vehicles is #110. You can increase these values through the VC Limit
Adjuster (search gtaforums.com for it) but in any case you should keep well
below them - remember the game needs available slots for mission characters
and vehicles too.
Please note that increasing the above mentioned entries in the .cfg does not
have an impact in the game itself. You must also increase the ped density to
achieve the desired affect. There's two ways to do with: you either increase
the general density level through the opcodes 03DE (for peds) and 01EB (for
vehicles) *or* you raise the daytime density values for peds/vehicles in the
.cfg throughout by a certain factor of your own choosing.
Summary: adjust the limits in .cfg, keeping them below the maximum allowed
values, and then increase ped density level as outlined.


So, my advice is check out opcode 03DE in the VC Opcode Database. smile.gif

Pleae note that you could have used that opcode also without VC.Traffic. *But* without VC.Traffic the game will never make use of more than 15 slots for peds. VC.Traffic allows you to reserve more slots for random peds, up to the max number of slots that can be changed with the VC Limit Adjuster.

So in short: you have only reserved more slots for random ped but the game doesn't use them because the ped density has remained the same. smile.gif

Also note that there's still an issue with the uneven distribution of peds over time, as you will notice eventually. This will be fixed in a future version of the mod.


Alex

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#25

Posted 18 January 2008 - 07:05 PM

This looks totally awesome. Is it "noob friendly"?

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#26

Posted 21 January 2008 - 05:55 PM

QUOTE (bumster @ Jan 18 2008, 19:05)
This looks totally awesome. Is it "noob friendly"?


I can't say it is. Basically it's stuff I have coded for myself first and foremostly. You can try and if you have any question you can ask here.

I just don't know the optimum settings myself. I just created a .dll that allows people to tweak those values. Best settings, I don't know more about it than anyone else.

Alex

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#27

Posted 15 April 2008 - 04:40 PM

Double-post but necessary since I have been asked for permission in pm. smile.gif

If I haven't made it sufficiently clear yet:

All of my mods are open for use by any other modder without asking me for permission or crediting me. The only line I'd draw is if someone would use them to promote facism, pedophilia or something on that level.

Alex

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#28

Posted 15 April 2008 - 06:28 PM

Have you anything done in VC: Graphic? smile.gif

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#29

Posted 15 April 2008 - 06:59 PM

I just wanted to say that I love this mod. I have it installed on my Vice City so I can create rush hour and like no cars at night with VC: Traffic. I finally got Snow working, but it lags my game a bit. Oh well. I haven't seen an update for this mod in quite a while, have you made any progress?
cool.gif

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#30

Posted 16 April 2008 - 11:24 AM

i can't figure out wtf this mod is lol.. can someone explain it to an idiot?




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