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BUGS, GLITCHES, and INCOMPLETES

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Konstantinos
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#91

Posted 21 April 2007 - 10:07 AM Edited by Konstantinos, 21 April 2007 - 10:10 AM.

QUOTE (SteaVor @ Apr 21 2007, 10:47)
Is it OK that only the yardies have other settings than all the other gangs - to be exact, the exact opposite (always in groups for yardies as opposed to never ever in groups, but only solo for the others).

It's definitely not OK. Before VC Traffic, there's been a concern that Yardies didn't hang out in groups while the other gangs did (VC behavior). But the thing is - gangs NEVER hang out in groups in GTA3. So the values should be the same for all gangs.

As for the density values - it's certainly an improvement from the originals, where it was a freaking ghost town. But they still need to be increased, especially in the peds section.

SteaVor
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#92

Posted 21 April 2007 - 10:14 AM Edited by SteaVor, 21 April 2007 - 10:17 AM.

Yeah, that's what I wondered about.

And while I'm at it: Ben, could you please fix the links in the checklist topic, so that they point to the fullsize pictures instead of the thumbnails? The only diffrence between the links is that the thumbnail links contain an a '.th' - you can do a search & replace on this string to get the links to the real images.

5-21 und 5-22 are issues converted over from GTA3, the issues haven't been introduced by GTALC.

Ben
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#93

Posted 21 April 2007 - 11:30 PM Edited by Ben, 21 April 2007 - 11:41 PM.

@Claude GTA3 - Claude's stance in LC has been fixed to match GTA3. And his grunts/pain noises have been converted already.

@SteaVor & Kon - I copied those exactly as AK described to me, and I did think it was a bit odd at the time (although I just assumed it would be fine seeing as the PIGS behave so much differently in VC than all the other gangs). I hadn't paid too much attention to gang behaviour in GTA3, so I'll take Kon's word for it and change the settings - it's probably the result of a misinterpretted bug report and not a mistake on AK's part.

As for the density values - feel free to try a few changes yourself to get it feeling right. You could try doubling the PEDs again, and perhaps multiplying the vehicles by 1.5.

@SteaVor - The driver reaction issue is definitely a problem if it's behaving like that confused.gif . I'll ask AK about it and see what he says - hopefully it's as simple as a mixed up column name.

And I'll fix up those problems with the checklist for you too icon14.gif .

Thanks for all the feedback guys - I'd be lost without ya tounge.gif .

EDIT - I've only fixed up the images for bugs that still exist (I didn't see the point in doing it for fixed bugs) wink.gif .

Claude GTA3
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#94

Posted 22 April 2007 - 08:21 AM

OK,My LC still has Tommy's Grunts and stance....

SteaVor
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#95

Posted 22 April 2007 - 08:38 AM Edited by SteaVor, 22 April 2007 - 09:01 AM.

My testing suggests that none of the columns have any effect on the drivers' behaviour - no matter which settings I use, the 'FLEE' pattern will be used - every time and by everyone. Don't know if it's because of different offsets in different EXEs. The other settings seem to work.


EDIT: I'm relaxing from the testing session now, I'm sitting in the passenger seat of an Idaho while a male ped (the original owner of the car that I intended to steal) cruises around aimlessly in Portland. I experienced this bug never before, but it's quite cool to be chauffeured by a ped. A good way to observe the KI's driving skills. The people in Liberty City are very friendly indeed...

Ben
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#96

Posted 22 April 2007 - 10:06 PM

@Claude GTA3 - You need to install the latest version of LC AND the SFX to get the correct stance and sounds for Claude.

@SteaVor - I've asked AK about it, so we'll just have to wait until I hear back from him, methinks.

About that bug - sounds interesting. Could it be the result of some setting in VC:Traffic?

SteaVor
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#97

Posted 23 April 2007 - 06:16 AM

QUOTE (Ben @ Apr 23 2007, 00:06)
About that bug - sounds interesting. Could it be the result of some setting in VC:Traffic?

No, the traffic module has nothing to do with it. I'll see if it's reproducable though because it's quite cool.
I wanted to hijack a car which - thanks to another crazy driver - had the driver's door blocked. So I was forced to enter from the passenger side, I entered the car, immediately left it again so that the ped could leave it. Then I entered the car again (all this is the standard animation if you're forced to use the passenger's door, so nothing extraordinary till then).
Then it got interesting: The driver wasn't content to be forced to walk home, so he entered the car again as well.
That led the game to believe that the ped had successfully reconquered the driver's seat and gave him control over the car. I could still choose between the radio stations, but I could not influence the driver in any way nor could I do a drive-by. The camera view changed when I used the respective keys, but using the 'shoot' button had no effect.

Unfortunately - thanks to another crazy driver that blocked the street - my ride lasted for 2 minutes only, because the crazy ped hit our car and then my chauffeur decided to leave the car and flee...

Conclusion: If you want to reproduce it, you'll need to block a car's driver's door and you'll need quite some luck that the ped inside won't flee.

AK-73
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#98

Posted 24 April 2007 - 01:45 PM

Hi folks! smile.gif

A couple of points:

- as to Tommy's stance - the idle_stance animation has been set-up to reproduce the GTA3 animation as closely as possible. Since the bone locations of LC models differ from the pivot points of GTA3 parts, matching the animations perfectly for an LC model (Claude) is possibly going to make the animation look "no good" for original VC models. In the case of the idle_stance animation, which only gets used by Claude normally in LC, I had decided to accept this in order to make the animation look for Claude as perfect as possible. It is essentially only a shoulder problem. If you lower the shoulders for Tommy in the animation, they will look a bit too low for Claude. The difference is in the models. However changing the models isn't going to improve the game overall either - you have to live with GTA3 models and animations being different from Vice's. If I was to set-up LC Claude closer to GTA3 models and anims, then Vice anims wouldn't look to good on the model. If I was to make it closer to VC's models, then original VC animation would look perfect but GTA3 conversion would look less authentic.

-driver reaction: it may be very well possible that some offsets have not been converted properly (although I thought I had tested that one) for non-standard exes. I'll have a look into it. For standard exes it should work perfectly. At least it does in my game. smile.gif

-taxi bug: Ben told me about the taxi bug - I'll look into that one too.

-ghost-town LC: given that all you people have been talking about is the density multipliers and that you end up with not too much denser traffic, may I take it that you didn't read the how-to? wink.gif Only increasing the traffic density multiplier by itself will not help much. Why? Because of the exterior/interior ped limits. These can be increased in the .cfg. If you raise the density multiplier to 5000.0f, the number of peds/vehicles spawned will still be limited by the value. If you read the how-to, it also says that the ped/vehicle max available slots can be raised through the VC Limit Adjuster. The values in the vc_traffic.cfg state how many of those available slots should be used for random ped traffic (as opposed to mission characters, etc), I think. I *know this works* because I have been capable to make Vice City crowded with the default VC:Traffic ranges and a raised ped limit/density multiplier. Hopefully it works for non-standard exes too - the conversion process is error prone and I am quite grateful for any bug report that I receive. About the taxi missions, for example, I *couldn't* know becauce I am developing in a stripped VC SCM environment. smile.gif But I am interested in having increased ranges *and* working taxi missions, so I'll fix the problem.
Checking the above posted .cfg, for example, no matter how high you raise the density multipliers, you'll never have more than 0x2F peds and 0x17 vehicles.

-SteaVor: I once had that "bug" too... I don't think it has to do with VC:Traffic though. Anyway *that* is nothing I would consider needing fixing, even if it was the case. wink.gif

Alex

SteaVor
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#99

Posted 24 April 2007 - 06:10 PM

Yeah, Alex, you're totally right of course - my hard drive died and I lost all of my LC-specific data, but I thought that I did remember to increase the values (0x2F and 0x17), but it turns out that I may have reverted to the default values. I do know that I changed them because I set 0xFF for peds once (accidentally) and the game crashed. biggrin.gif
None of the driver behaviour columns work for me - at least they don't crash my game.

QUOTE
-SteaVor: I once had that "bug" too... I don't think it has to do with VC:Traffic though.
Of course it doesn't have anything to do with your mods, but I thought it's quite cool to see LC from a different perspective.

AK-73
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#100

Posted 24 April 2007 - 06:25 PM


Well, I can only say that I know it works for non-standard exes. The screenshot in the VC.Config thread with the many shoppers in the Washington mall was taken under VC1.1. Remember my advice: modify the settings in memory.

The ped limit is at 0x694DC8 (you may need to adjust that offset by version but I am sure you can recognize the address by the value).
For vehicles it is at 0x686FCC.

The density multipliers I must look up at home.

Alex

PS If you want to look at VC from a different perspective, you can let 0x7E49C0 (+version offset) point to a ped or to a vehicle. The camera is locked to the object it is pointing too. wink.gif

Buzy
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#101

Posted 24 April 2007 - 07:29 PM

I think i found a bug

In the mission "chaperone" by the warehouse party after the police raid
my game go to desktop show me a exception handler
when i press oke the game closed itself

SteaVor
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#102

Posted 24 April 2007 - 07:34 PM

Is it reproducable, i.e. did it happen more than once? If yes, you can put the first 9 lines of the gta-lc-scm.log that can be found in your LC directory, Do you use the latest version(in the download topic)?

Ben
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#103

Posted 25 April 2007 - 12:07 AM

AK-73 - Thanks.

As for the CFG, that was my bad. You are right - I didn't read the how-to beforehand anuj_cop.gif . I was in a bit of a rush at the time. I've got a few days off uni (thanks to a public holiday) so hopefully I'll get a chance to look into it and learn exactly how I should be changing the density values wink.gif .

Also, when you get around to fixing those two bugs, can you please send me the traffic module directly?

Thanks again smile.gif .

@SteaVor - I thought I should also mention a big THANK YOU for all the good work you've been doing with bug testing and helping people out around the forum. Keep up the good work, mate smile.gif .

Buzy
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#104

Posted 25 April 2007 - 10:38 AM

[QUOTE] Is it reproducable, i.e. did it happen more than once? If yes, you can put the first 9 lines of the gta-lc-scm.log that can be found in your LC directory, Do you use the latest version(in the download topic)?

it happen every time and that sucks suicidal.gif
I use beta v2.7
here are the 9 lines

Exception at address: 0x00451C80

EXE Version: gta-vc.exe 1.0 US

Last opcode executed: 00D6 if

In thread: frank1



Registers -----------------------------------------------------

EAX: 0x00000000 EBX: 0x00000000 ECX: 0x00A0FDE4 EDX: 0x00000000

ESI: 0x00A0FDE4 EDI: 0x00000004 EBP: 0x0012FD6C ESP: 0x0012FD3C

EFLAGS: 10000001001010110



// THREAD "frank1"

SteaVor
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#105

Posted 25 April 2007 - 01:02 PM Edited by SteaVor, 25 April 2007 - 02:50 PM.

Could you also provide the last few lines of the error log, please? I can't reproduce it here. Is this
QUOTE
Last opcode executed: 00D6 if

always the same or does it differ? (then it's unrelated to the script and probably a faulty installation)
Are you playing with the original, VC 1.0 US exe?


@Ben: Thank you very much. Exams are over for me now (wrote the last one today), so I can now start playing again!

Buzy
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#106

Posted 25 April 2007 - 04:58 PM

it's always the same and i use VC 1.0 us

SteaVor
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#107

Posted 25 April 2007 - 06:05 PM Edited by SteaVor, 25 April 2007 - 06:08 PM.

Could you please post the last few lines of the error log? The last line should be 000XXXXX: if X (X representing numbers/characters)
and it would be useful to know the context, so it would be really great if you also posted the few (like 5) lines above the responsible opcode. When does it happen exactly? When the raid cutscene has finished? When Maria is supposed to exit the building?

Did you try a complete reinstall of the game already?

Ben
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#108

Posted 25 April 2007 - 11:53 PM

QUOTE (Ben @ Apr 25 2007, 10:07)
AK-73 - Thanks.

As for the CFG, that was my bad. You are right - I didn't read the how-to beforehand anuj_cop.gif . I was in a bit of a rush at the time. I've got a few days off uni (thanks to a public holiday) so hopefully I'll get a chance to look into it and learn exactly how I should be changing the density values wink.gif .

Also, when you get around to fixing those two bugs, can you please send me the traffic module directly?

Thanks again smile.gif .

Just thought of something else (which I haven't checked). The taxi bug - theoretically it could also appear in the vigilante, paramedic and firefighter missions (especially the paramedic ones, as the main problem seemed to be PED density rather than vehicle density, which would affect the other two). So that will have to be checked (and fixed, if applicable) at some stage too.

SteaVor
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#109

Posted 26 April 2007 - 06:02 AM

I haven't checked, but I don't think it affects the other sub missions.
The problem occurs because the game has to choose a random pedestrian, and if you don't pick him up but are driving too far away from him, the game will pick a new one near you. That's exactly when the bug occurs.
Vigilante, paramedic, firefighter pick random cars/peds, but once they are chosen, they won't be changed. That's the difference.

Buzy
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#110

Posted 26 April 2007 - 05:41 PM

[QUOTE] When Maria is supposed to exit the building?
Yes there its happens

Exception at address: 0x00451C80

EXE Version: gta-vc.exe 1.0 US

Last opcode executed: 00D6 if

In thread: frank1



Registers -----------------------------------------------------

EAX: 0x00000000 EBX: 0x00000000 ECX: 0x00A0FDE4 EDX: 0x00000000

ESI: 0x00A0FDE4 EDI: 0x00000004 EBP: 0x0012FD6C ESP: 0x0012FD3C

EFLAGS: 10000001001010110



// THREAD "frank1"

0003BFEE: return

0003A5B5: if 0

0003A5B9: egi $var2010, 2

0003A5C0: jf @0003A5DC

0003A5DC: if 0

0003A5E0: egi $var1FD0, 0

0003A5E7: jf @0003A77E

0003A77E: if 0

0003A782: egi $var1FD4, 0

0003A789: jf @0003A920

0003A920: jump @00039C65

00039C65: if 0

00039C69: gtig 10, $var1FB4

00039C70: jf @0003A927

00039C77: wait 0

// THREAD "ambul_m"

0001FC8B: if 0

0001FC8F: is_defined $var0008

0001FC94: jf @0001FC87

0001FC9B: if 0

0001FC9F: is_player_driving_car_model $var0008, 146

0001FCA7: jf @0001FDE8

0001FDE8: if 0

0001FDEC: egi $var0D4C, 1

0001FDF3: jf @0001FC87

0001FC87: wait 0

// THREAD "taxi_l"

0001F7BF: if 0

0001F7C3: is_defined $var0008

0001F7C8: jf @0001F7BB

0001F7CF: if 0

0001F7D3: is_player_driving_taxi $var0008

0001F7D8: jf @0001F919

0001F919: if 0

0001F91D: egi $var0D34, 1

0001F924: jf @0001F7BB

0001F7BB: wait 0

// THREAD "fire_m"

0001F949: if 0

0001F94D: is_defined $var0008

0001F952: jf @0001F945

0001F959: if 0

0001F95D: is_player_driving_car_model $var0008, 137

0001F965: jf @0001FAA6

0001FAA6: if 0

0001FAAA: egi $var0D3C, 1

0001FAB1: jf @0001F945

0001F945: wait 0

// THREAD "cop_m"

0001FAD6: if 0

0001FADA: is_defined $var0008

0001FADF: jf @0001FAD2

0001FAE6: if 25

0001FAEA: is_player_driving_car_model $var0008, 156

0001FAF2: is_player_driving_car_model $var0008, 157

0001FAFA: is_player_driving_car_model $var0008, 236

0001FB02: is_player_driving_car_model $var0008, 162

0001FB0A: is_player_driving_car_model $var0008, 220

0001FB12: is_player_driving_car_model $var0008, 155

0001FB1A: jf @0001FC5B

0001FC5B: if 0

0001FC5F: egi $var0D44, 1

0001FC66: jf @0001FAD2

0001FAD2: wait 0

// THREAD "rctrig"

0001E7B2: if 1

0001E7B6: is_defined $var0008

0001E7BB: egi $var0D20, 0

0001E7C2: jf @0001E93A

0001E7C9: if 0

0001E7CD: is_player_driving_car_model $var0008, 189

0001E7D5: jf @0001E93A

0001E93A: if 0

0001E93E: is_defined $var0008

0001E943: jf @0001E7AE

0001E94A: if 0

0001E94E: NOT is_player_driving_car_model $var0008, 189

0001E956: jf @0001E7AE

0001E95D: setgi $var0D20, 0

0001E964: jump @0001E7AE

0001E7AE: wait 0

// THREAD "hj"

0001271B: if 0

0001271F: NOT is_defined $var0008

00012724: jf @00012732

00012732: if 0

00012736: is_handling_cheat_enabled

00012738: jf @00012746

00012746: if 0

0001274A: NOT is_player_driving_car_model $var0008, 194

00012752: jf @00012787

00012759: if 0

0001275D: is_player_driving_air_vehicle $var0008

00012762: jf @00012770

00012770: if 0

00012774: is_player_driving_boat $var0008

00012779: jf @00012787

00012787: if 0

0001278B: is_player_driving $var0008

00012790: jf @00012D84

00012797: get_player_car $var0008, $var0918

0001279F: store_stunt_data $var0008, $var091C, $var0920, $var0924, $var0928, $var092C, $var0930

000127B6: if 0

000127BA: gtgi $var091C, 0

000127C1: jf @00012878

00012878: if 0

0001287C: gtgi $var0924, 0

00012883: jf @00012948

00012948: if 0

0001294C: gtgi $var092C, 0

00012953: jf @00012A0A

00012A0A: if 0

00012A0E: NOT is_stopped $var0918

00012A13: jf @00012D76

00012A1A: if 0

00012A1E: is_airborne $var0918

00012A23: jf @00012D68

00012D68: jump @00012717

00012717: wait 0

// THREAD "usj"

00016CD4: if 0

00016CD8: NOT is_defined $var0008

00016CDD: jf @00016CEB

00016CEB: if 0

00016CEF: NOT is_player_driving $var0008

00016CF4: jf @00016D02

00016D02: get_player_car $var0008, $var0C30

00016D0A: if 0

00016D0E: is_car_stopped $var0C30

00016D13: jf @00016D21

00016D21: if 0

00016D25: is_player_driving_boat $var0008

00016D2A: jf @00016D38

00016D38: if 0

00016D3C: is_player_driving_air_vehicle $var0008

00016D41: jf @00016D4F

00016D4F: get_car_speed $var0C30, $var0C34

00016D57: if 0

00016D5B: NOT gtgf $var0C34, 25.0000

00016D65: jf @00016D73

00016D6C: jump @00016CD0

00016CD0: wait 0

// THREAD "warper"

000119A6: if 0

000119AA: is_defined $var0008

000119AF: jf @000119A2

000119B6: if 0

000119BA: is_player_in_cube $var0008, 3.5423, -1120.8929, 29.9814, 7.5423, -1116.8929, 33.9814, 0

000119DF: jf @00011A0B

00011A0B: if 0

00011A0F: is_player_in_cube $var0008, -245.8360, -1550.6680, 32.3154, -241.8360, -1546.6680, 36.3154, 0

00011A34: jf @00011A60

00011A60: if 0

00011A64: is_player_in_cube $var0008, 12.5165, -1112.3330, 80.9526, 16.5165, -1108.3330, 84.9526, 0

00011A89: jf @00011AB5

00011AB5: if 0

00011AB9: is_player_in_cube $var0008, -255.5830, -1537.7240, 77.3354, -251.5830, -1533.7240, 81.3354, 0

00011ADE: jf @000119A2

000119A2: wait 50

// THREAD "frank1"

00039C7B: gosub @0003C712

0003C712: addgi $var2020, 1

0003C719: if 1

0003C71D: gtgi $var2020, 28

0003C724: gtig 32, $var2020

0003C72B: jf @0003C739

0003C739: randi 0, 101, $var2054

0003C742: randi 0, 101, $var2050

0003C74B: if 1

0003C74F: gtgi $var2020, 15

0003C756: gtig 20, $var2020

0003C75D: jf @0003C76B

0003C76B: randi 0, 101, $var205C

0003C774: randi 0, 101, $var2058

0003C77D: if 1

0003C781: gtgi $var2020, 20

0003C788: gtig 40, $var2020

0003C78F: jf @0003C79D

0003C79D: randi 0, 101, $var2064

0003C7A6: randi 0, 101, $var2060

0003C7AF: if 1

0003C7B3: gtgi $var2020, 18

0003C7BA: gtig 40, $var2020

0003C7C1: jf @0003C7CF

0003C7CF: randi 0, 101, $var206C

0003C7D8: randi 0, 101, $var2068

0003C7E1: if 1

0003C7E5: gtgi $var2020, 5

0003C7EC: gtig 14, $var2020

0003C7F3: jf @0003C801

0003C7FA: jump @0003C813

0003C813: if 1

0003C817: gtgi $var2020, 9

0003C81E: gtig 26, $var2020

0003C825: jf @0003C833

0003C82C: jump @0003C845

0003C845: if 21

0003C849: egi $var2020, 40

0003C850: gtgi $var2020, 40

0003C857: jf @0003C865

0003C865: return

00039C82: if 0

00039C86: egi $var1FE4, 23

00039C8D: jf @00039CAA

00039CAA: if 0

00039CAE: egi $var1FE4, 22

00039CB5: jf @00039CDE

00039CDE: if 0

00039CE2: is_car_wrecked $var2088

00039CE7: jf @00039D04

00039D04: if 0

00039D08: egi $var1FB4, 0

00039D0F: jf @00039D59

00039D59: if 0

00039D5D: egi $var1FB4, 1

00039D64: jf @00039E2F

00039E2F: if 0

00039E33: egi $var1FB4, 2

00039E3A: jf @00039F13

00039F13: if 0

00039F17: egi $var1FB4, 3

00039F1E: jf @00039FE9

00039FE9: if 0

00039FED: egi $var1FB4, 4

00039FF4: jf @0003A0CD

0003A0CD: if 0

0003A0D1: egi $var1FB4, 5

0003A0D8: jf @0003A1A3

0003A0DF: if 0

0003A0E3: is_actor_dead $var20F8

0003A0E8: jf @0003A13E

0003A13E: if 0

0003A142: NOT is_actor_near_point $var20F8, $var2024, $var2028, 2.0000, 2.0000, 0

0003A159: jf @0003A1A3

0003A1A3: if 0

0003A1A7: egi $var1FB4, 6

0003A1AE: jf @0003A279

0003A279: if 0

0003A27D: egi $var1FB4, 7

0003A284: jf @0003A35D

0003A35D: if 0

0003A361: egi $var1FB4, 8

0003A368: jf @0003A515

0003A515: if 0

0003A519: egi $var1FB4, 9

0003A520: jf @0003A580

0003A580: if 22

0003A584: NOT egi $var1FB8, 3

0003A58B: NOT egi $var1FBC, 3

0003A592: NOT egi $var1FC0, 3

0003A599: jf @0003A5A7

0003A5A0: gosub @0003B771

0003B771: if 0

0003B775: gtgi $var1FB4, 2

0003B77C: jf @0003B907

0003B783: if 0

0003B787: egi $var1FB8, 1

0003B78E: jf @0003B862

0003B795: if 0

0003B799: NOT is_actor_dead $var20F0

0003B79E: jf @0003B851

0003B7A5: if 0

0003B7A9: is_actor_near_point_on_foot $var20F0, $var2030, $var2034, 3.0000, 3.0000, 0

0003B7C0: jf @0003B84A

0003B7C7: if 0

This is the gta lc scm file
Now i gonna try to reinstall

SteaVor
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#111

Posted 26 April 2007 - 06:25 PM Edited by SteaVor, 26 April 2007 - 06:48 PM.

Are the party persons and the cops fighting each other? Do you get to see Maria or does it crach before you get the message that you should take Maria home?
EDIT: Got it, the crash occurs when 00AC: is_car_on_land is executed.
One of the 00ACs (00AC: car_on_land $FRANK1_PARTY_CAR3) has a comment stating '//crash'. Now let's see when this piece of code is executed and why it doesn't work, even if it is the same one as for the other 2 cars.

AK-73
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#112

Posted 27 April 2007 - 01:04 PM

QUOTE (SteaVor @ Apr 26 2007, 18:25)
Are the party persons and the cops fighting each other? Do you get to see Maria or does it crach before you get the message that you should take Maria home?
EDIT: Got it, the crash occurs when 00AC: is_car_on_land is executed.
One of the 00ACs (00AC: car_on_land $FRANK1_PARTY_CAR3) has a comment stating '//crash'. Now let's see when this piece of code is executed and why it doesn't work, even if it is the same one as for the other 2 cars.


Hi folks,

1. I have been taking a look at the VC:Traffic issues. Dirver reaction to being shot at works perfectly for me under VC1.1, so unless the vcversion module hasn't been properly implemented (and I consider that quite unlikely), it should work for Steavor too. Steavor please do me a favor - take a fresh .cfg and try again please. While developing I had numerous times glitches due to a .cfg that contained a non-comment, non-empty line (like with a tab). My mods are quite unforgiving with regards to such in the .cfg. What I would like to ask you to do is to take a fresh copy of the .cfg, and set the driver reaction values so that it is drivers 100% going frenzy when being shot at. If that doesn't work still, please try to change a value further down below than that and see if any change below in the .cfg has any effect in the game. Alternatively, you could study for me a jump into vc_traffic.asi near 0x5B943A(+offset for version) in your debugger. It should occur, a random number between 0 and 999 should be generated and compared to data from the .cfg. The result should be an index number that gets used to call the according driver reaction proc. If you can't get VC:Traffic to work for you, I will need your help to find out the nature of the problem. smile.gif

Has somebody with a different version of VC tried VC:Traffic's driver reaction table yet to see if it works on their version?

2. The problem with the taxis is that the opcode 02DD sets some ped to be the next potential passenger. However a later opcode (80FD) checks if the would-be passenger is within 90.0f, 90.0f, 20.0f of the player vehicle. Normally any existing ped is within that bounds. However with VC:Traffic what happens is that the ped can be out of bounds. Then the ped's references gets removed, except for the last potential taxi passenger offset into the actor table). So in the first frame this ped gets marked as the potential passenger and in the next there is none. In the frame thereafter, the game looks for a new potential passenger. However 02DD checks if the new candidate is the same as the last potential passenger and if so, it gets excluded from being the new potential passenger. And this goes back and forth. My solution to that problem is going to be to add an additional check to the 02dd opcode which is going to make sure that only passengers within 90.0f 90.0f 20.0f (or closer if you want to) can be become potential passengers. I have tested it and it works, I have yet to code it into VC:Traffic though.
Also since only Taxi missions use this opcode, it does not affect any other missions. I played paramedic and vigilante missions with VC:Traffic in the meantime and they work normally. Whether the ranges have any impact on standard GTA3 missions, I can't tell though. All I can say is that they don't use opcode 02DD, only TAXI DRIVER does.

3. While testing all of this I used the default VC ranges and I couldn't believe how sucky they are, smile.gif with vehicles fading into existence about 50m from you. If you have played the game for a few days with the VC:Traffic ranges, you will not want to return to the original ranges anymore. It's like suddenly have to play with the default VC draw distance settings again, instead of pretty much unlimited range. smile.gif Seeing the vehicles come closer from a distance is so much more fun. smile.gif

4. Ben, would you mind downloading the mod from gtagarage once it is released? Anything that increases download rating is just fine to me. :-) I'll notify you when the new version is uploaded (won't happen before all issues are fixed, that is taxis, possibly driver reaction to getting shot and possibly traffic density, although I hope the latter are not due to bugs in VC:Traffic).

Alex


SteaVor
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#113

Posted 27 April 2007 - 02:43 PM

The great thing about GTAGarage.com is - it doesn't work (again)! Does it work for you?
Since I've lost all the data that was stored on my hard drive, I don't have local copies of your mods anymore, only the versions provided by the LC mod. It's quite hard to get a clean copy of the config file under these circumstances... tounge.gif
I'll try it out now nonetheless.

Buzy
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#114

Posted 27 April 2007 - 02:44 PM

[QUOTE] Are the party persons and the cops fighting each other? Do you get to see Maria or does it crach before you get the message that you should take Maria home?
yes there are fighting and it crasht before the message

AK-73
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#115

Posted 27 April 2007 - 03:07 PM

QUOTE (SteaVor @ Apr 27 2007, 14:43)
The great thing about GTAGarage.com is - it doesn't work (again)! Does it work for you?
Since I've lost all the data that was stored on my hard drive, I don't have local copies of your mods anymore, only the versions provided by the LC mod. It's quite hard to get a clean copy of the config file under these circumstances...  tounge.gif
I'll try it out now nonetheless.


Now it does work for me again. But if you pm me your email address, I can send you too. I won't be around too long for today though. smile.gif

Alex

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#116

Posted 27 April 2007 - 03:16 PM Edited by SteaVor, 27 April 2007 - 03:19 PM.

QUOTE (Buzy @ Apr 27 2007, 16:44)
yes there are fighting and it crasht before the message

You should definitely learn how to quote correctly! Every tag has to be closed, otherwise it won't work as expected.

I've found the error (I'm pretty confident it's 00ac), but I have no idea how to fix it, because it never ever occured to me (and I played it a thousand times or more tounge.gif ) and because it should work, it's exactly the same code that does work flawlessly at two previous instances after all.

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#117

Posted 27 April 2007 - 04:37 PM

I'd like to highlight the following here (and this goes for all my mods):
the cfgs are not very user-friendly and are quite unforgiving. They accept only 3 types of lines:
a) commentaries
b) *completely* empty lines (that is, tabs are a no-no)
c) valid data lines, depending on the depicted format.

A single messed up line can throw the entire mod off-balance. If that happens and you can't find the line responsible (normally you can search top-down) for where it ceases to work), best to start with a fresh .cfg and retrace your changes step-by-step.

The good news is that Steavor got VC:Traffic to work with a fresh .cfg. The bad news is, that the LC version of it seems to contain a bug.

smile.gif

Alex


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#118

Posted 27 April 2007 - 06:32 PM

QUOTE (SteaVor @ Apr 27 2007, 15:16)

I've found the error (I'm pretty confident it's 00ac), but I have no idea how to fix it, because it never ever occured to me (and I played it a thousand times or more tounge.gif ) and  because it should work, it's exactly the same code that does work flawlessly at two previous instances after all.

oke thx for trying
But can you send me a savegame past that mission please?
So i play further
my email is [email protected]

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#119

Posted 28 April 2007 - 09:59 AM Edited by SteaVor, 28 April 2007 - 07:50 PM.

QUOTE (AK-73 @ Apr 20 2007, 14:25)
These 3 factors are relevant to density, given a fixed set of ranges:
a) The hardcoded available ped/vehicle slots. These can be increased with VC Limit Adjuster, if necessary.

Just wanted to point out that they can be increased through the Launcher as well - I'm actually wondering why Hammer didn't advertise it as THE all-in-one utility for VC. tounge.gif

The checklist contains two 3-38s - the first one(mission markers disappearing) should be entirely disregarded (you remember the discussion, do you?), because that's only relevant in Debug Mode.
3-34 (Chico's suicide) didn't occur for me (and I don't see anything in the code that would cause this).

Regarding 3-11 (Sayonara Salvatore) - did anyone here ever notice the "mid-mission cutscene flickering"? I do remember such a bug report (only one), but I don't know if it wasn't just a coincidence or has since been fixed.
Same goes for 3-12b (Portland garage is hiding cars) - does anybody notice it anymore or can it be regarded as fixed?

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#120

Posted 29 April 2007 - 02:52 AM

QUOTE (AK-73 @ Apr 28 2007, 02:37)
I'd like to highlight the following here (and this goes for all my mods):
the cfgs are not very user-friendly and are quite unforgiving. They accept only 3 types of lines:
a) commentaries
b) *completely* empty lines (that is, tabs are a no-no)
c) valid data lines, depending on the depicted format.

A single messed up line can throw the entire mod off-balance. If that happens and you can't find the line responsible (normally you can search top-down) for where it ceases to work), best to start with a fresh .cfg and retrace your changes step-by-step.

The good news is that Steavor got VC:Traffic to work with a fresh .cfg. The bad news is, that the LC version of it seems to contain a bug.

smile.gif

Alex

That would be my fault - I must've made a boo-boo whilst editing it somewhere along the way tounge.gif . I take it you're not too far away from releasing an updated version (you seem to know how to fix the problems, so it's just a matter of getting the free time to do it now, right?)? Just send an email or PM my way, or post somewhere here and I'll grab it off GTAG for you wink.gif .

But yeah, LC is still playable with the current CFG (just not ideal at this stage), so I'll leave it as is until you've released an updated version with all the fixes. And then I'll make sure I'm extra careful with editing it this time wink.gif .

@SteaVor - I'll cross those two off the list. And as far as I know, Sayonara Salvatore hasn't been fixed. I've no idea about the other one either confused.gif .

Thanks.




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