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CHECKLIST FOR GTA: LIBERTY CITY FINAL

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SteaVor
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#1

Posted 12 November 2007 - 04:01 PM Edited by SteaVor, 12 January 2011 - 08:31 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 me or posted in the General GTA:LC Chat topic.

Contents:

#Area Of WorkForum TopicStatus
1
PEDs/Actors/Animations
Link
Tweaking the models that were converted automatically, several minor issues
2
Launcher/EXE Hacking
Link
EXE hooks to be rewritten from scratch
3
SCM Coding
Link
Basically done
4
Graphics
Link
Mostly done
5
Modelling
Link
Minor issues
6
COL Files
Link
Minor issues
7
Official Trainer/Car Spawner
Link
won't be necessary for future versions of the mod, thus discontinued
[center]8
Installer
Link
To be worked on once all the major bugs have been fixed
9
Audio
Link
EXE related issues; ped dialogue to be converted
10
Weapons
Link
EXE and animation issues
11
Vehicles
Link
No known issues
12
The Train
Link
EXE issues, minor tweaks
13
Language Packs
Link
Mostly finished, French and Italian GXTs would be nice


OLD 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
Discontinued
-
A different approach to modify the hardcoded bahavior at runtime is currently being developed by ModelingMan.
No
VC:Traffic
AK-73, SteaVor, Ben
Yes
Yes
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.

SteaVor
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#2

Posted 12 November 2007 - 04:08 PM Edited by SteaVor, 12 January 2011 - 08:31 PM.

1. PEDs/Actors/Animations

#Issue
1
Multiple PEDs still to be converted - see here . 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).
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
Asuka's legs go through her deckchair during the "Payday for Ray" cutscene - Asuka's model seems to be the culprit, and it needs to be moved on the Z axis.
11
f*cku animation needs to be converted - see this post for a potential solution.

SteaVor
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#3

Posted 12 November 2007 - 04:14 PM Edited by SteaVor, 12 January 2011 - 08:32 PM.

2. Launcher/EXE Hacking
#Issue
1
Replay doesn't work all the time, and never saves. - will most likely be fixed when the EXE hacks are recoded
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.
6
Cars missing from the opening cinematic (JB cutscene) - potential solution .
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.
11
The vicechee 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).
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)
18
Weapons differ from GTA3 to LC (especially in number of slots) - can this be fixed?
21
Comprehensive GXT support .
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) .
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 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
The bodycast opcode (03F8) would be nice to have.
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.
36
When you run in to save your game (Portland Safehouse) the garage opens.
37
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 .
38
The Italian flags around Toni's restaurant don't blow/move in the wind/rain as in GTA3.
39
In GTA3, when you blow up a car, you earn a certain amount of money (not sure how much - I think it varies).
40
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).
41
The traffic lights in LC don't display the WALK or DON'T WALK text.
42
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?
43
You can only get 2 wanted stars in Portland - will most likely be fixed when the EXE hacks are recoded
GUI/ 'Show Config'-specific issues

Note: The following issues are specific to the GTA:LC launcher (gta-lc.exe) that is required for all versions of the mod up to and including Beta3.1. Since the launcher will be discontinued in favor of a better approach the following bugs won't be relevant for future version of GTA:LC.

#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.

SteaVor
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#4

Posted 12 November 2007 - 04:19 PM Edited by SteaVor, 12 January 2011 - 08:32 PM.

3. SCM Coding

#Issue
1
General fixes - see here .
Mostly dependent on EXE issues.
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
46
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 .

SteaVor
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#5

Posted 12 November 2007 - 04:24 PM Edited by SteaVor, 12 January 2011 - 08:32 PM.

4. Graphics

#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).
4
The weapons icons for the VC weapons need to be changed to yellow from red - most have been done, but there are still a couple left to do
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).
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
10
The outro screen needs to be updated to be consistent with the MEET THE TEAM list.

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#6

Posted 12 November 2007 - 04:27 PM Edited by SteaVor, 12 January 2011 - 08:33 PM.

5. Modelling

#Issue
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.
27
Garage model issue - solution included!
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
32
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.

SteaVor
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#7

Posted 12 November 2007 - 04:30 PM Edited by SteaVor, 12 January 2011 - 08:33 PM.

6. COL Files

#Issue
4
Missing COL data in skyscraper (incorrect height values?) .
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.
11
The neon sign at Kenji's Casino needs collision.

SteaVor
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#8

Posted 12 November 2007 - 04:36 PM Edited by SteaVor, 12 January 2011 - 08:34 PM.

9. Audio

#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 ).
5
Ped dialogue needs to be converted.

SteaVor
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#9

Posted 12 November 2007 - 04:39 PM Edited by SteaVor, 12 January 2011 - 08:34 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
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.
7
Weapons animation issues (top of post) .

SteaVor
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#10

Posted 12 November 2007 - 04:49 PM Edited by SteaVor, 12 January 2011 - 08:39 PM.

12. The Train

#Issue
2
The subway path (or model) should be tweaked (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 .

SteaVor
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#11

Posted 12 November 2007 - 04:50 PM Edited by SteaVor, 12 January 2011 - 08:39 PM.

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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