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Vice City Stories: PC Edition

SA WIP SA Released
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Silent
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#13441

Posted 13 June 2014 - 12:17 PM

Nice site, thanks for linking!
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tmitchell48
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#13442

Posted 13 June 2014 - 07:46 PM

are you going to include the secret messages Easter egg  from the ps2 version ?


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#13443

Posted 14 June 2014 - 02:04 AM



are you going to include the secret messages Easter egg  from the ps2 version ?

 

If they told you, it wouldn't be a secret anymore now would it?

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tmitchell48
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#13444

Posted 14 June 2014 - 10:46 AM

 



are you going to include the secret messages Easter egg  from the ps2 version ?

 

If they told you, it wouldn't be a secret anymore now would it?

 

suppose not 


jorgp2
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#13445

Posted 15 June 2014 - 11:30 PM

Will you include getting to the interiors by flying under the map.

Ash_735
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#13446

Posted 16 June 2014 - 02:36 AM

Was that some VCS glitch?

jorgp2
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#13447

Posted 16 June 2014 - 10:57 AM

Yes.

Is the little willie in yet.

Pawbrotm
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#13448

Posted 16 June 2014 - 11:25 AM Edited by Pawbrotm, 16 June 2014 - 11:25 AM.

It is, but you can get it only via some car spawner. You can also edit vehicles.ide and switch hunter and autogyro line. Then you will be able to get it via cheat code - "ohdude". But it will have Hunter sound.

 

Besides, if someone wants to see proper rotor blades blur in currently available build of VCS use the just released SilentPatch for SA. I tried myself and it's working. I understand it may cause problems, but I hadn't any crashes because of it (for now). Hunter blades are a tiny bit glitchy, mavericks, biplane blades are perfect. Little Willie is much more glitched with this fix - rotors disappear when stationary, when flying something is flickering, but maybe it was caused by a fact I replaced a Hunter with it (because for some reason CLEO refuses to work for me, so I can't use any spawner).

Spoiler

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tmitchell48
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#13449

Posted 19 June 2014 - 11:06 PM

i wonder how many people here know that vice city stories dosent run on the render ware engine  


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#13450

Posted 19 June 2014 - 11:20 PM

i wonder how many people here know that vice city stories dosent run on the render ware engine


We certainly do.
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tmitchell48
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#13451

Posted 19 June 2014 - 11:43 PM

correct me if im wrong but dosent it run on the rockstar leeds 3d engine ?


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#13452

Posted 20 June 2014 - 12:14 AM

The R*L3D engine, yep.
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Andy900
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#13453

Posted 23 June 2014 - 12:59 AM

Congratulations! by the group that makes this mod. 
I hope this mod  this equal to vcs psp. :colgate:  :colgate:  :) gta-vice-city-stories.jpg

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#13454

Posted 23 June 2014 - 06:46 AM Edited by Ash_735, 23 June 2014 - 06:46 AM.

Sometimes messing around with different techniques is a dangerous thing, why? Because we've been doing some texture tests since we've decided to ditch old generation tools such as TXDWorkshop and G-TXD, so by switching the focus onto this new method where I have to create the DDS files myself (we're now using the brilliant DDS2TXD by _DK just to let you guys know), it gives greater control over the image output, meaning we can now play with a load of options, and one of my OCD like features is preserving as much image quality as possible, so now after mixing some settings, I've found this brilliant style which is, well, a lot better at preserving quality AND works in game, thanks to the more up to date DXT compression offered by GIMP and its plug-ins, basically, I may as well just show it:

Original UNCOMPRESSED
2wolrx2.png

NEW DXT-1 Method
10nvrc8.png

Previous Automatic Method
2j26wk7.png


Used 400% Zoom so the difference is more obvious. Not a bad result huh? The downside of this however means that I'll have to re-pack all map textures myself, starting with East Island areas, and of course I'll also have to back work it with player textures and cutscene textures. We'll also be switching to DXT-5 for alpha stuff (such as tree's, gates, etc) as naturally that is better than the now outdated DXT-3 and luckily San Andreas already supports it. All this in the name of preserving quality, no wonder Rockstar cut corners! :p
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VERSA
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#13455

Posted 23 June 2014 - 08:31 AM Edited by VERSA, 23 June 2014 - 12:24 PM.

Original UNCOMPRESSED
NEW DXT-1 Method

 

Is it ok that the color has changed a little after compressing?


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#13456

Posted 23 June 2014 - 03:34 PM

Original UNCOMPRESSED
NEW DXT-1 Method

 
Is it ok that the color has changed a little after compressing?


That's a side effect of DXT Compression, it will round it off to nearest value which is usually a slight grade higher or lower, you can only notice when comparing it with the original uncompressed version, it's always been like that for years. ;)
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Aerotactics
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#13457

Posted 23 June 2014 - 06:00 PM

 

 

 

Original UNCOMPRESSED
NEW DXT-1 Method

 

 
Is it ok that the color has changed a little after compressing?

 


That's a side effect of DXT Compression, it will round it off to nearest value which is usually a slight grade higher or lower, you can only notice when comparing it with the original uncompressed version, it's always been like that for years. ;)

 

It appears that the textures appear slightly smoother. IDK if re-compressing the whole map is even necessary.


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#13458

Posted 23 June 2014 - 06:52 PM

It appears that the textures appear slightly smoother. IDK if re-compressing the whole map is even necessary.


Not good enough, now that we KNOW a better way to do things, we MUST do it.
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Silent
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#13459

Posted 23 June 2014 - 06:59 PM

Not good enough, now that we KNOW a better way to do things, we MUST do it.


Must... improve... things...

CookieEarly.JPG
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undergroundvicious
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#13460

Posted 23 June 2014 - 07:02 PM

Hum... Is _DK's mobile shadows for SA compatible with VCS PC Edition? It would be very good addition...


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#13461

Posted 24 June 2014 - 06:42 AM

Will there be much of a visual difference between the two builds?


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#13462

Posted 24 June 2014 - 07:58 AM

 

It appears that the textures appear slightly smoother. IDK if re-compressing the whole map is even necessary.


Not good enough, now that we KNOW a better way to do things, we MUST do it.

 

I-know-that-feel-bro-blank.jpg

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tmitchell48
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#13463

Posted 24 June 2014 - 10:12 PM

If only there was some mod that made the psp version look like the ps2 version. But hopefuly not much longer to wait for an update to the pc edtion :)


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#13464

Posted 24 June 2014 - 11:12 PM Edited by undergroundvicious, 24 June 2014 - 11:15 PM.

If only there was some mod that made the psp version look like the ps2 version. But hopefuly not much longer to wait for an update to the pc edtion :)

The only mod I saw for GTA VCS on PSP were trainers and translations...

 

The easiest way is to download PPSSPP Emulator.

 

To have almost the same aspect (at least IMO) go on "Game Settings", "Postprocessing Shader", and select "Bloom". Try it out, you'll see it is pretty close to PS2 version.

 

Damn, I love emulators :inlove: ...

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tmitchell48
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#13465

Posted 24 June 2014 - 11:19 PM

 

If only there was some mod that made the psp version look like the ps2 version. But hopefuly not much longer to wait for an update to the pc edtion :)

The only mod I saw for GTA VCS on PSP were trainers and translations...

 

The easiest way is to download PPSSPP Emulator.

 

To have almost the same aspect (at least IMO) go on "Game Settings", "Postprocessing Shader", and select "Bloom". Try it out, you'll see it is pretty close to PS2 version.

 

Damn, I love emulators :inlove: ...

 

i have downloaded a trainer for the psp version actually thanks for the mentioning the emulator much appreciate it pal :) 


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#13466

Posted 25 June 2014 - 01:41 AM

If only there was some mod that made the psp version look like the ps2 version. But hopefuly not much longer to wait for an update to the pc edtion :)

Unlike LCS in VCS PS2 and PSP used the same map system so it is possible to port PS2 to PSP and back but I don't sure that PSP can handle PS2 version of the map (because of lack of RAM).

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Johnny_D
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#13467

Posted 25 June 2014 - 05:23 AM

It has nothing to do with the map, but rather it's rendering and the graphical hardware that's standing in the way. But porting the map alone wouldn't be such a big deal? Since both use the same engine?

MAJEST1C_R3
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#13468

Posted 25 June 2014 - 07:12 AM Edited by MAJEST1C_R3, 25 June 2014 - 07:13 AM.

It has nothing to do with the map, but rather it's rendering and the graphical hardware that's standing in the way. But porting the map alone wouldn't be such a big deal? Since both use the same engine?

Yes. Only changing textures you can get a better quality of VCS on PSP than even on PS2. For this you need to rebuild all map archives to move all resources from IMG into LVZ (when loading the World matching resources between IMG and LVZ are used primarily from IMG), leaving only IPLs in there and cracking game executable to increase some byte-size limits :happy:. But after that you can play it only on PPSSPP emulator


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#13469

Posted 25 June 2014 - 04:08 PM

Hello, first of all wanted to congratulate you for creating this great mod.

Well, I want to help translating this game into Spanish so that more people can enjoy it.
Anyone could guide me to perform this action?.
Thank you, Regards.

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#13470

Posted 25 June 2014 - 08:35 PM Edited by Claude Liberty, 25 June 2014 - 08:53 PM.

Guys at VKontakte Stories group managed to replace LCS PSP roads texture with PS2 ones:

 

LVZ size limit hacked. Inserted lots of HD (compared to PSP) textures and the game works.

Before and after:

darUNpPl.jpg Dl90w06l.jpg

 

Wondering now if it can be player on real PSP.

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