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Beta 3.1 files released

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Craig Kostelecky
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#361

Posted 16 July 2012 - 03:52 AM

Great work. If your files include MM's cutscene data, then it can be called the first 3.2 beta. If not, I'd call it 3.1.4.5.9... smile.gif

The light at the end of the tunnel is looking a little bit closer ph34r.gif

Silent
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#362

Posted 16 July 2012 - 11:32 AM

Considering MM was last active in January and he didn't leave any contact on his profile, it will be almost impossible to contact him.

Rim
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#363

Posted 27 July 2012 - 03:14 PM

Had some free time today and I thought I could make a small contribution.

Disabled menu borders:
user posted image

Changed hidden package corona texture:
user posted image

Updated each weapon corona colors and textures to match gta3. Also changed pickup (rampage, bribe, health, ect.) corona colors to cyan, because purple doesn't fit gta3 atmosphere IMO:
user posted image

download.

Craig, I can post the source code here so that Silent could include it to next release.

Silent
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#364

Posted 27 July 2012 - 03:18 PM Edited by SilentPL, 27 July 2012 - 03:24 PM.

Excellent icon14.gif

And yes, source would be useful. Code looks very easy to reverse engineer, but it's always better to have originals smile.gif

Edit:
VC coronas still differ from III ones, but I guess this minor style difference can be now considered as GTA: LC update icon14.gif

Rim
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#365

Posted 27 July 2012 - 03:24 PM

Yeah, the code is simple, but does the trick smile.gif
Here you go

CODE
   DWORD dwProt;
  VirtualProtect((void*)0x4A2744, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A283E, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2938, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2A41, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2CCC, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2DC6, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2EC3, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x4A2FD2, 1, PAGE_EXECUTE_READWRITE,&dwProt);

  VirtualProtect((void*)0x43EF12, 1, PAGE_EXECUTE_READWRITE,&dwProt);
  VirtualProtect((void*)0x43F68C, 1, PAGE_EXECUTE_READWRITE,&dwProt);

  //disable menu border
  *(unsigned char*)0x4A2744 = 0;
  *(unsigned char*)0x4A283E = 0;
  *(unsigned char*)0x4A2938 = 0;
  *(unsigned char*)0x4A2A41 = 0;
  *(unsigned char*)0x4A2CCC = 0;
  *(unsigned char*)0x4A2DC6 = 0;
  *(unsigned char*)0x4A2EC3 = 0;
  *(unsigned char*)0x4A2FD2 = 0;

  //pickup color
  *(unsigned char*)0x43FFC7 = 255;
  *(unsigned char*)0x43FFC9 = 204;
  *(unsigned char*)0x43FFCB = 153;

  //corona stuff
  *(unsigned char*)0x43EF12 = 7;
  *(unsigned char*)0x43F68C = 0;
  *(unsigned char*)0x43F6AF = 0;
  *(float*)0x68832C = 0.0f;
  *(float*)0x688334 = 0.05f;

  //weapon colors
  *(unsigned char*)0x6880C8 = 255; //bat corona color
  *(unsigned char*)0x6880C9 = 0; //bat corona color
  *(unsigned char*)0x6880CA = 0; //bat corona color
  *(unsigned char*)0x6880F8 = 255; //grenade corona color
  *(unsigned char*)0x6880F9 = 255; //grenade corona color
  *(unsigned char*)0x6880FA = 255; //grenade corona color
  *(unsigned char*)0x688110 = 128; //molotov corona color
  *(unsigned char*)0x688111 = 255; //molotov corona color
  *(unsigned char*)0x688112 = 0; //molotov corona color
  *(unsigned char*)0x688120 = 0; //pistol corona color
  *(unsigned char*)0x688121 = 255; //pistol corona color
  *(unsigned char*)0x688122 = 0; //pistol corona color
  *(unsigned char*)0x688140 = 255; //shotgun corona color
  *(unsigned char*)0x688141 = 255; //shotgun corona color
  *(unsigned char*)0x688142 = 0; //shotgun corona color
  *(unsigned char*)0x688150 = 128; //uzi corona color
  *(unsigned char*)0x688151 = 128; //uzi corona color
  *(unsigned char*)0x688152 = 255; //uzi corona color
  *(unsigned char*)0x688160 = 255; //ak47 corona color
  *(unsigned char*)0x688161 = 0; //ak47 corona color
  *(unsigned char*)0x688162 = 255; //ak47 corona color
  *(unsigned char*)0x688160 = 255; //ak47 corona color
  *(unsigned char*)0x688161 = 0; //ak47 corona color
  *(unsigned char*)0x688162 = 255; //ak47 corona color
  *(unsigned char*)0x688168 = 0; //m16 corona color
  *(unsigned char*)0x688169 = 255; //m16 corona color
  *(unsigned char*)0x68816A = 255; //m16 corona color
  *(unsigned char*)0x688178 = 255; //sniper corona color
  *(unsigned char*)0x688179 = 128; //sniper corona color
  *(unsigned char*)0x68817A = 0; //sniper corona color
  *(unsigned char*)0x688188 = 0; //rocket launcher corona color
  *(unsigned char*)0x688189 = 255; //rocket launcher corona color
  *(unsigned char*)0x68818A = 128; //rocket launcher corona color
  *(unsigned char*)0x688190 = 128; //flamethrower corona color
  *(unsigned char*)0x688191 = 0; //flamethrower corona color
  *(unsigned char*)0x688192 = 255; //flamethrower corona color

Silent
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#366

Posted 27 July 2012 - 03:31 PM

Integrated. Thank you smile.gif

Craig Kostelecky
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#367

Posted 27 July 2012 - 03:45 PM

Excellent, thank you both.

Ash_735
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#368

Posted 27 July 2012 - 07:34 PM

So since the menu is back to normal I've been working wirh Silent to try and create a unique version for this mod, just as a concept really, I tried with the Xbox menues, they didn't look right, the default looks a bit bare if I'm honest, so I knocked these up quickly:

This one uses the background from the 10th Anniversary Edition with the foreground from an edited PS2 style box
user posted image

This one is pretty much the same but uses the background of the Xbox version of the game:
user posted image

Frank.s
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#369

Posted 27 July 2012 - 07:58 PM Edited by Frank.s, 27 July 2012 - 08:29 PM.

Can't fault it.

Edit:@Anyone who knows. Does the game still crash frequently like the last release? Or is that only happening on my pc? ph34r.gif

Craig Kostelecky
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#370

Posted 27 July 2012 - 09:38 PM

Ash, they both look great to me.

Frank, hopefully we can put together a new release soon that's stable.

Silent
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#371

Posted 27 July 2012 - 11:53 PM

QUOTE (Frank.s @ Friday, Jul 27 2012, 21:58)
Edit:@Anyone who knows. Does the game still crash frequently like the last release? Or is that only happening on my pc? ph34r.gif

Even 3.1 was perfectly stable for me. No even a single crash.

Craig Kostelecky
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#372

Posted 28 July 2012 - 03:31 AM

It's been many moons since I've played the base 3.1 files.

bzq
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#373

Posted 28 July 2012 - 04:28 PM Edited by bzq, 28 July 2012 - 07:07 PM.

I found a small bug on some ped:
http://imgur.com/FtvoE

Rim
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#374

Posted 29 July 2012 - 10:07 AM

OK, more stuff that needs patching:

CODE
0x43FFA8 - byte - a very tiny pickup light. Set to 0
0x43FFC2 - byte - pickup corona alpha. Set to 175
0x55A17C - byte - mission timer color. Set to 50
0x55A181 - byte - mission timer color. Set to 101
0x55A186 - byte - mission timer color. Set to 186
0x55A404 - byte - count (number of kills) color. Set to 164
0x55A409 - byte - count (number of kills) color. Set to 106
0x55A40E - byte - count (number of kills) color. Set to 0
0x55A4CD - byte - status bar shadow alpha. Set to 0
0x55A5B5 - byte - empty status bar (DAMAGE) alpha. Set to 80
0x55A5BA - byte - empty status bar (DAMAGE) color. Set to 164
0x55A5BF - byte - empty status bar (DAMAGE) color. Set to 106
0x55A5C1 - byte - empty status bar (DAMAGE) color. Set to 0
0x55A659 - byte - filled status bar (DAMAGE) color. Set to 164
0x55A65E - byte - filled status bar (DAMAGE) color. Set to 106
0x55A663 - byte - filled status bar (DAMAGE) color. Set to 0
0x55A799 - byte - status text (KILLS, DAMAGE, etc.) color. Set to 164
0x55A79E - byte - status text (KILLS, DAMAGE, etc.) color. Set to 106
0x55A7A3 - byte - status text (KILLS, DAMAGE, etc.) color. Set to 0
0x6876DC - float - pay n spray text scale. Set to 0.00215
0x6876E0 - float - pay n spray text scale. Set to 1.0
0x6876E4 - float - pay n spray text scale. Set to 0.0006

CODE
Addresses listed below require vprotect.

0x42F339 - byte - pay n spray text font. Set to 0
0x42F34A - byte - pay n spray text color. Set to 146
0x42F34F - byte - pay n spray text color. Set to 112
0x42F351 - byte - pay n spray text color. Set to 86
0x441368 - byte - hidden package collected sound. Set to 85
0x550584 - byte - ~b~ (blue) text color. Set to 128
0x550588 - byte - ~b~ (blue) text color. Set to 167
0x55058C - byte - ~b~ (blue) text color. Set to 243
0x5505F2 - byte - ~o~ (used as III red) text color. Set to 113
0x5505F6 - byte - ~o~ (used as III red) text color. Set to 43
0x5505FA - byte - ~o~ (used as III red) text color. Set to 73
0x55AE9A - byte - mission text/subtitles font. Also affects achievements text (unique stunt bonus, two wheels bonus, Dodo flight time, etc). Set to 0
0x55B593 - byte - message box font. Set to 0


Screenshots:

III subtitle font
user posted image

III message box text font and correct blue color value
user posted image

Status text and meter color update. Notice: text files must be updated, because it should be DAMAGE instead of DAM
user posted image

Mission timer color update
user posted image

Correct Pay n Spray text font and scale.
user posted image


Message box and mission text scale must be corrected. I'll do that later.

QUOTE (SilentPL @ Friday @ Jul 27 2012, 18:18)
VC coronas still differ from III ones, but I guess this minor style difference can be now considered as GTA: LC update  icon14.gif

I have an idea how to make VC weapon coronas behave like III ones.

1. Disable corona glow, flickering and disappearing, only leave the main static circular corona. That's easy, I've done that before.
2. Write a script which decreases corona's alpha value by 1 every 15 milliseconds until it reaches 0. When the value is 0, increase it by 1 every 15 ms until the alpha is fully visible again (value 255).
3. Infinite loop.

The truth is, I'm not experienced enough to make it work in C++. So yeah, Silent, I could use your help tounge.gif
I can provide you all the necessary addresses just let me know if you're interested.

Silent
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#375

Posted 29 July 2012 - 12:14 PM Edited by SilentPL, 29 July 2012 - 12:17 PM.

Love you for this. It's all the stuff I couldn't be assed to correct tounge.gif

About the vprotect thing - I've unprotected the whole module, so there's no problem with this (MTA does it since ages). And coronas - VC ones look 'correct' with III colours, I guess it's down to Craig whether he wants to do it or not.

All we need now is to correct the other ~code~ colours in GXT and restore green objective texts, like III had (again, unless Craig wants white objective texts as "GTA: LC improvement") icon14.gif

Edit:
CODE
0x43FFA8 - byte - a very tiny pickup light. Set to 0


What is this thing?

Rim
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#376

Posted 29 July 2012 - 01:52 PM

Fixed subtitle/mission/achievement text scale as promised:
user posted image

You gonna need these
CODE
0x55AF24 - pointer to subtitles text width multiplier. Change the pointer to 0x68D61C
0x55AF5A - pointer to subtitles text width multiplier. Change the pointer to 0x68D61C
0x55B022 - pointer to mission text width multiplier. Change the pointer to 0x68D61C
0x55B04F - pointer to mission text width multiplier. Change the pointer to 0x68D61C
0x55B0D8 - pointer to mission text width multiplier. Change the pointer to 0x68D61C

0x55AF44 - pointer to subtitles text height multiplier. Change the pointer to 0x6876DC
0x55AF86 - pointer to subtitles text height multiplier. Change the pointer to 0x6876DC
0x55B00C - pointer to mission text height multiplier. Change the pointer to 0x6876DC
0x55B0A3 - pointer to mission text height multiplier. Change the pointer to 0x6876DC



QUOTE (SilentPL @ Sunday @ Jul 29 2012, 15:14)
All we need now is to correct the other ~code~ colours in GXT and restore green objective texts, like III had (again, unless Craig wants white objective texts as "GTA: LC improvement")  icon14.gif

Restoring all green objective texts would be time consuming, but it's worth it.
Here are other color codes. I think now we've got everything we need smile.gif
CODE
0x5505B1 - byte - ~y~ (yellow) text color. Set to 210
0x5505B5 - byte - ~y~ (yellow) text color. Set to 196
0x5505B9 - byte - ~y~ (yellow) text color. Set to 106
0x5505E5 - byte - ~t~ (VC green) text color. Set to 95
0x5505E9 - byte - ~t~ (VC green) text color. Set to 160
0x5505ED - byte - ~t~ (VC green) text color. Set to 106



QUOTE
CODE
0x43FFA8 - byte - a very tiny pickup light. Set to 0


What is this thing?

It's a little light which appears in the middle of some dynamic objects.
user posted image

Silent
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#377

Posted 29 July 2012 - 01:54 PM

I don't feel like changing pointers to point other EXE entries is right. I've always been redirecting these to my own global variables, it's much more reliable.

Mateos
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#378

Posted 29 July 2012 - 01:54 PM

Impressive, nice work smile.gif

Rim
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#379

Posted 29 July 2012 - 02:17 PM

OK, then use these values:

width multiplier - 0.00122768f
height multiplier - 0.00223214f

And I've noticed two SCM bugs:
1. Bat pickup in Portland hideout spawns to low from the ground level and its z coords should be increased by ~1.0.
2. Vehicle density is way too low. More cars should spawn in the streets.
Hope you fix them.

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#380

Posted 29 July 2012 - 07:41 PM

Really great to see all those visuals being made 100% GTA3 authentic. cookie.gif cookie.gif

QUOTE (rmws. @ Sunday, Jul 29 2012, 15:17)
2. Vehicle density is way too low. More cars should spawn in the streets.

I was under the impression that AK-73 has made all values influencing traffic density accessible through his "VC: Traffic" ASI module which is in use by GTA:LC.

Maybe the values are wrong or there's some other location in-memory that also needs to be modified to get the VC engine to behave like III's in this respect.

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#381

Posted 29 July 2012 - 07:45 PM

Menu is not going to be 100% IIIish in this release though yet, but we're inventing some ways to make VC menu fit III style as good as possible.

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#382

Posted 29 July 2012 - 08:00 PM

By the way: Beta 3.1 should be extremely stable as there are no "unfinished unstable super-experimental" versions of ModelingMan's ASIs included.

It never crashed for me at least. cool.gif

Silent
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#383

Posted 29 July 2012 - 08:01 PM

QUOTE (SteaVor @ Sunday, Jul 29 2012, 22:00)
It never crashed for me at least. cool.gif

The same for me.

Not sure about 3.2 though, I haven't played the missions in it.

Craig Kostelecky
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#384

Posted 30 July 2012 - 01:15 AM

Wonderful, wonderful work. This place feels very much alive again.

If the colors can be fixed without changing the gxt, that would be great. Though I could work my way through that file to change all of the colors again if necessary.

Silent, when you get a chance, could you shoot me over your latest files again? I may be able to do some more testing.

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#385

Posted 30 July 2012 - 12:40 PM

QUOTE (Craig Kostelecky @ Monday, Jul 30 2012, 03:15)
If the colors can be fixed without changing the gxt, that would be great. Though I could work my way through that file to change all of the colors again if necessary.

Nope, messing with GXT will be required unfortunately.

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#386

Posted 31 July 2012 - 03:05 PM

QUOTE (SteaVor @ Jul 29 2012, 19:41)
Really great to see all those visuals being made 100% GTA3 authentic.  cookie.gif   cookie.gif

QUOTE (rmws. @ Sunday, Jul 29 2012, 15:17)
2. Vehicle density is way too low. More cars should spawn in the streets.

I was under the impression that AK-73 has made all values influencing traffic density accessible through his "VC: Traffic" ASI module which is in use by GTA:LC.

Maybe the values are wrong or there's some other location in-memory that also needs to be modified to get the VC engine to behave like III's in this respect.


I have a feeling that LC paths are not just right. If you mostly observe pedestrian's route, they get lost somewhere, which means that the nodes are not connected.

Craig Kostelecky
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#387

Posted 31 July 2012 - 03:26 PM

I'm pretty sure the vehicle paths are good, but the ped paths can use a good looking at. Is there a path expert out there that is willing to take a look at this for us? It would be greatly appreciated.

Silent
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#388

Posted 31 July 2012 - 04:24 PM

QUOTE (Swoorup @ Tuesday, Jul 31 2012, 17:05)
I have a feeling that LC paths are not just right. If you mostly observe pedestrian's route, they get lost somewhere, which means that the nodes are not connected.

I doubt LC will need your paths system (which looks awesome) though tounge.gif

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#389

Posted 01 August 2012 - 11:42 AM

I totally forgot about a good citizen bonus until I accidentally hit a running criminal with my bat tounge.gif
Anyways, I thought the font and text scale could use some editing and that's probably the last thing related to HUD that needs patching, because everything else now looks more or less perfect.

CODE
0x55B70C - pointer to good citizen bonus text height multiplier. Set to 0.0015f
0x55B739 - pointer to good citizen bonus text height multiplier. Set to 0.0015f
0x55B721 - pointer to good citizen bonus text width multiplier. Set to 0.00071f
0x55B74E - pointer to good citizen bonus text width multiplier. Set to 0.00071f
0x55B7D8 - byte - good citizen bonus text font. Set to 0

a little extra:

0x68E6FC - float - loading bar progress step multiplier?. Set to 1.32 and the bar will be fully filled after loading all game models.


user posted image

*GOODBOY and CO_ONE GXT strings must be edited: remove ~b~ color code to display good citizen bonus and hidden package collected texts properly.

---

Whoever converted Marco's bistro and its interior did a pure job, because there are some texture mapping bugs, bad collisions, missing textures, z-fighting bugs and no lighting, so I decided to fix that too.

user posted image
user posted image
user posted image
user posted image

I'll upload the files later.


And Silent, could you send me your latest LC ASI? I want to test it and see if anything else needs editing.

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#390

Posted 01 August 2012 - 12:02 PM

QUOTE (rmws. @ Wednesday, Aug 1 2012, 13:42)
CODE
0x68E6FC - float - loading bar progress step multiplier?. Set to 1.32 and the bar will be fully filled after loading all game models.

Already covered that some time ago tounge2.gif
Surprisingly, I've used EXACTLY the same multiplier.

And I agree that bistro looked very dull. Not anymore.




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