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[WIP] Grand Theft Auto III Beta Version

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RacingFreak
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#61

Posted 11 July 2012 - 03:33 PM Edited by RacingFreak, 11 July 2012 - 03:35 PM.

QUOTE (Garju67 @ Wednesday, Jul 11 2012, 15:28)
Nice, keep going, glad to see a beta mod without stolen contents icon14.gif

Cheers mate, I try my best to do everything alone and without the great help of Ashwin and PrometheusX I couldnt've been at where I am now. Up next - the main post will be revamped and will introduce anyone who is interested to get test version of the mod.

NewportByChrysler
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#62

Posted 11 July 2012 - 06:51 PM

QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 10:26)
Despite lack of much interest I continue work. Below is a video of current game progress:

I managed to kind of re-do a small clip from real beta footage smile.gif

Aw, you didn't go left and plow into whatever car was at the intersection and exit the car. tounge.gif

RacingFreak
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#63

Posted 11 July 2012 - 07:11 PM Edited by RacingFreak, 11 July 2012 - 07:13 PM.

QUOTE (NewportByChrysler @ Wednesday, Jul 11 2012, 18:51)
Aw, you didn't go left and plow into whatever car was at the intersection and exit the car.  tounge.gif

I know, it was really intended to be just a quick test tounge.gif

BTW I still need to get better way on adding the hydraulics, I can only guess that in beta there was no Yardie Lobo. Does anyone know how you can set hydraulics etc flags to cars or something? I actually plan to replace the Yardie Lobo slot with Esparanto.

PS
I figured out as much that I possible have the oldest original files from the PS2 version (as of retail). It dates back from 24th September 2001 and has to be the 1.40 version. Does anyone know if there exist older?

NewportByChrysler
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#64

Posted 11 July 2012 - 07:18 PM

Here's a German ad from the basically pre-9/11 final build, except, for some reason, all the cars have no body64+bodyb64 is white with black on top.(Like the Sentinel in the PC Version)

RacingFreak
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#65

Posted 11 July 2012 - 07:27 PM Edited by RacingFreak, 11 July 2012 - 07:36 PM.

QUOTE (NewportByChrysler @ Wednesday, Jul 11 2012, 19:18)
Here's a German ad from the basically pre-9/11 final build, except, for some reason, all the cars have no body64+bodyb64 is white with black on top.(Like the Sentinel in the PC Version)

Yup, loving the old trailers with added over post-production effect wink.gif

It's pretty much the version I'm going to base the mod off, except it will use the body64 and wheels as seen in first betas. Also the better timecyc and particles wink.gif

Still... does anyone here have any idea about how to enable headlights effect? Possible someone with steam version could share the exe or some files that are modified, since that version does have them (I had previously taken a look in the Android version I have, but no luck).

EDIT:
Found some differences! I was browsing through the Australian version, and figured out Flight2.dat is different. However in the 24/10/01 version it is the same as seen in PC notify.gif

Interestingly that other paths are not changed. Could it be the path as mentioned that in beta, planes were flying closer to buildings? I'm going to check out.

Prometheus
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#66

Posted 11 July 2012 - 08:26 PM

QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 19:11)
I figured out as much that I possible have the oldest original files from the PS2 version (as of retail). It dates back from 24th September 2001 and has to be the 1.40 version. Does anyone know if there exist older?

The handling.dat file is from 12/1999. smile.gif

RacingFreak
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#67

Posted 11 July 2012 - 08:53 PM

QUOTE (PrometheusX @ Wednesday, Jul 11 2012, 20:26)
QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 19:11)
I figured out as much that I possible have the oldest original files from the PS2 version (as of retail). It dates back from 24th September 2001 and has to be the 1.40 version. Does anyone know if there exist older?

The handling.dat file is from 12/1999. smile.gif

Yup, except it and some other files. Going to take a look at the japanese version too tomorrow. It was also interesting to see that the police cruiser in LCS is the exactly same model.

Coming up next, from the process of restoring the School Bus (I also use stuff from Bully, but will keep it original final gta3 quality). BTW, does anyone know if there was going to be a TV Van?

NewportByChrysler
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#68

Posted 11 July 2012 - 08:56 PM

QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 15:53)
QUOTE (PrometheusX @ Wednesday, Jul 11 2012, 20:26)
QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 19:11)
I figured out as much that I possible have the oldest original files from the PS2 version (as of retail). It dates back from 24th September 2001 and has to be the 1.40 version. Does anyone know if there exist older?

The handling.dat file is from 12/1999. smile.gif

Yup, except it and some other files. Going to take a look at the japanese version too tomorrow. It was also interesting to see that the police cruiser in LCS is the exactly same model.

Coming up next, from the process of restoring the School Bus (I also use stuff from Bully, but will keep it original final gta3 quality). BTW, does anyone know if there was going to be a TV Van?

Nope, no TV Van. Where'd you get that from? biggrin.gif
BTW, are you going to use GTA 2 SFX?
Also, check this thread out:
http://www.gtaforums...howtopic=507301

RacingFreak
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#69

Posted 11 July 2012 - 09:16 PM

QUOTE (NewportByChrysler @ Wednesday, Jul 11 2012, 20:56)
QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 15:53)
QUOTE (PrometheusX @ Wednesday, Jul 11 2012, 20:26)
QUOTE (RacingFreak @ Wednesday, Jul 11 2012, 19:11)
I figured out as much that I possible have the oldest original files from the PS2 version (as of retail). It dates back from 24th September 2001 and has to be the 1.40 version. Does anyone know if there exist older?

The handling.dat file is from 12/1999. smile.gif

Yup, except it and some other files. Going to take a look at the japanese version too tomorrow. It was also interesting to see that the police cruiser in LCS is the exactly same model.

Coming up next, from the process of restoring the School Bus (I also use stuff from Bully, but will keep it original final gta3 quality). BTW, does anyone know if there was going to be a TV Van?

Nope, no TV Van. Where'd you get that from? biggrin.gif
BTW, are you going to use GTA 2 SFX?
Also, check this thread out:
http://www.gtaforums...howtopic=507301

Yes, that was one of the very first things I did, currently police cars use GTA2 sirens and some other stuff. Other will be done once I complete modelling job. I could say that overall completion of mod so far is about 15% smile.gif

NewportByChrysler
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#70

Posted 11 July 2012 - 09:17 PM

Are the sirens fine, as in, they don't sound messed up on the firetruck/ambulance?

RacingFreak
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#71

Posted 11 July 2012 - 09:25 PM

QUOTE (NewportByChrysler @ Wednesday, Jul 11 2012, 21:17)
Are the sirens fine, as in, they don't sound messed up on the firetruck/ambulance?

Absolutely fine. I am currently thinking of getting a beta test version done by the end of this month smile.gif

NewportByChrysler
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#72

Posted 11 July 2012 - 09:32 PM

Sounds like a plan. biggrin.gif

RacingFreak
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#73

Posted 12 July 2012 - 08:21 AM

So, in the end I decided to use IIIBetaHacks.asi made by ModellingMan. However... does anyone have the IIIBetaHacks_src.zip he posted long ago? I need it badly, so please post if you have it smile.gif

Also, with the assistance of NewportByChrysler, the Police Cruiser now has been completed (black trim and fixed scratch64).

Frank.s
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#74

Posted 12 July 2012 - 12:28 PM Edited by Frank.s, 12 July 2012 - 12:30 PM.

Found the original post but both the binary and the source code are dead links. Tried archive.org/wayback machine, no luck. sad.gif

You could e-mail modelingman via gtaf's emailer, p.m'ing him doesn't seem much good because he hasn't been active since the start of this year.

RacingFreak
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#75

Posted 12 July 2012 - 01:18 PM

QUOTE (Frank.s @ Thursday, Jul 12 2012, 12:28)
Found the original post but both the binary and the source code are dead links. Tried archive.org/wayback machine, no luck. sad.gif

You could e-mail modelingman via gtaf's emailer, p.m'ing him doesn't seem much good because he hasn't been active since the start of this year.

Yep, its where I first try to get it from sad.gif

E-mail and PM sent, hope he sees that smile.gif

NewportByChrysler
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#76

Posted 12 July 2012 - 09:47 PM

RF, are you going to try to re-enable the rain reflections aswell? biggrin.gif

sibs44
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#77

Posted 12 July 2012 - 10:09 PM

QUOTE (NewportByChrysler @ Thursday, Jul 12 2012, 15:47)
RF, are you going to try to re-enable the rain reflections aswell? biggrin.gif

This would be great. If he can, awesome. If not, get DK22Pac to do it.

NewportByChrysler
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#78

Posted 12 July 2012 - 10:10 PM

Indeed, from what Filip has told me, it's really hardcoded, and would require the use of a mem. editor.

RacingFreak
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#79

Posted 13 July 2012 - 07:59 AM Edited by RacingFreak, 13 July 2012 - 08:04 AM.

Not sure, but I am not very good when it comes to memory hacking confused.gif

Wish there was better III documentation on memory addresses, that would help a lot. Meanwhile... progress on the School Bus restoration:
user posted image
(click on the thumbnail for larger size)

EDIT: Seems like rumours were right, here are some screenshots I took yesterday of the flight02.dat:
user posted image
user posted image
Awesome, ain't it? You can see how the plane goes very near buildings.

NewportByChrysler
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#80

Posted 13 July 2012 - 08:07 AM

That is something else. happy.gif
Hope you'll be able to enable both headlight coronas and rain reflections. biggrin.gif

ufide24
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#81

Posted 17 July 2012 - 01:09 PM Edited by ufide24, 17 July 2012 - 01:14 PM.

QUOTE (RacingFreak @ Thursday, Apr 28 2011, 08:56)
- all cars have their beta names;

beta names in 1999[bemaer vs] And Buggys Deleted 2000.You Look GTA 3 Topics.Look Beta Handling.İts From 1999.But Not writing Beamer Rocket.And 8 Ball Not follow you. And Beta Cars Only Clean Style.I Saw All.

Edit:You Make 9/11 Version?
Or Old Versions?

Kalvin
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#82

Posted 17 July 2012 - 01:22 PM

QUOTE (NewportByChrysler @ Friday, Jul 13 2012, 08:07)
That is something else. happy.gif
Hope you'll be able to enable both headlight coronas and rain reflections. biggrin.gif

I don't know if anyone can or not, they are actually in the game. But due to updated graphics cards and stuff, it dosen't show.

sibs44
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#83

Posted 17 July 2012 - 03:27 PM

QUOTE (ManDog @ Tuesday, Jul 17 2012, 07:22)
QUOTE (NewportByChrysler @ Friday, Jul 13 2012, 08:07)
That is something else.  happy.gif
Hope you'll be able to enable both headlight coronas and rain reflections.  biggrin.gif

I don't know if anyone can or not, they are actually in the game. But due to updated graphics cards and stuff, it dosen't show.

Yeah, I've seen the texture file myself. Why it doesn't show on new graphics cards is beyond me.

RacingFreak
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#84

Posted 17 July 2012 - 03:41 PM

Please, can someone confirm that and how this happens? When I was playing it on my very old Windows 98 SE it was the same.

NewportByChrysler
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#85

Posted 23 July 2012 - 12:04 AM

RF, any luck with headlights?

RacingFreak
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#86

Posted 23 July 2012 - 12:53 PM

No. Unless someone figures out the memory address.

NewportByChrysler
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#87

Posted 18 August 2012 - 01:53 AM

QUOTE (RacingFreak @ Monday, Jul 23 2012, 07:53)
No. Unless someone figures out the memory address.

RF-from rmws:
"I bet you think that headlight coronas can be switched on by changing one byte from 0 to 1, but I'm afraid I have some bad news for you, because it's nothing like that. You need to analyze a quite complex CAutomobile::PreRender function at 0x535B40 (v1.0) and figure out what needs to be edited to get these coronas rendered."


Frank.s
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#88

Posted 18 August 2012 - 02:00 AM

Make a corona attached to an invisible dff object then attach the object to the cars in the headlight location (only at night) using a scm/cleo script. That adds the coronas back onto the headlights. icon14.gif

NewportByChrysler
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#89

Posted 18 August 2012 - 02:10 AM

QUOTE (Frank.s @ Friday, Aug 17 2012, 21:00)
Make a corona attached to an invisible dff object then attach the object to the cars in the headlight location (only at night) using a scm/cleo script. That adds the coronas back onto the headlights. icon14.gif

Yes, but will it be like the actual coronas? Take that one .asi mod for example. All the cars have Xenon headlights, and the coronas don't move and are very small.

NewGamesTeam
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#90

Posted 31 August 2012 - 06:37 AM

This may be useful.




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