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Maxo's Vehicle Loader

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Craig Kostelecky
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#1891

Posted 05 August 2013 - 01:59 AM

QUOTE (maxorator @ Saturday, Aug 3 2013, 01:12)
0x6090C8 comes from scm_is_passenger_seat_free, but I don't know why exactly, just gave it a quick look.

That makes sense as that one happens when my DeLorean transitions from driving to flying (or vice-versa).

Here is my errorlog.txt when I get the crash at 0x00579AEE.

theNGclan
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#1892

Posted 07 August 2013 - 12:30 PM

Yup, the new version works wonderfully! The missions work just like they should.

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#1893

Posted 08 August 2013 - 04:48 AM Edited by nd4spd, 12 August 2013 - 09:18 AM.

EDIT - re-wrote post:

biggrin.gif Awesome mod! Very useful.

Perhaps you wouldn't mind adding a speedo feature of some kind in the future? (car related after all)
The cleo mod I use for speedo seems to make VC crash intermittently with this mod.
Fixed when I switched to ViceCry's exe smile.gif
I was also experiencing strange cut-scene behavior until I switched windowed and resizable options in globalm.xml to false.

I seem to be experiencing a bug where if I start a new game, just after Ken says "shovels s**t in my face" it freezes and nothing happens, can't esc. Have to end process. If I load a save it seems to work okay.

Nice work on the mod though, I love it.

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#1894

Posted 11 August 2013 - 02:41 PM

2maxorator
When will be Vehicle loader for GTA 3? confused.gif

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#1895

Posted 11 August 2013 - 10:30 PM Edited by Bondergomme, 11 August 2013 - 10:33 PM.

QUOTE (Oldsmobile_85 @ Sunday, Aug 11 2013, 09:41)
2maxorator
When will be Vehicle loader for GTA 3?  confused.gif

I guess he didn't want to mess with GTA 3 so stop thinking about this. But it would be usefull for III Aircraft and Onepiece Pack. My Guess is Silent will try to make a III loader but I can be wrong.


OP : Maxo, I don't know if somebody talk about it but what about supporting multiple .txd? Would be usefull for paintjob.

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#1896

Posted 11 August 2013 - 10:58 PM

QUOTE (Bondergomme @ Monday, Aug 12 2013, 00:30)
My Guess is Silent will try to make a III loader but I can be wrong.

You ARE wrong wink.gif

I've written a simple enhancement to III vehicle loading for III Aircraft, but nothing being close to Maxo's loader is planned.

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#1897

Posted 11 August 2013 - 11:54 PM

QUOTE (SilentPL @ Sunday, Aug 11 2013, 17:58)
QUOTE (Bondergomme @ Monday, Aug 12 2013, 00:30)
My Guess is Silent will try to make a III loader but I can be wrong.

You ARE wrong wink.gif

I've written a simple enhancement to III vehicle loading for III Aircraft, but nothing being close to Maxo's loader is planned.

I'm sure i'm wrong again but does it mean we will be able to add airplane and helicopter without using 151-159 ID in III Aircraft?

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#1898

Posted 12 August 2013 - 12:05 AM Edited by SilentPL, 12 August 2013 - 12:14 AM.

No. I'm using 151-158 IDs myself, since they were clearly supposed to be vehicles. I guess you can use other IDs too, but their audio data will probably mess up then.

EDIT:
Helicopters and planes characteristics are tied to handling flags now, although some specific stuff is still tied to IDs.

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#1899

Posted 12 August 2013 - 09:56 PM

I just thought I'd forward a question from III Aircraft topic (sorry for doubleposting, but this post has really nothing to do with my last one):

Is it possible to map Dodo (Cesna) sound to planes atm? If not, do they have to stick with Skimmer sound?

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#1900

Posted 13 August 2013 - 06:29 AM

QUOTE (SilentPL @ Tuesday, Aug 13 2013, 07:56)
I just thought I'd forward a question from III Aircraft topic (sorry for doubleposting, but this post has really nothing to do with my last one):

Is it possible to map Dodo (Cesna) sound to planes atm? If not, do they have to stick with Skimmer sound?

I saw the topic for your III Flying mod, I have not downloaded it yet or anything, but am wondering, does it improve the Flying Physics or just allow Flying Vehicles, I was going to say if it improves the Flying Physics I hope you port it to Vice or Maxo includes the fixes with this, although we can get flying vehicles successfully working they still act nothing like in San Andreas.

Seeing as we are able to have custom weapon sounds by memory I do not think Maxo would be far off from getting vehicles working.

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#1901

Posted 13 August 2013 - 09:37 AM

QUOTE (SilentPL @ Tuesday, Aug 13 2013, 00:56)
I just thought I'd forward a question from III Aircraft topic (sorry for doubleposting, but this post has really nothing to do with my last one):

Is it possible to map Dodo (Cesna) sound to planes atm? If not, do they have to stick with Skimmer sound?

If the sound logic code still exists in the code, sure. Don't really remember about that part that much.

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#1902

Posted 13 August 2013 - 12:05 PM

QUOTE (ALMOST610 @ Aug 13 2013, 06:29)
I saw the topic for your III Flying mod, I have not downloaded it yet or anything, but am wondering, does it improve the Flying Physics or just allow Flying Vehicles, I was going to say if it improves the Flying Physics I hope you port it to Vice or Maxo includes the fixes with this, although we can get flying vehicles successfully working they still act nothing like in San Andreas.\

It does not improve physics, they're actually a little bit worse compared to VC. That's not surprising though, seeing as III probably got beta VC physics. I'm not planning to improve them, as the goal of my mod is to give people "real" III physics and not port VC to III. That's what GTA LC is for.


QUOTE (maxorator @ Aug 13 2013, 09:37)
If the sound logic code still exists in the code, sure. Don't really remember about that part that much.

Acceleration code may be missing, but I've seen ProcessCesnaSound in VC code. Probably used by DeadDodo.

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#1903

Posted 20 August 2013 - 06:38 AM Edited by TheJAMESGM, 20 August 2013 - 06:48 AM.

Is it possible to add more peds into the game without replacing any? Perhaps assign them to different groups like cops, ambulance, fireman, etc. Having female and male emergency services would be the shiz.

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#1904

Posted 20 August 2013 - 12:56 PM

QUOTE (TheJAMESGM @ Tuesday, Aug 20 2013, 08:38)
Is it possible to add more peds into the game without replacing any? Perhaps assign them to different groups like cops, ambulance, fireman, etc. Having female and male emergency services would be the shiz.

That would pretty much require a ped loader.

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#1905

Posted 27 August 2013 - 02:44 AM

It would still be pretty cool though.

But I imagine it being a separate mod entirely.

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#1906

Posted 29 August 2013 - 06:09 PM

I want to ask something....

If i add two vehicles used by an gang, will the gang use the both car or just one of them only?

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#1907

Posted 29 August 2013 - 10:52 PM

QUOTE (ToyGT_one @ Friday, Aug 30 2013, 04:09)
I want to ask something....

If i add two vehicles used by an gang, will the gang use the both car or just one of them only?

I think which ever one is loaded last will replace any existing Gang Vehicle.

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#1908

Posted 30 August 2013 - 09:34 AM

QUOTE (ALMOST610 @ Thursday, Aug 29 2013, 22:52)
QUOTE (ToyGT_one @ Friday, Aug 30 2013, 04:09)
I want to ask something....

If i add two vehicles used by an gang, will the gang use the both car or just one of them only?

I think which ever one is loaded last will replace any existing Gang Vehicle.

thanks, but did you test this?

I hope @maxorator will fix this.

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#1909

Posted 31 August 2013 - 02:05 PM

QUOTE (ToyGT_one @ Friday, Aug 30 2013, 19:34)
QUOTE (ALMOST610 @ Thursday, Aug 29 2013, 22:52)
QUOTE (ToyGT_one @ Friday, Aug 30 2013, 04:09)
I want to ask something....

If i add two vehicles used by an gang, will the gang use the both car or just one of them only?

I think which ever one is loaded last will replace any existing Gang Vehicle.

thanks, but did you test this?

I hope @maxorator will fix this.

Not recently, but from Memory that was what happened to me, and I asked Maxo if we could have the choice of either a complete replace or addin system, and well, that is where it ended. Nothing progressed any further.

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#1910

Posted 31 August 2013 - 02:39 PM

QUOTE (ALMOST610 @ Saturday, Aug 31 2013, 14:05)
QUOTE (ToyGT_one @ Friday, Aug 30 2013, 19:34)
QUOTE (ALMOST610 @ Thursday, Aug 29 2013, 22:52)
QUOTE (ToyGT_one @ Friday, Aug 30 2013, 04:09)
I want to ask something....

If i add two vehicles used by an gang, will the gang use the both car or just one of them only?

I think which ever one is loaded last will replace any existing Gang Vehicle.

thanks, but did you test this?

I hope @maxorator will fix this.

Not recently, but from Memory that was what happened to me, and I asked Maxo if we could have the choice of either a complete replace or addin system, and well, that is where it ended. Nothing progressed any further.

I thought its like police and ambulance vehicles which if you put a vehicle which behaves like that the police and parademic uses both vehicles, or is it different for gang cars?

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#1911

Posted 08 September 2013 - 06:13 PM

To maxorator.

What about version to sa, simply it supports roadtrain and tow truck.


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#1912

Posted 08 September 2013 - 09:53 PM

To maxorator.
What about version to sa, simply it supports roadtrain and tow truck.


May I ask...

what?

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#1913

Posted 09 September 2013 - 01:50 PM

I have a question. It's about compatibility to another modification.

 

I already wrote my question in this topic for the mod that it affects: http://gtaforums.com...s/?p=1063219976 .....but Silent said he can't do anything about it.

 

It's about an issue I get when using MVL together with the trails mod. It's SilentPL's ASI version to be precise.

 

The color correction is disabled and I get black bars all over my screen:

8e5f15274972615.jpg

 

I would really love to see these two mods working together, since Vice City has my favorite Renderware version.

With these two mods together we had the shadows of the mobile versions and also color correction, trails and hazing, thus the PS2 atmosphere.

 

Maybe you could work together with SilentPL on the issue.


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#1914

Posted 09 September 2013 - 07:38 PM

May I ask...

what?

 

Sorry I wanted to tell about it http://gta.wikia.com/Towing

and it http://gta.wikia.com/Tow_Truck


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#1915

Posted 09 September 2013 - 07:51 PM

 

May I ask...

what?

 

Sorry I wanted to tell about it http://gta.wikia.com/Towing

and it http://gta.wikia.com/Tow_Truck

 

I seriously don't see what you're getting at here..


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#1916

Posted 09 September 2013 - 08:24 PM Edited by SilentPL, 09 September 2013 - 08:24 PM.

I think he's requesting a towing feature from SA to appear in MVL. I remember maxorator pointed out implementing proper physics for that would be pretty tricky and tiresome though.

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#1917

Posted 11 September 2013 - 12:26 AM Edited by direstraits, 11 September 2013 - 12:26 AM.

I'm having a bug.

 

http://i.imgur.com/jRO7RDc.jpg

It happens this and I cant move or see tommy.

 

Using last version.


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#1918

Posted 13 September 2013 - 04:57 PM

I think he's requesting a towing feature from SA to appear in MVL. I remember maxorator pointed out implementing proper physics for that would be pretty tricky and tiresome though.

Yeah i speak about this. Thanks.

 

It is a pity if doesn't undergo treatment to use these opportunities.


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#1919

Posted 21 September 2013 - 01:03 PM

I got some problems with MVL.

 

When I start Mission "Death Row" and Rescue Lance and bring him to Hospital, the game doesn't seems to read that Lance has got to the hospital or whatsoever.

 

If i remove MVL, Everything's fine. :O


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#1920

Posted 16 October 2013 - 07:43 PM Edited by Rainbow Party, 16 October 2013 - 07:44 PM.

Hi, I was wondering if there's a list of the new opcodes of this mod somewhere, specifically if there are any that control the vehicles shooting their weapons (yes, to see if AI could use them apart from the player). Thanks! I can't stress how much I respect the person who made this mod.

-Sorry if I'm bumping an old topic, I haven't been around in ages until right now and the new Gtaforums layout is cool but confusing me a little.





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