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[REL|VC] Vice Cry 1.8

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_CP_
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#31

Posted 27 December 2012 - 04:44 PM

Oh man, send me that timecycle.

ThirteenAG
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#32

Posted 27 December 2012 - 05:07 PM

I'm using this one, but here's link: timecyc.dat, in case i'm wrong. Got it years ago, so don't remember exactly.

art0run
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#33

Posted 27 December 2012 - 07:22 PM

QUOTE (ThirteenAG @ Sunday, Dec 23 2012, 20:03)
Isn't it beautiful? Looking forward for 1.8...
user posted image



What model of Tommy you use? Please, give me a link. smile.gif

ThirteenAG
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#34

Posted 27 December 2012 - 07:38 PM

QUOTE (art0run @ Thursday, Dec 27 2012, 23:22)
What model of Tommy you use? Please, give me a link. smile.gif

http://www.gtagarage...ow.php?id=22431

art0run
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#35

Posted 27 December 2012 - 07:41 PM

ThirteenAG
Thanks! What about skin? White t-shirt?

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#36

Posted 27 December 2012 - 07:56 PM

QUOTE (art0run @ Thursday, Dec 27 2012, 23:41)
ThirteenAG
Thanks! What about skin? White t-shirt?

You can use pm, you know, 'cause it's ViceCry topic.
Here is the thing anyway: white.7z

Kov
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#37

Posted 27 December 2012 - 10:33 PM Edited by kowal125xr, 27 December 2012 - 10:36 PM.

QUOTE (ThirteenAG @ Sunday, Dec 23 2012, 21:03)
Isn't it beautiful? Looking forward for 1.8...
user posted image


It looks really nice ^^ - motivates to work.

bsanehi
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#38

Posted 13 January 2013 - 01:20 AM

Is the nazi bunker made by rockstar? in vice city or by vicecry mod>?

Also looking forward to seeing v1.8

misterright1
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#39

Posted 15 February 2013 - 03:39 PM

QUOTE (bsanehi @ Sunday, Jan 13 2013, 01:20)
Is the nazi bunker made by rockstar? in vice city or by vicecry mod>?

Also looking forward to seeing v1.8

it's made by the vice cry team

Kov
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#40

Posted 04 March 2013 - 02:23 PM

HI AGAIN

We're alive, we're active and we're still working on it.
It's nice to get back to gtaforums. icon14.gif


Some of new stuff (screenshots from ModDB):

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


And... that's it. We'll stay here for a while. sigh.gif


TECH-INFO

The docks and airport areas are completed (enough) and we're going north, to the downtown.
Right now we're working on Little Haiti/Havana (especially dave).
We're trying to implement some new areas (like swamps in v1.7) but we're limited by VC engine and we can do it only in original VC boundaries.

We have also some other issues with IPL limits but we'll handle it somehow.

New update soon (seriously!) - a new and pretty big island, materials, buildings, sewers and much more!

Cheers.






elMarcoPL
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#41

Posted 04 March 2013 - 02:46 PM

Dayum! It looks sooo great!
Brilliant dżob, koledzy. biggrin.gif

ThirteenAG
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#42

Posted 04 March 2013 - 03:42 PM

QUOTE (kowal125xr @ Monday, Mar 4 2013, 18:23)
We're trying to implement some new areas (like swamps in v1.7) but we're limited by VC engine and we can do it only in original VC boundaries.

We have also some other issues with IPL limits but we'll handle it somehow.

I suggest to use MVL limit adjuster, instead of editing limits inside exe. wink.gif

Kov
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#43

Posted 04 March 2013 - 07:43 PM

UPDATE

We present the Prominent Land!
Two weeks of work and we finally have it smile.gif

user posted image user posted image

We're still working on swamps and caves.


QUOTE
I suggest to use MVL limit adjuster, instead of editing limits inside exe.

@ThirteenAG - is it better than Limit Adjuster 1 & 2? Less bugs, more options to control?

ThirteenAG
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#44

Posted 04 March 2013 - 07:53 PM

QUOTE (kowal125xr @ Monday, Mar 4 2013, 23:43)
@ThirteenAG - is it better than Limit Adjuster 1 & 2? Less bugs, more options to control?

I think so, check the limits list:
CODE
  <limits>
       <models>100000</models>
       <texdicts>50000</texdicts>
       <colfiles>1000</colfiles>
       <instances>
           <ptrnode>400000</ptrnode>
           <entryinfonode>10000</entryinfonode>
           <peds>280</peds>
           <vehicles>220</vehicles>
           <buildings>94000</buildings>
           <treadables>2</treadables>
           <objects>2000</objects>
           <dummys>20000</dummys>
           <audioscriptobj>220</audioscriptobj>
           <colmodel>8800</colmodel>
       </instances>
       <modelstore>
           <simple>10000</simple>
           <time>1500</time>
           <weapon>40</weapon>
           <clump>10</clump>
           <vehicle>200</vehicle>
           <ped>200</ped>
           <fx2d>2000</fx2d>
       </modelstore>
   </limits>

More info here(on latest pages) - http://www.gtaforums...pic=477801&st=0
QUOTE
We present the Prominent Land!

Looks great!

Death2Drugs
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#45

Posted 05 March 2013 - 02:19 AM

Now that's beautiful.

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#46

Posted 12 March 2013 - 01:36 PM

If you are redoing buildings why not give some of them a VCS-style neons (at least add them to places where neons were in VCS). Personally I love VCS Vice much better, because this neons make the city much more colorful, give it much more "life" and it would be very nice to see them in original (much more colorless) Vice.

Kov
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#47

Posted 12 March 2013 - 02:20 PM

@ThirteenAG - it looks fantastic for me (no more tweaking engine directly) but... it's connected with applying MVL, right?
Is it the only way?

@Pawbrotm - that's a pretty good idea. I'll try to create some neons and test them.


Sorry for a lack of screenshots this time, but we're forcing some problems with high-poly models in game (somehow VC doesn't want to cooperate this time).

Dave has some problems with hardware, so now I can not blame anyone but myself for this issues. tounge.gif

ThirteenAG
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#48

Posted 12 March 2013 - 03:55 PM

QUOTE (kowal125xr @ Tuesday, Mar 12 2013, 18:20)
@ThirteenAG - it looks fantastic for me (no more tweaking engine directly) but... it's connected with applying MVL, right?
Is it the only way?

Yes, i think so.

Urban Legend
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#49

Posted 10 April 2013 - 01:51 PM

Great work guys. Is that large island uploaded yet?

hhhhhhwwe
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#50

Posted 29 April 2013 - 01:45 PM

Awesome mod, can't wait for 1.8. When?

Victor_Knight
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#51

Posted 21 May 2013 - 06:59 AM

Nice to see that you guys remodelling buildings, but roads normals (UV) still looks awful ;( Can we hope that roads will be updated and fixed? And little suggestion: would be interesting to make dark version of roads, like SRT for SA... Thanks in future...

Sidoarjo_Modder
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#52

Posted 23 May 2013 - 03:11 AM

on 1.7 i've found some duplicate files, is there any risk if i removes those one?

zerGoot
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#53

Posted 08 June 2013 - 04:02 PM

Absolutely awesome.Cant wait to try it smile.gif When should we expect the next "update"? biggrin.gif

misterright1
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#54

Posted 02 July 2013 - 07:21 PM

hey guys has anyone of you tried this on the mobile version?

Cherbet97
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#55

Posted 24 July 2013 - 07:45 AM

So... Very Nice doing mod. Keep it up guys!

bsanehi
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#56

Posted 20 August 2013 - 02:47 PM Edited by bsanehi, 20 August 2013 - 02:53 PM.

XBOX Cutscene:
user posted image


PC Cutscene:
user posted image


Can you guys add the Xbox cutscenes to PC, or the mobile cutscenes to PC? for Vice Cry v1.8


They have better graphics for hands..

TJGM
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#57

Posted 20 August 2013 - 03:00 PM

QUOTE (bsanehi @ Tuesday, Aug 20 2013, 14:47)
XBOX Cutscene:
user posted image


PC Cutscene:
user posted image


Can you guys add the Xbox cutscenes to PC, or the mobile cutscenes to PC? for Vice Cry v1.8


They have better graphics for hands..

I only notice a difference in the brightness, which is way too high on the console screenshot. If you're talking about how Sonny seems to be more detailed, that's his cutscene model. They'd have to port every model that you see in the cutscenes throughout the game.

bsanehi
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#58

Posted 20 August 2013 - 03:11 PM

@TheJAMESGM

I just mean his hand graphics are better. Don't mind the brightness, I took the XBOX screenshot from a YouTube video, while the PC one is from my game.

Mr. Jago
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#59

Posted 20 August 2013 - 03:20 PM

QUOTE (TheJAMESGM @ Tuesday, Aug 20 2013, 08:00)
I only notice a difference in the brightness, which is way too high on the console screenshot. If you're talking about how Sonny seems to be more detailed, that's his cutscene model. They'd have to port every model that you see in the cutscenes throughout the game.

bit more complicated than that, vice city (at least on the xbox, not sure about mobile) has the hands kept in separate files which are then placed on top of a character and animated using the anm format, exactly like GTA III's heads. as far as I know vice city's engine has that function gutted out so the most simplest option would be to just hack the hands onto the regular models. still, not as eloquent as free-moving fingers. tounge.gif

misterright1
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#60

Posted 14 September 2013 - 09:50 AM

QUOTE (TheJAMESGM @ Tuesday, Aug 20 2013, 08:00) I only notice a difference in the brightness, which is way too high on the console screenshot. If you're talking about how Sonny seems to be more detailed, that's his cutscene model. They'd have to port every model that you see in the cutscenes throughout the game.
bit more complicated than that, vice city (at least on the xbox, not sure about mobile) has the hands kept in separate files which are then placed on top of a character and animated using the anm format, exactly like GTA III's heads. as far as I know vice city's engine has that function gutted out so the most simplest option would be to just hack the hands onto the regular models. still, not as eloquent as free-moving fingers. tounge.gif

 

look here's the android version gameplay http://www.youtube.c...h?v=NRK_P-xtm60

and the fingers are pretty detailed

so here are the files of the mobile if you guys can export them and convert them to pc http://thepiratebay....orrent/7937237/





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