Beta 3.3 Update - Last updated August 23
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After about 2 years and 4 months, we are releasing a new public beta, version 3.3.
But hey, what happened to 3.2? Well, 3.2 exists, it just never saw the light of day because there were many bugs in it and the primary contributor's computer crashed so things could not be fixed easily at all. If anybody is curious, they can try out the 3.2 files here. The only cool feature that made it into 3.2 that's not in 3.3 is the cutscene heads were converted and working. We are trying to find a way to redo that for the next relaese.
Okay, enough about beta 3.2, what's new with 3.3? Thanks largely to SilentPL, this mod has had a great revival. Most of the changes were behind the scenes in cleaning up the exe modifying files. A few missions have been updated with proper GTA3 opcode functions. He has also helped make the scm code a lot cleaner and bug free. Speaking of the scm, with the exception of the insane stunts thread (which was largely taken from VC) every variable has the proper name that Rockstar gave them. A few missions have been redone into high level coding.
There are a few rewards given out if the player can complete the game to 100%. Please give it a try as that's the best way to completely bug test it. And I don't know if I will have the time to complete everything to 100%. It's been a while since I gave Gripped! a try.
I'm forgetting a lot of new features, and some I'll let the users find themselves. Please help us test these missions out so we can have the next version be as bug free as possible. Speaking of the next version, we are getting closer and closer to releasing GTA: Liberty City Final v1.0. The next big thing we are going to work on is to try and import the peds and actor models from the XBOX version. Not only will they look better, but they will likely be easier to port functionality for cutscenes.
I'd also like to thank Ash_735 and rmws. for their help as well. It is greatly appreciated.
Edited by Craig Kostelecky, 24 August 2012 - 08:38 PM.