Such easy, such wow.If protagonist name is such a big deal why you guys don't add option to name player in the beginning of the game like in for example KOTOR.
#1771
Posted 25 May 2016 - 12:35 AM
- Speccy, Jinx. and NFX like this
#1772
Posted 25 May 2016 - 02:49 AM
I have just uploaded my third car pack to Dropbox.
All the recent cars are now available for the team.
@Team
Please give credit to Mario, Pachuco and deadman23 for their contribution to this pack (theN00ster's Issi is not included because the files went missing and I couldn't contact him). The dff files are named appropriately to replace the ones in IMG (eg. Sabre.dff must replace the Sabre). I cannot stress the importance of the default.ide and handling.cfg changes that must be made for the cars to work properly - all the info for that is included. Finally, there is a custom collision for each vehicle, which likewise cannot be neglected.
I know just of two tiny bugs. One is a miscolored triangle on the damaged boot of the Benefactor and the other is the police siren on the VLO model of the Kaufman cab, which I forgot to remove (it's only vaguely recognizable from far away).
Today, I also began working on new wheels from scratch. Here are the first ones that I've done - wheel_classic

The poly-count is significantly higher but I tried to give them a Vanilla-like appearance best I could. Textures are 128x128 instead of 64x64. I might add emblems in the center.
- -Anti-, Frank.s, Claude_Lib and 26 others like this
#1776
Posted 25 May 2016 - 08:38 PM
Approximately how big will the mod be?
It's looking better every day.
- Speccy likes this
#1777
Posted 25 May 2016 - 10:03 PM Edited by Mariř, 25 May 2016 - 10:04 PM.
Approximately how big will the mod be?
It's looking better every day.
Imagine Vice City. Now imagine every ped (if not every, almost every) replaced, every weapon replaced, cars... Ah, y'know what? I'll just tell you. It's, in a scale of 1 to 10, a 9.8.
- 018361, FMMZ and Member's Only like this
#1778
Posted 26 May 2016 - 01:29 AM
I still have the Issi on my PC if you're interested
I heard that theN00ster didn't finish the model. Does it have damage parts?
If it doesn't, would you be able to lend me a hand and finish it?
#1779
Posted 26 May 2016 - 02:50 AM
I will send you the file at friday!! Bcuz i think that the one jinx have doesnt have vc textures! I heve the one which needs damaged part and have vc texturesI still have the Issi on my PC if you're interested
I heard that theN00ster didn't finish the model. Does it have damage parts?
If it doesn't, would you be able to lend me a hand and finish it?
#1780
Posted 26 May 2016 - 04:04 AM Edited by Jinx., 26 May 2016 - 04:05 AM.
I'm not sure if it still has them.I still have the Issi on my PC if you're interested
I heard that theN00ster didn't finish the model. Does it have damage parts?
If it doesn't, would you be able to lend me a hand and finish it?
#1783
Posted 26 May 2016 - 12:47 PM
Very nice.
Fancy lowering the suspension of the Cheetah? Imho it would suit the car better because it seems too high at the moment.
I just accessed the forum through my iPhone and the aspect ratio of the screenshot in my previous post looked messed up. If you click on it, it will display normally, though. First time I encounter something like this.
If you've tested the cars from Car Pack 2, you will see that the Cheetah, in particular, has some issues. I didn't temper with the suspension but now that you mention it, I'll address this if the model will be updated in the future. Right now, although you cannot spot anything wrong from the screenshot, the reflections of the doors and rear bumper don't blend in with the rest of the body. It is very noticeable in-game, actually.
Other bugs I discovered recently also affect two cars from Car Pack 2. One is an easy fix - it's the handling of the Vierer (blistac in handling.cfg); the car is simply TOO DAMN FAST and handles like a sports car from GTA V. It's out of balance with the rest in the game. Please edit the handling I provided for it when you get around it.
The second bug relates to the Stinger, namely its collision file. The front bumper and spoiler will dissapear at awkward angles and various (sometimes short) distances. Can you confirm that this is happening in your game too? I didn't notice this on my other PC. Basically, this is by far the most annoying bug from everything I've mentioned. Luckily no changes have to be made to the dff model.
- Frank.s and Ivan1997GTA like this
#1784
Posted 26 May 2016 - 04:57 PM Edited by Frank.s, 26 May 2016 - 04:59 PM.
20 new cars in the game.
19 replaced, 1 added. Tweaked the Vierer and Vierer XS handling to better represent the differences. Speccy (and the rest of the team) test the current version of the mod on the DropBox and tell me if there are any bugs or if you're unhappy with the handling of the vehicles. The start of the game debug script spawns all vehicles in pack 3 but the others should be found driving around the city like normal. (or you can spawn them with a cleo script or scm script)
Btw due to the adding cars method using wheel id numbers, the wheel id's have changed and the new vehicles ide lines have been edited to keep the correct intended wheels.
For future reference:
237 is now 325
238 is now 327
239 is now 433
- Speccy and Ivan1997GTA like this
#1785
Posted 27 May 2016 - 04:38 PM Edited by Speccy, 27 May 2016 - 04:49 PM.
20 new cars in the game.
19 replaced, 1 added. Tweaked the Vierer and Vierer XS handling to better represent the differences. Speccy (and the rest of the team) test the current version of the mod on the DropBox and tell me if there are any bugs or if you're unhappy with the handling of the vehicles. The start of the game debug script spawns all vehicles in pack 3 but the others should be found driving around the city like normal. (or you can spawn them with a cleo script or scm script)
Btw due to the adding cars method using wheel id numbers, the wheel id's have changed and the new vehicles ide lines have been edited to keep the correct intended wheels.
For future reference:
237 is now 325
238 is now 327
239 is now 433
WIll try it over the weekend! You are right on time with this as my modded copy of VC appears to be no longer stable.
Some more remarks regarding my cars:
Sultan (deluxo) in Pack 1 - incorrect primary material which explains the unfunctional carcols (it only appears in yellow)
Buffalo (pheonix) in Pack 1 - wheel insertions look strange (either suspension, wheel size or wheel arches need to be revised)
Affecting all cars in Pack 1 - no custom collision so rain particles won't look perfect like they do for Pack 3 cars
There is a lack of cars using wheel_sport (only like 5-7 in the whole game now?). This is a shame because I just remade those wheels today and I want to see them more often on cars in the game.
Could you please assign them to the Feltzer (Banshee) like I did? I'd also change the Sentinel XS wheels to these.

Looks like one simple alpha texture was used on a flat surface for the spokes. This pisses me off because that isn't the case.
The wheels needs a more "bulging" appearance, to give them that 3D look. A quick edit shall do the trick.
What do you think of asking for permission to use the VC.Traffic mod (disabling vehicle lods)? The constantly flickering models annoy me quite much to be honest. I would also like to suggest that we include some form of a frame limiter fix to get that smooth 60fps gameplay. VC stuttered severely on my 2016 gaming PC and this solved the issue, not to mention the x100 improvement in the way the game looks now. P.S. Now I really need to set up my antialiasing again!
P.P.S. To the hippie, who designed the Xbox wheels - nice try.
- -Anti-, Frank.s, cosmys and 7 others like this
#1786
Posted 27 May 2016 - 05:27 PM Edited by Claude Liberty, 27 May 2016 - 05:27 PM.
I would also like to suggest that we include some form of a frame limiter fix to get that smooth 60fps gameplay.
Won't it cause several physical and synchronization issues? I thought RenderWare GTAs perform very weirdly on the framerate faster than 30 fps.
- Silent and Kalvin like this
#1787
Posted 27 May 2016 - 09:09 PM Edited by JDaster, 27 May 2016 - 09:13 PM.
Approximately how big will the mod be?
It's looking better every day.
Imagine Vice City. Now imagine every ped (if not every, almost every) replaced, every weapon replaced, cars... Ah, y'know what? I'll just tell you. It's, in a scale of 1 to 10, a 9.8.
Mario, don´t forget about the storyline, the awesome new buildings (like the mothertrucking epic hospital), the "San Andreas Be Like" script and the new protagonist. (Damn, i thought you were better in advertising.
)
- NFX and Member's Only like this
#1788
Posted 27 May 2016 - 10:45 PM Edited by MarioLSRP, 27 May 2016 - 10:46 PM.
Your wheel has way too many polygons, relative to the cars, peds and all the other VC stuff. It looks good but if you want to keep a consistent art style, you should consider finding a different way to get the desired effect on the wheel. I would personally bake the higher poly model to a texture so you get some of the detail back on the lowpoly wheel. Technically you can use as many polies as you like with current hardware but I personally try to stick to how the rest of the art style of a game is. Good job nonetheless on the wheel.
#1789
Posted 27 May 2016 - 11:32 PM
What do you think of asking for permission to use the VC.Traffic mod (disabling vehicle lods)?
This is great mod. Finally no more lego cars! Now only if there was III version.
- NFX and JDaster like this
#1790
Posted 28 May 2016 - 01:24 AM Edited by Speccy, 28 May 2016 - 01:43 AM.
I would also like to suggest that we include some form of a frame limiter fix to get that smooth 60fps gameplay.
Won't it cause several physical and synchronization issues? I thought RenderWare GTAs perform very weirdly on the framerate faster than 30 fps.
This could be the case. I've looked into it and I'm pretty sure that as long as you don't exceed 60 fps, it should work great. Speaking from my personal experience, I couldn't get the game to run even somewhat decently on my new PC (the stutter was unbearable). The frame limiter fix was a perfect solution and I didn't encounter any negative side effects at all. Anything above 60 fps is definitely trouble, though.
This was a silly suggestion on my behalf. If it works fine by default, there would be no reason to mess with it. For the future though, if anyone is having trouble running Vice City on a new machine, you might want to look into this
Your wheel has way too many polygons, relative to the cars, peds and all the other VC stuff. It looks good but if you want to keep a consistent art style, you should consider finding a different way to get the desired effect on the wheel. I would personally bake the higher poly model to a texture so you get some of the detail back on the lowpoly wheel. Technically you can use as many polies as you like with current hardware but I personally try to stick to how the rest of the art style of a game is. Good job nonetheless on the wheel.
Cheers, mate!
That's bullcrap, though. My wheels don't exceed the poly-count of the Xbox ones.
They are just slightly above the poly-count of the Xbox wheels (2157 to 745) ![]()
Please, forgive me!
- cosmys likes this
#1791
Posted 28 May 2016 - 01:39 AM
The wheels look a bit too HD, rest looks slick
- universetwisters, Savidge and Ivan1997GTA like this
#1792
Posted 28 May 2016 - 01:48 AM
The wheels look a bit too HD, rest looks slick
I agree, it seems like they stick out way too much with the rest of the style of the game.
- Ivan1997GTA likes this
#1794
Posted 28 May 2016 - 08:40 AM Edited by Blackbird88, 28 May 2016 - 08:40 AM.
To be honest i'd rather have the new smooth tires shown rather than some blocky garbage.
This is why Xbox-like wheels are better. They actually have modeled rims rather than the terrible 2D low-res texture ones.
- 018361 likes this
#1795
Posted 28 May 2016 - 10:15 AM
#1796
Posted 28 May 2016 - 10:23 AM Edited by Silent, 28 May 2016 - 10:23 AM.
This could be the case. I've looked into it and I'm pretty sure that as long as you don't exceed 60 fps, it should work great. Speaking from my personal experience, I couldn't get the game to run even somewhat decently on my new PC (the stutter was unbearable). The frame limiter fix was a perfect solution and I didn't encounter any negative side effects at all. Anything above 60 fps is definitely trouble, though.
The effect might not be as jarring, but anything above 30FPS makes the game malfunction. It's just less noticeable.
- dkluin likes this
#1797
Posted 28 May 2016 - 12:46 PM
those wheels really remind me a bit of myriad island wheels , i like it
#1798
Posted 28 May 2016 - 07:33 PM Edited by Speccy, 28 May 2016 - 09:33 PM.
This could be the case. I've looked into it and I'm pretty sure that as long as you don't exceed 60 fps, it should work great. Speaking from my personal experience, I couldn't get the game to run even somewhat decently on my new PC (the stutter was unbearable). The frame limiter fix was a perfect solution and I didn't encounter any negative side effects at all. Anything above 60 fps is definitely trouble, though.
The effect might not be as jarring, but anything above 30FPS makes the game malfunction. It's just less noticeable.
I made a mental note of this and will make sure to disable it when I'm editing handling lines. Later on, when we will have access to BEGINit's SCM, it will be the first thing I will suspect if anything functions out of the ordinary. Unfortunately, right now my game just locks up for 2-3 seconds every minute or so without it. This only happens on my new PC, on my other laptop the game runs fine with 30FPS.
those wheels really remind me a bit of myriad island wheels , i like it
I'm a fan of those wheels too!
My wheels are in very similar quality to the Xbox ones. Nobody thought that my wheel_classic and wheel_rim were too high-poly when they are pretty much all identical to wheel_sport.
These are the xbox wheels (converted by yojo2)
![]()
in wireframe
Almost610 made improved wheels for VC too, but those have a higher poly-count than mine
VCS wheels are a good balance between detail and polycount but if you guys want those, I'm definitely not up for the task. Or the easiest route, of course...

P.S. I should stop whoring for approval and get back to work on those wheels.
- 018361, cosmys, LevelDockSix and 3 others like this
#1799
Posted 29 May 2016 - 11:13 AM Edited by Frank.s, 29 May 2016 - 11:15 AM.
I really like the wheels, if possible try to get them closer to the VC art style (due to them being relatively high poly right now) Also the DropBox version of the game runs at 60 fps from the get-go thanks to the limit_adjuster_gta3vcsa.asi/ini, i haven't noticed any problems to be honest. Script stuff might be a different story though so i say we keep it at 60 fps until we notice any issues with the missions, etc. The game still has all the wheel variations it did before, it's just that now you have to assign a different id number if you want to use wheel_rim or wheel_offroad or wheel_truck that's why i showed that list with the new id's. ![]()
wheel_rim is now 325
wheel_offroad is now 327
wheel_truck is now 433
All other wheels id's are unchanged and no wheels are lost or removed.
The reason that had to be done is so that the original id's could be used for vehicles so that they function fully (no missing horn sound). The wheels still function correctly, just the id's have been changed. ![]()
What's gonna happen with the issues you pointed out on the cars? I'm not sure if you mentioned or implied who is gonna be fixing it.
VC.Traffic sounds like a good idea, if i can get a hold of the memory address(es) for vehicle draw distance in GTAVC 1.0 exe then we can just adjust that and we don't need to hope for permission from someone who might not have been on gtaf for years (i haven't checked AK-73's profile yet).
- Ivan1997GTA likes this
#1800
Posted 29 May 2016 - 12:05 PM
Do you think you guys will be done by 2017 or is there a big lot more planned for the mod? With every bit of info about the mod being revealed every day, i get more and more hyped.












