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Bugs, Glitches, and Incompletes

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Craig Kostelecky
  • Craig Kostelecky

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#1

Posted 21 March 2005 - 04:36 AM Edited by spaceeinstein, 30 August 2017 - 11:12 AM.

Bugs, Glitches, and Incompletes


As this mod is released to the public before it's finished there are often a lot of bugs in it. Here is the place where you can tell us what we need to fix before the final version is released.

Before you post a new bug, please ensure that you have the latest version of GTA:LC - that is, Beta 4.0. Please do not report on these as we already know about them. If you have the solution to any of these problems, then by all means feel free to help us out - please post here if you have any suggestions/solutions to bugs as well. This post will also house any general bugs (bugs that do not fall under a specific category as per the Checklist).

When reporting a bug, please try to be as specific as possible because it makes it easier for the team to recreate it if we know exactly what you did. If you received a debug output, please post the first seven lines (up to and including the numbers after the "EFLAGS" heading). Any information in a debug output is saved to gta-lc-scm.log in your main LC folder.

Any bugs with unofficial mods should be posted in the Unofficial Mods topic or PM'ed to the author.

Below is a list of fixed bugs and download links. If there is a bug that has been crossed off the checklist, yet doesn't appear in this list, then it simply means that although the bug has been fixed, there is no download for it (or that I just can't be arsed to update two lists anymore :p ). Please also read this list to make sure that you don't report on something that has already been fixed.
 

Bugs fixed since Beta 3.3 + UpdateNotes
Many animations have not been convertedMostly converted
Issues with wanted level behavior on Portland Island
Firing the Uzi sometimes crashes the game
Black smoke instead of gun flashes appear during the introduction scene and Grand Theft Aero
Incorrect smoke particle during "Kanbu Bust-out"
Patients do not properly scream in pain during "Paramedic"
Particle and lighting effects do not appear during "Chaperone"
When starting "Bomb Da Base: Act I", the message "Salvatore wants you to help Toni deal with the Triads first!" appears when "Blow Fish" has already been completed
"I Scream, You Scream" blip at the destination points upwards
Initial cutscene of "Silence The Sneak" is blocked by a wall
"Silence The Sneak" crashes the game if the car is immediately blown up
Camera angles of McAffrey's hideout during "Silence The Sneak" do not match GTA III
Density of Triads too low during "Trial By Fire"Density needs to be fixed
Mod: Having the player character be anything other than player.dff crashes cutscenes
Debug mode: City does not load quickly when a new game is started
Debug mode: Phoenix's engine does not animate
Debug mode: Portland Ammu-Nation duplicates weapon pickups when missions unlocked them
Debug mode: Toni's blip remains after completion of "Salvatore's Called A Meeting" but it triggers nothing
Debug mode: The gate can get stuck closed during "Arms Shortage"
Various sound effects still use VC's soundsUI sounds like pickups and checkpoints not yet converted
Car sound effects are incorrect and does not match III
Incomplete: VC's map files are not removed
Wielding the detonator prevents weapons switching
Cranes crash the game during various events
Non-weapon pickups have incorrect colors
GTA III's cheat codes need converting
Dodo's camera and sound uses the RC Baron'sSound needs proper conversion
Vice City's special character cheats crash the gameCharacters replaced with III's
IE/Securicar/"Rigged To Blow" garages do not behave the same way as III or missing entirely
Car alarms uses VC's
Blowing up the Dodo yields a 3-star wanted level
Cylindrical markers color do not match III
Glass windows at Catalina's security hut are not breakable and rendered incorrectly
Picking up info pickup at 8-Balls' in the Spanish language crashes the game
Police scanner is not area-specific and vehicle-specific ones are incorrect for most
Cash amounts for bomb shops, hospital visits, taxis, and hidden packages do not match III
Debug mode: Passing "Two-Faced Tanner" sets the maximum wanted level down to 5
Looping scenery sounds (e.g. Laundrette, Toni's restaurant, etc.) do not behave the same way as III
Zones in east Staunton Island are not displaying
The lift bridge is not completely converted
Spray shops do not accept the same vehicles as III
Debug mode: Peds are spawning where they shouldn't be, e.g. Phil's place
Body cast does not get properly damaged in "Plaster Blaster"Damage by vehicle still not recognized
Kingdom Come's cutscene when reading Catalina's letter cannot be skipped
Introduction sequence's lighting effects differ
Peds speech uses VCMostly converted
Special characters speech missing or incorrectly playedMostly converted
Bike checkpoint missions does not fail when the time runs out
Replay does not work
There's a chance the blips during Kingdom Come don't get removed
Bugs fixed since Beta 3.4 Pre-release 1Notes
Issue with abandoned cars when bridge moves
Walk/don't walk signal missing
Additional animation issuesMostly converted
Debug mode: Completing "Chaperone" before completing "Salvatore's Called A Meeting" causes Toni's mission triggers to overlap.
Boat foam animation missing in "Bomb Da Base: Act II"Conversion not strictly 1:1
Incorrect explosions used in "Bomb Da Base: Act II"
Boat wake on water behind Cochrane Dam is incorrectly positioned (VC-specific bug)
"Gone Fishing" camera and fish positioning incorrect
Bugs fixed since Beta 3.4 Pre-release 2Notes
Car colors for certain vehicles don't match III
Chase scene vehicles don't use handbrake and large parts of the map are unloaded during the sceneMap still doesn't load completely, might need to find way to load islands like III
Wide range LOD issues, including misaligned LODs and LODs not unloading when near them
Bugs fixed since Beta 3.4 Pre-release 3Notes
Intro scene overlay colors are missing
Trails effect uses VC
Gangs are too sparseNeed to find way to increase density for non-grouped members
Bugs fixed since Beta 4.0Update
Taxi Driver radar blips sometimes point downward at the destinations
Pistol and Uzi lack reload animation
Vehicle environment mapping doesn't match III
Dodo's rudder and propeller don't animate and its shadow uses a plane's shadow
Debug mode: You can't hop into the Comet
Statistics listing in pause menu doesn't match III
Rampage timer and counter colors incorrect
Green-colored text aren't used at all
Italian language woefully incomplete
Destroying the bike in the bike checkpoint missions does not immediately end the mission
Bike checkpoint missions' counter text incorrect
Completing "Uzi Rider" spawns Hoods gang members at Hepburn Heights
Shooting near (not at) a Yardie gang member provokes it to shoot at you
Large parts of the map remain unloaded during the introduction sequence
The behavior of all NPC planes (Aeroplanes, ambient Dodos, mission Dodos) does not match III and mission Dodos can result in game crashesDownload (2017-06-15)
Ammo count for many pickups are incorrectDownload (2017-07-05)
Cinematic camera mode missing help messageDownload (2017-07-05)
AK47 and M16 fire rate slower when crouchingDownload (2017-07-05)
The display ordering of a few mission text is incorrectDownload (2017-07-27)
You can sprint with the AK-47Download (2017-08-01)
Remote controlled RC Bandits can cross to other islandsDownload (2017-08-28)


Todo:
  • Cars not meant to travel between islands are traveling between islands. Most notably affects Vigilante mission.
  • Cutscene head animations.
  • Anything related to trains.
  • Anything related to the crusher.
  • MP3 ped.
  • Yardie Lobo smoke.
Will not fix:
  • The gate at the army base wont open for any vehicles, even with an army vehicle. It will however open from the inside to let you out
    (That's not a bug. It's not supposed to open for Army vehicles. It opens after completing 'Arms Shortage')
  • Car-jackers will steal your helicopter, but they dont know how to fly it
    (It's the same way in VC)
  • The blue mission marker sometimes hangs in mid-air, and only sticks to the ground when you come close to it
    (This also occurs in VC and LCS, and is a problem with the game engine - it cannot be "fixed")
Note to GTA:LC Team - when trying to recreate a bug to fix it, make sure that you test it thoroughly (that is, with debug mode on and with debug mode off).

There are likely to be more bugs that haven't been discovered yet, so if you find any, please report them - it helps us to fix them and improve the overall quality of GTA:LC. As more bugs are reported, they will be added to the list so that it is up-to-date.

Check out the past history of this topic at the Internet Archive Wayback Machine: before the forum change and after the forum change.

Thank you for all your contributions :).

02-2016 update: The table has been redone to reflect the current state of the project. -space

07-2016 update: Table is further updated. -space

10-2016 update: Some more updates. -space

01-2017 update: Split Beta 3.3 and Beta 3.4 pre-release. -space
  • Crspy likes this

The Eddo
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#2

Posted 08 April 2016 - 06:04 AM

I got a bug to post:

 

I setted the UseDebugSCM to 1 and as soon as i clicked on New Game... and BAM! Gamecrash after a few minutes of playing!

 

Any fix for this?


Sonicguy41
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#3

Posted 19 April 2016 - 03:23 AM

I got a bug to post:

 

I setted the UseDebugSCM to 1 and as soon as i clicked on New Game... and BAM! Gamecrash after a few minutes of playing!

 

Any fix for this?

 

You bumped an 11 year old topic to say that? 

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Craig Kostelecky
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#4

Posted 19 April 2016 - 06:33 PM

This subforum has zero problem with bumping threads. If you have a bug, this is the place to post it.

 

At least his post served a purpose. Yours does not.

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Forever L
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#5

Posted 24 June 2016 - 08:39 PM

If it's not a bug, but it's something I think is rare, and is the disappearance of pedestrians.
 
I explain: when I am in a zone (Red Light, for example) and I go to the hospital, when I return, as pedestrians disappear for a moment, and then begin to appear slowly.
 
Another thing I wanted to ask is the subject of the police. They are the least abundant in the streets.

Craig Kostelecky
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#6

Posted 17 July 2016 - 06:10 PM

Since space has done several updates, I've been testing this a bit more. Here's the known bugs I have noticed so far:

- Blips on pause screen are in wrong place. This is very noticeable in the paramedic and firefighter missions.
- Player should get 4 stars for shooting dodo
- Can the Pay N Spray/home/Ammunation icons move to the background? When a blip appears under them, it's very difficult to find. This hit me in one of my ambulance runs.
- Rumpo rampage needs to change its gxt to rc_4

That's all I can think of for now. The latest build has been locking up on me a bit. But it doesn't produce a crash log, so I don't really have anything more to report yet. I have not noticed anything in common with each crash either.

spaceeinstein
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#7

Posted 18 July 2016 - 04:52 PM

What is the date of the dinput8.dll file? I found a bug after I implemented the Securicar garage and I have been trying to work around the issue. It seems stable right now. The latest file is in Dropbox.

Craig Kostelecky
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#8

Posted 19 July 2016 - 01:51 AM

I forgot to check the time stamp, but after replacing my copy with the one from Dropbox, the game played nicely without a crash for about 20 minutes. 

 

I did notice the banners on the dodo were back. 

 

I updated the rc3.sc file so it'll show the right gxt entry. 


spaceeinstein
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#9

Posted 19 July 2016 - 04:13 AM

The ViceCity debug option shows the airplane trails and Dodo banner. It also uses Vice City's car alarm system.

Forever L
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#10

Posted 19 July 2016 - 04:24 PM Edited by Forever L, 19 July 2016 - 04:25 PM.

spaceeinstein: I had a problem with the last update made in the "Mission Coding". So maybe it is not, but appointed him because I think he can fix it.

 
When I'm in 8-Ball in Portland, when I grab the information icon, I freezes the game, and closes me, marking me that the application stopped working.

spaceeinstein
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#11

Posted 19 July 2016 - 05:33 PM

Can you provide a crash log or a memory address where the crash occurred? I can't reproduce your problem.

Forever L
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#12

Posted 20 July 2016 - 03:44 PM

Can you provide a crash log or a memory address where the crash occurred? I can't reproduce your problem.

 

2rvzjg5.jpg


spaceeinstein
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#13

Posted 21 July 2016 - 12:21 AM Edited by spaceeinstein, 21 July 2016 - 12:22 AM.

I recommend you to play the game in the English language. Other languages haven't been properly updated. Thanks for finding the issue.
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Forever L
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#14

Posted 21 July 2016 - 12:42 AM Edited by Forever L, 21 July 2016 - 12:42 AM.

I recommend you to play the game in the English language. Other languages haven't been properly updated. Thanks for finding the issue.

 

Mmmmm ... it's complicated. I'm really bad at English. Spanish is my native language. But hey, at least I found the cause of the error.


Zlew
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#15

Posted 27 August 2016 - 11:41 AM

Dead Skunk in The Trunk can sometimes fail if you're too far away from the crusher


spaceeinstein
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#16

Posted 27 August 2016 - 04:17 PM

How far is too far? I spawned a PCJ right after getting out of the Manana and drove straight out. The mission still passes.

Zlew
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#17

Posted 27 August 2016 - 08:39 PM Edited by Zlew, 29 August 2016 - 09:43 AM.

I believe I passed Capital Autos, at about that length it told me that "The car was crushed"

More bugs ahead:
Spoiler

spaceeinstein
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#18

Posted 30 August 2016 - 12:36 AM Edited by spaceeinstein, 30 August 2016 - 12:49 AM.

Sorry, I couldn't reproduce your crusher bug. I'm guessing it's something to do with the crusher, which hasn't been converted from III yet. The cars driving on the sidewalk actually happens in III also.

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#19

Posted 07 September 2016 - 09:13 AM

Crashed after latest mission update:

Spoiler

spaceeinstein
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#20

Posted 07 September 2016 - 09:31 AM

That probably happened because of missing collision files. Redownload the update and see if that works.

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#21

Posted 07 September 2016 - 09:38 AM

Is there any good tool for IMG editing? IMG Tool, IMG Factory and Alci's IMG Tool can't create proper IMG1 archives.


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#22

Posted 07 September 2016 - 09:42 AM

I use fastman92's IMG Console to mass import the files. The interface is somewhat clunky but it gets the job done.

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#23

Posted 07 September 2016 - 09:49 AM

Or, if you have all files unpacked, build the IMG instead of modifying it:

https://tohjo.eu/Silent/img-builder

Luicides
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#24

Posted 30 December 2016 - 08:13 PM

when i hit new game on gta lc i get this debug after crashing

 

6XBJJ88.png


spaceeinstein
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#25

Posted 31 December 2016 - 02:28 PM Edited by spaceeinstein, 31 December 2016 - 02:32 PM.

Your issue is too vague. Did you launch the game using gta-lc.exe? Have you tried the v3.3 download without the update/add-on? How have you installed the mod?

Luicides
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#26

Posted 31 December 2016 - 03:39 PM

I tried launching the game through Gta-lc.exe and gta-vc.exe this debug is from when i tried gta-lc.exe

and yes i got v3.3 and the update and i followed the instructions


zmudziak32
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#27

Posted 31 December 2016 - 03:51 PM

Did you copy GTA III audio folder(except SFX files)?


Luicides
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#28

Posted 31 December 2016 - 03:57 PM

Yup i did that i selected all of them and deselected the sfx files and then put it into gta vc audio folder


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#29

Posted 19 January 2017 - 03:07 PM

Some observations from playthrough of Portland on latest version of the mod.

 

1) On Paramedic it seems that there is a bug: if a ped falls while getting in an ambulance (if he starts opening door), he is stuck without any objective. I was able to fix it by driving away from him and picking up another patient (removing the doors of an ambulance also prevents bug from occuring). Pretty sure this bug doesn't exist in original game.

2) AK has wrong fire rate if player is crouched; shotgun has weird animation of second shot during crouch.

3) There are peds walking on a territory of Marty's factory. There are none in original game.

4) Car nodes on a street outside of Claude's safehouse seem to be bugged. Vehicles make U-turns instead of using it if they even spawn, and AI is very weird on Turismo near that street as they try to avoid it as well.


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#30

Posted 19 January 2017 - 03:15 PM

Some observations from playthrough of Portland on latest version of the mod.
 
1) On Paramedic it seems that there is a bug: if a ped falls while getting in an ambulance (if he starts opening door), he is stuck without any objective. I was able to fix it by driving away from him and picking up another patient (removing the doors of an ambulance also prevents bug from occuring). Pretty sure this bug doesn't exist in original game.
2) AK has wrong fire rate if player is crouched; shotgun has weird animation of second shot during crouch.
3) There are peds walking on a territory of Marty's factory. There are none in original game.
4) Car nodes on a street outside of Claude's safehouse seem to be bugged. Vehicles make U-turns instead of using it if they even spawn, and AI is very weird on Turismo near that street as they try to avoid it as well.


Have you tried using the latest update and seeing if these issues still persist? If not, I suggest you install those from the Mission Coding topic. They fix a lot of issues that aren't included in Beta 3.3.




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