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Mission Coding

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Craig Kostelecky
  • Craig Kostelecky

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#1

Posted 06 March 2005 - 05:56 AM Edited by spaceeinstein, A week ago.

Grand Theft Auto: Liberty City -- Mission Coding


This is the location where we will discuss and release updates to the mission script and related files. Any questions on it should be posted here. This section is for official code only, so any unofficial additions go in the unofficial mods topic.

These missions require some audio files as well. They can be found on your GTA3 CD.

Missions

MissionStatus
Mission 0 SetupDone, requires latest updates
Mission 1 Hospital HelpDone and bug free
Mission 2 Police HelpDone and bug free
Mission 3 Diablo DestructionDone and bug free
Mission 4 Mafia MassacreDone and bug free
Mission 5 Rumpo RampageDone and bug free
Mission 6 Casino CalamityDone and bug free
Mission 7 Patriot PlaygroundDone and bug free
Mission 8 A Ride in the ParkDone and bug free
Mission 9 Gripped!Done and bug free
Mission 10 Multistory MayhemDone and bug free
Mission 11 Paramedic sub-missionDone with no known bugs
Mission 12 Firefighter sub-missionDone with no known bugs
Mission 13 Vigilante sub-missionDone -- there's a chance cars will cross to other islands
Mission 14 Taxi sub-missionDone with no known bugs
Mission 15 The CrookDone and bug free
Mission 16 The ThievesDone and bug free
Mission 17 The WifeDone and bug free
Mission 18 Her LoverDone and bug free
Mission 19 Give Me LibertyDone and bug free
Mission 20 Dont Spank Ma Bitch UpDone with no known bugs
Mission 21 Drive Misty For MeDone with no known bugs
Mission 22 Pump Action PimpDone with no known bugs
Mission 23 The FuzzballDone with no known bugs
Mission 24 Mike Lips Last LunchDone.
Mission 25 Farewall Chunky Lee ChongDone with no known bugs
Mission 26 Van HeistDone.
Mission 27 Cipriani's ChauffeurDone with no known bugs
Mission 28 Dead Skunk In The TrunkDone with no known bugs
Mission 29 The Get AwayDone with no known bugs
Mission 30 Taking Out The LaundryDone with no known bugs
Mission 31 The Pick UpDone with no known bugs
Mission 32 Salvatore's Called A MeetingDone with no known bugs
Mission 33 Triads And TribulationsDone with no known bugs
Mission 34 Blow FishDone.
Mission 35 ChaperoneMostly done -- no SWAT speech
Mission 36 Cutting The GrassDone and bug free
Mission 37 Bomb Da Base Act IDone and bug free
Mission 38 Bomb Da Base Act IIDone
Mission 39 Last RequestsDone
Mission 40 TurismoDone and bug free
Mission 41 I Scream, You ScreamDone
Mission 42 Trial By FireDone and bug free
Mission 43 Big 'N' VeinyDone and bug free
Mission 44 Sayonara SalvatoreDone with no known bugs
Mission 45 Under SurveillanceDone with no known bugs
Mission 46 Paparazzi PurgeDone and bug free
Mission 47 Pay Day For RayDone and bug free
Mission 48 Two Faced TannerDone and bug free
Mission 49 Kanbu Bust OutDone with no known bugs
Mission 50 Grand Theft AutoDone with no known bugs
Mission 51 Deal StealDone with no known bugs
Mission 52 ShimaDone with no known bugs
Mission 53 SmackdownDone with no known bugs
Mission 54 Silence The SneakDone with no known bugs
Mission 55 Arms ShortageDone with no known bugs
Mission 56 Evidence DashDone, with no known bugs
Mission 57 Gone FishingDone, with no known bugs
Mission 58 Plaster BlasterMostly done -- damage by vehicle not recognized
Mission 59 Marked ManDone with no known bugs
Mission 60 LiberatorDone with no known bugs
Mission 61 Waka Gashira WipeoutDone, with no known bugs
Mission 62 A Drop In The OceanDone with no known bugs
Mission 63 Bling-Bling ScrambleDone and bug free
Mission 64 Uzi RiderDone with no known bugs
Mission 65 Gangcar RoundupDone with no known bugs
Mission 66 Kingdom ComeDone with no known bugs
Mission 67 Grand Theft AeroDone.
Mission 68 Escort ServiceDone, with no known bugs
Mission 69 DecoyDone with no known bugs
Mission 70 Loves DisapperanceDone and bug free
Mission 71 BaitDone with no known bugs
Mission 72 Espresso 2 GoDone with no known bugs
Mission 73 SAMDone, with no known bugs
Mission 74 Uzi MoneyDone and bug free
Mission 75 ToyminatorDone and bug free
Mission 76 Rigged to BlowDone and bug free
Mission 77 Bullion RunDone.
Mission 78 RumbleDone and bug free
Mission 79 The ExchangeDone with no known bugs

Other bits

ItemStatus
TrainCode is final, there are issues with the models and lack of sounds though
SubwayCode is final, there are issues with the models and lack of sounds though
Car crusherCrane is done and bug free, crusher needs full conversion
Military (emergency vehicle) craneDone and bug free
Import/Export garageDone and bug free
SSV Bridge AnimationDone and bug free
Ped speechAlmost done!
Any otherDon't know

Mission conversion info

There are a few things you need to know before doing a conversion.

The city has been moved for sea alignment reasons, so the code must be moved accordingly. The x has been moved -335 and the z has been +6, all co-ordinates must be moved accordingly.

Weapon numbers - the weapons have changed, so the numbers must be changed too:

IIILCWeapon
16Bat
217Colt45
323Uzi
421Shotgun
525AK47
626M16
728Sniper Rifle
830Rocket Launcher
931Flamethrower
1015Molotov cocktails
1112Grenades
1234Detonator

Radar icons - these have also changed:

SCMSpriteGXTGXT String
4ALG_02Asuka
5III_radar_bomb.pngLG_03el Burro
6CLG_04Catalina
8III_radar_copcar.pngLG_06Police Car
9DLG_07Donald Love
108LG_088-Ball
11III_radar_el.pngLG_03el Burro (notice the repeated LG_03)
12III_radar_ice.pngLG_09D-Ice
13JLG_10Joey
14KLG_11Kenji
15III_radar_liz.pngLG_12King Courtney
16LLG_13Luigi
18RLG_15Ray
19SLG_16Salvatore
20III_radar_save.pngLG_37Hideout
21III_radar_spray.pngLG_17Pay 'n' Spray
22TLG_18Toni
23III_radar_weapon.pngLG_19Ammunation
27CanLG_27Pay 'n' Spray
28MLG_23Marco's Bistro

Some z-coordinates are -100.0 in GTA 3 -- this is used to find the ground z coordinate, but this doesn't always look right in VC (due to the way the game loads collision now), so you will need to find the correct coordinates yourself.

III-specific opcodes

Many of the GTA III's opcodes did not carry over to Vice City as R* deemed them unnecessary. Fortunately we have gained enough knowledge to recreate most of these opcodes faithfully. If you are interested in these opcodes independent of the mod, check out the Opcodes Restoration Project.

OpcodeStatus
00A2: is_char_still_aliveThis now works (dinput8.dll)
00AC: is_car_still_aliveThis now works (dinput8.dll)
00BD: text_soon text_mediumpriority??? Another text one
0130: is_player_bustedThis now works (dinput8.dll)
0135: change_car_lockThis now works (dinput8.dll)
0149: is_car_crushed0119: is_car_wrecked \\ Possibly with area check
014D: text_pagerThis now works (dinput8.dll)
0156: set_ped_densityI used a forbidden_for_peds cube, but that depends on the density you want
015E: is_car_in_airThis now works (dinput8.dll)
016F: draw_shadowThis now works (dinput8.dll)
0178: is_player_touching_objectThis now works (dinput8.dll)
0181; declare_mission_flag_for_contactno effect in III, is ignored here
0182; set_contact_base_briefno effect in III, is ignored here
01EE: activate_craneThis now works (dinput8.dll)
01EF: deactivate_craneThis now works (dinput8.dll)
0218: print_with_number_big_q01E5: text_1number_now
021D: set_free_bombsThis now works (dinput8.dll)
0228: is_car_armed_with_bombThis now works (dinput8.dll)
0240: flash_objectThis now works (dinput8.dll)
0242: arm_car_with_bombThis now works (dinput8.dll)
024C: set_phone_messageThis now works (dinput8.dll)
0250: draw_lightThis now works (dinput8.dll)
0255: restart_critical_missionThis now works (dinput8.dll)
0299: activate_garageThis now works (dinput8.dll)
029C: is_boatThis now works (dinput8.dll)
02A0: is_char_stoppedThis now works (dinput8.dll)
02A1: message_waitThis now works (dinput8.dll)
02A2: add_particle_effectThis now works (dinput8.dll)
02B9: deactivate_garageThis now works (dinput8.dll)
02BC: set_swat_requiredThis now works (dinput8.dll)
02C3: start_pacman_raceThis now works (dinput8.dll)
02C5: get_number_of_power_pills_eatenThis now works (dinput8.dll)
02C6: clear_pacmanThis now works (dinput8.dll)
02C7: start_pacman_scrambleThis now works (dinput8.dll)
02C8: get_number_of_power_pills_carriedThis now works (dinput8.dll)
02C9: clear_number_of_power_pills_carriedThis now works (dinput8.dll)
02CD: gosub_file @Label00FEAD @Label00FEADThis now works (dinput8.dll), but gosub is still better to use
02D9: clear_number_of_power_pills_eatenThis now works (dinput8.dll)
02EE: is_projectile_in_cubeThis now works (dinput8.dll)
02EF: remove_projectile_in_cubeThis now works (dinput8.dll)
02F0: drop_mineThis now works (dinput8.dll)
02F1: drop_nautical_mineThis now works (dinput8.dll)
02F4: create_cutscene_actor_from_head_and_body???
02F5: set_head_anim???
02FB: activate_crusher_craneThis now works (dinput8.dll)
02FE: text_2numbers_soon02FD: text_2numbers_now
032D: set_car_to_blockThis now works (dinput8.dll)
033A: create_incoming_cessnaThis now works (dinput8.dll)
033B: has_incoming_cessna_landedThis now works (dinput8.dll)
033C: has_incoming_cessna_been_destroyedThis now works (dinput8.dll)
0344: set_text_centre_size???
0346: set_text_draw_background_color???
0349: set_text_font???
034A: set_portland_completeThis now works (dinput8.dll)
034B: set_staunton_completeThis now works (dinput8.dll)
034C: set_shoreside_completeThis now works (dinput8.dll)
0351: is_gore_enabledThis now works (dinput8.dll)
0354: set_up_chase_sceneThis now works (dinput8.dll)
0355: clean_up_chase_sceneThis now works (dinput8.dll)
0356: is_explosion_in_areaThis now works (dinput8.dll)
0358: create_drop_off_cessnaThis now works (dinput8.dll)
0359: is_drop_off_cessna_destroyedThis now works (dinput8.dll)
035A: get_drop_off_cessna_coordsThis now works (dinput8.dll)
035B: create_floating_package0213: create_pickup
0367: start_kill_frenzy_headshotThis now works (dinput8.dll)
0368: activate_military_craneThis now works (dinput8.dll)
0374: set_motion_blurThis now works (dinput8.dll)
037F: give_player_detonatorThis now works (dinput8.dll)
0399: disable_ped_nodes_in_angled_cube???
03A0: is_crane_lifting_carThis now works (dinput8.dll)
03A5: change_garage_type_with_car_modelThis now works (dinput8.dll)
03A6: find_drug_plane_coordinatesThis now works (dinput8.dll)
03B2: start_catalina_heliControlled by the CAT_FB script
03B3: catalina_heli_take_offControlled by the CAT_FB script
03B4: remove_catalina_heliControlled by the CAT_FB script
03B5: has_catalina_heli_been_shot_downControlled by the CAT_FB script
03B9: grab_catalina_heliControlled by the CAT_FB script
03C6: is_collision_in_memoryThis now works (dinput8.dll)
03C9: is_car_visibly_damagedThis now works (dinput8.dll)

Due to the 550 cells per post limit, see the post below for the rest of the table.

Development

If you want to help develop the script, these are the files required to get it compiled in Sanny Builder.If you want to help debug the script, you can enable debug by adding these lines into the gta-lc.ini file under the "Debug" section.
[Debug]
MasterDebug=1
MasterExtras2=1
MasterPackagesCompleted=0
MasterParamedicCompleted=0
MasterVigilanteCompleted=0
MasterFirefighterCompleted=0
MasterIEGaragesCompleted=0
Master100Completed=0
SkipHelp=0
ViceCity=0
Mission coding related links

Previous mission coding topic, from the Wayback Machine

Coding forum

HUGE thanks to Y_Less for organizing all of this and formatting it like it is. God knows I didn't have the time to do it.

09-2012 update: Updated opcode list. It's more accurate now but the list seems to also include opcodes that worked with the latest but glitchy and excluded .asi file. -space

02-2016 update: Table is now updated post-forum upgrade, updated some really outdated information especially opcodes table, added 018D information. -space

06-2016 update: New opcodes from dinput8.dll added. -space

08-2016 update: vcopcode.asi has been replaced with dinput8.dll. -space

spaceeinstein
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#2

Posted 04 April 2015 - 01:38 AM Edited by spaceeinstein, A week ago.

(Continued from above)
OpcodeStatus
03C2: is_phone_displaying_messageThis now works (dinput8.dll)
03DD: show_pickup_on_radarThis now works (dinput8.dll)
03EC: has_ev_crane_collected_all_carsThis now works (dinput8.dll)
03F7: load_collisionNot needed?
03F8: get_bodycast_healthThis now works (dinput8.dll)
03FB: set_car_stays_in_current_levelThis now compiles (dinput8.dll), but level transitions are not available
03FC: set_char_stays_in_current_levelThis now compiles (dinput8.dll), but level transitions are not available
03FD: register_4x4_one_time042E: register_fastest_time 16
03FE: register_4x4_two_time042E: register_fastest_time 17
03FF: register_4x4_three_time042E: register_fastest_time 18
0400: register_4x4_mayhem_time042E: register_fastest_time 19
0406: register_longest_dodo_flightThis now works (dinput8.dll)
0407: register_time_taken_defuse_mission042E: register_fastest_time 1
040A: remove_car_from_chaseThis now works (dinput8.dll)
0410: set_gang_ped_model_preferenceThis now works (dinput8.dll)
041C: make_actor_sayThis now mostly works (dinput8.dll), sans the SWAT speech
041F: override_hospital_levelThis now compiles (dinput8.dll), but level transitions are not available so use 016E
0420: override_police_station_levelThis now compiles (dinput8.dll), but level transitions are not available so use 016E
0421: force_rainThis now works (dinput8.dll)
0422: does_garage_contain_carThis now works (dinput8.dll)
0426: create_save_cars_between_levels???
042A: is_threat_for_ped_typeThis now works (dinput8.dll)
0438: set_char_ignore_level_transitionsThis now compiles (dinput8.dll), but level transitions are not available
043A: start_boat_foam_animationno effect in III, is ignored here
043B: update_boat_foam_animationThis now mostly works (dinput8.dll), simplified form of III
043D: set_intro_is_playing???
0444: set_script_fire_audioThis now works (dinput8.dll)
0447: is_player_lifting_a_phoneThis now works (dinput8.dll)
044C: load_collision_with_screen???
044E: set_car_ignore_level_transitionsThis now compiles (dinput8.dll), but level transitions are not available
044F: make_car_a_bit_strongerThis now works (dinput8.dll)
0452: enable_player_control_cameraThis now works (dinput8.dll)

Togglable features
New! There are many (optional) entries for the gta-lc.ini settings file that lets you control various features in the latest updates. Place these lines in the "Misc" section.
[Misc]
AllowHorizonShips=0
UseVCCarAlarm=0
AllowPlaneTrailsBanners=0
UseVCWantedSystem=0
UseVCAutoAimTexture=0
ShowArrowMarkerGlow=1
AllowDeadPedInFrontOfCar=1
UseTommySfx=0
UseShortcutDropoff=1
UseVCTrails=0
UseVCWeather=0
UseRCBaron=0
AdditionalStats=1
UseVCEnvironmentMap=0
RandomLoadScreen=1
UseVCFontStyles=0
UseVCFontColors=0
Script file update (last updated 2015-06-09)
Changes:
  • Proper gun flashes during the introduction scene and Grand Theft Aero
  • Proper smoke particle during Kanbu Bust-out
  • The Yakuza Stinger replaces the Hotrinb while the Phoenix is reverted back to original
  • During Paramedic, the patients will scream properly when hurt
  • Better city loading when starting a new game with debug mode on
A new game is always required when the main script is modified.
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Jeansowaty
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#3

Posted 04 April 2015 - 06:08 PM

Why does the Yakuza Stinger still have the wrong audio?


spaceeinstein
  • spaceeinstein

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#4

Posted 04 April 2015 - 08:22 PM

Audio was not included in this update.

Craig Kostelecky
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#5

Posted 06 April 2015 - 01:10 PM Edited by Craig Kostelecky, 07 April 2015 - 05:16 PM.

Awesome space. Thank you. I see you updated planes.sc in Dropbox and main.sc. Could you please update the other source files so I can sync up? Thanks.


spaceeinstein
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#6

Posted 07 April 2015 - 04:33 PM

I don't understand what you mean. The source files have already been updated and were used to generate this main.scm file.

Craig Kostelecky
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#7

Posted 07 April 2015 - 05:13 PM

I see it now. Looks like these files changed: ambulance.sc, asub2.sc, intro.sc, kenj1.sc, love4,sc, planes.sc, and of course main.sc. 

 

Not sure how I missed it before. 


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#8

Posted 08 April 2015 - 06:04 PM

No, that's not what I mean. I mean, it uses the Hotrinb slot, but it has incorrect sounds. I used the Virgo slot and it's almost like it was in GTA3, except for the horn. Just saying ._.


spaceeinstein
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#9

Posted 08 April 2015 - 11:58 PM

I don't think it should matter what car is being replaced when it comes to sounds since a way to fix them was posted in another topic. I think Silent is working on implementing those fixes.

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#10

Posted 09 April 2015 - 04:21 PM

Oh, sorry man, I forgot about it :p


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#11

Posted 09 April 2015 - 06:25 PM

Would be good if MM didn't dissapear again, though :(
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#12

Posted 27 May 2015 - 07:43 PM Edited by spaceeinstein, 10 June 2015 - 03:10 AM.

While we await a permanent update, I have set up a temporary update so that you can test all the car SFX. You can post any inconsistencies you discover in the sounds of the cars. In your gta-lc.ini file, change the UseDebugSCM setting to 1 in order to use this update. It is only accessible using debug mode.
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#13

Posted 28 May 2015 - 06:35 PM

As usual, thank you space. I'm still amazed at some of the things you can do in the scm these days. Speaking of sound altering scm code, would you know how to mute the helicopter sound (or swap it with the driving engine sound) from the flying DeLorean? And also the horn in the General Lee? 


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#14

Posted 29 May 2015 - 08:24 AM Edited by spaceeinstein, 29 May 2015 - 08:29 AM.

It's not possible to change the sound of a helicopter using this hack (but it's possible through traditional ways, at 0x5F3DB0 for those who know how to change it). For the General Lee, I can assign a blank SFX as its horn. I discovered this hack relatively recently so I think few knows such hack is even possible. But it's very impractical compared to other ways. You can check out 042E/042F for more practical uses.

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#15

Posted 29 May 2015 - 01:50 PM

Thanks for this, I have doubts whether I'll ever remember to implement the DAT customization for without being constantly nagged :D

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#16

Posted 29 May 2015 - 03:01 PM

I try to keep my nagging to a minimum while you're occupied with other projects. And so much of our development here is dependent on MM's work, so I'm fine waiting at a standstill for as long as we need to. 


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#17

Posted 21 June 2015 - 07:46 AM Edited by spaceeinstein, 13 September 2016 - 09:43 AM.

Script file update (last updated 2015-06-21)
Changes:
  • Workaround for creating smoke particles during "Chaperone"
  • When starting "Bomb Da Base: Act I", the message "Salvatore wants you to help Toni deal with the Triads first!" will not appear when "Blow Fish" is already completed
  • Debug mode: Portland Ammu-Nation no longer duplicate weapon pickups when missions unlock them
  • Debug mode: Removed Toni's blip after completing "Salvatore's Called A Meeting", readded after completing "Chaperone"
  • Debug mode: Two clothes pickup at the Portland hideout, one is the default outfit and the other is the prison outfit, in order to test the change below
  • For modders: Initial progress on preventing crashes when starting cutscenes using different player character models
  • Source code: Removed extraneous spaces in frank1.sc
  • Source code: Initial progress to rename opcode 03C8 to its proper name
A new game is required as usual.

chaperone_th.jpg
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#18

Posted 21 June 2015 - 10:50 AM Edited by Silent, 21 June 2015 - 10:57 AM.

  • Source code: Initial progress to rename opcode 03C8 to its proper name

Help what's regex replace :D

I'll handle it on dropbox.

EDIT:
Done. This command is paramless so why on Earth would you even want to rename it by hand? :D


EDIT2:
What did you change regarding cutscenes so they work with custom models?

Craig Kostelecky
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#19

Posted 21 June 2015 - 11:57 AM

Awesome work guys. I wondered what all of those updates were on Dropbox last night. I even scanned a few but did not notice the changes until they were pointed out this morning. Very happy to see you plugging away at these little things that you are so good at finding and fixing, space. 

 

I'm happy to see a clothes pickup used. I'd even like to see people make more clothing options that we can include like in Vice City. If they look as good as the models in game, I'll likely accept them as official.


spaceeinstein
  • spaceeinstein

    Chocolate

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#20

Posted 21 June 2015 - 07:25 PM Edited by spaceeinstein, 21 June 2015 - 09:29 PM.

EDIT2:
What did you change regarding cutscenes so they work with custom models?

In GTA III, it uses #NULL as the model to use for the player. In Vice City, it uses special character models #SPECIALxx instead. So I tried using the technique Vice City uses and found that it made cutscenes work. I think somehow the 'PLAYER' model doesn't stay in memory and would crash the game when cutscenes try to create it. All fixed cutscenes right now use the default player model regardless of the model you are playing. I don't know how Vice City manages to allow different models to appear on the same cutscene model yet.

FidoX
  • FidoX

    Mark Chump

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#21

Posted 22 June 2015 - 12:06 AM

Vice city loads the player model as a special actor if I remember correctly.Back then I managed to give Claude a different outfit in cutscenes by loading his body as a special actor and changed the lines to use that model. The only problem was that in the mission where you meet Salvatore, the cutscene uses 6 special actors(or 12, maybe the heads are counted as special actors too) and that's the most the game can load without crashing.So you're kinda limited in some cutscenes, unless you change the lines to get two actors share the same body model.


spaceeinstein
  • spaceeinstein

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#22

Posted 23 June 2015 - 04:08 AM Edited by spaceeinstein, 13 September 2016 - 09:43 AM.

All the cutscenes are completely done! Now you can use different player model names without a game crash. Cutscenes will use the default player model "player.dff" regardless of the model you use. I found that Vice City looks through a list of hardcoded model names to determine what player model to use during cutscenes. If the model is not in the list, it will use the default player model. I'm unsure how to implement that feature though. It requires renaming many things or some memory editing for it to work here.

Script file update (last updated 2015-06-23)
Changes:
  • Uzi uses pistol's animation to avoid random crashes
  • Correctly positioned cutscene offset in "Silence The Sneak"
  • Currectly positioned camera angles of McAffrey's hideout in "Silence The Sneak"
  • Fixed game crash during "Silence The Sneak" when the escaping car is immediately blown up
  • Fixed height of destination blip in "I Scream, You Scream"
  • As a workaround, all peds are forced to spawn as Triads during "Trial By Fire" (I am unsure why the density is so low)
  • Debug mode: Phil's compound gate remains opened during "Arms Shortage"
  • For modders: Different player character model names can be used without the game crashing at cutscenes (cutscenes use the default player model)
  • Source code: Updated names of opcode 0168
  • Craig Kostelecky, Blackbird88, Silent and 1 other like this

emreoymak
  • emreoymak

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#23

Posted 24 June 2015 - 12:01 AM

All the cutscenes are completely done! Now you can use different player model names without a game crash. Cutscenes will use the default player model "player.dff" regardless of the model you use. I found that Vice City looks through a list of hardcoded model names to determine what player model to use during cutscenes. If the model is not in the list, it will use the default player model. I'm unsure how to implement that feature though. It requires renaming many things or some memory editing for it to work here.

Script file update (last updated 2015-06-23)
Changes:

  • Uzi uses pistol's animation to avoid random crashes
  • Correctly positioned cutscene offset in "Silence The Sneak"
  • Currectly positioned camera angles of McAffrey's hideout in "Silence The Sneak"
  • Fixed game crash during "Silence The Sneak" when the escaping car is immediately blown up
  • Fixed height of destination blip in "I Scream, You Scream"
  • As a workaround, all peds are forced to spawn as Triads during "Trial By Fire" (I am unsure why the density is so low)
  • Debug mode: Phil's compound gate remains opened during "Arms Shortage"
  • For modders: Different player character model names can be used without the game crashing at cutscenes (cutscenes use the default player model)
  • Source code: Updated names of opcode 0168

when i reached hideout, screen flashes


spaceeinstein
  • spaceeinstein

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#24

Posted 24 June 2015 - 12:51 AM Edited by spaceeinstein, 24 June 2015 - 04:34 AM.

Thanks for noticing it. I have uploaded the fix at the same link.

EDIT: Craig, would you like the Distribution mission be officially supported?
distribution_th.jpg
  • Silent likes this

Silent
  • Silent

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#25

Posted 24 June 2015 - 10:00 AM

IMO it could fit better as some sort of a semi-official expansion with ALL VC side missions in. So Pizzaboy, RC planes and stuff.

But that might be too much additional content for the vanilla.

emreoymak
  • emreoymak

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#26

Posted 24 June 2015 - 11:51 AM

You can add gta 3 alarm from car alarm cleo mod, spaceeinstein.


Craig Kostelecky
  • Craig Kostelecky

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#27

Posted 24 June 2015 - 12:17 PM

EDIT: Craig, would you like the Distribution mission be officially supported?

I'd like that. Have it enabled when $MASTERLCEXTRAS2 is on. I like Silent's idea of Pizza Boy as well.

zmudziak32
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#28

Posted 24 June 2015 - 02:40 PM

I would like also GTA VC Style Vigilante and FireFighter Missions with same bonuses as GTA III.


Craig Kostelecky
  • Craig Kostelecky

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#29

Posted 24 June 2015 - 04:30 PM

I'm not sure how we'd do that and keep the III system in place. 


zmudziak32
  • zmudziak32

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#30

Posted 24 June 2015 - 05:58 PM

Maybe in same way as in Paramedic Missions?





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