Masterful mod you've got here. GTA 3 getting some love is always appreciated.
I have to ask, though. Some of the sounds are pitched up/down from their normal frequency, particularly the explosion and siren sounds. Dunno if it's my game or if that's how it's supposed to be. I probably fudged something up.
Also, this is probably just a Vice City problem, but a lot of the sounds overlap and cancel other sounds out, especially when there's a lot of objects on screen, so sometimes, car collision sounds are just non-existant. It drives me nuts!
Posted 28 February 2015 - 03:02 AM
Edited by Craig Kostelecky, 28 February 2015 - 03:05 AM.
Yes, all cars that spawn with cheats spawn using IDE numbers (0x4ACE36 - 4 bytes for vehicle ID 233, hotrinb). Is it better to replace the Hotring Racer with the Yakuza Stinger if we are going to keep the Phoenix in the game?
Maybe this could be done:
hotrina: Cartel Cruiser
horingb: Yakuza Stinger
I don't remember what exactly spawns in place of hotrina, but it's DeLorean I assume.
The General Lee spawns in the slot of hotrina. The driving DeLorean took the Deluxo's spot. The complete list of vehicles is found here.
Is there a non-EXE version of the SFX files? My antivirus flagged the download as suspicious.
I do not know of one. Hopefully someone else does.
@Sparktimus: space is in the process of reworking the sfx completely. Once that's done, I may upload the sfx.raw so we can have the whole community test it out to see if anything else needs changing.
I don't think that's what he was looking for Claude. I asked space to go through the sfx file and compile a copy that he thought was accurate (as I knew he had done so much work in the past with the sounds). I think he's looking for a way to build the sfx.raw from his extracted files without the one that's being flagged as a virus on his computer.
Oh, my mistake. Well, then he can export both original and patched files and look for not matching files. I remember there was an archive of individual files bundled with console utilities and .bat script but I can't find them now. They're probably outdated anyway.
Posted 02 March 2015 - 04:44 PM
Edited by Sparktimus, 04 March 2015 - 04:18 PM.
Since I'm not getting a reply in the other topic, I don't think it would hurt posting it here. My apologies if it's out of place, but this is a VC problem as well as an LC problem too.
This happens with collision and explosion sounds in particular, as well as ped dialogue sometimes. It seems that if there's more than two cars on the screen, the sound will kinda break and start overlapping other sounds, so sometimes, you won't even hear a collision/explosion at all. When I'm ramming the cars at times, there just won't be any sound. No clue what could possibly be causing this. I updated my sound drivers and already tried compatibility mode, which just crashes the game so far. No audio enhancements are on. So I'm assuming it may be something internal. Either that or my computer just sucks ass
Rad Tools fixes that issue, but causes the sound to also be really low quality, as well as slow the game down pretty significantly, so I don't really see that as a viable option.
Edit: Come to think of it, it would be nice if you guys found a way to implement the old Miles 2D Positional audio driver that III had. That'd probably fix this issue.
Can you take screens of what you're trying to explain spark? It'll be easier that way.
I can't really do that, since this is an audio issue, not a visual one, but I'm pretty sure I know why this is happening now. DSound works, but it's not the best sound emulator. Miles 2D would be perfect for Vice City, but I don't really know how I'd go about implementing that. The video above should demonstrate the issue. I'll stop banging on about it though. It's probably tiring
Best Character 2017 [Niko Bellic Ped]
Best Total Overhaul 2017 Contribution [GTA: Underground]
Best Character 2016 [Niko Bellic Ped]
Best Conversion 2016 [GTA: Underground] [Contribution]
Best Topic 2014 [GTA V and Steam]
Posted 09 June 2015 - 08:45 PM
Edited by spaceeinstein, 09 June 2015 - 08:46 PM.
So this problem took all day to figure out. I am posting this here for anyone who might run into the same issue as me. I was testing why saving the game is corrupting the save, and then the issue started. When I opened up the game, the movies load fine, then the first splash screen, then it instantly crashes before it reaches the main menu. Even with a fresh installation, the problem persisted. This was the error log it produced:
Exception at address: 0x00580887
EXE Version: gta-vc.exe 1.0 US
EAX: 0x0018FD90 EBX: 0x00000000 ECX: 0x0018FD90 EDX: 0x00BE9620
ESI: 0x00000000 EDI: 0x0000001B EBP: 0x440D4168 ESP: 0x0018FD78
The solution is to delete all corrupted saves in the "GTA LC User Files" folder.
Posted 10 June 2015 - 03:05 AM
Edited by spaceeinstein, 10 June 2015 - 03:11 AM.
I was using a custom CustomVariables.ini file for Vice City and didn't think to blank it out when I was compiling for LC. The variables generated during compilation became too large to be stored in the save and kept corrupting it. So my two recent SCM updates would have been prone to save corruptions (the source files are fine). I have fixed the updates and edited my old posts.
Posted 12 June 2015 - 01:55 AM
Edited by spaceeinstein, 18 April 2017 - 04:29 AM.
I've done some exploration on GTA III's CULLZONE.DAT and found that GTA III actively uses that file rather than the cull.ipl. For Vice City, it's the opposite -- it uses cull.ipl and never Cullzone.dat/Cullzoneempty.dat. The only section that is relevant for LC is section 4, which behaves almost the same as Vice City's cull zones. Except for only one zone, the main difference between section 4 and GTA III's cull.ipl is the lack of any zones with a flag of 0; that is handled by section 2. The only zone that's different is at the SSV subway station. I am unsure what is the meaning for section 2 but it seems to be useless for LC. So I have removed all zones that have a flag of 0 in LC's cull.ipl file. I am unsure if doing that is useful at all but here is the download.
On another note, I've created a short batch script that deletes all of Vice City's map folders. Place the file in the main directory of LC and run it.
Craig Kostelecky, Blackbird88, ThirteenAG and 2 others like this
Posted 27 June 2015 - 10:59 PM
Edited by spaceeinstein, 10 March 2017 - 05:30 AM.
I fixed four locations that have LOD issues. There is a missing LOD at Phil's place. Before and after:
The next three fixes are for the same issue. GTA III's LOD system is slightly different from VC. It seems that in GTA III all LODs can unload itself when you are within a certain distance to it but that doesn't happen in Vice City. So you end up with lots of road LODs staying loaded regardless of distance. The solution is to rename and recollision the LODs and move the regular object definitions to be with the LOD object definitions so that it works using Vice City's system. Generally this is not an issue because they are mostly beneath the roads but if there are grates then you can clearly see the issue. Before and after: I didn't take a before picture for this one.
Can someone test the fix? It took some trial and error so I don't know if I messed up somewhere. I have placed all my past updates with this map update into one file.
Blackbird88, undertaker fan, theNGclan and 2 others like this
Posted 05 July 2015 - 05:38 PM
Edited by crashrock2, 05 July 2015 - 05:55 PM.
And when I run on Windows 98 mode and as an administrator it.It launches the game,but crashes when i loading it.But the gta-lc.exe didn't run on windows 98 mode,but only on windows 7 mode.It crashes the same.
Don't know how to fix this problem.Well the error is called Unhandled Exception.
I am using GTA-VC.EXE 1.0 Steam version not cracked.
Even i deleted GTA-VC.set still not working thought.
And even tried to add the exe files from Data Execution Prevention.
It made the mod work correctly,was bigger file on download then here,here it didn't work very well.
Any website besides this one can have any files they want (with potential malware as well). The files linked in our download thread are the official version of the mod.
If we don't see ModelingMan return, we'll likely look at putting together what we've been working on the last several months with a proper installer that has all of the sound files already setup. I do not have any estimate on when we would do that. It would all depend on the timing of things between myself, space, and Silent.