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[REL|VC] GTASOL 70.5.2: Infusions (Firebull)

47 replies to this topic
X-Seti
  • X-Seti

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#31

Posted 07 August 2016 - 07:10 PM

The hacks have been a headache from the start we I have alot of other areas of the project to cover. Mapping, Modelling, or course the SOL hacks.

 

Thinking about redoing them from scratch where I might beable to see improvements. Cop car collision bug with other vehicles and 2 wanter star has been a recurring problem.

 

There I also cover work on KGM. It's balancing time between what needs to be done.


LikeBAX
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#32

Posted 08 August 2016 - 03:58 AM

The whole map looks OK, I think scripts and hacks require more attention now. 

So I'm waiting for the ability of missions in main.scm and CLEO.


X-Seti
  • X-Seti

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#33

Posted 08 August 2016 - 08:52 AM

Do you know lua?

 

Because I can drop scm in favour of lua or some other scripting language.


LikeBAX
  • LikeBAX

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#34

Posted 09 August 2016 - 04:46 AM

No, I work only in Sanny Builder.

Now I'm trying to make a cutscene, I added missed cs character files but still don't work:(


X-Seti
  • X-Seti

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#35

Posted 09 August 2016 - 04:23 PM

I need to talk to the person behind Cleo. I'd like to wrap this problem up. 

Hang in there.


X-Seti
  • X-Seti

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#36

Posted 22 August 2016 - 04:24 PM Edited by X-Seti, 22 August 2016 - 10:01 PM.

99done.jpg

 

Progress mid year report.

 

Modelling is going well between other aspects of the project like KGM and the Core Hacks (making things compatible with Cleo)

 

Cleo still does not work yet. this is taking up a lot of my time. picking over code to see what could be blocking some of cleo's functions.

 

Map zones as follows;

 

Airport 99% done - Not happy with some buildings so I might revisit these later on.

Docks 98& done - Need to fix a bridge over the VCS docks area.

NewDocks 4% done - This area needs a total rethink.

Little Havana 99% done - shop windows need fixing plus a game crash around the new cafe. (dodgy model maybe)

Havana is 90% done - moving the run down buildings elsewhere.

Havana North is 100% done. - shown in the image above.

Downtown 0% done.

StarFish Island 0% done. - I plan to redo the layout of this island. New mansion and other high commodities.

Prawn Island 0% done. - I need to totally redo movie studio (I have big plans for this)

North beach 0% - Getting ride of the ugly big arse mall.

Long Beach 0% - Planning nice new buildings.

South Beach 0% - ....

Washington 12%. - ....

 

Thats it for now.

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undertaker fan
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#37

Posted 24 August 2016 - 10:20 AM

wow nice work it looks like a different city! :)

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LikeBAX
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#38

Posted 26 August 2016 - 10:17 AM

I finally solved the mission problem. But cutscenes still don't work. I tried to put an original Death Row cutscene, I copied the code from original VC main.scm without interior, changed the coords, and put csplay and cskent models to SOL gta3.img.

But the game still crashes. I need help about it.


X-Seti
  • X-Seti

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#39

Posted 29 August 2016 - 11:52 PM Edited by X-Seti, 30 August 2016 - 12:16 AM.

Good news.

 

This area is almost done apart from a missing texture (building in white) and some adjustments to some roads.

image_66790.jpg

 

I finally fixed the 2 wanted star bug and the vehicle collsion (cop car) bug.

 

I spent 4 hours smashing up cop cars with no game crashes. "those police arn't taking me alive"

 

Anyway about cleo. this appears to be harder to nail down and I am not sure if im going to find a fix for this anytime soon. cleo was made for unmodded VC 1.0/1.1 only.

 

Not a mod with 1043 changed memory addresses..

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Matt1010
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    You got the point. I hope.

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#40

Posted 30 August 2016 - 06:06 PM

Looks pretty amazing.

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X-Seti
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#41

Posted 30 August 2016 - 08:05 PM

Thanks m8.  high five :p

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Vikki_Suicide
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#42

Posted 02 September 2016 - 01:43 PM

It looks like a totally different place, nice one!

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X-Seti
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#43

Posted 3 weeks ago Edited by X-Seti, 3 weeks ago.

Better late then never release. GTASOL 70.0 (Firebull)

Now there are some things to remember and be mindful about.

SOL is beta software where content changes as the project evolves.

Improved stability for the aging VC engine using the latest hacks compiled on Visual Studio 2017 community edition.

The map is still being remodelled and the hacks are being redone so things work better on Windows10.

There are no LOD's!!! as I am still not happy with the nornal models map layout I'll do the second LOD layer once all the notmal models are complete (This has to be done for the Rage Engine)

Set you're Anti-Virus protection for an exception on the SOL folder!. To avoid a false prositves result.

No flying!. No LODs means the engine will try and load more then it can handle within the players field of view. Run and drive around instead to find me bugs to fix.

I need your help if you know how to prolight models and you have a stronge computer that can handle the map size.

Download links are on the first page on this thread.
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X-Seti
  • X-Seti

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#44

Posted 3 weeks ago Edited by X-Seti, 3 weeks ago.

Another release with more fixes:

 

Cop car collision bug! - The game engine used to crash with wanted stars or just raming a cop car has now been fixed.

Number of  models on the VC part of the map replaced or fixed. Hati and LittleHavana.

LOD rendering system has been fixed. We can now start to use LODs again. These will be added in time.

 

Other threads on here show progression.

 

Download link 1 https://drive.google...YTFBczY0SG9xaEk

Download link 2 http://www.ukscifi.n...5(FireBull).rar


notabuster
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#45

Posted 3 weeks ago

Great!


X-Seti
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#46

Posted 2 weeks ago Edited by X-Seti, 2 weeks ago.

More to come, Im working on replacing the sky gfx. plus adding realtime shadows.


patente
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    I got a question

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#47

Posted 2 weeks ago

Not sure if it's the right topic to post this but I'll take a chance!

How did you get the extended car shadow draw distance to work? Did you use other mods? It looks really great and I'd love to see it in my own VC :)


X-Seti
  • X-Seti

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#48

Posted 2 weeks ago

Code for shadows and other draw rendering is part of the SOLcore.

 

try /mss/SOLcore.asi in your own mod, with the the GTASOL-Start.exe and core.dll





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