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GTA Vice City - Updated SCM

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niltwill
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#1

Posted 07 April 2016 - 07:09 PM Edited by niltwill, 4 weeks ago.

This modification tries to bring fixes & improvements to GTA: Vice City's main.scm file, also with some GXT string fixes. What has been done so far has been posted in VCLF thread..But since I don't want to pollute that thread any longer with any little update concerning this SCM modification, I made a new thread for it here.

 

There are two variations for the SCM: one that works with original save games and one that doesn't. The one that doesn't need a new game obviously lacks more changes, but can still help to improve your game experience.

 

Downloads:

Other language support:

 

Source: Github

 

 

Older versions (not recommended):

 

Many thanks to contributions by:

  • BeckermannDewitt
  • Zera
  • Silent
  • + all the others for any feedback provided

 

Changelog:

 

Spoiler

 

+ The list for changes with the SCM that works with old/original save games (for latest version):

 

Spoiler
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gts.
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#2

Posted 07 April 2016 - 09:06 PM

Which are the list of fixes for the modified SCM for savegames instead of the one which needs start a new game?


Blackbird88
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#3

Posted 07 April 2016 - 09:15 PM

Glad to see you made your own thread for this.

BTW it's Spand Express not Spank Express(kinky)

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FMMZ
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#4

Posted 07 April 2016 - 10:07 PM

This is amazing :lol: , oye, don't mind the name, the "GTA Vice City..." it's more than enough to call the attention of the people...

 

 

 

everybody loves Vice City  :whistle:

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Silent
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#5

Posted 08 April 2016 - 01:38 PM

Is Pizzaboy spawn at the Vercetti Estate fixed?
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niltwill
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#6

Posted 08 April 2016 - 01:43 PM

Which are the list of fixes for the modified SCM for savegames instead of the one which needs start a new game?

Post updated.

 

Glad to see you made your own thread for this.

BTW it's Spand Express not Spank Express(kinky)

Aye, I have these mistakes every now and then.

 

This is amazing :lol: , oye, don't mind the name, the "GTA Vice City..." it's more than enough to call the attention of the people...

 

 

 

everybody loves Vice City  :whistle:

Thanks, hope you guys like it..

 

Is Pizzaboy spawn at the Vercetti Estate fixed?

Yes, also, I should add it in for the stripped SCM.

 

Lastly, will soon look into the mentioned crash that happens at mission Trojan Voodoo. Must have been another mistake that happens when doing this too-late-at-night..


Marsi4eg
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#7

Posted 08 April 2016 - 01:44 PM Edited by Marsi4eg, 08 April 2016 - 01:48 PM.

Is Pizzaboy spawn at the Vercetti Estate fixed?

Yes, also, I should add it in for the stripped SCM.


Am I right that 'stripped' scm is the one that works with old savegames?

niltwill
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#8

Posted 08 April 2016 - 02:15 PM

Am I right that 'stripped' scm is the one that works with old savegames?

 

Yes, I call it 'stripped'. In Linux we can strip the libraries and executables from debugging symbols when compiling from source. Or is there a better word for this in English? (Not my first language.)


uncaged
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#9

Posted 08 April 2016 - 02:34 PM

Or is there a better word for this in English? (Not my first language.)

 

(Old) Save-friendly? :)

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niltwill
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#10

Posted 08 April 2016 - 03:39 PM Edited by niltwill, 08 April 2016 - 03:41 PM.

Ah yes, that one.

 

Also, here is a little update (OP also updated), it fixes the ugly crash at Trojan Voodoo mission after the cutscene. Also added a few CLEO scripts (for the Spand Express, Ambulance, Hotrings, Pizzabike) to use with the stripped save-friendly SCM. And replaced the word 'stripped' with your suggestion.

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#11

Posted 08 April 2016 - 05:22 PM

Protip - disable Add extra info to SCM as right now you're embedding the source for both CLEOs and the SCM inside compiled files itself.
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Marsi4eg
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#12

Posted 08 April 2016 - 05:29 PM Edited by Marsi4eg, 08 April 2016 - 05:42 PM.

Niiiiiice, cleo scripts is a great workaround
BTW, what about not using full gxt file but to create .fxt file with those some fixed lines of text?

P.S. Pizzaboy spawns green, I think it supposed to be red

B_Smiles
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#13

Posted 08 April 2016 - 05:59 PM Edited by BeckermannDewitt, 08 April 2016 - 07:37 PM.

P.S. Pizzaboy spawns green, I think it supposed to be red

Heh, I did that intentionally. Kind of makes it special, even though it's the same exact bike.

Sort of like that green blue pizzaboy in SA seen during 'Ice cold killa'

Spoiler


niltwill
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#14

Posted 08 April 2016 - 06:13 PM

Protip - disable Add extra info to SCM as right now you're embedding the source for both CLEOs and the SCM inside compiled files itself.

 

Okay, did not explore too much in the options.

 

BTW, what about not using full gxt file but to create .fxt file with those some fixed lines of text?

 

I considered doing that before. But wouldn't that make it dependent on CLEO?


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#15

Posted 08 April 2016 - 06:32 PM

On top of my ignorance, I believe it would be easier to make a .asi plugin of all "old save compatible" changes


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#16

Posted 08 April 2016 - 07:01 PM

On top of my ignorance, I believe it would be easier to make a .asi plugin of all "old save compatible" changes


uh-uh

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#17

Posted 08 April 2016 - 07:16 PM

 

P.S. Pizzaboy spawns green, I think it supposed to be red

Heh, I did that intentionally. Kind of makes it special, even though it's the same exact bike.

Sort of like that green blue pizzaboy in SA

 

What blue pizzaboy in SA?


Marsi4eg
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#18

Posted 08 April 2016 - 07:42 PM Edited by Marsi4eg, 08 April 2016 - 07:44 PM.

What color is that unfixed pizzaboy? If this is a fix so color have to be original :)
or if it's a special thing of this mod - make it yellow, green looks weird with that red pizza-box at the back

niltwill
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#19

Posted 08 April 2016 - 08:46 PM Edited by niltwill, 08 April 2016 - 08:47 PM.

What color is that unfixed pizzaboy? If this is a fix so color have to be original :)
or if it's a special thing of this mod - make it yellow, green looks weird with that red pizza-box at the back

 

Reuploaded the file. Is it OK now? I tried some yellow variations, but that original seems to be the best choice.

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Marsi4eg
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#20

Posted 08 April 2016 - 09:34 PM

thank you, much better now!

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#21

Posted 09 April 2016 - 04:43 AM

This is a interesting add on to the game. I was wondering though if San Andreas and 3 will be getting a similar treatment. I know there is a mod called TTDISA for SA but that has like liberty city stories / vice city stories updates into them and it would not make sense to add them since they came out after San Andreas.


niltwill
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#22

Posted 09 April 2016 - 06:57 PM Edited by niltwill, 09 April 2016 - 06:57 PM.

Now there's a minor update to v1.3c, download link updated in OP.

  • Updated the american.gxt file with more text corrections.
  • Tommy's clothes are no longer reverted to his default one when entering missions 'Riot', 'Four Iron', 'No Escape?', 'Cop Land'.

And to remain consistent with two cutscenes' dialogue referring to him in 'suit', I also did the following (hope you don't mind this):

  • At the Boatyard asset purchase, Tommy will now wear his Soiree outfit (or Mr. Vercetti if you already bought the Pole Position Strip Club) as he is being referred in the cutscene as a 'suit dude'.
  • In 'Keep Your Friends Close' mission, Tommy can wear either Soiree or Mr. Vercetti outfit to match the Lawyer's cutscene words of how you ruined your suit...
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NoaJM
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#23

Posted 10 April 2016 - 07:31 AM

Great mod, very nice to coincide with my replaying of VC :p

Although I have a problem with the story not advancing - the phone call from Kent Paul that starts 'Death Row' never comes. Wondering if anyone else has this problem or it's just something on my end that I need to figure out.

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niltwill
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#24

Posted 10 April 2016 - 09:52 AM Edited by niltwill, 10 April 2016 - 12:08 PM.

Great mod, very nice to coincide with my replaying of VC :p

Although I have a problem with the story not advancing - the phone call from Kent Paul that starts 'Death Row' never comes. Wondering if anyone else has this problem or it's just something on my end that I need to figure out.

 

Yeah, I noticed Sonny's call after Jury Fury also does not happen. Plus the assassin calls do not happen either. No idea which other calls are lost due to the new ones. Perhaps this is why the extra phone calls got removed, as the game may have a limit on how many calls you can receive. Either that or I did something wrong.

 

Well, I think it's to time to reset to the original phone calls or game becomes 'impractical' and cannot be completed. I'll try to keep in the ones I can, and until then, use the save-compatible SCM.

 

Edit: I reuploaded v1.3c - at least Sonny's phone call works now and the first assassin call also happened. I did not remove any calls. Try testing this one.

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#25

Posted 10 April 2016 - 04:54 PM Edited by Silent, 10 April 2016 - 04:55 PM.

the game may have a limit on how many calls you can receive.


No such thing, and if something like this exists then it's inside SCM, and thus adjustable.

niltwill
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#26

Posted 10 April 2016 - 05:32 PM

No such thing, and if something like this exists then it's inside SCM, and thus adjustable.

 

Sorry, it was my mistake. Try with the reuploaded one, the phone calls ought to work now.


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#27

Posted 10 April 2016 - 05:51 PM

[/] Sometimes the "Vice City Docks" scene loads instead of jumping to the end of all cutscenes, when skipping with "Shift". That scene then will be lacking in details.


What's with this?

niltwill
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#28

Posted 10 April 2016 - 06:03 PM Edited by niltwill, 10 April 2016 - 06:04 PM.

What's with this?

 

Dunno why that happens. The game may not have loaded a thread or two yet and that could happen...Assumption. Any idea how to fix it? I couldn't tackle this insurmountable wall.


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#29

Posted 10 April 2016 - 06:04 PM

@niltwill, fixed the stretch at last. Solved the issue of it crashing into the fence by adding a stopping point.

Avery_Limo.png

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#30

Posted 10 April 2016 - 06:06 PM

What's with this?

 
Dunno why that happens. The game may not have loaded a thread or two yet and that could happen...Assumption. Any idea how to fix it? I couldn't tackle this insurmountable wall.


For starters, where is this code? I tried to find your custom changes but it's not trivial to find anything in a 5mb big .txt and I'm not sure if you're commenting the code properly and using high level syntax.




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