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GTA Vice City - Updated SCM

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niltwill
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#61

Posted 15 April 2016 - 09:40 AM

At the end of Jury Fury's cutscene, Tommy's line "Dumb. Florida. Moron." didn't appear in the subtitles despite being hidden inside the GXT file.

That's probably because the message: "Go and intimidate the two jurors, but DON'T kill them!" takes the space.


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#62

Posted 15 April 2016 - 09:47 AM

I didn't quite mean that style of separating the source because Sanny has no clue what to do with this :p

What I meant was separating per mission and per script group, using Sanny's {$INCLUDE x} directive. Something like this:

// Initial mission
{$INCLUDE source\ini.txt}


// Paramedic
{$INCLUDE source\paramed.sc}


// Taxi Driver
{$INCLUDE source\taxi.txt}


// BMX Time Trials
{$INCLUDE source\btrial.txt}

niltwill
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#63

Posted 15 April 2016 - 10:48 AM

OK. You know how it shall be done (unlike me), then why don't you do it?


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#64

Posted 16 April 2016 - 11:22 AM

OK. You know how it shall be done (unlike me), then why don't you do it?


Right, I'll handle it. I also found some more issues with the code when randomly iterating through your changes, like:

:sh*t_19143
040D: unload_wav 1 
00D6: if 
8038:   not  $8601 == 0 // integer values 
000C: $8601 -= 1 // integer values 
I'm also gonna name these custom globals so Sanny assigns the IDs to them by itself - that shouldn't be an issue I guess?

niltwill
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#65

Posted 16 April 2016 - 11:34 AM

Right, I'll handle it. I also found some more issues with the code when randomly iterating through your changes, like:

:sh*t_19143
040D: unload_wav 1 
00D6: if 
8038:   not  $8601 == 0 // integer values 
000C: $8601 -= 1 // integer values 
I'm also gonna name these custom globals so Sanny assigns the IDs to them by itself - that shouldn't be an issue I guess?

 

 

Yep, that'll be nice!


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#66

Posted 16 April 2016 - 05:30 PM Edited by Silent, 16 April 2016 - 05:40 PM.

OK, finally happy with this. Now the file is divided more or less how the original SCM source was.

https://dl.dropboxus..._up/vcupscm.zip

Also, named all custom global variables so Sanny places them by itself (saving some space) and touched quite a bit of stuff:
 
  • Several various bugfixes in sh*t (structure errors, but now also shuffles between ALL random dialogues)
  • Fixed monologues after KENT1, after Avery's business advice call
  • Fixed monologue in BARON5 - now plays only after the mission is passed
  • Fixed monologues in ROCKB1, COUNT1, CAP_1 - their behaviour now matches stock post-cutscene monologues
  • Removed unused code from OVALRNG, JUNKFUD, HJ, USJ, sh*t, SECURI, IMPORT, CELL, PICKUPS

EDIT:
Lol at the censorship... SHIT is actually a script name :(


EDIT2:
One last change it could make use of is expanding mission IDs to label names, like:

start_mission 0
->

start_mission INITIAL

This way the script would not depend on mission IDs anywhere but in the header, which is easy to mess with.
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niltwill
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#67

Posted 16 April 2016 - 06:22 PM Edited by niltwill, 16 April 2016 - 06:28 PM.

Great, also I did replace the mission IDs as to how you wished for it. Also how about a little position fix at:

 

DEFINE MISSION 19 AT @SERG3            // Demolition Man
DEFINE MISSION 20 AT @SERG2            // Two Bit Hit

 

 

Because SERG2 comes before SERG3?

 

Edit: That requires GXT editing for all languages as well.


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#68

Posted 16 April 2016 - 06:51 PM

Meh, it doesn't matter - but you can just swap these missions here and it should be fine.

niltwill
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#69

Posted 16 April 2016 - 07:14 PM

Yes, it's best kept as it was. Now all that's left is the save-friendly SCM..I'll do that tomorrow or when more free time comes based on yours..

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onetimer23
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#70

Posted 17 April 2016 - 02:31 AM Edited by onetimer23, 17 April 2016 - 02:39 AM.

Hy,

thanks for the mod and work you doing...but I got unhandled exception everytime I try the All Hands on Deck! Mission.

It's always happening when the boats under the bridge start driving.

I tried it with a fresh install and no other mods but no luck... :/


niltwill
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#71

Posted 17 April 2016 - 09:22 AM Edited by niltwill, 17 April 2016 - 09:25 AM.

Hy,

thanks for the mod and work you doing...but I got unhandled exception everytime I try the All Hands on Deck! Mission.

It's always happening when the boats under the bridge start driving.

I tried it with a fresh install and no other mods but no luck... :/

 

Hello, I don't get that unhandled exception on that mission. Is it the Steam version? Did you also try to delete the gta_vc.set file from Documents\Vice City User Files folder? Assuming it's with Steam, you might try what's mentioned in this post or maybe check the integrity of the game cache. Additionally, I run the game away from UAC in a custom location on the 'data' partition.


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#72

Posted 17 April 2016 - 11:04 AM

No crash here too, however, I noticed agents which make their way to the Colonel's ship fade out as soon as they're killed. Is this an original issue?

niltwill
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#73

Posted 17 April 2016 - 11:10 AM

No crash here too, however, I noticed agents which make their way to the Colonel's ship fade out as soon as they're killed. Is this an original issue?

I think so..There are lines like:

Actor.DestroyWithFade($2685)

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#74

Posted 17 April 2016 - 11:57 AM Edited by Silent, 17 April 2016 - 12:16 PM.

What's the address you're crashing at, for starters? Alt + Tabbing should show an error message with an exception address.


EDIT:
I set up a local git repo with the sources, diffs should make managing these changes even easier!

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#75

Posted 17 April 2016 - 12:52 PM Edited by Silent, 17 April 2016 - 12:52 PM.

Fixed All Hands on Deck - now the attackers nor Cortez's crew will not fade out instantly after dying. Also removed some redundant code so the SCM got thinner again :D

https://dl.dropboxus...scm_up/col5.txt
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niltwill
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#76

Posted 17 April 2016 - 01:31 PM

Fixed All Hands on Deck - now the attackers nor Cortez's crew will not fade out instantly after dying. Also removed some redundant code so the SCM got thinner again :D

https://dl.dropboxus...scm_up/col5.txt

Great stuff again! BTW, do you know how to spawn an unused ped type in the game? The WFYCST is not used anywhere, yet she could appear around the Pole Position Strip Club and/or the Malibu Club (CLUB1 and CLUB2). First I added this to default.ide:

 

107, WFYCST, WFYCST, CIVFEMALE, STAT_SENSIBLE_GIRL, woman, 0, null, 9,9

 

But what's the next step?

 

And I'm getting closer to finish with the save-compatible SCM source, a little more time ...

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betapl
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#77

Posted 17 April 2016 - 02:12 PM

I little problem when i complete phenom phen 86 i can't change clothes and take rampanges


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#78

Posted 17 April 2016 - 02:38 PM

ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file :/

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#79

Posted 17 April 2016 - 03:45 PM Edited by francisisgay, 17 April 2016 - 03:46 PM.

"Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)"
What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now?

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#80

Posted 17 April 2016 - 04:02 PM

I little problem when i complete phenom phen 86 i can't change clothes and take rampanges

Is this with the save-game compatible SCM?

 

"Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)"
What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now?

I was considering the BF Injection, but since it ought to be an unique vehicle (not outside the streets), I kept it the way it was.

 

ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file :/

I corrected that too. Your changes break the save-game compatible SCM unfortunately. Tried to fiddle with it for hours, reverting almost everything, but no luck. Still trying at this point.


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#81

Posted 17 April 2016 - 06:34 PM

 

I little problem when i complete phenom phen 86 i can't change clothes and take rampanges

Is this with the save-game compatible SCM?

 

"Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)"
What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now?

I was considering the BF Injection, but since it ought to be an unique vehicle (not outside the streets), I kept it the way it was.

 

ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file :/

I corrected that too. Your changes break the save-game compatible SCM unfortunately. Tried to fiddle with it for hours, reverting almost everything, but no luck. Still trying at this point.

 

yes i play new game on v1.4a and no update when i complete this mission i cant shopping and take rampanges 


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#82

Posted 17 April 2016 - 07:54 PM

"Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)"
What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now?

The ones that spawn on the stadium are the Hotrina and Hotrinb variants, which are only obtainable through cheats. The one in Sunshine Autos is the regular Hotring.


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#83

Posted 17 April 2016 - 08:09 PM

yes i play new game on v1.4a and no update when i complete this mission i cant shopping and take rampanges 

 

Anyone else having this kind of problem? Doesn't happen to me. It seems as if your game would remain in a mission-like state, is there any other mod used?

 

Meanwhile, updated to v1.5 with Silent's fixes.

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#84

Posted 17 April 2016 - 11:37 PM Edited by onetimer23, 18 April 2016 - 04:54 AM.

What's the address you're crashing at, for starters? Alt + Tabbing should show an error message with an exception address.


EDIT:
I set up a local git repo with the sources, diffs should make managing these changes even easier!

 

Yeah I deleted that several times...I'm using The Trilogy Version from DvD + Patch 1.1 in data drive...

The Unhandled expection is at Address: 004bb1c2

I tried the new version 1.5...but no luck either...it's not loading my savegame.

The Address here is 0044b684

Maybe my savegame is corrupt...i will try a new game with 1.5...see if it happens again...

 

EDIT:

with v1.5 and new game it's working till Shakedown...but if i come near Gash the game crashes again...

Address: 004bb577


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#85

Posted 18 April 2016 - 10:35 AM

This almost certainly isn't related to the SCM. I somehow doubt the game is completely stock.

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#86

Posted 18 April 2016 - 11:08 AM

EDIT:

with v1.5 and new game it's working till Shakedown...but if i come near Gash the game crashes again...

Address: 004bb577

The Gash shop inside the mall?

If so you need OLA, open limit_adjuster_gta3vcsa.ini and in [VCLIMITS] change EntryInfoNode = 3200 to EntryInfoNode = 30000 that should fix the crash.


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#87

Posted 18 April 2016 - 08:37 PM

Do you think it would make more sense to replace hmost with FSfa in All Hands on Deck?

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niltwill
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#88

Posted 18 April 2016 - 08:53 PM

Do you think it would make more sense to replace hmost with FSfa in All Hands on Deck?

 

Maybe...but now, what others think about it?


niltwill
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#89

Posted 20 April 2016 - 07:00 PM

The no-answer was expected as much, but it's done, and there is a little update to v1.5a with a few other things - sorry again for forcing you to restart the game so many times.

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ZT-
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#90

Posted 20 April 2016 - 10:14 PM Edited by ZT-, 29 March 2017 - 06:05 PM.

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