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The thread that started it all


Demarest
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Thank you. I found it, I will look further in to this later today.

Stupid me I should have checked it for myself whatsthat.gif

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Craig Kostelecky

That's good to hear, if you're successful then we might get two pretty significant releases (Portland IE garage and the Taxi mission) by the end of tomorrow.

 

 

CraigKostelecky officially thanks TwoZero and TbM2k on behalf of the GTA:LC team
Edited by CraigKostelecky
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You don't have to edit ini manually, it has an interface to make all the changes. Just add one line:

 

ShowConfig=1

 

to the [Exe] section and run the launcher. The you will be able to edit all the objects and some other stuff too.

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It seems the taxi-script always crashes if i'm near the bridge to the first island... (even if i'm on that bridge the game crashes as soon as a passenger gets in... so perhaps this area is "undefined" or something in LC? The game waits about 2 seconds, then crashes...)

 

EDiT: I tested every destination (by changing the script and reloading) and only these are crashing the game:

 

crash: 11 (Construction Site), 12 (Football Stadium), 15 (Liberty University), 17 (Museum)

 

EDiT2: found the bug, if i remove the zone-checking (that is meant so that you dont have a too near destination) for that particular functions then the taxi-missions work... (so there have to be something wrong with gta:LC and the "is_player_in_zone" opcode)

Since the zones cause too much trouble, teher aren't any in gta LC. There is however a thread and a global variale that defines which zone the player is currently. Don't use the opcode, just look at the variable.

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I changed the code (before publishing) so that it uses this (i call it) $zone and $island variables... (but i think i mixed the $zone and $zone_remember vars... the first (i used) is assigned after you enter a zone and the second is changed if the zone-text was displayed)

 

Perhaps the only change to the Taxi missions I will do are replacing some vars with local vars to save space...

 

And I don't know yet which mission I will convert next...

 

PS: I have some experience with converting things, I converted the disassembler that gequinn did and I already did a download-manager... (but that is offtopic I think)

Edited by TbM2k
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i dont mean to sound a stupid or anything, but if editing the .exe is the only way to get the cutscenes working again then maybe we can settle summit with R* to edit the .exe? i mean the mod is alreadyu big and famous which makes it easier for a start

 

you got nothing to loose, so you might aswell try it colgate.gif

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Black-hawk
R* surely won`t agree with this, not only are we putting LC into Vc which makes some cheapskape d/l it instead of buying GTA3 and then we`ll have missions, guess what R* you`re bankronbbed.
user posted image
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Craig Kostelecky

The legal circumstances surrounding this mod have been discussed many times already. And we agreed that if there's ever a problem, Rockstar will contact us about it, and they'll tell us how to fix it. So we shouldn't even spend any time worrying about it until then.

 

And Monitor, I think Rockstar's a little too busy to do any work for our behalf. Let them get all of the bugs out of San Andreas.

 

Now let's try to stay on subject here, guys.

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And I again would like to state that

 

1) LC is larger than I think any of us can grasp with over 10,000 downloads in its first month along with potentially appearing in 2 major publications. If R* had an issue, they would most likely have contacted us already.

 

2) Until all the missions and everything are finished, LC is mostly good for the novelty of it. It could easily instill the itch to play the real GTA3. I happen to know for a fact that at least a dozen people* have actually gone out and purchased VC for PC even though they already owned it for another platform just to be able to play LC. So although relatively insignificant, R* is actually profiting from the development of LC at this point.

 

*(figures from PMs alone)

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Some more pictures (you can play this aswell, just look on my homepage!)

 

"uzi-money"

user posted image

user posted image

 

"toyminator"

user posted image

user posted image

user posted image

user posted image

user posted image

 

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@CraigKostelecky:

Skinmaster has translate your sentences for me (THY to skinmaster). biggrin.gif

My English is very bad... blush.gif

And he said, that anybody try to convert Mis Liberty. I have all thre maps: Highway, Stunt-Park and Miss Liberty. All three maps are working. If you want Miss Liberty, I can uplaod it.

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ModelingMan

Ok, I have finished and tested the Swat guy and it's looking good.

 

Here's a pic:

user posted image

 

That's the best pic I could get as I was being attacked by a bunch of swat and police.

 

 

Update: Link: Size:
S.W.A.T Officer Download* 34.7KB

*Right Click -> Save Target As...

 

@Mark: You were right about Taxi_d, but I was sure that Wmoca.dff was a taxi driver too.

abstract_sig.png

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That's good to hear, if you're successful then we might get two pretty significant releases (Portland IE garage and the Taxi mission) by the end of tomorrow.

 

 

CraigKostelecky officially thanks TwoZero and TbM2k on behalf of the GTA:LC team

I'm glad that I can help, I really feel honored to work on this amazing project.

And by the end of tomorow? we will see tounge.gif.

Once the Porland garage is finished it won't be so hard to make the one in SSV just adjust some coords and models and it works.

 

Well I just inserted my door in the Launcher (very nice interface) I replaced the first garage door of the big condo near the stadium and for the ssv garage I will use the second door.

Everything works fine now!

Thanks for the help people.

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That's really good news. Does it accept the vehicles in the first place and everything? Do the ticks on the list appear?

 

I've tried the Taxi Mission. I started it by getting into the Borgnine and started the mission. It told me my pickup was in Staunton and I ran out of time before I could even get halfway through the field at the Borgnine stand confused.gif Didn't check why yet, but I definitely don't want to get into the happen of giving estimated release times; sort of against everything we've done thus far wink.gif

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Is it possible in addition to the individual release links to also have an installer script for the whole package?

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I decided beings Geosh*ttys have a Bandwidth limit, I put up a mirror for you MM.

 

Swat

 

If you need anymore Peds mirrored - don't hesitate to drop me a PM.

 

Fantastic work.

 

wink.gif

pykOb.png

Pacrel Focre

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That's really good news. Does it accept the vehicles in the first place and everything? Do the ticks on the list appear?

I'm now very busy with writing the script for the garage, and until now it doens't realy want to do what I want confused.gif. But I'll work it out. I can control it now with the scm but I will make it as small as possible and that will take some time.

Edit: Ok I got everything under control now I can say what it must accept and what not smile.gif.

 

And the ticks on the lists won't apear without any scm work.

I had the idea that we could make a small object that is the red stripe and spawn that when a car is brought it, but I don't know about that yet.

 

I'll post a update in the other topic when I accomplished something.

 

I must say that the launcher is a very good idea and has more options build in then I expected. Good work!.

Edited by TwoZero
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ModelingMan

 

Is it possible in addition to the individual release links to also have an installer script for the whole package?

Yes I'll do that right away.

 

 

If you need anymore Peds mirrored - don't hesitate to drop me a PM.

Thanks RMT. smile.gif

abstract_sig.png

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user posted image

 

Ok I have put a map mod into LC there will eventually be two tracks when finished they were both originally made by blaer for VC and I am putting them into LC, the rally track can be seen above. Only the rally track was released but I do have permission to release both of them for the LC mod as a unofficial mod, just wanted to see what you guys think please.

 

Any suggestions on where to put them?

 

GT-1

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And the ticks on the lists won't apear without any scm work.

I had the idea that we could make a small object that is the red stripe and spawn that when a car is brought it, but I don't know about that yet.

notify.gif That's how GTA3 did it. Wouldn't surprise me if the "model" for the tick is already in the IMG.

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Mark Pagliaro

I rated some pedestrians in the first post. I must say that the columbians look superb I rated them final.

 

Oh MM I hope you are not rigging the 2nd gang model for each ped as they are normally just txd changes.

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notify.gif That's how GTA3 did it. Wouldn't surprise me if the "model" for the tick is already in the IMG.

Oh my bad blush.gif you see how hard I studied GTA3 tounge.gif

 

And I found a little bug with the door. The door works fine and opens and stuff. But in a replay it doesn't open dontgetit.gif .

 

To make it clear. I did a nice stunt with the pony and flew into the garage. I wanted to see that back and pressed F1(replay) and then I noticed that the door doens't open in the replay!

Screenshot:

user posted image

It's not a big problem but still it's weird. Or was it like this in gta3 tounge.gif ?

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Great! I'm so glad the highway works for you guys now. Cheers to Sleeper; on the next update I'll be crediting you and the other guys that helped me discover my blunder.

 

GT-1, JBandit, Quimby, thanks for the reports.

 

Camonte, I just pm'ed you.

 

Opus, I think that that must be the problem, but if so then that means you guys litteraly pushed the 2dfx to the limit (for my computer at least) as I can't even add one more light without it crashing. I'll be experimenting more with that later today.

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ModelingMan

I have made the GTA:LC Peds Package v0.1. It contains the most up to date peds that are available along with an install script, requested by Demarest, for GTA Mod Installer.

 

Here is the link:

 

 

Update: Link: Size
GTA:LC Peds Package v0.1 Download 439KB

 

Oh MM I hope you are not rigging the 2nd gang model for each ped as they are normally just txd changes.

I thought of that right after I rigged the first one. Thats why the texture error appears on both of the Diablos.

abstract_sig.png

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Many aspects of the replay engine are flawed. It was even worse in GTA3. But it can make for some entertaining footage!

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It would be totally blasphemous of me not to request R* Heights. I myself probably won't use it until missions are a lot more complete, so no rush. Would just hate to see such a staple get passed over.

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Run Down That Guy

YAY! 2 screens from me (if one of them dosnt work, its freewebs fault, not mine):

user posted image

user posted image

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Craig Kostelecky
I've tried the Taxi Mission. I started it by getting into the Borgnine and started the mission. It told me my pickup was in Staunton and I ran out of time before I could even get halfway through the field at the Borgnine stand confused.gif Didn't check why yet, but I definitely don't want to get into the happen of giving estimated release times; sort of against everything we've done thus far wink.gif

That was happening to me before I updated the zone data from TbM2k's code. I would only get 10 seconds to do each dropoff and the locations were rarely close. Once I replaced Hammer's zone data with TbM2k's, the problem was fixed.

 

And 2-0, try not to feel like there's any pressure on you for finishing this quickly. It was probably a mistake on my part to say it might be done by the end of today (and I never implied that the SSV one should be done that quickly). Take your time and release the quality of code that I know you're capable of.

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