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The thread that started it all


Demarest
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tryptomine_sniper

 

I recently upgraded to WinXP SP2 and now the GTA LC wont load up at all....

 

lucky, I am still running SP1, my comp fails when it tries to update to sp2. not sure why it would not run, I don't think sp2 did much besides update net security, and some various windows features.

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Craig Kostelecky

SP2 has not affected my LC game at all. It still works fine.

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Just updated my LC copy with latest codeupdate, and there is a slight inconvenience when launching a new game.

Everything is right... except that, in I don't know which codeupdate (I presume), the first radio channel heard when you enter the Kuruma is not Head Radio (And the Head Radio ad), but (IN my case, don't know if it's different on other computers) Flashback FM (And not in a good point, just when an ad ended up).

 

All I can say is that that was OK before, but now it isn't.

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Good news that it doesn't crash at least for someone! inlove.gif

 

In regard to head radio, it's temporary. The problem with GTA3 code is that most initialiation stuff is done in mission Give Me Liberty, which is turned off by default in the codeupdate because it is still in works. We've transferred some really basic initialization code to the initial mission, but not all features were transferred. One of them is Head Radio reset. It is also the reason why rendering of the city takes a bit longer than before.

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Craig Kostelecky

The radio thing was changed with one of the more recent updates. It's set up so if you're playing the game with MASTERLCDEBUG on (meaning the city's open, all available missions are playable) then the radio plays a random station. If MASTERLCDEBUG is on (normal gameplay, starts with the Luigi mission) then the radio starts with the familiar Head Radio jingle.

 

On a side note, I know I haven't done much with this mod lately. Some of you know why, but many of you don't. But this last month has been very tough for my family and I had to deal with a lot of Real Life issues. Things are slowly returning to normal so I should be able to dive back into this soon (probably by this time next week). So hang in there. I'm still hoping on getting the next beta released before San Andreas hits the shelves. I am looking for a group of beta testers for the beta files. So if you're interested PM me, and I'll give you the link to the latest files. That way the bug reports can be a lot more accurate (and fixable).

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Hallo, ehm i am a newbie at this. sarcasm.gif

I want to know where i can find a Faggio, are there parked in Liberty?

And another thing.. i followed the Readme, but i don't know where i must put the 9 .adf files (the radio stations), i put those in GTALC/Audio but i keep to hear VC songs..

Can you help me?

Thanks a lot, it's a beautiful project! inlove.gif

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For those who have crash problems, there is very interesting little tool posted here. Until I integrate it into the main ASI, could you use it to give us more information about your crash. Just extract the asi into LC folder. It shouldn't interfere with the launcher.

It gives a detailed error message when the game crashes, like the last opcode with its parameters and the thread in the scm.

 

Craig, my best wishes with your personal problems.

Edited by Hammer83
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Here is the pedgrp.dat. It was automatically generated from gta3 equivalent and each ped of gta3 was replaced by the definition in the list I provided above. It's definitely not official material yet, I just want to hear your experiences.

 

So far, here are mine:

- It seems that the peds are more rare on the streets, could be due to the fact that there was 8 peds in each group in GTA3 and 16 in GTAVC.

- Good news is that the patterns seem to match. I see tons of pimps, working girls and tramps in Red Light.

- Downside - I noticed that in Red Light prostitutes appear all day, not only at night.

 

I didn't test it fully and been only in protland because I use closed city scm currently. So more feedback is appreciated.

Anybody tried to install this?

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Craig Kostelecky

I've been using that pedgrp file since you released it and haven't seen any problems.

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I believe I have it installed aswell the problem is the peds are still vc peds so its hard to tell. I still belive those files are best left for until all peds are converted. I don't know the progress on peds as I haven't talked to MM but I have not done anything because of school. I want to fix my bomber and 8balls bones before going on with more. (8 ball skin will kill 2 birds with one stone as it is skinnable to both the prison suit and his regular suit)

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Are you sure, because all the station are just two train-cars long ?

 

btw I'm back, and pround to say that I haven't touched my laptop during my short vacation smile.gifsmile.gif

bS8xA.png
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Hey, im sorry for the bump, but has there been any updates, Smithers?

 

I hope so as this was exactly what GTA:WO supposedly had the whole time, and now we can do exactly what they never did smile.gif.

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Well I didn't do any work on the models as I took a vacation too well actually Homework and Work got piled on. Infact I have a paper due tonight (damn oline course). It is weird I am going to play through and see if this train thing is random cause in the ps2 its 3 on the L_Tracks and 2 in the subway and I swore I saw three on the l_tracks pc when I booted it up. It is ok to leave it at 2 right now.

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random_download

For with using the beta 2 files (gamma), the latest code update and audioLC.rar too. I get this problem:

 

The launcher stops me from loading a new game. If I use the latest launcher, the game crashes at about 5% of the loading bar when I click start new game. The launcher released with beta 1 works fine though (if I use the updated gta-lc.ini)

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---

Edited by spaceeinstein
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Youre about a month late at least, but still, this forum needs keeping alive nowadays cryani.gif.

 

I hadnt even realised MM was a forum led-by until about a week ago, so thats how blind I am, anyways, err... well done modelingman, do something and keep this place alive. smile.gif

adam broke it.

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Craig Kostelecky
but still, this forum needs keeping alive nowadays cryani.gif.

 

True. This forum has died sad.gif

 

That's about to change. Things are starting to go very well for me personally and after tonight, I'm finished with the other computer project I've been working on. So I'm going to be hitting the code with a vengeance really soon. Hopefully we can get the next beta out before SA hits the stores.

 

Thanks to those that stuck around during the last several weeks. Things will pick up very soon.

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The only thing active now is the train topic, and that's progressing slowly.
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random_download
and audioLC.rar too

Already got it. I used the latest gta-lc.ini so that the wav tables are converted, but the old launcher.

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Your main.scm still cant help me......my game still crashes.......and when i install the gta-lc.ini, the game cant read my soundcard......which means....i have no sounds....but i have aleady patched the audio files.....

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Craig Kostelecky

I'm finally getting up-to-date with the train files (not that I have some time!)

 

I've got the code all converted to 0.22 and integrated with my script. But I'm not sure what all I need to do to get the models in the game. So what do I need to download to get the train and both doors working? And is there anything that needs doing besides putting the files in the image?

 

And if there's still any debate about how many cars there are on the train, do not worry about it at all. 2 cars is fine even if the original had 3.

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You'll need:

•the ddf and txd files in the gta3.img

•the col file inserted in generic.col

•the new spath0.dat file in the data/paths directory

•possibly an entry to the objects.dat file added ( not sure if really needed though)

 

I've got a temporary colfile from mark for testing, which already has can be entered, but i'm not sure if mark released it yet.

I'm hoping it to be released soon, soo that we can make a package, or at least links from the firts post in this topic.

 

I've also got the subway working here at home, At the moment I use a single train for it, and it's just an extra thread, almost identical to the train.

The next step wil be to intergrate them, and enable them based on the player position.

So that we won't be using up the hard-coded limit of 3 object-movers ("wanderers") all the time. They might be very usefull for other purposes...

 

P.S.

If you send me the .22 version of the code, I'll be able to put my comments/ variable names back in, for future maintenance.

 

 

P.S.2

Is the current implementation good enough ( player simply walks in/out the train, and remains controlable for the whole ride), or is an exact copy of the GTA3 behaviour needed (press "enter_vehicle" to enter/exit train, and freeze player during the ride ).

 

 

@mark:

Will the next version of the train model have the origin at the correct position, to be using the converted path files ?

 

 

 

 

 

 

bS8xA.png
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2 papers due tonight (yet again the same online course) tommorrow after school I'll attempt the train model again with the orgin changed to center the train. The col file may have to be recreated as this is a problem I am facing when moving the orgin the train col seems to be in the place of the old train. The col files given can be released as the original author stated so as he wanted to be able to help.

 

 

-----------------

"Damn Delfi, Now I am addicted to GTA2 Again"

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Craig Kostelecky

I tried downloading the train models that Mark linked to earlier. I put the txd and dff into the image. But when I tried to load the game, it crashed during the loading bar (about halfway through). The only thing I did differently from what Patrick said was I put the col into the vehicles.col file. But I also tried it in the generic.col and it still crashed. I did not edit the object.dat file in any way. And I'm not sure what I would do to edit it. So maybe it is required.

 

I'm not sure if the current implementation is good enough as I haven't been able to test it. Obviously I'd like it to be nearly GTA3 authentic, but if it's too difficult to do, then I'm willing to compromise. I'll let you know more after I get a chance to try it.

 

Here's the last code you posted in 0.22:

 

:TRAIN_THREAD03A4: name_thread "TRAIN";--------------------------; Create objects for train1;--------------------------049C: create_wanderer_on_path  0?  5! to  $WANDERER1029B:  $TRAIN1 = init_object -194& (TRAIN) at  415.5847! -741.1385!  23.04234!029B:  $TRAIN1_DL = init_object -195& (TRAIN_DL) at  415.5847! -741.1385!  23.04234!029B:  $TRAIN1_DR = init_object -196& (TRAIN_DR) at  415.5847! -741.1385!  23.04234!01C7: spawn_object  $TRAIN101C7: spawn_object  $TRAIN1_DL01C7: spawn_object  $TRAIN1_DR049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1_DL049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1_DR    ;--------------------------; Create objects for train2;--------------------------049C: create_wanderer_on_path  0?  5! to  $WANDERER2029B:  $TRAIN2 = init_object -194& (TRAIN) at  415.5847! -741.1385!  23.04234!029B:  $TRAIN2_DL = init_object -195& (TRAIN_DL) at  415.5847! -741.1385!  23.04234!029B:  $TRAIN2_DR = init_object -196& (TRAIN_DR) at  415.5847! -741.1385!  23.04234!01C7: spawn_object  $TRAIN201C7: spawn_object  $TRAIN2_DL01C7: spawn_object  $TRAIN2_DR049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2_DL049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2_DR;------------------------------; Determine coords of stations;------------------------------049F: set_wanderer_position  $WANDERER1  38!0001: wait  0? ms01BB:  $train_stat0_x = object  $TRAIN1 x_pos,  $train_stat0_y = object  $TRAIN1 y_pos,  $train_stat0_z = object  $TRAIN1 z_pos049F: set_wanderer_position  $WANDERER1  1017!0001: wait  0? ms01BB:  $train_stat1_x = object  $TRAIN1 x_pos,  $train_stat1_y = object  $TRAIN1 y_pos,  $train_stat1_z = object  $TRAIN1 z_pos049F: set_wanderer_position  $WANDERER1  1666!0001: wait  0? ms01BB:  $train_stat2_x = object  $TRAIN1 x_pos,  $train_stat2_y = object  $TRAIN1 y_pos,  $train_stat2_z = object  $TRAIN1 z_pos;------------------------------------; position wanderers and start moving;------------------------------------049F: set_wanderer_position  $WANDERER1  38!049F: set_wanderer_position  $WANDERER2  18!049E: set_wanderer_position  $WANDERER1  15!049E: set_wanderer_position  $WANDERER2  15!0006:  [email protected] =  1?  \\ integer values;------------------------------------; MAIN LOOP ;------------------------------------:TRAIN_LOOP0050: gosub ££TRAIN_GET_STATION_COORDS                                                                    ;----------------------------------------------------------------                                                                      ; The train will slowdown when approaching the station,; to stop just beyond the station coords  [email protected] [email protected] [email protected] ; Speed = (2.0 * distance), clipped to [1.0,20.0],; until the station-coords are passed. ;----------------------------------------------------------------                                                                      0007:  [email protected] =  9999.9!  \\ floating-point values:TRAIN_RIDE0001: wait  100? ms01BB:  [email protected] = object  $TRAIN1 x_pos,  [email protected] = object  $TRAIN1 y_pos,  [email protected] = object  $TRAIN1 z_pos01BB:  [email protected] = object  $TRAIN2 x_pos,  [email protected] = object  $TRAIN2 y_pos,  [email protected] = object  $TRAIN2 z_pos0087:  [email protected] =  [email protected]  \\ floating-point values only0509: unknown  [email protected] = distance between point  [email protected]  [email protected] and point  [email protected]  [email protected]:  [email protected] =  [email protected]  \\ floating-point values only0013:  [email protected] *=  2!  \\ floating-point values 00D6: if  0?0023:    20! >  [email protected]  \\ floating-point values004D: jump_if_false ££TRAIN_RIDE00D6: if  0?0023:    1! >  [email protected]  \\ floating-point values004D: jump_if_false ££TRAIN_NEXT20007:  [email protected] =  1!  \\ floating-point values:TRAIN_NEXT2049E: set_wanderer_position  $WANDERER1  [email protected]: set_wanderer_position  $WANDERER2  [email protected] 00D6: if  0?0025:    [email protected] >  [email protected]  \\ floating-point values (never used in VC or GTA 3) 004D: jump_if_false ££TRAIN_RIDE049E: set_wanderer_position  $WANDERER1  0!049E: set_wanderer_position  $WANDERER2  0!;---------------------------------------------------------------;  The train has stopped at the station, now destroy the ;  wanderer-objects to enable seperate movement of the doors. ;  Calculate the "open"-positions of the doors and open the doors. ;---------------------------------------------------------------0001: wait  0? ms04A1: destroy_wanderer  $WANDERER104A1: destroy_wanderer  $WANDERER2   0400: create_coordinate  $TRAIN1_DRX  $TRAIN1_DRY  $TRAIN1_DRZ from_object  $TRAIN1 offset  0! -1!  0!0400: create_coordinate  $TRAIN1_DLX  $TRAIN1_DLY  $TRAIN1_DLZ from_object  $TRAIN1 offset  0!  1!  0!0400: create_coordinate  $TRAIN2_DRX  $TRAIN2_DRY  $TRAIN2_DRZ from_object  $TRAIN2 offset  0! -1!  0!0400: create_coordinate  $TRAIN2_DLX  $TRAIN2_DLY  $TRAIN2_DLZ from_object  $TRAIN2 offset  0!  1!  0!:TRAIN_OPENING00D6: if  23?834E:   NOT unknown_move_object  $TRAIN1_DR to  $TRAIN1_DRX  $TRAIN1_DRY  $TRAIN1_DRZ unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN1_DL to  $TRAIN1_DLX  $TRAIN1_DLY  $TRAIN1_DLZ unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN2_DR to  $TRAIN2_DRX  $TRAIN2_DRY  $TRAIN2_DRZ unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN2_DL to  $TRAIN2_DLX  $TRAIN2_DLY  $TRAIN2_DLZ unknown_angle  .05!  .05!  .05!  0?004D: jump_if_false ££TRAIN_OPEN0001: wait  0? ms0002: jump ££TRAIN_OPENING;----------------------------------------------------------------                                                                      ; wait for 10 seconds at the station;----------------------------------------------------------------                                                                      :TRAIN_OPEN0001: wait  10000& ms;----------------------------------------------------------------; Move the doors back to the closed position ( = train_position);----------------------------------------------------------------:TRAIN_CLOSING00D6: if  23?834E:   NOT unknown_move_object  $TRAIN1_DR to  [email protected]  [email protected]  [email protected] unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN1_DL to  [email protected]  [email protected]  [email protected] unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN2_DR to  [email protected]  [email protected]  [email protected] unknown_angle  .05!  .05!  .05!  0?834E:   NOT unknown_move_object  $TRAIN2_DL to  [email protected]  [email protected]  [email protected] unknown_angle  .05!  .05!  .05!  0?004D: jump_if_false ££TRAIN_CLOSED0001: wait  0? ms0002: jump ££TRAIN_CLOSING;----------------------------------------------------------------                                                                      ; Create new wanderers and attach the train at the correct; position for the current station, taking into account the ; overshoot during the braking ([email protected]);----------------------------------------------------------------                                                                      :TRAIN_CLOSED049C: create_wanderer_on_path  0?  5! to  $WANDERER1049C: create_wanderer_on_path  0?  5! to  $WANDERER200D6: if  0?0039:    [email protected] ==  0?  \\ integer values004D: jump_if_false ££TRAIN_TEST_ST1000B:  [email protected] +=  18!  \\ floating-point values0002: jump ££TRAIN_ST_POSITION:TRAIN_TEST_ST100D6: if  0?0039:    [email protected] ==  1?  \\ integer values004D: jump_if_false ££TRAIN_ST2000B:  [email protected] +=  997!  \\ floating-point values0002: jump ££TRAIN_ST_POSITION:TRAIN_ST2000B:  [email protected] +=  1646!  \\ floating-point values:TRAIN_ST_POSITION049F: set_wanderer_position  $WANDERER2  [email protected]:  [email protected] +=  20!  \\ floating-point values049F: set_wanderer_position  $WANDERER1  [email protected]   049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1_DL049D: assign_wanderer  $WANDERER1 in_object  $TRAIN1_DR  049E: set_wanderer_position  $WANDERER1  0!              049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2_DL049D: assign_wanderer  $WANDERER2 in_object  $TRAIN2_DR049E: set_wanderer_position  $WANDERER2  0!    ;----------------------------------------------------------------                                                                      ; Accelerate away from this station;----------------------------------------------------------------                                                                      0007:  [email protected] =  1!  \\ floating-point values:TRAIN_ACCEL0001: wait  100? ms049E: set_wanderer_position  $WANDERER1  [email protected]: set_wanderer_position  $WANDERER2  [email protected]:  [email protected] +=  1!  \\ floating-point values00D6: if  0?0021:    [email protected] >  20!  \\ floating-point values004D: jump_if_false ££TRAIN_ACCEL;----------------------------------------------------------------                                                                      ; Select the next station and restart the procedure;----------------------------------------------------------------                                                                      000A:  [email protected] +=  1?  \\ integer values00D6: if  0?0039:    [email protected] ==  3?  \\ integer values004D: jump_if_false ££TRAIN_LOOP0006:  [email protected] =  0?  \\ integer values0002: jump ££TRAIN_LOOP;=====================================================; This routine selects the station coordinates,; as determined during initialisation;=====================================================:TRAIN_GET_STATION_COORDS00D6: if  0?0039:    [email protected] ==  0?  \\ integer values004D: jump_if_false ££TRAIN_GSC_10089:  [email protected] =  $train_stat0_x  \\ floating-point values only0089:  [email protected] =  $train_stat0_y  \\ floating-point values only0089:  [email protected] =  $train_stat0_z  \\ floating-point values only0051: return:TRAIN_GSC_100D6: if  0?0039:    [email protected] ==  1?  \\ integer values004D: jump_if_false ££TRAIN_GSC_20089:  [email protected] =  $train_stat1_x  \\ floating-point values only0089:  [email protected] =  $train_stat1_y  \\ floating-point values only0089:  [email protected] =  $train_stat1_z  \\ floating-point values only0051: return:TRAIN_GSC_20089:  [email protected] =  $train_stat2_x  \\ floating-point values only0089:  [email protected] =  $train_stat2_y  \\ floating-point values only0089:  [email protected] =  $train_stat2_z  \\ floating-point values only0051: return

As you can see, the comments and variables are just as you wrote them.

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The generic.col should have 3 new cols added which are train.col train_dl.col and train_dr.col. I'll try my best to get a all in one package up soon.

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Craig Kostelecky

The file I downloaded did not have any files that referred to the doors. Also, I just noticed that you need to edit the generic.ide. So perhaps one download with all of the modified data files would be helpful.

 

I tried downloading the link to TRAIN2, but it wouldn't work for me. And right-clicking saved an html file instead of the rar. I was able to download the first train file though.

 

EDIT: I was able to download TRAIN2 by renaming the html file to rar, but it only contained the train files. I still haven't seen the doors anywhere.

Edited by Craig Kostelecky
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