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The thread that started it all


Demarest
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Kingpin of LSPD

I have the updated Weapons.dat, the updated file where the missions are stored, the peddat (where peds appear; i.e. li_man in little italy and such) to make it feel more like GTA3, and I got this error, when I started a new file today:

 

Unhandled Exception: c0000005

At address: 004dd75a

 

I hope I got everything right. nervous.gif

 

Edit: I tried the AudioLC (or is it LCAudio?) and it still doesn't work.

Edited by Kingpin of LSPD
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Here is a temp link to a collison file that contains the collision models for the train as well as the doors, to enable testing.

 

As written above, the models/colfiles will be adapted soon by mark to correct the position on the rails. At that time mark will make a single package contain all the correct files.

bS8xA.png
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Kingpin of LSPD

Not to bump the topic for no reason, but...

 

I had an important question to ask: Does anyone know the sfx#### that has the Dodo (all of its engine sound) in GTA3's sfx.sdt? If yes, could you help me find the sfx#### for the RC Baron (again, all of the Baron's engine sounds) in Vice City's sfx.sdt? That way, the Dodo won't sound like the RC Baron anymore, and get rid of a problem. smile.gif

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And that's the problem. Rockstar reuses too much stuff and waste stuff at the same time.
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Man, that is the single most beautiful piece of code I have ever seen Patrick. Great work on destroying the wanderers and recreating to let the doors move.

 

Can't wait for a release.

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thanx opius, I value your opinion highly.

 

I'm very happy with it myself.

The main difficulty was that the wanderers must be positioned using a position along the path. But the old position can only be sniffed by xyz position of the object. I've solved it by:

• Initialy mapping path-positions to xyz positions.

• Using a braking algo that has very little overshoot, while still stopping fast.

• Measuring the overshoot in xyz, and correct the new path position with that value.

 

This leads to an invissible repositioning of the train at each station

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Problems are occuring with the col file this is why I haven't posted a package yet.

 

For some reason moving the axis in zmod just would not work so I had to move the whole train which worked however the col file remains the same for the unmoved train causing the train to have an inaccurate col. I'll need to figure out the col to get it working it seems no matter what I do in the col nothing happens. Hopefully RDTG who made the test col mught be able to help. I still am experiencing the black window bug on the train but I have a possible solution in mind.

 

I was also trying to study the bouy to see if I could copy its lights over to the train.

 

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Hopefully you'll be able to get the col-file correct.. confused.gif

 

BTW, does GTA3 use the same model for the train and the subway?

Based on the position of the converted paths, it looks like the origin for the subway model will have to be diffrent than the one for the L-track train.

 

If needed i'll be able to post a scm file that runs the subway-train through the tunnel.

 

I haven't found a satisfying way of merging both in a single scm, so that'll come later, i'm still figuring out an elegant way to do it.

 

 

 

 

bS8xA.png
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Craig Kostelecky

If anybody can do it, I'm sure you can. I don't remember if the train and subway were the same model or not. And since that's the case I don't think it matters if we use the L-train model or a new one. Whatever works will be fine.

 

I've finally gotten the train to show up in my game. I missed a link earlier which had the door files. I have noticed a few crashes though. The one I can think of that always crashes is when I come into contact with the train when I'm in a helicopter. There may be more lockups, but I don't remember what caused them specifically. It's very possible I copied something wrong when I converted it to 0.22. Or would that be caused by a bad col file?

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Ok, we'll see what we use for the subway .....

 

 

For the crashes, I haven't had any crashes with the latests code yet, and've been running it a lot. I haven't flown a heli into the train yet, I'll try that later,

And I'll double-check the translated code you posted earlier for typo's..

 

to be continued

bS8xA.png
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Ok, we'll see what we use for the subway .....

 

 

For the crashes, I haven't had any crashes with the latests code yet, and've been running it a lot. I haven't flown a heli into the train yet, I'll try that later,

And I'll double-check the translated code you posted earlier for typo's..

 

to be continued

Flying helis overtop of the train has been crashing for me since I put the train in the game. I can't remember if it did it with the waterjumps. If it did then we may have a problem.

 

Train is the same model as the subway train so we shouldn't have to create a new train file.

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I tested it, and the game crashes for me also, when I fly with a heli close above the train. This is one thing that _must_ be solved.

 

Flying with the heli against the side of the train or the front, is no problem.

Also you can jump on top of a train from the roof of a station, and do some train-surfing, thus the col seems ok.

 

I'm gonna test it with the waterjumps.

 

 

If the train-model is the same we still have the problem of the offset of the train in the subway. We might have to make a new spath1.dat file by hand.

 

 

 

bS8xA.png
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How do i put the pink marker in to the main.scm

If this isnt directly related to GTA:LC, it belongs in the Mission Coding forum, but you should be able to find your answer just by looking around a bit in there.

adam broke it.

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I tested it, and the game crashes for me also, when I fly with a heli close above the train. This is one thing that _must_ be solved.

That sounds like its gona be pretty hard to do, unless its something specific in your code thats making it crash that you can change without it messing anything else up. confused.gif

 

Let me know if I can help in anyway. GTA3 wouldnt be GTA3 without trains, Im willing to help in all ways possible to get em working. smile.gif

adam broke it.

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I tested it, and the game crashes for me also, when I fly with a heli close above the  train. This is one thing that _must_ be solved.

That sounds like its gona be pretty hard to do, unless its something specific in your code thats making it crash that you can change without it messing anything else up. confused.gif

 

Let me know if I can help in anyway. GTA3 wouldnt be GTA3 without trains, Im willing to help in all ways possible to get em working. smile.gif

I'm not yet sure what causes it, but I don't think we'll be able to make the train official without this issue solved.

 

But I don't think it's an unsolvable problem, because in the VC mission

"all hands on deck", where the boat is moved by the mechanism we use for the train, Heli also fly close above the boat to drop the french agents off......

 

EDIT: I've tested it with waterjumps instead of the train, and I can't get it to crash.

It seems to be something specific to the train-model, as I've tested it without the doors present, and it crashes still.

 

to be continued

 

 

 

Edited by PatrickW
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I can't find it in the Mission Coding forum but i need to know it so i can add joes mission mike lips last lunch to the LC Mod.

Edited by AdTec_224
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Rather then a new spath file I'll just make a new model called strain and strain_dl/dr etc. I like how the spaths are made now. it is the cols I am worried about. I belive they are causing the freezing.

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Craig Kostelecky

If you don't know how to put a marker into the code, then you're probably not going to be able to convert that mission. Plus there's an opcode in that mission that does not exist in the Vice City engine so you'll have to really know what you're doing to convert that one.

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Craig Kostelecky

Thanks for the update again. This is slightly newer than the file you sent me last week, right?

 

Oh and it's fine to double post when they're a few days apart so the topic is bumped.

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Craig Kostelecky

 

it is the cols I am worried about. I belive they are causing the freezing.

That would be my guess as it crashed once when I just touched the train as Fido. Are there any resident col experts hanging around that would be willing to help?

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As a last resort, I've made a thread that creates a localised bounce back barrier similar to the ones at the edge of the gameworld around an object.

 

Do all of the train objects have an object.dat definition?

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Craig Kostelecky

I have not modified my object.dat file for the train. That bounce back code may come in handy if we can't fix our col problem though.

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I need the marker to start the mission to see if i have got it right or not so does anyone know

Edited by AdTec_224
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yes it is slightly newer.

I just noticed last night that the flamethrower is not the GTAIII version it's still the vice city version, hasn't anyone converted that yet?

Not that really matters but it would be nice to have ALL the GTAIII weapons.

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I've done some testing also and it indeed seems to be the col-file that causes the problem. Once I replaced the col-file with a very simple one, the freezing is gone.

 

My guess is that the problem is in the complexity of the col-file.

It has over 950 vertexes and over 1200 faces. I think we might need to reduce those numbers drasticly. Looking at the colfile, there's certainly room for improvement. We could delete from the col-file:

* Everything below the floor ( wheels/axes)

* the rims along the sides

* the head and tail lights

* Maybe we should build a special simple model, to generate the colfile from instead of from the complex version. It could be as simple as a rectangular box, with just holes where the doors are.

 

Some col-file expert should have a go at them, or are you able to pull that off also mark??

 

@Mark:

I agree, that it's better to create extra models for the subway, and keep the converted paths intact.

 

@Opius:

That's a great idea, incase we can't solve it by simplifying the colfiles,

and yes I've got all models in object.dat . I guess the main reaon for putting them in is to specify the LOD-distance..

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I'll keep trying on the col file. RDTG made the current col file but it just looks like the train model minus the windows exported as .x It definately could be simplified. I just don't know why when I make it I can not enter the doors.

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Do you have the mirror-X option selected in COLMAKER ?

 

If not, the colfile will be mirrored, and the opening of the doors are on the wrong side of the train.

 

Than there's also the doubling of the number of faces, by COLMAKER, this can be prevented by editing the x-file by hand and removing a certain section. I'll have to look-up the details for that, posted by ST.MU somewhere here....

 

[edit] It's on his

Website

 

Edited by PatrickW
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