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The thread that started it all


Demarest
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I, uhhh, Tested your registering and it worked wink.gif

 

I like it, it would be nice to have somewhere else for me to do some minor tweaks without everyone giving opinions.

 

I actually have some to show, but that will come in a bit.

 

I like the site though smile.gif

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TheJkWhoSaysNi

 

The only discussion which you may want to have would be your own small private forum which is away from the general public just between the LC team. All discussion bar the private forum (if you wanted one) would take place here where it should be. The site is just an easier place to keep people updated with where the mod is at. I can see your point Patrick but im not trying to take this away from GTAForums.com.

 

 

but the whole concept of GTA LC has always been a completly open project where anyone can contribute.

 

Although I like the idea of news with what's going on and all interesting info to let people see how LC is developing.

 

What would be very useful is a place to download the latest versions of specific files (e.g. there are always a load of main.scm's floating around) if we could have these with descriptions of what they contain it would be useful.

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There is something extremely wrong with the server. For some reason it keeps fetching the files from November even though I deleted them and overwritten them with Dec. 23 update. Right now, my ftp client shows no files at all at those link yet you can still get them and they will be november launcher. I updated the links now, re-download.

 

Thanks for noticing that. A good way to check that you have the latest version is the build number. 10.4 means that the file is dated from 4th October. The one above is 0.6.12.23, which is dated from Dec. 23.

Edited by Hammer83
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EVERYONE WHO DOWNLOADED DECEMBER UPDATE: Download the files again, there is some problem with old url so I uploaded the launcher to a different URL for now.

 

Mark Pagliaro, I'll try to do something about those spaces.

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I think having the website would be a great organizational tool, especially now. I personally don't have hosting troubles, but many others do, so having a central place to put files would be great.

 

The forums here will always be the livelyhood of the mod, where all the work gets done.

 

PS. As for the "Too many cooks in the soup" comment(s), I've been genuinely surprised by the lack of major conflict we've had around here.

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Since Beta2 release is coming up, I figured I'd bring it up.

I know it's not a big issue gameplay-wise, but it'd speak worlds for our professionalism, IMO.

Positive OutcomeProper water effects, including boat wakesWater-bound objects won't float in the air until you get close to themNegative OutcomeMap mods will need to be updated with the new coordsWhat it'll takeIPLs and other mapfiles (done with scripts the first time the city was moved)SCM coords (done manually the first time, but a script was made available aftwards, I believe)Replace water textures and a few misc models with the originalsCertainly not as much work as the first timeLet me know if I missed any big points.

 

PS. For those who missed the Topic Description, the city would need to be moved 6 units up, to the same level as Vice City.

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Craig Kostelecky

It looks like almost everyone here is (at least somewhat) in favor of this. So I say it's a go. My only request is that someone else (besides me) would handle the majority of the website updates. I have a hard enough time updating the team page (like the four guys I had to be reminded about recently). So if someone else is willing and able to handle most of the updates, then I'm all for it as well.

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Craig Kostelecky

This is something I've thought about as well over the past few months. The really hard part about this would be the scm. Nobody (to my knowledge) has made a coordinate converter for the scm. And our code is now over 66,000 lines long. That's a lot of coordinates to manually change.

 

Hammer was looking into the exe for a while to try and solve this issue without moving it, but he didn't have any luck.

 

That said, I'm still undecided what to do about it. Changing this would likely push back the release of the beta 2. Plus it would mean that I wouldn't have time to convert any more missions for the beta. So I'm currently leaning to not doing this for the beta 2.

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spaceeinstein
Why did Rockstar moved the water in Vice City to 6 units?
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Shouldn't there be an IRC channel for GTA:LC? Like #gtalc for example? I'll let somebody on the higher part of LC to register it.
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I have just tested this new files, and I'm going to reporting what i find.

Loading game, "Redlight District" is correct, i catch my Faggio in garage and "Faggio" is correct too.

When i change quarter i have this bug..

 

http://utenti.lycos.it/lycazzo/Liberty%20City/GTALC%2014.PNG

 

As you can see, "Redlight District" is bigger and up..

I have only this problem.

Instead I have no problem with veichle text, it's always correct.

Edited by JackMagic
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That's the nice thing about dynamic websites. The files could be automatically added to the list when they're uploaded.

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Shouldn't there be an IRC channel for GTA:LC? Like #gtalc for example? I'll let somebody on the higher part of LC to register it.

I hang out on Gamesurge and the MTA IRC server, so those would be the easiest for me, but GTANet does have their own IRC server...

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Craig Kostelecky

There's only been a few times that I've gone into the IRC room. And everytime that I've gone there, the gtamodding room was completely (or nearly) empty. That'd be the place that we could hang out.

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Is a really good idea, people from the team would be free to upload their files easilly and noobs would find updates more quickly. This forum would stay here.

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I'm sure beta2 will attract a lot of attention to this mod, and that will bring more people to the forums. If these new people know about scm coding then it seems like you could divide 66,000 lines up have it be a group project.

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I was writing a co-ordinate converter for the SCM to do the 350x moves, I could try finishing it and do it for this as well.

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I think you missed some other stuff that needs to be converted as well like

 

-car paths

-ped paths

-boat paths

 

i think this was all and btw there is a ipl mover on illsprit his site but to move the whole city you need to open all ipl files apart same as done in moomapper.

Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy

Just for dev's of the myriad team http://www.aadblaauw.6x.to/

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TheJkWhoSaysNi
This is something I've thought about as well over the past few months. The really hard part about this would be the scm. Nobody (to my knowledge) has made a coordinate converter for the scm. And our code is now over 66,000 lines long. That's a lot of coordinates to manually change.

 

Hammer was looking into the exe for a while to try and solve this issue without moving it, but he didn't have any luck.

 

That said, I'm still undecided what to do about it. Changing this would likely push back the release of the beta 2. Plus it would mean that I wouldn't have time to convert any more missions for the beta. So I'm currently leaning to not doing this for the beta 2.

I can write a program to modify the co-ordinates in a decompiled main.scm.txt file but i need to know a few things:

 

-Which Co-ordinate is it that needs changing, the first, second or third?

-What needs doing to it? e.g. +6? -6?

-Are all co-ordinates seperated using exclamation marks? If so this makes finding them a lot easier. I looked through the SCM and it appears to be this way.

 

 

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That was sort of the original basis of the one I was working on but there are a few problems with that method:

 

1) All floating point numbers use '!' after them, not just co-ordinates so there may be places where there are 3 floats in a row that aren't co-ordinates (can't think of any but there may be).

 

2) co-prdinates can be stored in variables, so instead of saying:

 

 

thing_at   21.2!   345.75!   2.4!

 

 

It could say something like:

 

 

$x = 21.2!$y = 345.75!$z = 2.4!thing_at   $x   $y   $z

 

 

For this, all the z (3rd number) need increasing by 6.

 

The way I came up with (though harder and I didn't get too far with it) was a list of OpCodes with co-ordinates and where they are in the OpCode, so it could replace numbers there and if there are variables, it could try trace them, but that was the hard part I didn't have much success with.

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@theNi-sayer

Not all number marked with exclamation marks are coordinates,

and not all coordinates come in triples.

So converting is not that straightforward.

 

 

 

@all

 

When a coordinate move is considered, please also take in consideration that a slight X,Y move might be able to solve the waterpro.dat resolution problem.

By this I mean the fact that at the northern edge of portland, boats can fall though the water ( or has this been solved already?? )

If I remember correctly, that's the only place where the problems occur, since there are dry areas close to the water in that sector...

 

If we are able to let the water-land seperation it that area match the waterpro.dat square boundries, the problem might be solved...

 

 

 

bS8xA.png
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When a coordinate move is considered, please also take in consideration that a slight X,Y move might be able to solve the waterpro.dat resolution problem.

By this I mean the fact that at the northern edge of portland, boats can fall though the water ( or has this been solved already?? )

If I remember correctly, that's the only place where the problems occur, since there are dry areas close to the water in that sector...

 

If we are able to let the water-land seperation it that area match the waterpro.dat square boundries, the problem might be solved...

The tradeoff for keeping water out of the junkyard/subway/tunnels are gaps in water coverage along the nearby coast.

 

The issue here is that different layers of watered are rendered using different-sized maps, and with the current tool, it generates the small one (128x128) from the large one (256x256). Being able to write these maps seperately may be able to make it less of a problem, but I doubt we'll be able to close the gaps up completely unless we modify the land to either cover the gaps in the water or allow a larger water tile.

 

Raising the city and water different amounts may help around the Portland junkyard, but it will most likely make the water issue worse around the SSV tunnels.

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Mark Pagliaro

 

This is something I've thought about as well over the past few months. The really hard part about this would be the scm. Nobody (to my knowledge) has made a coordinate converter for the scm. And our code is now over 66,000 lines long. That's a lot of coordinates to manually change.

 

Hammer was looking into the exe for a while to try and solve this issue without moving it, but he didn't have any luck.

 

That said, I'm still undecided what to do about it. Changing this would likely push back the release of the beta 2. Plus it would mean that I wouldn't have time to convert any more missions for the beta. So I'm currently leaning to not doing this for the beta 2.

It is better now then later. I can't remember my opinion before LC -350x but if we do not do it now imagine later. Although it seems to me Hammer83 has done alot of the impossible so I may not doubt that he will find the needed adresses.

 

We should also Think about adding a seabed although GTAIII did not have one both vice and san an did. It will also hide the tunnel and subway.

 

 

Edited by Mark Pagliaro
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