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The thread that started it all


Demarest
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Also, Y_Less has made a similar offer to the one that GT-1 made earlier. So we still have some options for a website. Hell I could host it too if I wanted to. So if some other team members really want a website, we can still do it.

I've got a few gbs of bandwidth spare kicking around on gtaconnection.net if anyone needs a host, that's not a problem.

Thats why I said as well, I've got 25Gb/ month and I only use about 500Mb.

 

But yeah, there seems to be a few offers, so just whichever, I'm still up for it.

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creative_madmsn

isent there just a dodo model in GTA3 and Vice that flys around the skies with fliers couldent that be used

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In GTA3, the deaddodo had no banner, and removing the banner would be tricky to do. Also in 3, if you shot the deaddodo down, you got a 4-star wanted level, whereas in VC, you shot it down, you only got 3 stars. I bet this can be fixed somewhat with .EXE editing.
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Comediewithme
I don't know how legal EXE editing is but if you mean laucher hacking then go ahead.
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I used to have it before.

 

I deleted my LC with the Fido model by accident. sad.gif

 

I had something in store here........

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Nothing happened to the player model the last version of the player is gonna come out with the beta2 by author request.

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My path converter now correctly orients all the path. Turns out the problem was just incorrect rotation matrices. There will however be problems because of autoconversion:

- No roadblocks because they are defined as one of the flags. We'll have to add them manually in reasonable places.

- There is no width parameter in GTA3 path definition. So probably all GTA3 paths use the same value. Any suggestions what it might be? I guess around 2 for peds and 0 for cars.

 

I tested what I have so far, it looks like some of the missions we had problems with, such as I scream you scream will work fine now.

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Craig Kostelecky

That is excellent news Hammer. Did you test 'Sayonara Salvatore' as well?

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Yeah i noticed, i had to save as .gif because of my editing program.

 

While we're off topic:

 

user posted image

 

Must be a sign. sarcasm.gif

 

-Rox

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New here, great work, here is my contribution:

 

How not to park at a hospital

 

user posted image

Edited by p3r
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Seems wierd seeing Tommy at Liberty

Well, with Tommy's voice throughout the game (ie abuse to motorists/peds) it just didn't seem right to not have Tommy in LC.

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I'd like to offer my help if I can. I haven't been active lately, but I have been checking up on progress form time to time, waiting for the next release.

If you guys don't have anyone who knows php and need some scripts made, I can help out.

At the very least, I'd like to offer a download mirror for the next release, assuming my host gets their crap sorted out.

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G®€€n Lan†€®n

user posted image

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

 

Just some promos for the CJ skinpack.

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wowzer this must have taken ages to make!!!! you have my vote to officiallity. just added into my game

 

i had some thoughts while watching:

1. in the shot of the red PCJ 600 from the rear (mm:ss timecode 01:01) i think it would be cool if the motorbike was doing a burnout

2. at the very end it could have the gtalc logo show again

 

btw im on dialup and i wouldn't mind the larger gtalc download if it included the movie

 

[EDIT]i WOULDN'T mind the larger download with the movie[/EDIT]

Edited by rav0
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Craig Kostelecky

Well the second beta2 test release is uploaded. The link is the same as it was before. If you don't have it, send a PM my way and I'll link you up.

 

Now this still isn't ready for a public release yet as there's still a few bugs. First off the game usually locks up during 'Waka-Gashira Wipeout.' Also 'I Scream, You Scream' and 'Sayonara Salvatore' don't play quite right (both of those missions likely need paths updates). And the 747 path (or model) needs adjusting. There's more, but I can't think of anything right now.

 

Also, this release needs a lot of testing as there's two things that could have screwed up anything that used to work fine. First off, I could have easily made a mistake with the scm conversion for the moved city. And secondly, I updated the code to MB 1.41. So everything will have to be tested before this is released to the public. With the coded missions, the percent completed stat can get up to 80%.

 

I'm pretty sure that I have all of the peds updated through now, but it wouldn't hurt if each ped converter double checked to make sure that I didn't miss anything.

 

Another thing, right now this release has the GPS radar and map. This is only because the original one isn't moved yet. When Hammer finishes that, I'll put it back into the official release.

 

Before we release this, there are a few things I want to finish.

  • First off, we need to get the main.scm completely bug free
  • Also, I'd like to see 'Kanbu Bust Out' and 'Escort Service' converted
  • The paths need to be updated a little bit (I have the converted GTA3 paths which can be used as a referrence)
  • Every actor that's in a cutscene should be converted
  • A few mapping issues need to be resolved (and possibly add a sea floor)
  • And I'd really like to see all of the reachable building solidified
That's about it. Once all of that is done to my satisfaction, I'll make the release public. Edited by Craig Kostelecky
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Mark Pagliaro

Well with Kam's progress I have suspended my current conversions because it may lead to an all new ped conversion process.

 

Map issues if we got a list going then we could start I believe I already mentioned some plans to lower the dff count, ipl, ide, col count by merging the 2d effected objects into one again (assuming Kam's importer supports light data) This will be a big proccess and most likely will be for the next release.

 

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Comediewithme

I thought all versions had air traffic with banners.

Edited by Comediewithme
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sorry craig I didn't keep updating the paths for those missions, but I'm eagerly waiting for the original gta3 paths converted, those should fix most of our paths problems. You said you already had them, and the missions still don't work? are those paths included in this release?

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Craig Kostelecky

Mark: Jcab42, Diamond Joe Quimby, and Gforce have all offered to help with some mapping bugs. I haven't heard much from jcab lately, so I'm not sure what they're progress is. An update on what everybody's doing would be nice. I sent out a "homework assignment" of mapping bugs a while ago. As far as I know, they're still going at it.

 

kipo: There is a few problems with using the GTA3 paths. First off, there's too many paths. The engine can only handle about 2000 paths and the GTA3 file has 2,170. Plus I think there's some other things that aren't quite right with the GTA3 paths. So it'll probably be best to take our current paths file and tweak it to match what GTA3's should look like. Here is the generated GTA3 paths file. I would look at both in the new Moo Mapper and try to make ours look like that. That's probably our best option for updating the paths.

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Well Craig, I tested the files only for a short period of time, but things I noticed:

-No police unless you use a cheat.

-The most recent outro.txd isn't being used (it was posted by DominionSpy on page 11 of this thread).

 

Tomorrow I'll try to look for bugs again.

Edited by Thesord
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spaceeinstein
I will simplify GTA3's paths. First, I need a COMPLETE path because the bridge above Asuka's condo has completely no paths!
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Some paths in Shoreside are inaccurate, or copied from Portland. In Pike Creek, big cars spawn, which in GTA3, it doesn't. In Wichita Gardens, only poorfamily and worker cars spawn there. In GTA3, the traffic in Wichita Gardens was slightly different with richfamily and rarely, executive cars spawn there.

 

The paths need updating there.

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