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The thread that started it all


Demarest
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reporting in with some conversion bug found in the moved main.scm.

I've worked my way through the main.scm upto mission 14, so there may be coming more:

I know the description may be cryptic, as these are my notes as I went through the file, if things are unclear don't hestitate to ask..

 

The first two X coords seem to have been moved by 10.0 and 20.0 instead of  15.00219: $PORTLAND_PAYNSPRAY_GARAGE = create_garage_type  5? from  580.75! -355.062!  15.75! to  590.75! -367.5!  24.75! front  590.3! -355.062!--------------------------------------------------------I Don't think these are X-coords: ( the 225 was 210 )834D:   NOT unknown_rotate_object $PORTLAND_HIDEOUT_DOOR unknown_angle  225!  10!  0-------------------------------------------------------------------Third param converted, which shouldn'tthis is the X size00E5:   player $PLAYER_CHAR  0? ()near_point_in_car -63.188! -656.375!  11!  5!00E5:   player $PLAYER_CHAR  0? ()near_point_in_car -26.812! -942.188!  29!  5!00E5:   player $PLAYER_CHAR  0? ()near_point_in_car -1408.6899!  246.75!  44!  22!00E5:   player $PLAYER_CHAR  0? ()near_point_in_car -1041.312! -91.0625!  24!  30!-----------------------------------------------------------------------------The fourth param seems to be too big  (conversion is OK, was probably already wrong before)from surrounding code, it seems to be 1117.8802B4:  unknown  $PLAYER_CHAR  1131.1899! -175!  56!  11037.8799! -172.062!  66!  11.5625!  0?

 

 

The garage problem that you mentioned, was that only with the portland_pay_and_spray, or are other garages also having problems.

 

I'm asking this because I see a lot of changes in the "front" coords of most of the garages between the "latest pre-move" version and an earlier beta2 release candidate. Are these deliberate changes ?

 

Anyway, I'll be continuing checking the move-changes in the main.scm file.

 

 

 

bS8xA.png
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335x translated Radar Textures:

- Original GTA3 radar

- GPS Radar 1.1

- GPS Radar 2.0

 

Download (650 Kb).

 

KoLSPD2, the types of car families are defined in scm, they are not paths related.

 

spaceeinstein, I noticed it too, but it seems that these paths just weren't there in GTA3. I looked at the models that constitute that bridge, but the corresponding paths were not in the IDE. Maybe you can try finding them somewhere in GTA3 files, I wasn't able to find them.

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Diamond Joe Quimby

The ocean buoy is going to need a 2D fix.

 

I have not seen any problems at all with the Portland garages and the scm I have is 1/25/2005 at 3:15am and is 443 kb.

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KoLSPD2, the types of car families are defined in scm, they are not paths related.

I know that, but the paths in that area are wrong. Richfamily and executive cars are supposed to spawn at Wichita Gardens in III, but not in LC. Recently, when I played GTAIII, I saw a Banshee, and a Stretch spawn in traffic (and I never touched anything on the paths). Pike Creek has a unique problem: big cars don't spawn there. I waited for a Flatbed to spawn there, no dice.

 

I hope the paths are corrected to how they were in III.

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Craig Kostelecky

Let's see if I can get these all:

 

-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).

What do you mean by no police unless you cheat? And I'm not too worried about the outro as Dominionspy will send me the final one just before the final release.

 

The garage problem that you mentioned, was that only with the portland_pay_and_spray, or are other garages also having problems.

 

I'm asking this because I see a lot of changes in the "front" coords of most of the garages between the "latest pre-move" version and an earlier beta2 release candidate. Are these deliberate changes ?

The garage problem was my fault as I misunderstood what the third set of coordinates was. I thought it referrence to the point that was at the center of the garage door (the front). It turns out that I was wrong. I found a backup where the garages worked and moved them again. I'm still not positive how the coordinates work with the garages, but all of them are tested now.

 

I'll fix those other errors though.

 

I will simplify GTA3's paths. First, I need a COMPLETE path because the bridge above Asuka's condo has completely no paths!
Great! I heard you did some paths for Myriad and I'd be happy if you offered us a hand here. Kipo might have some of it done already though, so you may want to ask him if he's done anything. Maybe the two of you could work together to get them ready even quicker!

 

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When VC doesn't find audio hardware, it disables the audio menu and it's left dark pink.

user posted image

 

Edit:

Previous audio problem fixed. I didn't read everything correctly. But the above still exists.

Edited by Samutz
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I will simplify GTA3's paths. First, I need a COMPLETE path because the bridge above Asuka's condo has completely no paths!
Great! I heard you did some paths for Myriad and I'd be happy if you offered us a hand here. Kipo might have some of it done already though, so you may want to ask him if he's done anything. Maybe the two of you could work together to get them ready even quicker!

well, I think we are having two different aproaches here, up to now I was supposed to be working on our current paths, whilst spaceeinstein wants to work on the original gta3 paths (I think), probably deleting some nodes here and there so that we can use it in the vice city engine.

 

I'd prefer spaceeinstein's approach since it would still be the original gta3 paths, just cropped to reduce it's size and be usable. Of course, he still needs some portion of the paths in that bridge, but maybe a cut & paste from our current paths can be the last thing to do if this portion isn't found.

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Craig Kostelecky

Well thanks to Y_Less and GT-1, the LC Website is up. Check it out, and if any team members want access to upload anything, let me, Y_Less, or GT-1 know and we'll hook you up. The site's still a work-in-process, so any suggestions are welcomed.

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Good work, guys! Site looks great.

 

I submitted my Full-Wing Dodo as a test. Good to see there's a moderation system. I'd be glad to help out with that too, if needed.

 

Just out of curiousity, is there an upload function built into the script? If not, it wouldn't be that hard to add one.

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Craig Kostelecky

Is that the same Dodo that you released here a few days ago, or did you add an LOD to it?

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Is that the same Dodo that you released here a few days ago, or did you add an LOD to it?

I double-checked it, Craig. The model structure is the same as any other vehicle. It's not missing anything as far as I can tell. :-\

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Craig Kostelecky

Well, it does disappear when it's about 100 meters (or so) away from the player. You can check it out for yourself. This scm is set up so that mission triggers right when you go to Donald Love's building.

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Ah, I guess it does need a chassis_lo. I was looking at other driveable vehicles, not other city objects. That's not problem. I'll post the updated version in a few minutes.

AND I found that the deaddodo is infact a defined vehicle in GTALC. Slot 181, to be exact. But it seems that the GXT pointer wasn't fixed, so that may have kept it from working.

 

EDIT. Here's the models with the added LOD. Hope it works.

Edited by [4D]Outback
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Maybe its just me but i noticed this one gang has holes in the back of there hands and the police have super long fingers and i noticed the mafia has cracks all over.

 

sorry for the lack of pictures. rampage_ani.giframpage_ani.giframpage_ani.giframpage_ani.giframpage_ani.gif

 

PS: Im not a weiner or a critic I know its probobly very hard to make this mod. I love what ur all doing.sorry if this is in wrong topic.

Edited by newbie3951
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Craig Kostelecky

I'm not sure which model this is (or who did it) but I think it can use some touching up.

user posted image

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What happened to the player model???

Be a bit more specific...

 

 

I'm not sure which model this is (or who did it) but I think it can use some touching up.

user posted image

Looks like someone has moved the dummies...

abstract_sig.png

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AdTec rigged a few pedestrians, and that's one. Can I see how fatmale01 and fatmale02 looks (because of a poor PC)? Thanks for your help.
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I'm not sure which model this is (or who did it) but I think it can use some touching up.

user posted image

Wow! Thats weird looking. tounge.gif

 

Half of her arm is missing. tounge.gif Oh well, My modding is like that with my new conversion coming up. smile.gif

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Here's My new contribution with a few mods in my sleeve:

 

user posted image

 

The graphics sample in Trenton

 

user posted image

 

The Main street in the Mission "Saint Marks Bistro" in SanAn

 

user posted image

 

The underwater adventure

 

user posted image

 

Underground in a.... boat??

 

 

I made this SanAndreas mod myself because I can't wait for SanAn to come out for pc. wink.gif

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It could be a ped for lc unless the arm is connected to the body and the forearm is fixed. confused.gif Also, Here palm is missing. blink.gif
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spaceeinstein
I don't get what he said. Spawning peds on paths outside the game boundary? So far I have TEDIOUSLY combined separate paths into one large path to save space. I saved around 100KB so far. 1 MB to go cryani.gif .
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Mark Pagliaro

He is working on the path boundries from what I read including the amount of paths as he wants to add myraid islands under vice city thus spawning peds outside the boundries. The part I am interested in is increases the amount of paths.

 

 

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I don't get what he said. Spawning peds on paths outside the game boundary? So far I have TEDIOUSLY combined separate paths into one large path to save space. I saved around 100KB so far. 1 MB to go cryani.gif .

why 1MB to go?, the vice city's paths.ipl is 1.11 MBs, just keep reducing nodes till it's 1.11MBs or something like that. The converted gta3's paths.ipl is like 1.52 MBs, so you are not that far away smile.gif

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Craig Kostelecky

From what I understand, it's not the file size that needs reducing but the number of paths. Vice City had just under 2000 paths and GTA3 had about 2,170. So we just need to reduce the number of paths (nodes don't seem to have a limit) to under 2000.

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