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The thread that started it all


Demarest
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I am unsure if the limit is on nodes or on the total number of sections, but the small amount of time I put into it before looking for a way around the ped boundaries seemed to point toward a node limit. hence the request I have made in that thread to make a program that can tally the total number of nodes in the paths.ipl file. I think Vice alone has ~1965 path sets, the game crashed at around 1975. If it is a node limit, such a program would be quite useful as I have neither the patience nor the time to count to 15000 or whatever the limit may be.

 

EDIT: It looks like each type of path (car, ped, boat) might have a different node limit. I put all the paths back in my game but replaced 5 car paths with 5 boat paths and the game stopped crashing on load.

Edited by Andy80586
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Here are the stats:

GTA3 (keep in mind that paths are relative to objects and objects have multiple instances. Generated LC stats are more representative):

Paths: 870

Path Nodes: 5188

GTA VC:

Paths: 1957

Path Nodes: 14732

GTA LC (current):

Paths: 1699

Path Nodes: 12321

GTA LC (auto-generated):

Paths: 2140

Path Nodes: 11536

 

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Can you come up with totals for each type of path (car, boat, ped) for GTA:VC and LC and compare the two? The game seems to handle each one differently. Adding any more than about 15 car nodes to vanilla VC will crash it... I have yet to come up with an exact number, but it is somewhere between 10 and 22. For now, I would compare the number of nodes of each type of path for VC and LC and see if some glaringly obvious number is passed between the two (i.e. if there are 7980 VC car nodes and 8020 LC car nodes the limit is probably 8000). Otherwise just post what you come up with and I will do the same.

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I cant believe AdTec released that

 

soz to all of u i released the wrong dff that was my test dff file i will redo that ped when i find my gta3 disk my gta3.img and txd.img archives are corrupt sad.gif

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spaceeinstein
Me = Sucess! I simplified half of the car paths in Portland and test it in game. It works! Now all I have to do is fix some anomalies in the paths. If you want me to release the unfinished version, ask me.
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What I meant is: I see no police actors and also don't gain any stars when I start raising hell..

Found a crash though at exception 0x004BB1A2, the last opcode executed was 0001 (wait). I crashed on portland beetween the ammunation/hospital/chinatown (inside that triangle area) while blowing cars.

 

I have the whole code trace log, will be able to give it to you as soon as I get back.

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liesofsilence
confused.gif is that pic wit the bike in it from the real GTA3 mod? or did u just do it urself cause as far as i know there are no bikes in GTA liberty city :S

There are NO bikes in GTA3.

They are bikes in GTALC.

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Very cool pics, you know in SA when you go to Liberty and are out the back of Marco's Bistro? Is that part in GTA 3? If so can someone get a pic?

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Craig Kostelecky
Outback' date='Jan 26 2005, 05:12'] EDIT. Here's the models with the added LOD. Hope it works.

I don't know why, but each of these models crash the game when I try to use this opcode:

00A5: $DROPOC_PLANE = create_car #RCGOBLIN at 1603.15 -1932.2 239.459 

That exact line worked before with the old LODless model.

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Me = Sucess! I simplified half of the car paths in Portland and test it in game. It works! Now all I have to do is fix some anomalies in the paths. If you want me to release the unfinished version, ask me.

Nice!!! Man, so can we conclude that the limit in fact was on paths and not nodes? The anomalies your are talking about, are they things like spawning raodblocks and forbidden paths in certain places?

 

 

What I meant is: I see no police actors and also don't gain any stars when I start raising hell..

Found a crash though at exception 0x004BB1A2, the last opcode executed was 0001 (wait). I crashed on portland beetween the ammunation/hospital/chinatown (inside that triangle area) while blowing cars.

 

I have the whole code trace log, will be able to give it to you as soon as I get back.

 

This is the exception we've experienced a lot with tons of things. Unfrotunately debug log doesn't contain a lot of useful info. The fact that it always occurs at the wait opcode probably indicates that something weird happens in one of the game's internal threads, nothing to do with SCM. Maybe it's some kind of a buffer overrun we don't know about. It's one of the hardest problems to figure out and it will probably occur every once in a while even when beta2 is released.

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Craig Kostelecky

Barton just released a slightly new builder which he claims fixes "the nastiest bug in MB history. All previous 'main.scm' files generated by previous versions of the MB can cause your game to crash."

 

Hopefully that will get rid of some of our random crashes.

 

Download - scm and source in 1.41X.

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4BB1A2 is in the function that contained some of the float values that had to be changed in order to expand the general boundaries for the game. If you are trying to do anything outside the boundaries without modding them first, you will likely cause the game to crash.

 

Also, regarding the maximum number of ped paths, the problem that is happening is very similar to what was happening with the IDE limit. The game sets aside specific amounts of memory for various things. Two of these things are paths and IDE objects. Rockstar set aside the exact amount of memory required for the 1956 or so paths in the original game, and anything added after that will interfere with other functions. After interfering with the wrong function, the game started to crash at that exact point. Therefore, what needs to happen is that somehow the memory there needs to be expanded. I think you guys have done something similar to that in the launcher with number of zones (or that is at least what I was told in the memory addresses thread), so I can give you the range of memory for both the paths and the IDE objects and see if you guys can redefine and expand them.

 

IDE objects are defined at 709EA0-74A6A4

Paths are defined at 9B6E6E-9E6844

 

I have heard of people using .dll files to hook the memory somehow, but I have no clue what they are doing.

 

EDIT: I am studying what was done in the gta-lc launcher with the objects and zones again... I might be able to hack it somehow to add the new features.

Edited by Andy80586
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My next contribution:

 

user posted image

The Train Trail

 

user posted image

Marco's Bistro

 

user posted image

Saint Mark's

 

user posted image

The snowy Saint Marks tounge.gif

 

 

P.S, I used MS Paint to add snow. Also, sorry they are messy. It's kinda hard adding stuff from MS Paint. I can't do via Paintshop, though. confused.gif

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spaceeinstein
The anomalies your are talking about, are they things like spawning raodblocks and forbidden paths in certain places?

Yes. Now I have to put VC's flags into the paths and do extensive testing of the paths by car surfing to see if there's any errors. Can I have a link to Beta 2?

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spaceeinstein

I gave up on the one-way streets.

GTA:LC Paths v1.1

It's not finished yet. Streets that are wide has problems with cars. It acts as two one-way streets so cars can go around in circles in the same street. I might be able to make them into one two-way street if I'm not so bored/lazy.

 

There are some glitches in the new SCM. In Pump Action Pimp, widescreen is suppose to be on when it shows Ammunation. In Fuzz Ball, the reward flashes twice. In Grand Theft Auto, the garage door doesn't even close.

Edited by spaceeinstein
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4BB1A2 is in the function that contained some of the float values that had to be changed in order to expand the general boundaries for the game. If you are trying to do anything outside the boundaries without modding them first, you will likely cause the game to crash.

 

Also, regarding the maximum number of ped paths, the problem that is happening is very similar to what was happening with the IDE limit. The game sets aside specific amounts of memory for various things. Two of these things are paths and IDE objects. Rockstar set aside the exact amount of memory required for the 1956 or so paths in the original game, and anything added after that will interfere with other functions. After interfering with the wrong function, the game started to crash at that exact point. Therefore, what needs to happen is that somehow the memory there needs to be expanded. I think you guys have done something similar to that in the launcher with number of zones (or that is at least what I was told in the memory addresses thread), so I can give you the range of memory for both the paths and the IDE objects and see if you guys can redefine and expand them.

 

IDE objects are defined at 709EA0-74A6A4

Paths are defined at 9B6E6E-9E6844

 

I have heard of people using .dll files to hook the memory somehow, but I have no clue what they are doing.

 

EDIT: I am studying what was done in the gta-lc launcher with the objects and zones again... I might be able to hack it somehow to add the new features.

It seems that path related data is stored in multiple places. So the simple expansion of that memory area might not help unfortunately.

 

But you did give me an interesting idea. Here is our code for replacing CURRENT_ISLAND opcode:

 

:LabelISLANDSORT03A4: name_thread "ILANDID" 0004: $LCCURRENTISLAND = 0;; integer values :LabelISLANDSORT10001: wait $WAIT_TIME ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££LabelISLANDSORT1 00D6: if 0 8056:   NOT   player $PLAYER_CHAR 0 in_rectangle 365.0 1900.0 1915.0 -1900.0 004D: jump_if_false ££LabelPLAYERINPORTLAND 00D6: if 22 0056:   player $PLAYER_CHAR 0 in_rectangle -2335.0 70.0 -720.0 -1900.0 0056:   player $PLAYER_CHAR 0 in_rectangle -2335.0 175.0 -575.0 50.0 0056:   player $PLAYER_CHAR 0 in_rectangle -2335.0 1900.0 -500.0 170.0 004D: jump_if_false ££LabelPLAYERINSTAUNTON 00D6: if 0 8038:   NOT   $LCCURRENTISLAND == 3;; integer values 004D: jump_if_false ££LabelISLANDSORT1 0004: $LCCURRENTISLAND = 3;; integer values 0002: jump ££LabelISLANDSORT1 :LabelPLAYERINPORTLAND00D6: if 0 8038:   NOT   $LCCURRENTISLAND == 1;; integer values 004D: jump_if_false ££LabelISLANDSORT1 0004: $LCCURRENTISLAND = 1;; integer values 0002: jump ££LabelISLANDSORT1 :LabelPLAYERINSTAUNTON00D6: if 0 8038:   NOT   $LCCURRENTISLAND == 2;; integer values 004D: jump_if_false ££LabelISLANDSORT1 0004: $LCCURRENTISLAND = 2;; integer values 0002: jump ££LabelISLANDSORT1 

 

 

The check happens in x-range -2335.0 - 1900.0, but VC's fartherst x is at 1600! Moreover, often the crash at this address happens in ilandid thread!

 

If you still need those path stats, I'll try to make them available sometime tomorrow.

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The number of paths I had defined in the paths.ipl directly affected how full that area of memory was... I looked at it in TSearch after loading 3 paths.ipl files of different sizes each time I loaded VC. Right now I am trying to mod the gta-lc.asi launcher file to code in the IDE bounds... but it is coming up with some weird compiler errors and other bs. As soon as I can get those running I will move the paths (ALL of them) to that memory block (which is much larger than the one for paths) to see if memory is causing the issues or not. If it is, I might just redefine the memory areas completely and put those in the gta-lc.asi file.

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I found a few bugs:

1. In the I scream you scream mission you park the van at the warehouse and use the detonator the car will not explode.

2. Misty has no textures.

3. In the first mission when you have to take 8ball to the hideout and the camera shows the garage it takes long till it continues.

Thats all for now

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Could you add your fonts.txd please?

 

Also such a snow mod would look very good and would fit in the San Andreas Fealing!

 

If you cant upload then send it at [email protected] .

 

thanks!

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Never use MSpaint (only for templates)

Use photoshop and yes... it will be fun to have teh snow mod

Edited by Snow Racer

3to9.jpg

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Well good job on the movie, but i have a few suggestions after watching the oringal GTA3 intro

 

Yes i agree there should be better screens, showing more new features of LC, however, there still should be 1 or 2 screens of just the landscape of Liberty City, showing off how it looks

 

The "Rockstar Games and gtaforums.com presents" message is 1) too bright, 2) Fades in and out too quickly 3) stays on the screen for too long

 

the oringal was a duller yellow, faded in/out slowly, and stayed on the screen for only a quick second

 

The "GTALC" logo also Fades in and out too quickly, the oringal faded in slowly (at the same speed as the previous message) but faded out very slowly,

 

the way the Bars pop onto the screen showing the image is not GTA3 style, there San Andreas Style

GTA3 had the peices of the image move into there posistions from differant directions from the outside of the screen, when they stopped in there posistions 1) the text would appear 2) in the image in the peices would move showing more of the Screen, but i dont know how possible this is

 

also i agree with rav0

 

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

 

anyway those are my suggestions to make the Intro more like GTA3's

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Your snow looks tooooo white wink.gif

Yea I know. It's because I have a hard time adding stuff via paintshop pro.

 

@Snow Racer, I know. But, in MS Paint, it's kinda easier. smile.gif

 

 

I'll post some more snowy pics in a few minutes. biggrin.gif

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I have to wonder if this mod will be finished before San Andreas comes to PC.

 

It's strange how a major gaming magazine thought the mod was operational. The impression I got from their article was that we could actually replay GTA 3, but the mod lacks any of the original missions.

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