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The thread that started it all


Demarest
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Im lovin beta 2....... but

When I hit F1 replay doesnt work

and you may be aware of this, but before 8 ball changes at the hideout his skin is that of lance in a cops uniform.

Any Help Would Be Appreciated. sly.gif

Because nobody did 8balls skin i think.

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Craig Kostelecky

I've got no problems if people want to mirror the test files. Just be aware that they may change somewhat frequently as more updates come in.

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Craig Kostelecky

The regular 8 Ball is skinned. The prisoner outfit still needs to be done though.

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my game only freezes in Sayonara Salvatore if i buy a sniper rifle first.

its even worse: it freezes as soon as i get a new weapon ( besides the shotgun, pistol,uzi and basebal bat) before starting the mission.

 

oh and craig, how come motorcycles/bikes don't appear as often as in vice city? and how come there are no loading screens any more(nice job on that! ) when switching islands?

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spaceeinstein
Motorbikes does appear as often as Vice City, almost never. And load screens can prevent models from not showing up.
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I agree with saintdave. After all, Lazlow on VRock says "Especially since there's no snow in Vice City".
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Craig Kostelecky

Then for even more fun, press the sub-mission button when you're in either vehicle. xmas.gif

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i dload betav2 but dont know how to install so i tried myself it then this is what happened.

 

I launch it launches, i start new game it starts loading and when loading is done then game closes without any error message. whats the problem i just copied files to v1 of liberty city is there anything i needa do pls gimme the readme of new installation/

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Craig Kostelecky

There is a file called readme.txt with the beta 2 test release. That'll give one important detail that you likely missed.

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nope i didnt missed it i did pasted audio from gta3 disc but when it didnt worked i even dload pasted the ones that were there but still any idEa ???

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Quadropheniac90

You said there is a converted CJ model from GTA:SA. Isn't it possible to convert Fido from GTA:SA to GTA:LC? And could someone give me the download link of the CJ model? blush.gif

Edited by teun.steenbekkers
user posted image
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Only CJ model was able to be taken out of the game. No others. Skin is under Mod Showroom, under Player Skins. To lazy to post the link. lol.gif

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Motorbikes does appear as often as Vice City,almost never

strange, i rarely see them in liberty city, but i see them a lot more in vice city (even when im not riding a bike)

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grove st gunna
Then for even more fun, press the sub-mission button when you're in either vehicle. xmas.gif

haha flying cars biggrin.gif

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Craig Kostelecky

Are you trying to run the gta-lc.exe or the gta-vc.exe file? You should be running the LC one.

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Apart from parked onces, Portland doesn't have bikes. All bikes spawn in richer cities, SSV and Staunton.

 

Also, Angel (and Pizzaboy?) is not part of LC.

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PresidentKiller
Apart from parked onces, Portland doesn't have bikes. All bikes spawn in richer cities, SSV and Staunton.

You mean islands there, partner... wink.gif

uLAyIka.png

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Also, Angel (and Pizzaboy?) is not part of LC.

 

Why not?

 

Pizzaboy makes sense since there are no pizza places

 

For the Angel I don't understand why it isn't included

 

Perhaps someone will make an unoffical mod that'll take advantage of the two free bike slots

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GTA3Freak-2001
Well the orginal GTA3 didn't have any bikes so limiting it to one or two bikes makes sense.
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Craig Kostelecky

Besides all you need to do is change the ignore to motorbike in the angel's handling line to make it show up.

 

In fact a while ago when I was modding my LC copy, I had 4 different bikes installed (I changed the animation files so you could use PCJ type bikes in the moped slots)

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Current download:

http://www.gta.mods4us.com/modules/downloa...ile.php?lid=804

 

updates for version...

1.1: ipl fix to compesate for x15 move

1.2: created LOD for the dam lake

1.3: fixed other errors based on Craig's map

1.4: changed UVW to 30x30

1.5: lowered sides to -20 to solve border glitch

 

Last updated March 13, 2005.

 

That's the current beta for the GTA:LC Seafloor. It's nothing but LODs, so you can't actually drive on it. It wouldn't be that big a deal to give the seafloor collision. I invite everyone to help me make decisions like that one, and bring up any other ideas or concerns.

 

I've already updated this mod to make sure the seafloor doesn't cross through any tunnels. I don't know of any problems right now so if you find any then please tell me about it.

Edited by jcab42
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Craig Kostelecky

Good start. I looked at it in Oinkmapper and in game and it's looking pretty good. Not final yet, but it's pretty close.

 

I don't think any collision is necessary because the player should never be able to reach the sea floor during the game. I don't think we'll be making an underwater swimming mod while we're still using the Vice City engine.

 

And I don't think the textures need more detail. Through the water, it's very hard to tell it's even there. It looks pretty good.

 

Now, for some specific details:

 

user posted image

 

#1: The sea floor ends before it hits the wall. This makes it transparent in that area.

 

#2: The missing section of the sand should be filled in there. As long as there's nothing underground that you might run into, I don't think it's a problem if the floor goes through another model.

 

#3: From reading your post it looks like you know about this. The tunnel's visible from above ground, and the floor is visible when you're in the tunnel. That makes me think that there may not be one z-level where you can put a single plane to solve this issue. You may need to have multiple planes at different angles to fully figure this out.

 

#4: Just like #1, the floor ends before the land.

 

#5: The subway's visible here as well.

 

#6: The floor should exist in this area as the tunnel is visible here as well.

 

#7: If you're in the water behind the dam, you can see through the other side. Either adding the floor there or extending the dam wall on that side would fix that issue.

 

#8: The subway's visible here too.

 

There may be a few more areas besides those 8 that are issues, but fixing those will make it very close to final.

Edited by Craig Kostelecky
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Here are the current crossroads:

 

1. should the seafloor have collision

2. should it have more textures

3. what is the best z value

4. it's currently flat, but it could be rocky

 

I've already updated this mod to make sure the seafloor doesn't cross through any tunnels. It's still a problem in at least one spot..

Adding collision to the seafloor would presumably cause unnecessary extra things for the game to handle wouldn't it? No-one actually goes walking or driving on there. The textures wouldn't be too bigger problem as you wont be looking at them close up, just through the water. The Z value just needs to be somewhere low enough down that you can't see detail through the water but not below tunnels I'd assume. Then there's the rockiness, I'd say it's best if it's not all flat.

 

Good job though, it's nice to see some work finally being done in this area, the transparent sea in VC's engine. would be too much to just forget about. smile.gif

adam broke it.

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No-one actually goes walking or driving on there.

I do.

I fly to ghost town and then dip under the city from there.

It's pretty cool landing ontop of the underground roads biggrin.gif

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1. Don't see any need for it to have one really.

2. Again I think it should be fairly basic, no one is going to look up close at it as Smithers said, so I dont really think much detail needs to be there with the textures.

3. - Smithers Post

4. Making it rocky would only lead to a higher polycount with little gain so I would be inclined to say leave it flat. Its not really part of the game and you only really see it from above so I think adding extra detail through modellng would just be a waste of time tbh.

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