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The thread that started it all


Demarest
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Changing the weapons, from what I've seen in the memory topics, is just like that, however for some reason you still have to manually load the other weapons (unless someone finds how to change that) so you would need to load the weapons through the SCM and change the values in the EXE (either load them whenever your wanted level is at the FBI level, or once and never release them, which isn't ideal but more secure).

I guess you could try altering code where the FBI weapon ID is, to try and make it jump to some code in the .asi file, then load the model there so the model is loaded every time the FBI appear automatically.

That could be an option, although you would have to figure out the code to inject the correct SCM commands in ASM (although I think it would just be a few stack pushes then calls to the command processor, most of the ASM is in Spookies SCM hook and since you don't need all the other gumph being already in the process, and you could simply hard-code the loading commands, it shouldn't be too hard, provided you could figure it out.

 

The hardest part would be finding the place to put it as the address with the weapon is very different to the address of the code. And if you were doing that you may as well just hack the original load code.

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random_download

I was thinking, when it creates the FBI it will have something like:

 

push <weaponID> // This is what you change when altering the documented memory addresscall <create FBI>

So you would simply change the call to somewhere in the .asi file, and so in there you would have:

In Memory:push <weaponID>call <asi file>In .asi File:@<asi file><load model>call <create FBI>ret

To actually load the model you would just use an scm hook, or if you wanted I guess you could call the function directly.

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Craig Kostelecky

After reading random's latest posts, I have an idea on why one part of the launcher isn't working. And that part is the shotgun that you get when you enter the police car. Is the reason the code isn't working properly because the new model number isn't loaded right? I tried looking into the (old) source code but all I could find regarding that was the getter info in uLCEdit.pas (variable: EntWeap1) which reads the number from the GUI. But I couldn't find the actual function which tells the game to give the new weapon. Maybe one of you guys would have better luck digging through the source code to see if that's an issue.

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random_download

From what I can see in the source code, it just changes the memory address for the weapon ID to whatever is in the edtWeapEntranceWeap1 text box. It don't think that it calls any functions to load the model, so that could be the issue.

IRRC getting a weapon without loading the model doesn't usually crash the game, it just means that the model isn't there but the animations still play.

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random_download

In VC/GTA3 memory address topic there was a guy who changed the boundries of Vice City in an attempt to incorperate two cities. I think he also posted somewhere in there a method of converting from real-time memory addresses to those in the EXE.

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I was under the impression the shotgun animation was already fixed confused.gif.

 

Not that I've tested it myself, but someone pointed out to me that you get the GTA3 shotgun when entering a cop car now.

 

It doesn't hurt to be sure however wink.gif.

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That guy wouldn't be Andy80586 would it?

 

Here's a list of all his posts in the VC/GTA3 memory address topic if you want to have a look (there's about 60-odd). I had a look, but didn't find anything, although me not knowing much about EXE/memory hacking, I probably missed it wink.gif.

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Craig Kostelecky

The ability to change the weapon ID has been in the launcher for some time. But if you selected the GTA3 shotgun (ID# 21) you simply get nothing. So it's looking more and more like that's what the issue could be. I'll have to talk to Hammer about that sometime, unless someone else can figure it out first. Either way, I'd have to get ahold of Hammer because his latest source code is not public at this point.

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Craig Kostelecky

Andy is who random is thinking about. He also helped us in raising the helicopter height limit. icon14.gif

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Car SFX Fixed!

That's right, all the cars should now have the correct sfx audio. Some of you may recall my post in the Vehicles topic about a month back - just ignore that now. THIS is all you need to worry about.

 

All I did was juggle the sfx numbers around a little, and the changes I've made are outlined in this table:

 

VC Vehicle Class LC Vehicle Class
VC Perennial
GTA3 Perennial
VC Stinger
GTA3 Banshee
VC Yankee
GTA3 Yankee
Admiral
Kuruma
VC Flatbed
GTA3 Flatbed
VC BF Injection
GTA3 BF Injection
Hotring Racer
GTA3 Cheetah
Greenwood
Unchanged
Oceanic
Unchanged
VC Taxi
GTA3 Taxi
Sabre
GTA3 Perennial

 

The above classes are according to the following (taken from the sfx documentation found here):

 

GTA3:

sfx00345 - sfx00347 = engine sound 1 (Perennial)

sfx00348 - sfx00350 = engine sound 2 (Taxi)

sfx00351 - sfx00353 = engine sound 3 (Cheetah)

sfx00354 - sfx00356 = engine sound 4 (Yankee)

sfx00357 - sfx00359 = engine sound 5 (Kuruma)

sfx00360 - sfx00362 = engine sound 6 (Flatbed)

sfx00363 - sfx00365 = engine sound 7 (BF Injection)

sfx00366 - sfx00368 = engine sound 8 (Banshee)

sfx00284 - sfx00291 = car engine (steady rpm's)

sfx00294 - sfx00301 = car idling

 

VC:

sfx00383 - sfx00085 = engine sounds 1 (perennial)

sfx00386 - sfx00388 = engine sounds 2 (stinger)

sfx00389 - sfx00391 = engine sounds 3 (yankee)

sfx00392 - sfx00394 = engine sounds 4 (admiral)

sfx00395 - sfx00397 = engine sounds 5 (flatbed)

sfx00398 - sfx00400 = engine sounds 6 (bf injection)

sfx00401 - sfx00403 = engine sounds 7 (hotring racer)

sfx00404 - sfx00406 = engine sounds 8 (greenwood)

sfx00407 - sfx00409 = engine sounds 9 (oceanic)

sfx00410 - sfx00412 = engine sounds 10 (taxi)

sfx00413 - sfx00415 = engine sounds 11 (sabre)

sfx00268 - sfx00278 = car engine at steady rpms

sfx00288 - sfx00298 = car idling

After this, there was only one minor problem - the Cheetah sounded like a GTA3 Banshee. However, the easy fix was to simply switch the Cheetah's ID# with that of the Hotring Racer (thanks to Craig for his help).

 

So, you can get the new arrangement of sounds here (~2.96MB - also includes Nullpointer's Tool, recompiled MAIN.SCM, DBUG.SCM and MAIN.SCM.TXT (in normal game mode), and updated default.ide).

 

Enjoy! If you find any problems, please let us know either here or in the Bugs topic - thanks wink.gif.

Edited by Ben
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random_download
The ability to change the weapon ID has been in the launcher for some time. But if you selected the GTA3 shotgun (ID# 21) you simply get nothing. So it's looking more and more like that's what the issue could be. I'll have to talk to Hammer about that sometime, unless someone else can figure it out first. Either way, I'd have to get ahold of Hammer because his latest source code is not public at this point.

That is exactly what happens when you don't load the model. You could have a temporary fix by loading the model at the start of the scm and never releasing it.

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I have a little error while starting sad.gif

 

I start the game, then after the loading screen the game gives a message that i must insert my gta vc cd, but the cd is allready in the cdrom drive sad.gif

Edited by pat30724
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Craig Kostelecky

That's because you're missing some audio file. Go check out the FAQ page and you'll see instructions on how to fix that.

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i can't do this. i scratched the hell out of my disk. ill post in a couple of weeks.

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Ok, I've been through and tidied up the first post - I've re-organised it into separate categories as per the checklist. I've also updated the checklist a little wink.gif.

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sorry if i missed this but when are you expecting this new installer? i mean what month?

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Craig Kostelecky

I've been trying to get in contact with CTM a little bit in the past few days (as I've started working on the mod again) but I have not received any response yet. I hope we can get together soon to improve on his v5 installer. No promises on when though.

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i have a few suggestions for this game that i want to tell you guys.

 

maybe if you would walk onto the lift up to the bulding floor where asuka is, you will be spawned up into that area.

here is a picture of it

user posted image

(I got up there using that one flying car when you hit the key that activates the taxi or other missions in a vehicle)

 

another one is to have a regular sparrow spawn ontop of loves bulding onthe grassey rooftop.

 

ill post more later.

 

ifthese are some good ideas.please give me some credit, ok?

 

Merged.

Edited by Ben
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If you have downloaded the package linked above, there will be problems with the sfx sounds of the Mafia Sentinel and Panlantic.

 

I've updated the package to fix this - all sounds should now be correct. So you can re-download the package if necessary - it now also includes a DBUG.scm for easier testing wink.gif.

 

Enjoy smile.gif!

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Alrighty, I've updated the vehicles list completely, and far more comprehensively.

 

Now in the first post, the list contains the model ID numbers for each vehicle, as well as whether or not it is used in LC (this will probably benefit --Cole-- the most).

 

The list is now final - any more shifting of slots will result in the sfx sounds for the vehicles not aligning correctly. The only changes that may take place in future will involve vehicles currently in LC being omitted (if possible), such as the vicechee.

 

For the updated sfx list, see this post icon14.gif.

 

Enjoy smile.gif!

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No need to start a new topic for that wink.gif.

 

Don't mind the first idea, although some modelling work will need to be done on that area (note the red barrel closest to camera).

 

And the second idea isn't really possible, and probably won't happen.

 

At the moment, the Sparrow is replaced by the DeLorean, which is used only in debug mode. And I doubt that the Sparrow will be used anyways - you'll have to convince Craig about that wink.gif.

 

And in future, read the rules and post in existing topics, eh? smile.gif

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the area where the screenshot took place had many invisable solid walls. that really made me mad because it always lead me to falling 40stories.

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Alrighty, I've updated the Vehicles list (for those who didn't see the topic), but I've also made a guide to weapons replacements in the first post of the Weapons topic smile.gif.

 

Figured this would come in handy at some stage in the future, if not now. Certainly clears a few things up for me icon14.gif.

 

Thanks to Craig for his help with both smile.gif.

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Two points:

 

1. The 1st post table could use a column with the new LC slot numbers. smile.gif Then the second table would become obsolete. :-)

 

2. Why does LC include VC vehicles but not want to include VC weapons? It would only *make sense* if a cop car would give you a chromegun and not a GTA3 shotgun, I think NY cops would rather be equpped with a Remington-like shotgun rather than the more Franchi-SPAS-lookalike GTA3 shotgun. Maybe it's a question that goes beyond the scope of a weapons topic; I mentioned before that I don't consider myself technically part of the LC project (although I sympathize with it wink.gif ), so I would be curious to know what the philosphy behind LC is - a GTA3 with some VC vehicles and stuff as extension or something more of a true hybrid (trying to keep the setting but incorporating as many of vice's extending features as possible). I mean, putting the PCJ 600 onto Portland makes all unique jumps very easy. What's to say against leaving the chromegun in the cop cars? If that ain't authentic, the PCJ 600 in Portland ain't either? As mentioned, just curious to understand the reasoning behind the decision.

 

Alex

 

 

 

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I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.

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I made that case a long time ago.  I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars.  And VC boats.  But, they said if I wanted that, I should make an unofficial mod for it- which I did.

 

Well, as I have said I would like to understand the reasoning behind it, but not because I want to influence the decision either way. I'm more interested in my own mod (which has a number of things in common) than in LC, to be honest. smile.gif

 

Alex

 

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Craig Kostelecky

It's been a while since I said this stuff, so I don't mind repeating it here.

 

My goal since taking over this mod was to make the game that I think Rockstar would have made if they didn't have to worry about deadlines. It's a known fact that Rockstar tried to include bikes and helicopters in GTA3, but they couldn't figure out the physics in the time they had. It was during that extra year that they figured it out (and included them in Vice City).

 

That being said, the only VC vehicles that are included are the bikes and helicopters (plus the Packer, that was a minor decision that was made early that I never felt the need to change).

 

Now there's a lot of stuff that was in Vice that simply doesn't logically belong in Liberty City. The Vice Cheetah is a prime example of that. It was included in Vice City because it fit the late 80s atmosphere which is best seen in the Miami Vice TV series.

 

Every decision I've made regarding such issues goes back to the question of what I think Rockstar would have done. There's not really a downside to not including certain features in the official version as those features are very easy for the users to enable. But some people don't want those features. But if we provide a base game that's as close to R*s vision as possible, then it's like getting a new game from the source with the potential of the newer engine.

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MajorOutage
I made that case a long time ago. I said (in an infamous topic which has since been deleted) that we should have all the LC cars and all the VC cars. And VC boats. But, they said if I wanted that, I should make an unofficial mod for it- which I did.

The engine doesn't support that many vehicle slots. Case Closed.

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ok i need help again. i thought i had it working but i was wrong. I did exactly what you told me to and i cant get the debug working because what i said erlyer and in the launcher config, there is no enable debug check. when I tried to start it up this came up:

 

 

Exception at address:	0x00401212EXE Version:          gta-vc.exe 1.0 USLast opcode executed:	02E6 set_cutscene_animIn thread:            introRegisters -----------------------------------------------------EAX: 0x00000007	EBX: 0x00000043	ECX: 0x000001A4	EDX: 0x00000050ESI: 0x00000000	EDI: 0x0507E978	EBP: 0x0012F59C	ESP: 0x0012F498EFLAGS: 1000010000001010010011

 

 

edit: i just put enable debug script and used the gta vc patch but it still crashed?!?

 

Exception at address:	0x004BB55EEXE Version:          gta-vc.exe 1.1 USLast opcode executed:	0001 waitIn thread:            ssvbrigRegisters -----------------------------------------------------EAX: 0x000000FA	EBX: 0x03F47758	ECX: 0x000000FA	EDX: 0x0000001BESI: 0x007920EC	EDI: 0x03C4DEE8	EBP: 0x007920E0	ESP: 0x0012EAA0EFLAGS: 1000010000001000000110

 

Edited by ITBTD
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I found this in the first mission of Tony Cipriani

 

user posted image

 

Only that happend in this car (i forgoted the name of the car music.gif )

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