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The thread that started it all


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Dwayne Phoenix

 

I"m not getting a WILD.ADF error message but a "HEAD.wav not found" error message.  I don't have GTA3, what should I do? If that's the case, click on the Restore button right underneath the New path text box for each file that's a problem. Repeat until all files are valid - this will revert back to the VC radio stations, NOT the GTA3 ones.

If you don't want VC radio stations, then you can simply make blank .wav files for each of your GTA3 radio stations and put them in the audioLC folder (Right click in that folder, and select New -> Wave Sound.  Repeat this 7 times.

 

When I right click and select New, "Wave Sound" isn't there.

Is there another way to do this? whatsthat.gif

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Hmmmm, not sure. But to save you the hassle, I've made the blank wavs for you, as well as blank adfs (as requested by JelleVD via PM). You can get the package here.

 

Added to the FAQ, manual installation instructions tidied up, and HTML readme updated icon14.gif.

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Great work SteaVor icon14.gif. I've added you to the team list now, as well as the HTML Readme smile.gif.

 

Also, I'll just grab that too and update my FINALGXT package.

 

EDIT - Package updated (~334KB), and SteaVor's name added to first post for German translation icon14.gif.

Edited by Ben
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Diamond Joe Quimby

The windows problem with the clothing shop in Staunton is caused by a unmapped texture in those windows. Somebody who can model will need to fix that one smile.gif Here's what it looks like in GTA3.

 

user posted image

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Dwayne Phoenix

Ahh, too late..

 

I got a friend on MSN to make and send me them, and I got it working.

(But I still have the Vice City stations with GTAIII names..)

 

I've got the game working, and it's brilliant, but why is 8-Ball Lance Vance? Why is Mike Jezz Torent?

whatsthat.gif

 

Other than this, and the fact that the cutscenes need some work, the game kicks ass! Well done!

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Konstantinos

 

I've got the game working, and it's brilliant, but why is 8-Ball Lance Vance? Why is Mike Jezz Torent? whatsthat.gif

Because...

 

 

1. Many peds are either unfinished conversions or temp actors from VC

wink.gif

 

But you can download and install the v6test3 package, which has nearly all the characters converted.

Edited by Konstantinos
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I just had an idea for the launcher - dunno how hard it'd be to implement, but it should be do-able.

 

Considering that we now have multiple GXTs for the same language - american and american_VC-Radio, german and german_VC-Radio - can an EXE hack be implemented to read either. Tis a little hard to explain, so I'll use an example.

 

Say someone downloads LC, but doesn't have the GTA3 radio stations, and therefore wishes to restore the VC radio stations - done through Show Config -> Advanced -> Audio, where the path is changed. Well, when this path is changed, would it be possible to have the GXT path also changed - in the case of someone playing in English, have the path either automatically or manually (through the use of a checkbox) changed to read american_VC-Radio.gxt instead of american.gxt?

 

If it's possible, changing the GXT path may have to be manual, as I don't know how the launcher would tell what language someone wished to use. Perhaps something in the form of a pop-up when the Restore option is executed for the radio stations - "Would you like to change the text to display the correct radio station name?

 

Then two checkboxes where you can choose either English or German language, followed by the Yes and No buttons.

 

If Yes is chosen, fronten2_VC-Radio.txd (available in this package) needs to be read by the launcher instead of the default fronten2.txd.

 

Any thoughts? smile.gif

 

EDIT - Package updated icon14.gif.

Edited by Ben
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I think that it should be doable, you could - at the VERY least - swap the file names, if there was no possibility to tweak the path at runtime.

You wouldn't have to choose a language either, because the contents of directory 'TEXT' could be read beforehand and then ALL language files that exist in 2 versions could have their internal path tweaked to point to the alternative file. But I'm not Hammer, so I can't say if all memory adresses etc that are needed to make your idea possible are currently known.

Edited by SteaVor
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random_download

If they are not known then it should be pretty simple to find them, so it should be doable. And as SteaVor said, you could of coarse just get the launcher to swap the file names around.

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But you can download and install the v6test3 package, which has nearly all the characters converted.

I've been meaning to ask about this... how are you guys dealing with the extra peds in the game? I'm somewhat certain that there are WAY more in VC than GTA III. So what happens to the extra ones? Or do you just double up on some of them?

 

Curious, for obvious reasons. wink.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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Craig Kostelecky

As of right now, here's the way it's setup. All of the GTA3 peds (defined in the default.ide) and actors (actors being the special peds called from the scm) are in the game. And the only extra Vice City ones that are in the game are the ones defined in the default. We will be adding a couple of peds back so the change player cheat doesn't crash the game, but there are no plans to have any extra peds in the image. Although like I said in the PM I sent you a while ago, I'll try to do whatever I can to give you what you need so PEDS II can look its best in Liberty City.

 

Also, our ped conversion process has kind of hit a wall. Several months ago there were about 3-5 guys who all volunteered their time to convert the peds, but nothing came out of it. Hopefully that'll get started up again soon.

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Thanks for the replies guys smile.gif.

 

I know Hammer's not active much these days, so if either of you (or anyone else) would like to have a shot at it, then I'd be very grateful.

 

However, before you start work, you'll have to get the source codes for the latest launcher package off Craig (because the ones in the first post are for earlier versions).

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Sorry if any of these glitches have been reported before.

 

Hunter rockets come out backward:

http://img141.imageshack.us/img141/1239/00...dglitch31fw.jpg

 

After "Grand Theft Aero," there was black smoke around the elevator (left over

from the fight to kill Columbian gangsters there?). A Yazuka gangster kept

firing shots from a spot nearby but I didn't see a human target for him to shoot

at. A Cartel Cruiser looked damaged, though.

http://img141.imageshack.us/img141/713/00g...dglitch73gv.jpg

http://img141.imageshack.us/img141/174/00g...dglitch89iu.jpg

http://img88.imageshack.us/img88/3340/00gt...dglitch94ie.jpg

 

After a cutscene introducing a mission from Donald Love, peds kept looking up

from the spot near the steps shown in the screen shots. (Was Donald Love still on

the roof getting their attention?)

http://img88.imageshack.us/img88/9074/00gt...dglitch106z.jpg

http://img88.imageshack.us/img88/4972/00gt...dglitch116a.jpg

http://img88.imageshack.us/img88/7535/00gt...dglitch127a.jpg

 

I don't remember if this was in the original game or not, but I've had rain-

bows appear after the sun went down:

http://img106.imageshack.us/img106/8673/00...tymod1247qm.jpg

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Dwayne Phoenix

 

As of yet, Joey's is the only building that really has an interior.

..so how do I get inside? confused.gif

Edited by Dwayne Pheonix
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Konstantinos
As of yet, Joey's is the only building that really has an interior.

..so how do I get inside? confused.gif

It's not enterable ingame. You need to use a trainer, like LithJoe's to either teleport or fly through the wall in jetpack mode.

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Konstantinos
Sorry if any of these glitches have been reported before.

 

Hunter rockets come out backward:

http://img141.imageshack.us/img141/1239/00...dglitch31fw.jpg

That's a Vice City glitch, but I wonder if we could fix it. Flipping the model horizontally, perhaps? There was a discussion whether to correct R*'s mistakes, and I think the consent was that yes...

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Craig Kostelecky

Oh yeah blush.gif

 

The source files for the latest launcher. Anybody who's willing and able has Hammer's implicit premission to modify these files.

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random_download

OK, I found all the addresses. It seems that the gxt file are referenced by two routines. Both use a switch jump to select the right language, so I think the easiest thing to do would be to change the offset where the switch jump takes place to a location inside the asi file. Addresses:

 

American:0x0058525Dh0x005855C2hFrench:0x005852640x005855C9German:0x0058526B0x005855D0Italian:0x005852720x005855D7Spanish:0x005852790x005855DE

 

Those addresses point directly to the first byte of a DWORD which contains the address that is pushed to the stack, rather than to the start of the instruction.

These two are for the address referenced in the switch jump, which I think would be better:

 

0x005852580x005855BD

 

Write a DWORD to both of those that points to an array of 5 DWORDs, which point to the code:

 

push <address where text eg. 'AMERICAN.GXT' is stored>jmp short loc_58527D

 

And for the 2nd one (0x005855BD):

 

push <address where text eg. 'AMERICAN.GXT' is stored>jmp short loc_5855E2

 

Somewhere in the asi file.

 

P.S: All addresses for VC US-v1.0

 

EDIT: Fixed error.

Edited by random_download
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As of right now, here's the way it's setup. All of the GTA3 peds (defined in the default.ide) and actors (actors being the special peds called from the scm) are in the game. And the only extra Vice City ones that are in the game are the ones defined in the default. We will be adding a couple of peds back so the change player cheat doesn't crash the game, but there are no plans to have any extra peds in the image. Although like I said in the PM I sent you a while ago, I'll try to do whatever I can to give you what you need so PEDS II can look its best in Liberty City.

 

Also, our ped conversion process has kind of hit a wall. Several months ago there were about 3-5 guys who all volunteered their time to convert the peds, but nothing came out of it. Hopefully that'll get started up again soon.

No, it's cool Craig. Looking over things, there isn't really anything specific that I need. I was just making sure that my Vice "cast" wasn't gonna show up as a random ped somewhere - I'll be slotting my cast into the special actors section.

 

So at the risk of sounding like an idiot, will the extra peds show up as random ones, since the ped zone opcode defines what should be there? Or did you guys work around that? Part of the plot is that our cast moves ahead in time, so the random peds should reflect that. If some of the random ones ARE the remains of Vice, I can just double up a few of them myself.

 

Just making sure before I download and install the new beta. Sorry if I sound noob-tacular. wink.gif

 

Also, another stupid question: are there any MAJOR non-mission parts of the SCM that changed between v4 and v6? Object and zone stuff mostly; just about everything else is independant of my script in the hook.

 

Thanks for your patience guys! mercie_blink.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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I'm not sure a definite decision was ever made confused.gif. My personal opinion is that if we can fix them, we should, but Craig would have the final say.

 

I'll add those to the list in a tic icon14.gif.

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Link in first post updated icon14.gif. I'm assuming that there's been no update to the vcopcode source confused.gif?

 

@random - great work smile.gif.

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Craig Kostelecky

I'm never against fixing Rockstar's glitches. I just don't put a priority on them. If someone is willing to fix such things, go right ahead.

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Craig Kostelecky

 

So at the risk of sounding like an idiot, will the extra peds show up as random ones, since the ped zone opcode defines what should be there? Or did you guys work around that? Part of the plot is that our cast moves ahead in time, so the random peds should reflect that. If some of the random ones ARE the remains of Vice, I can just double up a few of them myself.

I'm not sure about all of the peds in that show up in traffic. I think some are still VC, but I couldn't tell you which. Sorry.

 

Also, another stupid question: are there any MAJOR non-mission parts of the SCM that changed between v4 and v6? Object and zone stuff mostly; just about everything else is independant of my script in the hook.

Yes. Several cars and peds were changed back to the GTA3 names since v4. So if you compile the scm, you may have to make sure the builder looks at the right ini files (I'm not sure how much you use MB for and how much you hook). So parked cars may be an issue for you. I'm not sure what else changed since then. But make sure you let me know if you run into any issues.

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You know, I noticed you didn't do an update on the LCgeneric.col dontgetit.gif

Why is that? there are still some stuff wrong with the cols sad.gif

Edited by nitzkit
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So at the risk of sounding like an idiot, will the extra peds show up as random ones, since the ped zone opcode defines what should be there? Or did you guys work around that? Part of the plot is that our cast moves ahead in time, so the random peds should reflect that. If some of the random ones ARE the remains of Vice, I can just double up a few of them myself.

I'm not sure about all of the peds in that show up in traffic. I think some are still VC, but I couldn't tell you which. Sorry.

 

Also, another stupid question: are there any MAJOR non-mission parts of the SCM that changed between v4 and v6? Object and zone stuff mostly; just about everything else is independant of my script in the hook.

Yes. Several cars and peds were changed back to the GTA3 names since v4. So if you compile the scm, you may have to make sure the builder looks at the right ini files (I'm not sure how much you use MB for and how much you hook). So parked cars may be an issue for you. I'm not sure what else changed since then. But make sure you let me know if you run into any issues.

No porblem. I can use my ped selector to figure out which ones are still Vice and replace them with similar LC txd/dff in my gta3.img. That's fairly easy.

 

As for the scm, the hook I use replaces the scm entirely, so I don't use MB at all; all my references are done with the ide numbers, so even my parked cars (which I did base off your code) should be fine.

 

In any case, it looks like things will be fine. Thanks for the help bro. smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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Craig Kostelecky

Cool to hear. And Ben has been really good about updating the first posts in each of the major topics with the current info from the mod. So if you have trouble finding the banshee, a quick look at the vehicles thread will show you where it's at. Glad everything is working out for you. Good luck with season 2.

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Main_Salvadore

Hey to all!

user posted image

I'm back with totaly completed

RUSSIAN LANGPACK!

Langpack includes russian.gxt file and fontrus.txd(it's necessary for work).

 

EDIT by Craig - Got it, thanks.

 

EDIT by Ben - FINALGXT package updated icon14.gif.

Edited by Ben
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Dwayne Phoenix

 

user posted imageuser posted image

Ever since CJ met Claude, he wanted to look as cool as him.  smile.gif

Okay, I've just took and a deep breath.. and..

 

HOW THE HELL?!

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Dwayne Phoenix

Why doesn't the Mission Complete music play?

My radio freezes, and I need to pause and go to audio settings to get it working again.. suicidal.gif

 

Here's another good question, will v6 have the cutscene audio and Radio audio files included with it?

whatsthat.gif

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That's a bug - it's on the list somewhere. Not sure how to fix it, but I don't know if everyone is even experiencing it confused.gif.

 

And for your second question - no. You'll need to buy GTA3 for those audio files - sharing them is illegal as they are original, unmodified game files.

 

smile.gif

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