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The thread that started it all


Demarest
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a geforce. cant tell you exactly what one because someone is useing my other pc.

 

edit: i think its a 4000 or someting

 

gta LC art from me

Edited by ITBTD
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For the record. I have a GeForce 7900GT and I've never experienced this with any GTA game. Only with Tomb Raider Legends when I'm overclocked too high.

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Quadropheniac90

Didn't R* drop Renderware for PS2 LCS? The files are way different, though. confused.gif

user posted image
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Will RealGTA3 work with GTA:LC? Unfortunately, no. RealGTA3 is a collection of mods for GTA3, not Vice City. A lot of work would have to be done, and even then, there's no guarantee that it would work. Perhaps someone may start work on a RealLC after GTA:LC has been finalised, but I wouldn't hold my breath waiting.

 

I`m going to start converting RealGTA3 to RealGTA LC soon... (when they release v7)

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ModelingMan

 

If it's not what Outback already suggested then problem is most likely outdated graphics drivers. When I used an nVidia card for the first time with VC, with very old drivers, I had these exact same problem. So update your graphics drivers, 91.31 is the most recent for nVidia I believe, that should fix the problem, it did for me.

Edited by ModelingMan

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Craig Kostelecky

I don't know if it can be directly linked (at least not from nvidia's site). But here's how you find it.

 

Go to www.nvidia.com

 

Click on Download Drivers (it's right at the top, underneath the nvidia logo

 

Select Graphics Driver --> GeForce and TNT2 --> Your OS (most likely XP) then glick go

 

Agree to the terms and begin the download.

 

 

*The latest drivers did not fix my problem, but I had the 6600. Odds of it helping you are a little better though.

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yay!!!!!!!! i finaly got it working. thanks for all your help craig, ben, and modeling man. thanks thanks thanks!!!. yahooooooooo!!!!!

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No probs icon14.gif. Good to hear smile.gif.

 

I'll add something to the new FAQ which addresses this problem too, now that we know how to fix it icon14.gif.

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ModelingMan

I updated the first post with my opinions on each suggestion for the trainer.

 

The current trainer will get scrapped. I dug out the source code of it not too long ago, it was absolutely dreadful, although I was still a noob at programming when I first made it. The new trainer will be 100% ingame, with menus and such. Hopefully I can make it look quite nice using GTA's internal functions. I had a concept image of what I wanted the car spawner to look like, but unfortunately I have misplaced it.

 

Once I finish the more important things for LC (pager, menu, etc.), I'll get started on the trainer, but I must infrom you that a trainer with the suggestions you guys have made isn't created in 1 day, I wish it was...

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random_download

"Increase car "toughness" - barge other cars right out of your way (is this possible?)" - I think that you could use the make_car_heavy opcode to do this, the opcode works as a toggle 1 being on 0 being off and the jump that controls this is located at 0x00453534 (7D743C is where the second parameter from the opcode is stored), so you could probably just do:

 

movzx ds:dword_7D743C, 1mov eax, <car pointer>call 0x00453528

 

 

"Fire exhaust control" - Didn't ashdexx post address's relating to the cuban exhaust position etc. in the memory address thread? Possibly you could steal code from around there to implement it.

 

Sounds like this will be sweet when its done tounge.gif

 

EDIT: Found that post link

Edited by random_download
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Just out of curiosity - is anyone interested in updating the outro screen? The work should be simple for anyone who's ever done texture work of any kind - it's going to be more fiddly than difficult (collecting everyone's avatars, etc.). The team list is up-to-date, and doesn't change too often (I'm the only one who updates it because I need to update the HTML Readme with any changes). So if you're interested, just let us know and then start work icon14.gif. It doesn't have to all fit on one screen either - preferably it would fit on two screens, but if that isn't possible at ALL, then I spose it'll have to be three. The EXE hack to get more than one outro screen is difficult for those with the know-how either - don't let that deter you from doing the work wink.gif.

 

@James - about the stats stuff I sent you earlier. Are you going to fix all that up once you're done with the pager and menu? If you could, that'd be great icon14.gif.

 

Cheers smile.gif.

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I Downloaded The Mod, And It Installed Fine, With No Problems. But After About Ten Minutes Of Playing I Always Get This Error,It Says...

 

 

GTA: Liberty City Exception Handler

An Unhandeled Exception Has Occured, The Details Are Shown Below

 

 

Can Anyone Tell Me How To Stop This.

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Hmmm, I figured as much - a 0001 wait error. From what I understand, this sort of error isn't a code related one - it's got something to do with either the game files or your hardware. What version of LC are you using? If you're using v5b, then I'd suggest you head over to the download thread and grab v6 from the first post. If you're using v6, then remove any mods for LC because they could be the problem. If you're using an unmodded v6, and you followed all installation instructions properly, then chances are you have a hardware related problem (like ITBTD did).

 

If that is the case, then I'd suggest you completely update your hardware drivers, especially graphics. When you've done that, if you still have problems, post again and we'll see what we can do wink.gif.

 

Good luck smile.gif.

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Craig Kostelecky

Also, a simple explanation of what was going on in the game just before the crash happens really helps.

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OK, I don't see the need for redundancy anymore, and I can't be bothered updating two lists, so the complete list of bugs now appears in the CHECKLIST topic. There is a list of fixed bugs in the first post of this topic, and any general bugs will be listed here too. The checklist topic, the first post of this topic, and the rules topic have all been updated to reflect this change icon14.gif.

 

Also, I have a theory on how to fix the floating train bug. This bug occurs if you hit the train with a car (in GTA3, the train just barged through the car), although I don't know if it's going to be possible to implement confused.gif. I was thinking that we might be able to use a make_car_heavy opcode for it - this would fix the problem as far as I can tell, but whether or not we can do that is something else. Any thoughts? smile.gif

 

EDIT - random's post inspired me tounge.gif.

Edited by Ben
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ModelingMan

I was able to recreate some of the pager functions of GTAIII, so if I can do that then maybe it'll be possible for the train code also. There is 15 listed functions for the train in GTAIII, hopefully 1 or 2 of them were left in by R* in VC. If you want me to do this just give me the green light and I'll add it to my todo list.

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@ModelingMan - I Have Version 6, But Yeah I Have Mods On It, So I Guess I'll Re-Install.

 

@Craig Kostelecky - What Happens Is I Just Start The First Mission For Luigi, And Like 3 Minutes After I Complete It, That Happens. Also, Yesterday I Was Just Driving Around, And In Like 8 Minutes Or So It Happens.

 

@ Ben - OK I'll Try To Update My Drivers.

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I Re-Installed LC, And It Still Happened. Also I Didn't Find An Update For My Graphics Driver.

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ModelingMan

The problem has nothing to do with hardware or drivers, it's the fact that the game is failing to read a DFF clump from a corrupted file, at least that's what I think.

 

Take this code snippet here:

 

seg000:0040C2FC                 push    ebpseg000:0040C2FD                 push    [esp+2Ch+var_14] seg000:0040C301                 call    CFileLoader::LoadAtomicFile((RwStream *,uint))seg000:0040C306                 mov     bl, alseg000:0040C308                 mov     eax, ds:dword_92D4C8[ebp*4]seg000:0040C30F                 pop     ecx; Clean stackseg000:0040C310                 pop     ecxseg000:0040C311                 mov     ecx, [eax+28h]seg000:0040C314                 mov     edx, [ecx+18h]

 

This code is used when the file loaded from the IMG is a DFF file. It reads the model data from the DFF. The last line here is what triggers the exception, if you look in the screenshot you provided you'll notice that ECX register is equal to 0. The game tries to read the value at ECX+24 which in your case doesn't exist therefore the game crashes because it's trying to read from a non-existent memory address, this is happening because the game couldn't find any model data in the file that was loaded. After a clean install this problem shouldn't occur, and it's very frustrating that you are getting this problem even after re-installing the mod.

 

This is all the information I can give about this particular problem, sorry I don't have a direct solution.

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Craig Kostelecky

Green light given. But only if your feeling that ambitious. I don't want to wear you out over your summer break cool.gif

 

As good as the scm code is for that, it would be so much better if it was handled internally.

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Craig Kostelecky

Since it's narrowed down that far, seeing the full scm dump might help to see what model it's looking for. There is a log file created in your root LC directory (I forgot the exact name EDIT by Ben - it's called gta-lc-scm.log wink.gif.). But that contains the text from your last crash. Copy everything from there and post it here. That may help us narrow it down.

 

And I gotta learn to read the exe like MM if I'm to be of any use for solving crashes. blush.gif

Edited by Ben
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This sounds more like problems that were reported with v5b a while back, for which we had no idea what caused them or how to fix them - at least we know what causes them, which may lend a hand to fixing them. I'll add this to the new HELP topic which I'm working on icon14.gif.

 

It's very strange though that the problem still exists after a reinstall with no mods confused.gif.

 

EDIT - added to my HELP TOPIC source, HTML Readme updated icon14.gif.

Edited by Ben
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