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The thread that started it all


Demarest
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I got the same error, Konstantinos. A file seems to be corrupted/missing.(possibly a sound, because the game quits right before text and sound show that respraying was successful)

 

Further info: I installed craigs "latest files" and afterwards the sfx update. Did you also install the SFX update, Konstantinos?

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Craig Kostelecky

Oops. I was wondering if that dll was required or not. Guess so. I added that file to the IIItoVC download now.

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So.. Whats the lastest progress? I though you guys have finished.

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Konstantinos

I got the sfx, but I don't think that's the problem. My guess is that it's some incompatibility between the exe and IIItoVC_VC6.asi - when I deleted it, respraying worked. But that's not a solution - the file is needed for the pager functionality and game will crash without it.

Edited by Konstantinos
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ModelingMan

 

I got the sfx, but I don't think that's the problem. My guess is that it's some incompatibility between the exe and IIItoVC_VC6.asi - when I deleted it, respraying worked. But that's not a solution - the file is needed for the pager functionality and game will crash without it.

You are right about it being a problem with the IIItoVC ASI. Craig has included the wrong version in the latest files. The most recent version is compatible with all versions of VC but unfortunately the crash still occurs. Thanks for bringing it to our attention, I'll have a fix for it soon...

 

EDIT: It appears there is something wrong with my audio hack. So please use this version of IIItoVC until the problem is resolved. (Don't forget to delete IIItoVC_VC6.asi)

Edited by ModelingMan

abstract_sig.png

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Craig Kostelecky

Just a quick note to everybody that I am going out of town (starting now) and I won't be back until late Monday night. So I will not be able to help anybody out between now and then. Hopefully Ben or ModelingMan can help out (or provide files) as they're needed.

 

So see you guys next week.

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ModelingMan
error in audext.exe and audimp.exe

 

user posted image

You'll need to uncheck "Read-Only" for both SFX.RAW and SFX.SDT.

abstract_sig.png

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Konstantinos

ok, now that my game's working, I have two more bugs:

 

- How the hell am I supposed to get up there? smile.gif

Happens in both "The Crook" and "Dead Skunk...". The cars get crushed normally.

 

- During the Firefighter mission (in Portland), one of the burning cars was a Hotring Racer!

 

EDIT:

 

Another strange thing: the Taxi seems to have two variants of the roof sign as model extras. The GTA3 front black&white sign, and the VC sideways yellow&black sign. Why is that??

Edited by Konstantinos
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For the however many times I've said it - when everything in the checklist is crossed off, then we'll be finished.

 

Did you even read Craig's post? He clearly stated that this wasn't a major release confused.gif.

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The Hotring Racer bug would probably be a result of me shifting the vehicle slots around. The game must still read it for some reason confused.gif. Probably the only fix for that will be to blank that car out of the game.

 

The only other reason would be if Craig didn't recompile the scm with the most up-to-date default.ide file in place, although I'd doubt that smile.gif.

 

EDIT - Actually, this might be able to be fixed through the scm somehow, although I don't really have any idea tounge.gif!

 

Anyway, I've added these issues to the checklist (except for MM's audio hack error - no point if a fix is on the way wink.gif) and I've updated it. Let me know if there's any other things that need to be crossed off and I'll see to it - this should make testing a bit easier icon14.gif. Well, more straight-forward anyhow smile.gif.

Edited by Ben
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Ok, AK has just sent me all of his final animation files so now we can incorporate them into the game - see this package. It also includes a complete conversion of the normal Claude model, which is more GTA3-ish.

 

Big thanks to AK for all of his great work - and he still doesn't consider himself a part of the project wow.gif! Well Alex, as far as I'm concerned, you are a part of it, although that doesn't mean you have to be committed to it (unfortunately tounge.gif!).

 

smile.gif

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I've got some goodies for those of you involved in developing the launcher, courtesy of AK-73. I asked him over email about implementing these into the LC launcher, but he's a bit busy with his own mod, so these will have to be done by someone else. But at least he has a lot of specific info for you icon14.gif.

 

See the following posts:

1

2

3

4

5

 

They all address a range of EXE-related issues in the checklist, so another BIG thank-you to Alex smile.gif.

 

It'd also be great (and a HUGE favour to Alex) if anyone who knows how to alter the world lighting could post some info - that's something he's keen to learn how to mod (and it's also applicable to LC), and I think it's the least we can do to re-pay him for all of the wonderful work he's done for us.

 

And if any of you come across my post about the SFX whilst looking over Alex's, don't worry - that info is included in the SFX download for the test7 package, courtesy of Modeling Man smile.gif.

 

EDIT - It might also be a good idea to check the mem hacking topic regularly for any more updates from AK icon14.gif.

Edited by Ben
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Konstantinos

yeah, I wasn't following the process of "shifting vehicle slots around", as I was on a break from LC.

 

It's really easy to fix. But it raises an alarming question: in how many more places does the SCM refer to wrong vehicle IDs?? sad.gif

Edited by Konstantinos
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i have a bug and an incompletion

 

1.bug. when you come out of the staunton island safehouse you will find cars stoping for the red light way to early.

user posted image

 

2.incompletion. at the end of the Callahan bridge you can find an area by the bridge that isnt finished.

user posted image

you can fall right through it

user posted image

 

please tell me if any of those two have been discovered.

 

P.S. i was useing a vc trainer when i found these and took the screenshots. when i went back the problems were still there.

 

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If you step over the AMco building you fall thru blue hell.

 

When you f*ck the white, blond prostitutes the cars flip. ( biggrin.gif )

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yeah, I wasn't following the process of "shifting vehicle slots around", as I was on a break from LC.

 

It's really easy to fix. But it raises an alarming question: in how many more places does the SCM refer to wrong vehicle IDs?? sad.gif

Is it fixable through simply recompiling the SCM with the correct default.ide in place? I thought it would be at first, but then firefighter missions are special in that they allow you to access certain cars in times/places you would not normally be able to - such as sportscars on Portland, and Mr Whoopee vans confused.gif.

 

As for the alarming question - if it IS possible to fix the Hotring Racer bug through recompiling the SCM with the correct IDE in place, then it should also fix any other bad ID# references as well icon14.gif.

 

@ITBTD and lord fido:

I'll add those to the checklist icon14.gif.

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Konstantinos

 

Is it fixable through simply recompiling the SCM with the correct default.ide in place? I thought it would be at first, but then firefighter missions are special in that they allow you to access certain cars in times/places you would not normally be able to - such as sportscars on Portland, and Mr Whoopee vans.

Not by simply recompiling - the whole problem is that the script calls the ID number, ignorant of which particular vehicle is in that slot. The way to fix this is to change the ID numbers in the SCM - from 145 to 224.

 

As for the alarming question - if it IS possible to fix the Hotring Racer bug through recompiling the SCM with the correct IDE in place, then it should also fix any other bad ID# references as well.

Thinking about it, I believe that firefighter / vigilante are the only instance where vehicles are called by ID#, since they are chosen by a random number function. So it's a simple fix, and we don't have to worry about "the alarming question". smile.gif

Edited by Konstantinos
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i have found a radar bug in the mission 'Salvatore Has Called A Meeting'. when you smash up the stretch and it tells you to go to the pay 'n' spray, the radar icon showed me an 'R' instead of a spray icon. this could just be my game or not. i dont have a screenshot for this one.

-----------------------------------------------------------------------------------------

new bug

 

in the mission decoy, you only get a 5 star wanted level. not 6.

Edited by ITBTD
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Is it fixable through simply recompiling the SCM with the correct default.ide in place? I thought it would be at first, but then firefighter missions are special in that they allow you to access certain cars in times/places you would not normally be able to - such as sportscars on Portland, and Mr Whoopee vans.

Not by simply recompiling - the whole problem is that the script calls the ID number, ignorant of which particular vehicle is in that slot. The way to fix this is to change the ID numbers in the SCM - from 145 to 224.

 

As for the alarming question - if it IS possible to fix the Hotring Racer bug through recompiling the SCM with the correct IDE in place, then it should also fix any other bad ID# references as well.

Thinking about it, I believe that firefighter / vigilante are the only instance where vehicles are called by ID#, since they are chosen by a random number function. So it's a simple fix, and we don't have to worry about "the alarming question". smile.gif

Ah rightio. I didn't look in the SCM, but I thought that might be a possibility. When Craig comes to fix this, I'm assuming he'll also go through and remove any ID# references to other vehicles not used in LC wink.gif.

 

It's excellent news that the alarming question isn't a problem though icon14.gif.

 

 

i have found a radar bug in the mission 'Salvatore Has Called A Meeting'. when you smash up the stretch and it tells you to go to the pay 'n' spray, the radar icon showed me an 'R' instead of a spray icon. this could just be my game or not. i dont have a screenshot for this one.

-----------------------------------------------------------------------------------------

new bug

 

in the mission decoy, you only get a 5 star wanted level. not 6.

These two are also relatively easy SCM fixes - I won't bother adding them to the checklist because Craig should be able to handle them relatively quickly smile.gif.

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Alrighty - I'm set up to work through converting the PED dialogue. I've got a copy of Maj's DFF Viewer so I can see each PED out of the game, and I've got all of the VC, LC and GTA3 PEDs extracted. I'm going to be using descriptions from the SFX guide in the Misc. forum to work out what dialogue belongs with what PED. Although due to time constraints, I don't know how long it might take to do this.

 

If anyone else is interested in helping out, please PM me first so I can tell you what needs to happen (because I want to document this at the same time, and hopefully update the PED list as well. Documentation is going to include ID#s, so that if any PED ID#s get shifted, we can shift the SFX relatively easily).

 

And once that's done, the SFX will basically be final. Thanks to ModelingMan discovering all of the other SFX numbers which can be called through the SCM, we should be able to put everything in (including the Van Heist wavs, the Ammunation Clerk voices, and even the General Lee horn).

 

smile.gif

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I believe world lighting is controlled in timecycle.dat

 

 

0x5B94E5 To make ped drivers panick like in GTA3, change from 03 to 02

 

Explanation: at +0x156 into an entry in the actor list reside the driver behaviour flags as per the opcode 00AF; at 0x155 however are the obstacle flags: 0 - stop before obstacle (possibly drive past after some time has passed), 1 - drive-thru (as per normal gun panic), 2 - drive past (as in GTA3 gun panic). I think the flag 4 exists too but I'm not sure, didn't get to check it out in detail. Seems to be no different from 0 though.

 

That 0 could be useful for the lift bridge, I've been wondering hoe to make them just stop like in III instead of turning round and things.

Edited by Y_Less
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I believe world lighting is controlled in timecycle.dat

 

That 0 could be useful for the lift bridge, I've been wondering hoe to make them just stop like in III instead of turning round and things.

 

Some drivers however tend to get impatient and continue driving after some time, I think. Still it might be useful, especially since the behaviour can be set by opcode.

 

Alex

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Ok, AK has just sent me all of his final animation files so now we can incorporate them into the game - see this package.  It also includes a complete conversion of the normal Claude model, which is more GTA3-ish.

 

Big thanks to AK for all of his great work - and he still doesn't consider himself a part of the project wow.gif!  Well Alex, as far as I'm concerned, you are a part of it, although that doesn't mean you have to be committed to it (unfortunately tounge.gif!).

 

smile.gif

 

Yeah, you see I'm very reluctant to get involved in the reproduction of a copyrighted computer game. If the LC project was to transplant the CD check of the GTA3 play CD from GTA3 to LC, it might be different but the way it appears to me, Rockstar Games could pull the plug on this project anytime and the closer the final result actually resembles GTA3 the easier it would be to press charges in court. Not that I think it is likely going to happen if it hasn't happened by now. :-) But if Rockstar was ever to lose some any substantial amount of money due to this project, things might get ugly.

 

So as a self-protective measure I would make bringing the CD check into Vice (so that you both need Vice and GTA3 to play) my *absolute top-priority* *before all other undertakings*, if only just to be sure, if I was involved deeper in the LC project. smile.gif

 

Well, having said all that I must admit that I deeply sympathize with the GTA:LC project. smile.gif

 

Alex

 

PS Well, to keep the post at least a bit on-topic: I'd like to announce that I'm working on a further refined Claude model that should be finished by the end of this week. smile.gif

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I really think what really should be added are custom Forelli models. In GTA3 it was so unrealistic that they looked EXACTLY as the leones. I think this should be removed and add a new model. Who's with me???

 

 

WHO'S WITH ME???

There are no Forellis in GTA3...

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My memory of this is a bit scratchy, but I know that there are DEFINITELY Forellis in the mission Dead Skunk In The Trunk. Whether or not it's worth the time of making custom models isn't for me to decide though.

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I'm not sure exactly what the stance on that is - Craig could tell you for sure (when he gets back). But from what I understand, Rockstar is well aware of this project, and has been for ages. They've had numerous opportunities to pull the plug on it, both as a third party and through their contacts with the staff here at GTAF, but they haven't.

 

The way I see it, if anything, LC is going to generate more revenue for them in the long run. Down here in Oz, you can pick up GTA3 and VC for about $10 each, which is really cheap. If people want the GTA3 audio with LC, they have to have GTA3 - which will boost sales of GTA3. If people have GTA3 and want to play it with helicopters, they're going to want LC, but they need VC to play it - hence boosting sales again. And even if someone has VC yet chooses not to have the GTA3 audio, Rockstar isn't losing a great deal out of that person not purchasing GTA3. Either way, Rockstar is making money - I didn't mention the free advertising they're getting courtesy of us wink.gif. And besides, we're not making any profit out of it, so I can't see what motive Rockstar would have to sue us. I understand your concern, however, and that's fine - no-one's bound to the project in any way smile.gif.

 

EDIT - But to stay on topic - that's great news regarding the Claude model smile.gif.

Edited by Ben
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Mark Pagliaro

Intro Vehicles:

 

It has occured to me perhaps this has been said before but since I have been gone for so long It may be hard to find. I recall VC's intro Having vehicles in it aswell like The admiral at the airport. The thing is this admiral was higher detailed then the regular admiral and had no windows because it was a different model in the gta3.img so perhaps we can not use vehicle dffs in the intro scene but only other models. I'm sure this has been mentioned before but if not kudos. Perhaps one of the coders should try say the banshee scene with this admiral.

 

I currently can not run LC on the computer I am using as its specs are to low I hae to wait for my other comp to get repaired.

Edited by Mark Pagliaro
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im on a roll.

 

when you go to the staunton and portland safehouses, the garages are slightly open.

user posted image

 

EDIT by Ben - Great work icon14.gif!

 

All issues here have been listed on the checklist smile.gif.

Edited by Ben
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