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The thread that started it all


Demarest
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simplyunkillable
yes it is. it even happens to me and i updated my driver this morning.

This thread is for bugs, glitches and incompletes to do with this modification not the game itself, therefore it isn't a bug. If you read through this whole thread you will see that many other folk have reported it, and most of the time the solution is updating your graphics drivers. If updating doesn't work then try using VC v1.1, I believe that is supposed to fix the corrupt polygon issue.

it IS a bug, because it only happens in gta:lc in my case. and not vice, so it might be a cock-up with the launcher or something, i dunno.

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Craig Kostelecky

Again this is how I feel before seeing the bikes in game.

 

This is something that I would have never thought about asking anyone to do. And it's something that I didn't even consider that it needed doing. I saw nothing wrong with the VC bikes. This could be something that only a very small percentage of people will even notice.

 

So when I look at this (no idea when I'll get to it though) I'll probably approve them if they do not look any worse. We'll see.

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Craig Kostelecky

Excellent. icon14.gif

 

These are the comments I have at the top of the scm right now.

 

;; Opcodes to enable ;; Med/Low priority: 0149: (crusher) 03F8: (bodycast) ;; Cessna/chopper opcodes (0358, 0359, 035a, 033a, 033b, 033c, 03b2, 03b5, 03b3, 03b4);; Very low priority: 0135: (door_status) 0356: (explosion_type) 043A: 043B: (foam animation)

 

 

The cessan/chopper opcodes are done now through the scm, but it would be better for a few reasons if the asi could do it.

 

The only other one I can think of that isn't on that list is the chase opcode used in mission 19 (0354).

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Craig Kostelecky

If you're not getting the same issues in the other GTAs, then maybe rebuilding the image would help.

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ModelingMan
it IS a bug, because it only happens in gta:lc in my case. and not vice, so it might be a cock-up with the launcher or something, i dunno.

I think this clearly states that it is a problem with VC not this mod. It's most likely that GTA:LC caused the bug to appear since it's modding the game but the bug is part of the VC engine therefore it isn't a bug relative to this mod. If it was don't you think we'd all have the same problem?

abstract_sig.png

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I have written a new crane script which is in the latest version but if you can readd the OpCodes it will be much more realistic. One other thing to consider for the SCM, I don't know if this has been solved yet, but a reliable and easy way to stop all the cars on the lift bridge at the right point, it could be done through alot of SCM code but this isn't too easy, and just using properties meants they may try turn round or run the bridge which is not good.

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simplyunkillable

okay then.

 

i modded the bikes because i think it would make them fit in better.

Edited by simplyunkillable
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Craig Kostelecky

The SSV is also one of the (many) things on his to-do list. I hope we don't overwork him.

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You'll need to PM MegaVovaN to get it hosted wink.gif.

 

And this is something that would be official - from that screenie, it looks like it needs some tweakage, but it's not far off. Good work icon14.gif.

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i have an unofficial mod i made.

 

GTAIII flame thrower flame.

Download

heres a screen

user posted image

its not exact but its simalar.

 

if this has not been done for the game, could someone host it for me?

to save you the trouble, heres the source

http://tjbp.net/upload/GTAIII%20flamethrower%20flame.zip

http://lc.megavovan.com/mods/GTAIII_flamethrower_flame.zip

 

EDIT by Ben - Cheers, added to first post smile.gif.

Edited by Ben
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Is there a fix for audext.exe crashing? I followed the instructions (beta2 v6) and copied both audext.exe and auxext.dpr to my LC\audio folder, ran audext.exe and it crashes out. Please help! Please ask if you need any more info from me.

 

Sorry if this is a repost, but the search isn't working for me and I couln't find the answer by manually searching sad.gif

 

 

 

 

Many thanks.

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ModelingMan

 

Is there a fix for audext.exe crashing? I followed the instructions (beta2 v6) and copied both audext.exe and auxext.dpr to my LC\audio folder, ran audext.exe and it crashes out.

Usually it crashes because SFX.RAW and SFX.SDT exist and are read-only, so you can either delete both of them or switch off read-only in the file's properties.

 

EDIT by Ben - Don't delete them because otherwise you'll end up with errors in the SFX (and I'm not sure they'll even compile properly). Just right click on both of them and go to Properties, and then uncheck the Read Only box smile.gif.

Edited by Ben

abstract_sig.png

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Did you not get my email the other day? confused.gif

 

I'll talk to MM about it again when I get a chance and see how he thinks we should best proceed, especially as he knows the most about it.  I'll be in touch smile.gif.

 

You see, I've only been asking because I thought it might be easier for some of the guys if they already have an insight into the rendering mechanisms. I think I'm going to have a look at the stuff from the other side, trace the values that get loaded from timecyc,dat, and see what calculations are being done with them in both games before they get passed to d3d. Thanks though. smile.gif

 

Alex

 

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Yeah ,there was a TC. Its only link died and its no longer aviable. I think Nach Scratch had the link in his Sig.

 

 

Anyone still got the .rar?

 

 

-----------

 

Found the new topic.

 

LCS to LC

Edited by lord fido
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NathanHenry

yeah that is the TC mod that me, TripleAs, Nach_Scratch, and Dingleman are working on.

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Konstantinos

Here's a glitch that's been in the game for some time... Asuka's legs go through her deckchair during the "Payday for Ray" cutscene.

 

user posted imageuser posted image

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Konstantinos

I was wondering, why does the Taxi have the sideways 'TAKI' sign from Vice City as a model extra? I only noticed it in v7, maybe it didn't show up before. Anyway it looks wierd, having two variants driving around.

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Can you grab a screenie of it?

 

It's been AGES since I've played III, but I seem to remember two different taxis - well, the only difference being the sign on top of them. One was black and parallel to the vehicle, the other was yellow (similar to the one from VC - and it sounds like the one you're describing) and perpendicular to the vehicle. So perhaps it is meant to be there - I'm not entirely sure confused.gif. I never paid too much attention to it in III, so I could be wrong (or perhaps I've misinterpretted what you're saying) wink.gif.

 

I'd load up LC and test it myself, but I don't have the time at the moment cryani.gif. Damn school mad.gif.

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Konstantinos

Well here is a screenshot, but it's probably just like you say, and I'm just being ignorant. Remember that I don't have GTA3, and all screenshots I saw from it only showed the frontal taxi sing. Sorry for that ph34r.gif

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ModelingMan

The crane functions and opcode handlers have now been added into IIItoVC, all that's needed now is to test them out. I already tested my crane activation function with GTAIII and it worked perfect, so since that works the others probably will too.

 

 

;; Opcodes to enable

 

;; Med/Low priority: 0149: (crusher) 03F8: (bodycast)

;; Cessna/chopper opcodes (0358, 0359, 035a, 033a, 033b, 033c, 03b2, 03b5, 03b3, 03b4)

;; Very low priority: 0135: (door_status) 0356: (explosion_type) 043A: 043B: (foam animation)

0135: Added to IIItoVC.

0149: Need to wait until I test crane code.

0356: Not looked at in detail, but from what I can see it's possible.

03F8: Not sure what this is for, can't find the equivilent in VC.

043A: Don't see the point in this opcode, there's no reference to the variable it writes to.

043B: Again haven't looked at it in detail, might be possible.

Cessna/chopper: Around 8 functions and all those opcode handlers need to be rewrote, not sure if it's simple or not.

 

EDIT:

Forgot to mention that 01EE, 01EF, 02FB, 0368, 03A0 and 03EC are all added into IIItoVC.

Edited by ModelingMan

abstract_sig.png

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ModelingMan

 

For the fixing the 'no CD' thing, where the hell is the "Show Config" ?

Create a shortcut to gta-lc.exe with -showconfig as a parameter, and run it.

(e.g. "C:\Program Files\Rockstar Games\Grand Theft Auto Liberty City\gta-lc.exe" -showconfig)

 

EDIT by Ben - Or, you could just look at the first post for the answer mad.gif.

Edited by Ben

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Yeah, I didn't think you had III. That's pretty much how I remember the taxis being - doesn't look as though anything needs to be fixed wink.gif.

 

Don't worry about it - I'd prefer it if it was reported and not a bug than not reported at all smile.gif.

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Craig Kostelecky

Yeah the TAKIs were in GTA3. I think it might have even been an intentional "bug" done by the programmers.

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Craig Kostelecky

Have I told you lately how awesome you are? inlove.gif

 

The foam animation opcodes are used in the cutscene at the end of Bomb Da Base. It simulates the waves as the boat sinks. Right now our boat just goes under. Although I'm not sure if anybody ever noticed that.

 

The bodycast opcode basically gives health to an object - in this case the bodycast. When you run it over with your car, the health goes down a bit. In fact the code might just detect if you're driving over the object. I'll have to look into that code a little deeper when I have access to my scm files.

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If it's just so it can be run over 0366 might do the trick. I can't remember exactly how it's just but it's used both for the targets in ammunation and the cones in cone crazy, but if MM can add all these codes back in then go him, it's better than trying to find ways round (although somehow doesn't seem as interesting, but meh).

 

Great work MM.

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