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The thread that started it all


Demarest
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@ITBTD - Not bad icon14.gif.

 

@LCSurvivor - Yeah, I remember that being asked. It's EXE-related and it was only a recent discovery too - see here smile.gif.

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ModelingMan

 

Furthermore, the vicechee is blanked out in MM's latest ASI file

It's not completely blanked out. The car can still be spawned but it is forced not to appear when you have a wanted level of three.

 

 

I've started taking a look into the handling data for vehicles - I'll try and get a more authentic conversion from III to LC happening smile.gif.

That won't be easy at all. As Cerbera states in this thread, there are differences in the physics of both games. To pull off a perfect conversion there would have to be major changes to the EXE, and I wouldn't want to be the person to do that.

Edited by ModelingMan

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I found an error, after killing a diablos member (unarmed) the ambulance appeared and restored him, he faught me and I killed him again, this time I stood on the car so he couldn't get me and once again the medics brought him to life, instead of running around the car like a headless chicken he pulled out a gun and started shooting me, once again I killed him and the medics revived him once more, I stood up on the car, this time I've took his gun so he can't fire again right? Wrong, he pulls out another gun and begins shooting, something must give all gang members guns even when they die.

 

EDIT by Ben - I'm a little busy right now, but I'll be sure to update the checklist with these 2 bugs, and any others reported when I get a bit more time icon14.gif.

that always happens. even in gta3. sly.gif

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Konstantinos

Having beaten the game once again, I got a few things to report.

 

 

FIXED BUGS

2. Launcher/EXE Hacking

 

23. When you and the white, blonde prostitute make whoopee ( tounge.gif !), the car flips over.

- This is probably just a silly joke, but I tested it anyway. Not true. tounge.gif

 

3. SCM Coding

 

2. Sometimes when passing a mission while in a car, the radio will stop working (and won't resume playing afterwards).

- FIXED

3. Mission marker for The Exchange is positioned wrong.

- FIXED

14. Marked Man mission icon coordinates wrong – the corona appears near the Staunton Lift Bridge, but the mission is still activated from the toilet block in Belleville Park.

- FIXED

3. Game crashes when delivering last vehicle (a Rhino) to the EV Crane on SSV.

- FIXED

 

5. Modelling

 

6. Vanishing building - see here and here.

- FIXED

11. Some of the taxis still contain the VC roof sign as a model extra.

- That was my bad report, it's supposed to be like that. Sorry again.

 

11. Vehicles

 

5. Sometimes when passing a mission while in a car, the radio will stop working (and won't resume playing afterwards).

- FIXED

 

 

NEW BUGS

Once you fill the car list of the Portland Import/Export garage, the game will crash when you approach it. The same thing used to happen with the SSV garage before - looks like the bug had moved smile.gif

 

Exception at address:	0x0043D38FEXE Version:          gta-vc.exe 1.0 USLast opcode executed:	0518 create_forsale_property_pickupIn thread:            import1Registers -----------------------------------------------------EAX: 0x00004214	EBX: 0x00004214	ECX: 0x00000000	EDX: 0x00035B04ESI: 0x00000021	EDI: 0x0000001A	EBP: 0x00835E60	ESP: 0x0012FC00EFLAGS: 10000001000000010

 

Edited by Konstantinos
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ModelingMan

 

Once you fill the car list of the Portland Import/Export garage, the game will crash when you approach it. The same thing used to happen with the SSV garage before - looks like the bug had moved smile.gif

 

Exception at address:	0x0043D38FEXE Version:          gta-vc.exe 1.0 USLast opcode executed:	0518 create_forsale_property_pickupIn thread:            import1Registers -----------------------------------------------------EAX: 0x00004214	EBX: 0x00004214	ECX: 0x00000000	EDX: 0x00035B04ESI: 0x00000021	EDI: 0x0000001A	EBP: 0x00835E60	ESP: 0x0012FC00EFLAGS: 10000001000000010

 

To me that looks like an invalid parameter has been passed through the 0518 opcode. The value in EDX is far too high, it's still to be multiplied by 4 and added to 0x00945D54 (v1.0 US) which would be equal to 0x00A1C964 (which is an invalid address), therefore the game tried to read from an invalid address resulting in an "Access Violation" crash. EDX was calculated by multiplying the parameter passed into 0518 opcode by 13, which in this case is 0x4214 * 13 = 0x00035B04 (too high).

Edited by Ben

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I'm not thinking about changes that dramatic wink.gif. We've made reference to LC having improved vehicle physics in the past, so I don't think there's any issue with attempting to alter that.

 

What I'm talking about is a LOT simpler - take the Kuruma, for example. First car you get in the game - I've rolled it countless times on the first bend off the bridge blush.gif. And yet when I've tried to emulate this in III, I can't. But the fix for this should be relatively easy (it'll take a bit of trial and error though) - I just have to lower the centre of gravity. I'm also going to take a look into modifying some of the other functions, although I'll need to do some testing in both games to find out some of the differences.

 

Despite that though, driving in LC is still a lot more realistic than in III, and that's something I don't want to lose smile.gif.

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Rightio, thanks Kon - I'll update that soon-ish (provided the server will let me confused.gif).

 

And I'm wondering - why did the game even try to execute a property for sale pickup opcode anyway? There's no properties to buy in LC confused.gif.

 

EDIT - Checklist updated icon14.gif.

 

However, there's still some stuff that's being worked on that's not listed there - but the people working on it know what needs to be done smile.gif.

Edited by Ben
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BUG ONE. the sea sparrows gun sparks are pointed sideways.

user posted image

 

bug 2. go up to the bulding wherethis cheetah is poiting

user posted image

and ram in to it

user posted image

and you will find yourself in the bulding

user posted image

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Bug 1 is a glitch created by R* that I doubt we could fix. We've fixed others in the past, but this is a little out of our depth I think smile.gif.

 

As for Bug 2 - I was under the impression this was fixed a while back, but apparently not. Should be a fairly simple COL adjustment - I'll ask Choofy about it next time I see him on MSN icon14.gif.

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Konstantinos

 

And I'm wondering - why did the game even try to execute a property for sale pickup opcode anyway?  There's no properties to buy in LC confused.gif.

It's used for exporting vehicles - y'know, that rotating GTAIII sign. And it works for both the EV Crane and SSV Garage, only Portland Garage causes trouble.

 

It's weird, however. The full debug dump ends like this:

 

// THREAD "import1"00014B84: if                                       000014B88:   is_player_in_rect                      $var0008, 1145.0000, -700.0000, 188.0000, -666.7500, 000014BA3: jf                                       @00014B7F00014BAA: open_garage                              $var00F800014BAF: create_forsale_property_pickup           1164.0000, -669.0000, 18.1400, 0, PONY", 000014BCD: create_forsale_property_pickup           1168.2000, -669.0000, 18.1400, 0, RUMPO", 1

 

Now the header says that Last opcode executed was 0518: create_forsale_property_pickup, but in the SCM, it's actually called 0518: create_available_asset_pickup! WTF? notify.gif

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Craig Kostelecky

The difference in wording there is because the debugger looks at a different ini file than the builder does. And those two descriptions are typed up a little differently I guess.

 

This is a serious issue that we need to figure out sometime in the near future.

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Konstantinos
Hi, i've got a problem, everytime i try to enter a car, my game crashes

You have an old version of IIItoVC asi, Craig accidently included the wrong version in the test package. Grab the latest fully working version here.

 

Be sure to delete IIItoVC_VC6.asi after downloading the IIItoVC package

That file makes my game crash when the pager is supposed to appear sad.gif The version you first linked in this post worked alright - what's wrong? I got the 1.0 US exe btw.

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ModelingMan

 

That file makes my game crash when the pager is supposed to appear  sad.gif The version you first linked in this post worked alright - what's wrong? I got the 1.0 US exe btw.

Strange. Download this one, it's the one I currently use which works fine.

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spaceeinstein

I will come and go until there is another major release of the mod.

 

Occlusions update:

 

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Does the game run more smooth in Portland?

Edited by spaceeinstein
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That one doesn't work either (tried it with v1.1 US and v1.0 German). The only one working for me is the one that comes with Craigs big package, where the file is called 'IIItoVC_VC6.asi' as opposed to the supposedly newer version(s) ('IIItoVC.asi') in the stand-alone package(s). It always crashes after the beep that signals the successful loading process. (I'd suppose it happens when the game world should be rendered.)

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Craig Kostelecky

When you try the new file (IIItoVC.asi) do you delete the other one (IIItoVC6.asi)? Only one of those files can be used at any given time.

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Craig Kostelecky

Thanks space, you rock. I drove around for a while in Portland and I didn't notice any lag at all. But there was never much on my game in the first place, so I don't know if I'm the best judge of that.

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ThunderPower

I try to run the audext.exe file, but it gives me a Microsoft Error Report.

 

EDIT: same with audimp.exe

Edited by ThunderPower
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Craig Kostelecky

Have you unchecked the read only flag on your SFX files?

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Craig, I knew I'd forget to put this information in my post blush.gif. I did always use just one of them at a time.

 

MM, that one DOES work rah.gif, I can start a game and load my savegames without immediate crash. Pay'n Spray works, and I will now try out the pager functionality (and edit the post for the results).

 

 

EDIT: Pager works. Great work!

Edited by SteaVor
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Thanks space, you rock. I drove around for a while in Portland and I didn't notice any lag at all. But there was never much on my game in the first place, so I don't know if I'm the best judge of that.

I haven't really tried it out since I've updated my hardware, but it didn't really lag for me much before. Not when I first started a game, anyway - it was more inclined to slow down after I'd completed a mission or two confused.gif.

 

But I can tell you that GTA3 and VC run a lot smoother with my new hardware - I can't test LC at the moment though because I uninstalled it to minimise the distraction from studying for my exams smile.gif. I'll give it a buzz the week after next though icon14.gif.

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Konstantinos

It still doesn't work for me.

 

When I complete firefighter and am supposed to get the "Flamethrower delivered to hideouts" pager message, I get this crash:

 

Exception at address:	0x0044D5CFEXE Version:          gta-vc.exe 1.0 USLast opcode executed:	0031 gtelfIn thread:            firetruRegisters -----------------------------------------------------EAX: 0xFFFFFF8B	EBX: 0x007E2060	ECX: 0x007D743C	EDX: 0x007E2070ESI: 0x007E2060	EDI: 0x00000000	EBP: 0x007E20E8	ESP: 0x0012FD04EFLAGS: 10000001000000110

 

Same thing happens everytime the pager should appear, i.e. Last Requests ("The car is a trap!"):

 

Exception at address:	0x0044D5CFEXE Version:          gta-vc.exe 1.0 USLast opcode executed:	0031 gtelfIn thread:            frank4Registers -----------------------------------------------------EAX: 0xFFFFFFCB	EBX: 0x007E1F50	ECX: 0x007D743C	EDX: 0x007E1F60ESI: 0x007E1F50	EDI: 0x00000000	EBP: 0x007E1FD8	ESP: 0x0012FD04EFLAGS: 10000001000000110

 

The only version that worked for me was the one posted on July 12. Wish I'd kept that. suicidal.gif

Edited by Konstantinos
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ModelingMan

That doesn't look like a problem with IIItoVC. A copy of the entire crash report might come in handy...

abstract_sig.png

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Konstantinos

 

That doesn't look like a problem with IIItoVC. A copy of the entire crash report might come in handy...

Well, all I know is that it started when I copied over the newer file.

Here is the full crash report from the firefighter mission.

Edited by Konstantinos
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ModelingMan

Your problem seems to be a strange one. For starters it has nothing to do with IIItoVC nor is it due to you updating IIItoVC, it's to do with the SCM. For some bizarre reason the game is reading from the SCM wrong, not once does the LC SCM use "0031 gtelf" but it's mistakingly reading that from one or many of the "014D text_pager" calls.

 

Here's the line for viewing the flamethrower message:

014D: text_pager "PAGEB11" 140 100 1

 

Same line in hex:

4D 01 50 41 47 45 42 31 31 00 05 8C 00 04 64 04 01

 

Notice the embolded text. Your game is interpreting the "1" and null termination on the end of "PAGEB11" as:

0031: gtelf 140 100

 

I have no idea why the game is completely ignoring the 014D call. I just cannot understand why such a thing is happening, maybe you modified the SCM and the compiler has compiled it wrong?

abstract_sig.png

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Konstantinos

I'm using the original SCM file. I even made a new clean install of v7 to make sure - no change.

This is seriously f*cked up. I'm starting to think it has something to do with my bad karma cry.gif

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First of all, excuse me for asking this question here. I really am sorry, but I don`t know what else to do...

 

While you were converting handling strings for VC, did you have problems with loading the program, or game crashing?

 

For more info, look at my original post: http://www.gtaforums.com/index.php?act=ST&...=0#entry3823006

 

 

If anyone from Liberty City project can help me, good. If not just forget about it. wink.gif

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