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The thread that started it all


Demarest
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Ben, I tried to download the Lighting Fix but it don't seem to be on the server confused.gif

 

I got the same "not found" error for other files you uploaded recently in the same folder...

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@Kon - yeah, I know. I've got the order in which to compile the IMG from Craig, so I'll update it at some stage this week or next. Then it's just the installer to finalise.

 

@ITBTD - The last few posts in the Installer topic are about the new installer. The files they extract are for v6, but we'll use the same foundation for v7 wink.gif.

 

In fact, IIRC, both CTM and nsane made different installers. So I'll talk to Craig and decide which one to go with (at some stage) smile.gif.

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Oh yeah blush.gif. I removed a lot of the stuff from my FTP folder - everything you need is in the 2.7up package which can normally be found in the pinned Updates topic.

 

Sorry about that smile.gif.

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don't worry smile.gif

 

I just copied the updated files in the LC folder, so I think the problem is solved...

really I haven't yet checked the fixed lighting, i'll do it tomorrow tounge.gif

 

 

not sure... but I think in a couple of days italian.gxt should be ready! icon14.gif

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Here's some stuff that still has to be organised - the links all address a range of EXE-related fixes we still have to implement.

 

But I found a nice (late) Christmas present in my email inbox this morning, courtesy of AK - a world lighting fix! biggrin.gif

 

Originally, he'd simply increased the blue values in timecyc.dat, which worked, but also affected all the whites in-game - they were no longer a "true" white.  However, he has presented an alternative solution - since red and green mixed makes yellow, by reducing those values, the yellowish lighting in LC can be reduced.

 

 

That's however not what VC:Weather does. smile.gif The above has just been a consideration for workaround. With VC:Weather modders can do the same thing GTA3 does: do a transparent overlay over the entire world after after everything is rendered. The problem was that VC didn't have the RGBA values that are at the end of each timecyc.dat line, obviously entries that have been added shortly before the game was completed (as the photos on the back cover of my GTA3 game do not have the tint). smile.gif

 

So what does VC:Weather do (shameless spam to follow... wink.gif )? It does lay likewise an overlay over the entire world and uses values that it takes from its config file. Handily for the LC project the default config file has already the default GTA3 values (mainly because they're good starting values for my own mod). So then all that is left is to adjust at least the obj_amb of VC's timecyc.dat (which did not exist in GTA3). Tracking the workings of the GTA3 exe resulted in me discovering that the corresponding values in GTA3 are calculated from the ambient rgb values. GTA3 takes these values, multiplies them first with 1.3 then and then with 1.44something for a net multiplier of 1.8something. The timecyc.dat that I sent Ben has corresponding values for the object ambient light data, so in effect by default VC:Weather gives an exact approximation (minus rounding errors) of GTA3 lighting if the aforementioned timecyc.dat is used in conjunction with it - at least in theory. I cannot get LC to run at the moment, so I can't compare screenshots for myself.

 

What VC:Weather in its final form *also* does is to enable full configuration of both VC weather tables. Again handily for the LC folks, I have already included the original GTA3 weather states; just comment them in and the VC values of table 2 out (not supported yet in the version Ben has). Of less interest to your project might be that the mod also allows for customizable random weather and that it allows to customize rain settings. With that it is possible to configure the speed of the falling rain (among other things), so if anyone wants to use that for a snow mod, it's entirely possible.

 

I need to write some readme for the mod and will upload it tomorrow. I'll include the source code too - so if you don't want to include the mod into LC itself, you can check what the mod does and re-write it partially yourself. smile.gif

 

 

 

You can grab the fix here, and check out these comparison pics:

Original VC Tint vs GTA3-style Tint.

 

I'm not sure on the exact functions of the ASI or the CFG - AK could tell you more if you're interested Seems AK has already posted a brief description here wink.gif.  To install it, simply extract it over your LC folder.

 

I'll whack it in an update package sometime soon (with all of the other stuff that I need to compile too) smile.gif.

 

I hope the above was informative enough for the moment. smile.gif I'll post the full mod tomorrow if all goes well. It's part of my trying to make VC more configurable for modders, especially for those working on total conversions. Next will be VC:Traffic. If any of you have any requests with regards to weather and/or traffic, I'm sure I'll be able to work it into my mods.

 

Alex

 

PS Ben, I found that the sun glare on vehicles issue practically resolves itself if you use the GTA3 weather table - it doesn't have an extra sunny weather state. smile.gif

 

 

 

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i have some questions..

first of all if i download this mod is there going to be gta 3 missions? no missions? or some missions you did?

my other question is i have a copy vice city cd(not original) is it ok ?

please answer them smile.gif

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Craig Kostelecky

All GTA3 missions have been converted. There are a few that still have minor bugs to fix though.

 

A copied CD should (but is not guaranteed) to work.

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i downloaded it. the first 5 minutes were amazing but then strange things started to happen.

suddenly claude became like a robot his legs were metal other texture bugs too.

then game closed itself.

what should i do please help?

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blush.gif

 

From reading your post in the direct3d topic, that was the impression I got. I'm not sure I could've been more wrong tounge.gif.

 

Anyways, not to worry. At least now I understand a lot more about the VC-weather functions icon14.gif. I might hassle you for some more in-depth info at a later stage (for my guide), but for now, that will suffice wink.gif.

 

Regarding the issue of traffic - my only requests are to deal with the traffic problems we have in LC (as long as they correspond with your mod) please. I think they're all in the checklist - off the top of my head, there's issues with the traffic at the SSV lift bridge (AFAIK, the traffic behaviour for that is coded into the SCM - the cars inside a cube near the lifting part of the bridge just disappear when the bridge starts to rise - perhaps you can make them just stop instead of disappearing entirely (as per GTA3)?); and also with the driver behaviour - not all drivers go crazy when their vehicle gets shot or hit (with a weapon).

 

And one other question - do you have any plans to do any other VC-*** modules? Something with the PEDs/animations would be really good (MM was starting to look into it before he got snowed under with uni work I think). Even if you didn't, any research into the differences in the engines (I'm talking specific technicalities here, not just basics) of GTA3 and VC would be invaluable for my guide. Let me know what you're plans are and I'll see what I want then wink.gif.

 

Cheers smile.gif.

 

EDIT - Not sure what will happen, but it'd be nice if you could take a look into the way the wanted level system is conducted through the EXE (or just in general). There's a pretty major difference between LC and GTA3 - the VC engine spawns WAY more cops, and for different things when compared to III.

 

Might be worth a look if you're interested smile.gif.

Edited by Ben
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I cant get it to work, done everything.

 

When I run gta-lc.exe it says;

 

"Unable to determine the version of gta-vc.exe

GTA Liberty will not be executed"

 

think it might have something to do with "vcversion.dll", although it is from the 2.7update version so it should work. Can someone post a working one?

 

When I run gta-vc.exe, it looks like its going to work, but crashes when I try to start a new game.

im having exactly the same problem, and i have the original VC.. I noticed in my LC folder there isnt a vcversion.dll. Where can i get the file?

 

thx

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i downloaded it. the first 5 minutes were amazing but then strange things started to happen.

suddenly claude became like a robot his legs were metal other texture bugs too.

then game closed itself.

what should i do please help?

There's a few possible causes for your problem that I can see. Firstly (and most likely), is that you're not using an original version of the game - you can try with a purchased version and see if that helps. Whilst LC will work with a no-cd EXE, we can only offer support for legal versions of the game.

 

You could potentially have some issues with your graphics hardware - you could try updating your drivers and see if that fixes the problem. Or your card may simply not work with LC - some GeForce cards have artefacting issues with LC (and other GTAs too) confused.gif.

 

The other thing you could try is to delete the IIItoVC.asi file, although this may crash the game. It will also stop several functions from working properly - the pager, for example.

 

There's a few things for you to try - before changing/removing any files, I'd suggest backing up first. Good luck smile.gif.

 

 

I cant get it to work, done everything.

 

When I run gta-lc.exe it says;

 

"Unable to determine the version of gta-vc.exe

GTA Liberty will not be executed"

 

think it might have something to do with "vcversion.dll", although it is from the 2.7update version so it should work. Can someone post a working one?

 

When I run gta-vc.exe, it looks like its going to work, but crashes when I try to start a new game.

im having exactly the same problem, and i have the original VC.. I noticed in my LC folder there isnt a vcversion.dll. Where can i get the file?

 

thx

Grab the 2.7up package from the pinned Updates topic - it's got several other updates included as well as the vcversion.dll wink.gif.

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a few minutes later the games crashes and a page opens, expencion.... or something like that and it writes some mistakes of the game

what should i do to fix it?

or it is because of the copy disc?

rahkstar2.gif

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Firstly, you can try my suggestions above wink.gif.

 

The other thing you can do is to post the first 7 lines of the debug output (which is saved in your main LC folder in a file called gta-lc-scm.log). That will help us identify your problem better.

 

Although, as I said above, it's most likely the fact that you're using a copied version of the game - if you buy a proper version, it will probably work (I can't guarantee that though (obviously) but in most cases, it fixes problems).

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you mean this?i didnt copied my gta-vice city folder while i was loading it.

was it necessary? if it is the problem i could load it again biggrin.gif

thanks for your help smile.gif

 

Exception at address: 0x6DF7176C

 

EXE Version: gta-vc.exe 1.0 US

 

Last opcode executed: 0001 wait

 

In thread: ambul_m

 

 

 

Registers -----------------------------------------------------

 

EAX: 0xC0D0417E EBX: 0x00000DB8 ECX: 0x09A12F28 EDX: 0x00000030

 

ESI: 0x00169040 EDI: 0x00189A00 EBP: 0x0012FC6C ESP: 0x0012FC68

 

EFLAGS: 1000010000001000000010

 

 

 

// THREAD "rctrig"

 

0001E886: if 0

 

0001E88A: is_player_driving_car_model $var0008, 189

 

0001E892: jf @0001E9F7

 

0001E9F7: if 0

 

0001E9FB: is_defined $var0008

 

0001EA00: jf @0001E86B

 

0001EA07: if 0

 

0001EA0B: NOT is_player_driving_car_model $var0008, 189

 

0001EA13: jf @0001E86B

 

0001EA1A: setgi $var0D1C, 0

 

0001EA21: jump @0001E86B

 

0001E86B: wait 0

 

// THREAD "cop_m"

 

0001FB93: if 0

 

0001FB97: is_defined $var0008

 

0001FB9C: jf @0001FB8F

 

0001FBA3: if 25

 

0001FBA7: is_player_driving_car_model $var0008, 156

 

0001FBAF: is_player_driving_car_model $var0008, 157

 

0001FBB7: is_player_driving_car_model $var0008, 236

 

0001FBBF: is_player_driving_car_model $var0008, 162

 

0001FBC7: is_player_driving_car_model $var0008, 220

 

0001FBCF: is_player_driving_car_model $var0008, 155

 

0001FBD7: jf @0001FD18

 

0001FD18: if 0

 

0001FD1C: egi $var0D40, 1

 

0001FD23: jf @0001FB8F

 

0001FB8F: wait 0

 

// THREAD "fire_m"

 

0001FA06: if 0

 

0001FA0A: is_defined $var0008

 

0001FA0F: jf @0001FA02

 

0001FA16: if 0

 

0001FA1A: is_player_driving_car_model $var0008, 137

 

0001FA22: jf @0001FB63

 

0001FB63: if 0

 

0001FB67: egi $var0D38, 1

 

0001FB6E: jf @0001FA02

 

0001FA02: wait 0

 

// THREAD "taxi_l"

 

0001F87C: if 0

 

0001F880: is_defined $var0008

 

0001F885: jf @0001F878

 

0001F88C: if 0

 

0001F890: is_player_driving_taxi $var0008

 

0001F895: jf @0001F9D6

 

0001F9D6: if 0

 

0001F9DA: egi $var0D30, 1

 

0001F9E1: jf @0001F878

 

0001F878: wait 0

 

// THREAD "ambul_m"

 

0001FD48: if 0

 

0001FD4C: is_defined $var0008

 

0001FD51: jf @0001FD44

 

0001FD58: if 0

 

0001FD5C: is_player_driving_car_model $var0008, 146

 

0001FD64: jf @0001FEA5

 

0001FEA5: if 0

 

0001FEA9: egi $var0D48, 1

 

0001FEB0: jf @0001FD44

 

0001FD44: wait 0

 

// THREAD "o4x4_4"

 

0001D73D: if 0

 

0001D741: egi $var0828, 0

 

0001D748: jf @0001D756

 

0001D74F: setgi $var0CE4, 120

 

0001D756: if 0

 

0001D75A: is_defined $var0008

 

0001D75F: jf @0001D738

 

0001D766: if 1

 

0001D76A: egi $var04E4, 0

 

0001D771: is_player_in_zone $var0008, "COM_EAS"

 

0001D77E: jf @0001D738

 

0001D738: wait $var0684

 

// THREAD "o4x4_3"

 

0001D643: if 0

 

0001D647: egi $var0824, 0

 

0001D64E: jf @0001D65D

 

0001D655: setgi $var0CE0, 300

 

0001D65D: if 0

 

0001D661: is_defined $var0008

 

0001D666: jf @0001D63E

 

0001D66D: if 1

 

0001D671: egi $var04E4, 0

 

0001D678: is_player_in_rect $var0008, -565.0000, 255.0000, -545.0000, 275.0000, 0

 

0001D693: jf @0001D63E

 

0001D63E: wait $var0684

 

// THREAD "o4x4_2"

 

0001D558: if 0

 

0001D55C: egi $var0820, 0

 

0001D563: jf @0001D571

 

0001D56A: setgi $var0CDC, 120

 

0001D571: if 0

 

0001D575: is_defined $var0008

 

0001D57A: jf @0001D553

 

0001D581: if 1

 

0001D585: egi $var04E4, 0

 

0001D58C: is_player_in_zone $var0008, "PARK"

 

0001D599: jf @0001D553

 

0001D553: wait $var0684

 

// THREAD "o4x4_1"

 

0001D46C: if 0

 

0001D470: egi $var081C, 0

 

0001D477: jf @0001D486

 

0001D47E: setgi $var0CD8, 300

 

0001D486: if 0

 

0001D48A: is_defined $var0008

 

0001D48F: jf @0001D467

 

0001D496: if 1

 

0001D49A: egi $var04E4, 0

 

0001D4A1: is_player_in_zone $var0008, "S_VIEW"

 

0001D4AE: jf @0001D467

 

0001D467: wait $var0684

 

// THREAD "ilandid"

 

00010D1A: if 0

 

00010D1E: is_defined $var0008

 

00010D23: jf @00010D15

 

00010D2A: if 0

 

00010D2E: NOT is_player_in_rect $var0008, 365.0000, 1900.0000, 1915.0000, -1900.0000, 0

 

00010D49: jf @00010DCC

 

00010DCC: if 0

 

00010DD0: NOT egi $var0040, 1

 

00010DD7: jf @00010D15

 

00010D15: wait $var0684

 

// THREAD "bust_h"

 

00018E5C: if 0

 

00018E60: is_defined $var0008

 

00018E65: jf @00018E58

 

00018E6C: if 2

 

00018E70: is_player_in_zone $var0008, "S_VIEW"

 

00018E7D: egi $var04E4, 0

 

00018E84: egi $var0050, 1

 

00018E8B: jf @00018E58

 

00018E58: wait 0

 

// THREAD "wast_h"

 

00018DE3: if 0

 

00018DE7: is_defined $var0008

 

00018DEC: jf @00018DDF

 

00018DF3: if 2

 

00018DF7: is_player_in_zone $var0008, "S_VIEW"

 

00018E04: egi $var04E4, 0

 

00018E0B: egi $var0044, 1

 

00018E12: jf @00018DDF

 

00018DDF: wait 0

 

// THREAD "usj"

 

00016D8B: if 0

 

00016D8F: NOT is_defined $var0008

 

00016D94: jf @00016DA2

 

00016DA2: if 0

 

00016DA6: NOT is_player_driving $var0008

 

00016DAB: jf @00016DB9

 

00016DB9: get_player_car $var0008, $var0C2C

 

00016DC1: if 0

 

00016DC5: is_car_stopped $var0C2C

 

00016DCA: jf @00016DD8

 

00016DD8: if 0

 

00016DDC: opcode_04A8 $var0008

 

00016DE1: jf @00016DEF

 

00016DEF: if 0

 

00016DF3: opcode_04C9 $var0008

 

00016DF8: jf @00016E06

 

00016E06: get_car_speed $var0C2C, $var0C30

 

00016E0E: if 0

 

00016E12: NOT gtgf $var0C30, 25.0000

 

00016E1C: jf @00016E2A

 

00016E2A: if 0

 

00016E2E: NOT is_airborne $var0C2C

 

00016E33: jf @00016E41

 

00016E3A: jump @00016D87

 

00016D87: wait 0

 

// THREAD "hj"

 

00012720: if 0

 

00012724: NOT is_defined $var0008

 

00012729: jf @00012737

 

00012737: if 0

 

0001273B: is_handling_cheat_enabled

 

0001273D: jf @0001274B

 

0001274B: if 0

 

0001274F: NOT is_player_driving_car_model $var0008, 194

 

00012757: jf @0001278C

 

0001275E: if 0

 

00012762: opcode_04C9 $var0008

 

00012767: jf @00012775

 

00012775: if 0

 

00012779: opcode_04A8 $var0008

 

0001277E: jf @0001278C

 

0001278C: if 0

 

00012790: is_player_driving $var0008

 

00012795: jf @00012D89

 

0001279C: get_player_car $var0008, $var0910

 

000127A4: opcode_04FC $var0008, $var0914, $var0918, $var091C, $var0920, $var0924, $var0928

 

000127BB: if 0

 

000127BF: gtgi $var0914, 0

 

000127C6: jf @0001287D

 

0001287D: if 0

 

00012881: gtgi $var091C, 0

 

00012888: jf @0001294D

 

0001294D: if 0

 

00012951: gtgi $var0924, 0

 

00012958: jf @00012A0F

 

00012A0F: if 0

 

00012A13: NOT is_stopped $var0910

 

00012A18: jf @00012D7B

 

00012A1F: if 0

 

00012A23: is_airborne $var0910

 

00012A28: jf @00012D6D

 

00012D6D: jump @0001271C

 

0001271C: wait 0

 

// THREAD "rctrig"

 

0001E86F: if 1

 

0001E873: is_defined $var0008

 

0001E878: egi $var0D1C, 0

 

0001E87F: jf @0001E9F7

 

0001E886: if 0

 

0001E88A: is_player_driving_car_model $var0008, 189

 

0001E892: jf @0001E9F7

 

0001E9F7: if 0

 

0001E9FB: is_defined $var0008

 

0001EA00: jf @0001E86B

 

0001EA07: if 0

 

0001EA0B: NOT is_player_driving_car_model $var0008, 189

 

0001EA13: jf @0001E86B

 

0001EA1A: setgi $var0D1C, 0

 

0001EA21: jump @0001E86B

 

0001E86B: wait 0

 

// THREAD "cop_m"

 

0001FB93: if 0

 

0001FB97: is_defined $var0008

 

0001FB9C: jf @0001FB8F

 

0001FBA3: if 25

 

0001FBA7: is_player_driving_car_model $var0008, 156

 

0001FBAF: is_player_driving_car_model $var0008, 157

 

0001FBB7: is_player_driving_car_model $var0008, 236

 

0001FBBF: is_player_driving_car_model $var0008, 162

 

0001FBC7: is_player_driving_car_model $var0008, 220

 

0001FBCF: is_player_driving_car_model $var0008, 155

 

0001FBD7: jf @0001FD18

 

0001FD18: if 0

 

0001FD1C: egi $var0D40, 1

 

0001FD23: jf @0001FB8F

 

0001FB8F: wait 0

 

// THREAD "fire_m"

 

0001FA06: if 0

 

0001FA0A: is_defined $var0008

 

0001FA0F: jf @0001FA02

 

0001FA16: if 0

 

0001FA1A: is_player_driving_car_model $var0008, 137

 

0001FA22: jf @0001FB63

 

0001FB63: if 0

 

0001FB67: egi $var0D38, 1

 

0001FB6E: jf @0001FA02

 

0001FA02: wait 0

 

// THREAD "taxi_l"

 

0001F87C: if 0

 

0001F880: is_defined $var0008

 

0001F885: jf @0001F878

 

0001F88C: if 0

 

0001F890: is_player_driving_taxi $var0008

 

0001F895: jf @0001F9D6

 

0001F9D6: if 0

 

0001F9DA: egi $var0D30, 1

 

0001F9E1: jf @0001F878

 

0001F878: wait 0

 

// THREAD "ambul_m"

 

0001FD48: if 0

 

0001FD4C: is_defined $var0008

 

0001FD51: jf @0001FD44

 

0001FD58: if 0

 

0001FD5C: is_player_driving_car_model $var0008, 146

 

0001FD64: jf @0001FEA5

 

0001FEA5: if 0

 

0001FEA9: egi $var0D48, 1

 

0001FEB0: jf @0001FD44

 

0001FD44: wait 0

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i have a similar problem, but this happened after installing mods:

 

Patch 1.0 US

 

Exception at address:	0x00652AA0EXE Version:          gta-vc.exe 1.0 USRegisters -----------------------------------------------------EAX: 0xFFFFFFFF	EBX: 0x00000000	ECX: 0xFFFFFFFF	EDX: 0x00000000ESI: 0x007D7C38	EDI: 0x007D7C38	EBP: 0x000000FF	ESP: 0x0012FBF8EFLAGS: 1000010000001001000110

 

 

Patch 1.1 US

 

Exception at address:	0x00652AF0EXE Version:          gta-vc.exe 1.1 USRegisters -----------------------------------------------------EAX: 0xFFFFFFFF	EBX: 0x00000000	ECX: 0xFFFFFFFF	EDX: 0x00000000ESI: 0x007D7C40	EDI: 0x007D7C40	EBP: 0x000000FF	ESP: 0x0012F4F8EFLAGS: 1000010000001001000110

 

 

Im sure i installed the mods right

Edited by fitzy9994
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blush.gif

 

 

Lol, no worries, Ben. smile.gif

 

 

From reading your post in the direct3d topic, that was the impression I got.  I'm not sure I could've been more wrong tounge.gif.

 

Anyways, not to worry.  At least now I understand a lot more about the VC-weather functions icon14.gif.  I might hassle you for some more in-depth info at a later stage (for my guide), but for now, that will suffice wink.gif.

 

Regarding the issue of traffic - my only requests are to deal with the traffic problems we have in LC (as long as they correspond with your mod) please.  I think they're all in the checklist - off the top of my head, there's issues with the traffic at the SSV lift bridge (AFAIK, the traffic behaviour for that is coded into the SCM - the cars inside a cube near the lifting part of the bridge just disappear when the bridge starts to rise - perhaps you can make them just stop instead of disappearing entirely (as per GTA3)?); and also with the driver behaviour - not all drivers go crazy when their vehicle gets shot or hit (with a weapon).

 

 

VC:Traffic is supposed to eventually enable customization of driver reaction according to user-specified probabilities, wether be it just continuing to drive as if nothing was happening, go into drive-through mode or drive-past mode (that is the classic GTA3 reaction), or to stop and get out.

 

 

And one other question - do you have any plans to do any other VC-*** modules?  Something with the PEDs/animations would be really good (MM was starting to look into it before he got snowed under with uni work I think).  Even if you didn't, any research into the differences in the engines (I'm talking specific technicalities here, not just basics) of GTA3 and VC would be invaluable for my guide.  Let me know what you're plans are and I'll see what I want then wink.gif.

 

Cheers smile.gif.

 

EDIT - Not sure what will happen, but it'd be nice if you could take a look into the way the wanted level system is conducted through the EXE (or just in general).  There's a pretty major difference between LC and GTA3 - the VC engine spawns WAY more cops, and for different things when compared to III.

 

Might be worth a look if you're interested smile.gif.

 

I fear I've got much other stuff to do in the foreseeable future, Ben. Sorry, but best to not wait for me to have the time to do that. smile.gif

 

Alex

 

PS I have just uploaded VC:Weather to gtagarage. GTA:LC might decide on their own whether they want to include it in their distribution or whether to possibly make use of parts of the source code or not. The source code is undocumented though and to make sense of it, just track what it does in a debugger.

 

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And one other question - do you have any plans to do any other VC-*** modules?  Something with the PEDs/animations would be really good (MM was starting to look into it before he got snowed under with uni work I think).  Even if you didn't, any research into the differences in the engines (I'm talking specific technicalities here, not just basics) of GTA3 and VC would be invaluable for my guide.  Let me know what you're plans are and I'll see what I want then wink.gif.

 

Cheers smile.gif.

 

EDIT - Not sure what will happen, but it'd be nice if you could take a look into the way the wanted level system is conducted through the EXE (or just in general).  There's a pretty major difference between LC and GTA3 - the VC engine spawns WAY more cops, and for different things when compared to III.

 

Might be worth a look if you're interested smile.gif.

 

I fear I've got much other stuff to do in the foreseeable future, Ben. Sorry, but best to not wait for me to have the time to do that. smile.gif

No worries mate. Just thought I'd ask anyway smile.gif.

 

 

PS I have just uploaded VC:Weather to gtagarage. GTA:LC might decide on their own whether they want to include it in their distribution or whether to possibly make use of parts of the source code or not. The source code is undocumented though and to make sense of it, just track what it does in a debugger.

I'll leave that to MM to decide I think, but at this stage, I don't see any problem with just including it straight into the package. I've just downloaded it, and I notice that there are several differences in CFG file (I'm not talking about newer supported features - I mean that a few values have changed from the one you originally sent me, and some of the lines are no longer commented (#) out).

 

So my only other request is if you'd be able to set the CFG file up for LC when you're done with it (I noticed it's still listed as a WIP). Or at least explain some of the changes to me (that might be easier via email/PM) please smile.gif.

 

Thanks again Alex.

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@james_root - I don't really understand how to read the bug reports as I'm not involved in the EXE or SCM side at all, and nothing there really stands out to me. Hopefully Craig might have some answers (or MM or Hammer might suddenly pop up and help out, but I doubt that tounge.gif).

 

@fitzy9994 - Try removing the mods. In most cases, mods will be the cause of a problem - remove them and it's normally gone. In your instance, the EAX, EBX, ECX and EDX values all look wrong - it's as though nothing's been executed.

 

@Craig - I don't know if you know how to read the EXE part of the bug reports at all, but I found this post of MM's where he sort've explained it. I don't understand it very much - maybe you might (and if you do, would you care to explain it to me in English please tounge.gif?). smile.gif

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Ok, there's been a few minor updates that fix a few errors (such as two plumes of exhaust smoke when there was only one muffler on a car, etc.). This is untested, but shouldn't cause any problems. Thanks to simplyunkillable for pointing this out to me.

 

The crux of the problems was in model flag data - there were several differences between the data in GTA3's handling.cfg and LC's. After wrecking my head, I eventually figured out how to read the data correctly (and I'll explain that below). If you check out the Change Log included in the download, you can see what changes I have (and haven't) made. The table in the first post has also been updated to briefly note the changes made.

 

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

 

READING HANDLING MODEL FLAG DATA:

The way that the flags are written in the model flags field in handling.cfg is a little strange. I know next nothing about HEX, except that it uses 16 digits and uses the letters A, B, C, D, E and F (A=10, B=11, and so on to F=15 - 0-15 is 16 digits). Considering my knowledge (or lack thereof) of HEX, my assumptions could be a little incorrect, but the bulk of this explanation should be right.

 

Unlike conventional number-related reading, the flags do NOT read from left to right - rather, from right to left. However, the number of digits also plays a part in way to read them - it's a little difficult to explain, so I'll try and use some examples.

 

Consider this flag data:

 

8102

 

It has four digits, so the 8 applies the flag data for the 4th digit (remember, we're reading from right to left) - see below for flags data (from GTA3):

 

; (ad) flags!!!  WARNING - Now written HEX for easier reading of flags;  1st digit =  1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT;  2nd digit =  1: NO_DOORS         2: IS_VAN       4: IS_BUS        8: IS_LOW;  3rd digit =  	1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER  ;  4th digit =  1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS

 

Therefore, the HALOGEN_LIGHTS flag is applied. Moving on to the 1 - as you can see, the DBL_EXHAUST flag is applied. The 0 means that the 2nd digit uses no flag, and the 2 means that the 2G_BOOST flag is applied. Pretty simple, eh? Well, consider this flag data:

 

81024

 

It has five digits, so straightaway it can only apply to VC (as opposed to GTA3) - VC has three extra flag fields when compared with GTA3 - see below for VC flag data:

 

; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags;  1st digit =  1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET      8: HANGING_BOOT;  2nd digit =  1: NO_DOORS         2: IS_VAN         4: IS_BUS          8: IS_LOW;  3rd digit =  	1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT    8: NONPLAYER_STABILISER  ;  4th digit =  1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG          8: HALOGEN_LIGHTS;  5th digit =  1: IS_BIKE          2: IS_HELI        4: IS_PLANE        8: IS_BOAT;  6th digit =  1: NO_EXHAUST       2: REARWHEEL_1ST  4: HANDBRAKE_TYRE  8: SIT_IN_BOAT;  7th digit =  1: FAT_REARW        2: NARROW_FRONTW  4: GOOD_INSAND

 

In this instance, the 8 applies the flag data for the 5th digit - therefore, the IS_BOAT flag is used. The 1 in this case applies to the 4th digit - NEUTRALHANDLING, and so on, meaning the other flags would be IS_VAN and REV_BONNET. Keep in mind that this is simply a made-up example and obviously wouldn't work very well in-game, but it demonstrates how to read the flag data pretty effectively. The same process is used for any number of digits from one through to four (as per GTA3) or from one through to seven (for VC).

 

I hope that will help someone out who (like me) couldn't figure out how the heck the flag data applied. As I said above, my lack of HEX knowledge might mean that this was a bit obvious - perhaps HEX reads from right to left? I don't know - either way, this explanation still makes sense, and is explained from a n00b's perspective.

 

smile.gif

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The best way to edit flags is to simply use a handling editor, such as CFG Studio. It doesn't preserve any comments you put in the file, but it makes flag editing easy:

user posted image

640 x 480, 88kB.

 

Hexadecimal numbers are read the same as regular. Highest values on the right, lowest values on the left. "Digit 1" means the lowest value digit, so it will appear furthest to the right. smile.gif

 

You're dead right about the slight physics changes between GTA3 and GTAVC. You could try comparing my GTA3 Handling Overhaul with my GTAVC Handling Overhaul. The biggest differences I found in the weight shifting and how the tyres respond to the ground. I ended up using slightly different styles in each game so I could make the most of the better physics in GTAVC.

 

You can't get the performance identical in each game - particularly when on two wheels - but it should be pretty close. Feel free to use any/all the setups from my overhauls if you like.

Edited by Cerbera
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Thanks. At this stage we've got it going pretty well - we've marketed LC as taking advantage of VC's improved physics engine, so the difference isn't too much of an issue. But this thread's been open for a while and no-one's reported any drastic differences, so I think we might have got it to a stage where everyone's happy smile.gif.

 

Somehow I knew that HEX thing would get the better of me though... tounge.gif

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after 5 minutes game crashes and it writes

 

Exception at address: 0x00660DA6

EXE Version: gta-vc.exe 1.0 US

Last opcode executed: 0001 wait

In thread: luigi_5

 

Registers -----------------------------------------------------

EAX: 0x00000000 EBX: 0x09C13260 ECX: 0x0000C3B8 EDX: 0xC90DA65C

ESI: 0x00789C8C EDI: 0x0000C3AC EBP: 0x09C13260 ESP: 0x0012FBB8

EFLAGS: 1000010000001010000111

 

please help!!!whats the problem and have can i solve it? sigh.gif

does an updated version fix this?

Edited by james_root
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Craig Kostelecky

How are you in thread luigi_5 ("The Fuzz Ball") after just 5 minutes of playing?

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i do a mission then fastly save it then it crashes sometimes while doing the first mission sometimes at second. now i am at another missions. when it crashes it doesen't write luigi and luigi again...

i really can't understandw why it is closing itself... cryani.gif

 

EDIT by Ben - This topic is now pretty out of date. The new topic can be found here.

 

Locked.

Edited by Ben
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Craig Kostelecky

That was set up in the beginning so we could easily toggle between the GTA3 setup of the static helicopters, and the way it should be with an actual helicopter. One of the recent updates must have switched that back (either accidently or intentionally). This should obviously be switched back. But I don't remember what specific files need to be changed though.

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Wouldn't it just be somewhere at the beginning of the SCM when you spawn all parked vehicles? Doing a coordinate search should find it fairly easily, shouldn't it?

 

I don't know - I'm just clutching at straws here, but that seems logical to me smile.gif.

 

EDIT - simplyunkillable mentioned to me that there is a problem with the convertable cars. Apparently they have side windows (which can sustain damage), but Claude jumps right through them.

 

Anyone up to fixing the models?

Edited by Ben
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Konstantinos

 

That was set up in the beginning so we could easily toggle between the GTA3 setup of the static helicopters, and the way it should be with an actual helicopter. One of the recent updates must have switched that back (either accidently or intentionally). This should obviously be switched back. But I don't remember what specific files need to be changed though.

Ok, I need to get this straight. This code:

 

00D6: if 0 0038:   $MASTERLCEXTRAS1 == 1;; integer values 004D: jump_if_false ££LabelLCSubSDOReturn 0363: toggle_model_render_at -1888.1 -906.715 21.749 radius 80.0 object #HELIPOLICE 0 03B6: replace_model_at -1888.1 -906.715 21.749 radius 80.0 from #HELIPOLICE to #LOD_LAND014 0363: toggle_model_render_at 109.188 -1446.1 51.5171 radius 80.0 object #HELIROCK 0 03B6: replace_model_at 109.188 -1446.1 51.5171 radius 80.0 from #HELIROCK to #LOD_LAND014 

 

is supposed to disable the static copters if MASTERLCEXTRAS1 is on, right? But it doesn't seem to work. Only thing that works is to delete them from the map - comSE.ipl and landSW.ipl. Why not just get rid of them?

Edited by Konstantinos
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