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The thread that started it all


Demarest
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I absolutely hate the way the Dodo handles and have tried to make it more like the skimmer but it still has the same terrible characteristics. Thing I've done include:

> Changing its model/col

> Making its handling like the Skimmer

 

None of these change the crappy flight time in the Dodo .... so I'll ask if anyone can tell me how to revert to Skimmer-like handling, if its possible.

 

Moved.

 

EDIT by Ben - This is something that would be unofficial (hence why I've moved it here). The Dodo is meant to have crappy handling - it handles a LOT better than it does in GTA3 though, but I think the general consensus is to keep it that way.

 

To improve the handling wouldn't be something official.

Edited by Ben
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I'm back! Same thing as every time:

Using vc_weather.asi results in a crash back to desktop. (Last time I reported it was gta-lc.asi. tounge.gif )

Reason: I'm not using version 1.0 US gta-vc.exe. The ASI doesn't make use of vcversion.dll to check the version and change the memory offsets accordingly.

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Craig Kostelecky

 

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?

That was discussed when the cars were first converted. There are three options that we can go with. First is to leave it like it is and have Claude jump through the windows. Or we can remove the windows from the models. And finally we can make it so Claude never jumps over the doors. I think the best choice would be to remove the windows and keep the jumping animation. If no one is willing to alter those models, then I suggest keeping it as it is.

 

But since I've taken myself out of the loop a bit, I'll let Ben decide what the best option is (that is if he can find someone to clean up the models)

Edited by Craig Kostelecky
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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?

I don't know. The map fix is how I'll be removing them - see here for details on how (thanks to Craig for the link). space must've re-enabled the choppers with his IDE updates (either intentionally or accidentally).

 

 

I'm back! Same thing as every time:

Using vc_weather.asi results in a crash back to desktop. (Last time I reported it was gta-lc.asi. tounge.gif )

Reason: I'm not using version 1.0 US gta-vc.exe. The ASI doesn't make use of vcversion.dll to check the version and change the memory offsets accordingly.

I'll mention this to AK and see if he can make it work with vcversion.dll.

 

Also, is there a problem with any of the other ASIs, or do they all work for you now?

 

 

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?

That was discussed when the cars were first converted. There are three options that we can go with. First is to leave it like it is and have Claude jump through the windows. Or we can remove the windows from the models. And finally we can make it so Claude never jumps over the doors. I think the best choice would be to remove the windows and keep the jumping animation. If no one is willing to alter those models, then I suggest keeping it as it is.

 

But since I've taken myself out of the loop a bit, I'll let Ben decide what the best option is (that is if he can find someone to clean up the models)

Provided I can find someone willing to fix all the models (as well as another SCM'er), I'll go with that - otherwise it's fine as is. I personally like the jumping animation, so I don't really want to remove that. And from the sounds of things, neither does Craig.

 

smile.gif

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Craig Kostelecky
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?

You must have edited your post after I replied to it. Now I remember seeing that in the code. That should still work, even if the models are enabled in the ipl files. Someone with more time may want to play around with the files and see if they can get it working this way. Because when it's set up this way, the setting can easily be toggled for the individual user.

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Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs. At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).

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The LCS mod beta 1 is out. Get it here:

 

 

Made by Nach_scratch, NathanHenry, simplyunkillable ,TripleAs and Futurama Freak. I have nothing to do with this! no credit for me!

 

LCS mod beta1

Howcome I didn't get credit, lol. I worked alot with NathanHenry in this and together we changed the road textures, and I took the picture and edited the water texture (I sent it to TripleAs but I don't know if he used my one in the official one)

So anyway, on the first post in your spare time I'd appreciate if someone put my name in the credits, thankyou! smile.gif

Oh and if you would like proof ask TripleAs or NathanHenry themself and they will let you know.

 

Anyway i'm starting to talk too much, lol.

 

- Dingleman

 

EDIT by Ben - Done mate icon14.gif.

EDIT by Dingleman - Thanks wink.gif.

Edited by dingleman
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Also, is there a problem with any of the other ASIs, or do they all work for you now?

The new weather.asi is the only one preventing the game from even starting a new game.

BUT: when weather.asi is deactivated (I changed the extension to ._asi) , starting a new game (and loading those that had been created with that scm version) works fine, but the pager doesn't work. It simply doesn't appear, I don't hear the sound either. I tested this by collecting 10 hidden packages in both normal and debug mode.

I know it _did_ work previously, but IIItoVC.asi has been updated in the meantime.

I will try the older version of IIItoVC.asi now and report back.

 

EDIT:

I was right, the pager appears when I use the august 25 version of IIItoVC.asi, but it looks like this. Should it be half transparent? I really don't remember.

Edited by SteaVor
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Konstantinos

 

Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs.  At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).

You know sometimes I get the feeling that the game is just screwing with me... The scm switch DOES work. When I start a new game the copters are gone. Only my current saved game has them, like the code didn't execute for some damn reason. I made no changes to scm or anything else between the games. It's just a bloody random bug that probably can't be fixed. mad.gif Alright, enough of this.

---

I noticed a funny thing - space made the roads get wet everywhere, even inside the Porter tunnel. Sorry if it's like that in GTA3, coz you know I never played that ph34r.gif

Edited by Konstantinos
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Also, is there a problem with any of the other ASIs, or do they all work for you now?

The new weather.asi is the only one preventing the game from even starting a new game.

BUT: when weather.asi is deactivated (I changed the extension to ._asi) , starting a new game (and loading those that had been created with that scm version) works fine, but the pager doesn't work. It simply doesn't appear, I don't hear the sound either. I tested this by collecting 10 hidden packages in both normal and debug mode.

I know it _did_ work previously, but IIItoVC.asi has been updated in the meantime.

I will try the older version of IIItoVC.asi now and report back.

 

EDIT:

I was right, the pager appears when I use the august 25 version of IIItoVC.asi, but it looks like this. Should it be half transparent? I really don't remember.

Hmmm, that's weird. Perhaps MM forgot to reactivate his ASI with the VC versioning module when he updated it confused.gif.

 

As for the pager, yep, that's what it should look like. The font looks a bit screwy, but that could be fine - I'm only used to seeing it in English.

 

 

Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs.  At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).

You know sometimes I get the feeling that the game is just screwing with me... The scm switch DOES work. When I start a new game the copters are gone. Only my current saved game has them, like the code didn't execute for some damn reason. I made no changes to scm or anything else between the games. It's just a bloody random bug that probably can't be fixed. mad.gif Alright, enough of this.

---

I noticed a funny thing - space made the roads get wet everywhere, even inside the Porter tunnel. Sorry if it's like that in GTA3, coz you know I never played that ph34r.gif

Alrighty - I think the best thing to do would be to disable it through the SCM AND the IDEs. That way, they shouldn't show up at all wink.gif.

 

I don't recall the roads being wet in the Porter tunnel in GTA3, but they could've been. Could someone please check that (I'll probably forget)? smile.gif

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Konstantinos
Alrighty - I think the best thing to do would be to disable it through the SCM AND the IDEs. That way, they shouldn't show up at all wink.gif.

Actually, it's IPLs that would be changed, not IDEs. IDEs store objects definitions, while IPLs their actual placement. Sorry for that, but I just love to play smartass tounge.gif

If you delete an object from the map, there's no need to disable it through the SCM. I would go ahead do it. I don't see why anyone would want to play with the GTA3 setup of dummy copters instead of real ones (which would require them to edit the SCM). But I'm not sure I have the right to scrap a feature just like that.

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That's what I said tounge.gif.

 

blush.gif

 

My bad.

 

You've got a fair point though - I'm happy enough to remove them. Seeing as Craig is technically still the leader, I'll ask his input before doing anything though wink.gif. Craig...

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Craig Kostelecky

I think this is clear that it was just a fluke bug that Kon received in his save game. I don't even think it could be repeated. You don't have to worry about it anymore.

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As for the pager, yep, that's what it should look like.  The font looks a bit screwy, but that could be fine - I'm only used to seeing it in English.

No, it's not fine at all, because it looks always like that, no matter which language I choose. But that shouldn't be overrated - I'm using an old file after all. wow.gif

Edited by SteaVor
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Ok people, I am trying to mod the Dodo but it seems that every time I change its col/dff/txd files, the game crashes. I can assure you that I am doing everything right and the mods work, as I have tried them in VC ... Is this ever going to be fixed?

 

Or, better yet, can the team bring the Skimmer into the game so that this modding problem doesn't happen? I know the game is supposed to be like GTA3, but who would seriously want to fly the original Dodo?

Edited by Darlyn
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Craig Kostelecky

The skimmer is in the game. It has not been altered from Vice City at all.

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Oh, ok then ... I'll just replace all the Dodos with the Skimmer then. Thanks

Edited by Darlyn
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Installation instructions

 

MINIMUM REQUIREMENTS:

  • An unmodified version of GTA: Vice City - full install (that is, everything on your hard-drive)

     

  • At least 200MB of hard-drive space
RECOMMENDED REQUIREMENTS:
  • Another copy of GTA:VC so that you can play both GTA:VC and GTA:LC

     

  • 1GB of hard-drive space

     

  • GTA3 (for audio)
How to install GTA: Liberty City Beta 3.1

 

If you have the GTA3 audio files:

0. Have a full install of GTA:VC ready, make a copy and rename it to GTA:LC or something similar.

1. Extract the contents of Beta3.1.rar into your LC directory, make sure to select "overwrite all files" when prompted.

2. Extract the contents of 31update.rar into your LC directory, make sure to select "overwrite all files" when prompted.

3. Copy everything in the GTAIII \audio folder to LC's audio folder EXCEPT FOR SFX.raw and sfx.SDT! There is a separate SFX package (to be found HERE) to inject the missing sound bits into the VC SFX file, but don't use the SFX files shipped with GTAIII as they're not going to work properly with GTA:LC (the game will play incorrect sounds instead).

3. Right-click on the LC directory, select "Properties" in the context menu and untick the "Read-Only" box. Apply this change and wait for Windows to change the attribute on all the files inside the LC dir.

4. Run FinishInstall.bat and you're done!

 

If you don't have the GTA3 audio files:

0. Have a full install of GTA:VC ready, make a copy and rename it to GTA:LC or something similar.

1. Extract the contents of Beta3.1.rar into your LC directory, make sure to select "overwrite all files" when prompted.

2. Extract the contents of 31update.rar into your LC directory, make sure to select "overwrite all files" when prompted.

3. You'll now find an archive called "Blank audio.rar" inside your LC directory. Extract its contents to the \audio dir, overwriting all files when prompted.

4. Right-click on the LC directory, select "Properties" in the context menu and untick the "Read-Only" box. Apply this change and wait for Windows to change the attribute on all the files inside the LC dir.

5. Run FinishInstall.bat

6. Click on the "Show Config" shortcut in your main LC folder. Then click on the Advanced button. This gets you into the launcher's interface. Once there, click on the Audio tab. Now choose the first entry and click the "Restore" button. Repeat for the following 8 entries. Now you should click the "Verify paths" button and it should say that all files are valid now. Click "Apply" to save the changes.

Before: user posted image - After: user posted image

 

7. That's it - you're done!

 

 

___________________________

 

 

Additional steps for 64-bit versions of Windows

 

If the game silently crashes right at the beginning, before the R* intro movie starts playing, this may be due to the Windows "Data Exexution Prevention" interfering with the launch of the game. As DEP is enabled by default for all applications on 64 bit versions of Windows, you'll need to add an explicit exception for gta-vc.exe (NOT gta-lc.exe).

Instructions (borrowed from the Microsoft Knowledge Base) on how to do that:

 

The following procedure describes how to manually configure DEP on the computer:

 

  1. Click Start, click Run, type sysdm.cpl, and then click OK.

  2. On the Advanced tab, under Performance, click Settings.

  3. On the Data Execution Prevention tab, use the following procedure:

          * Click Turn on DEP for all programs and services except those I select to select the OptOut policy, and then click Add to add the programs that you do not want to use the DEP feature.

  4. Click OK two times.

 

 

Installation instructions for earlier versions of the mod

 

Please note - The recommended setting for Streaming Memory is the default 45 (a setting higher than this may cause undesirable framerate hits in certain areas of the map).

 

THE INSTALLER:

As this is only a test version of GTA:LC, we don't have a proper installer per se - the "installer" in this case is merely a self-extracting RAR archive. Before running it, please ensure that your anti-virus software is turned off as it sometimes conflicts with the installation process, causing problems - the archive has been pre-scanned, and we can assure you that there are no viruses or spyware inside.

  1. Ensure that you have the minimum requirements for GTA:LC

     

  2. Make sure that you are on your computer's Administrator account before attempting to install or play LC. This is very important, especially for Vista users

     

  3. Rename your GTA: Vice City folder to GTA - Liberty City, or something similar (so that you know what it is)

     

  4. Right click on your new LC folder, and go to Properties. Ensure that the Read Only box is unticked, and then select Apply. If prompted, select Apply changes to this folder, subfolders and files

     

  5. Double click on the installer to start it

     

  6. Follow the on-screen prompts to install GTA:LC

     

  7. When installation is complete, be sure to go to the LC folder and run FinishInstall.bat. It's supposed to create the Show Config utility and shortcuts to it and gta-lc.exe in your Programs menu. It will run AudioCleanup.bat for you, too. You may delete it when it's finished.
Note that this might not work for Vista users - please tell us how it goes on your Vista. If it doesn't work, here's how to create the Show Config utility on Vista:
  1. Right click on gta-lc.exe and select Create Shortcut on the Desktop

     

  2. Copy and paste the shortcut into your LC folder

     

  3. Right click on the shortcut and select Properties - the Shortcut tab should already be selected, and has the target box ready to change

     

  4. The target for the shortcut should look something like "C:\...\gta-lc.exe". Type -showconfig after it, so it should read "C:\...\gta-lc.exe" -showconfig

     

  5. Click Apply

     

  6. Go to the General tab and rename the shortcut Show Config and then click OK
The GTA3 audio (that is, the cutscene audio and radio stations) is an optional add-on for LC - to install it, do the following:
  1. Insert your GTA3 CD into your disc drive and explore it

     

  2. Find the audio folder and open it

     

  3. Select and copy the contents of the audio folder

     

  4. Go to your LC directory and find the Audio folder, and open it

     

  5. Paste the contents of your GTA3\audio folder into your LC\Audio folder, choosing Yes To All to overwrite the necessary files

 

Edited by SteaVor
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richard the pissed
Oh, ok then ... I'll just replace all the Dodos with the Skimmer then. Thanks

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

STOP! the skimmer allready spawns at asukas condo, when you get to shorside!

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Not to mention that this thread is for OFFICIAL vehicles discussion. I've already moved one of Darlyn's posts to Unofficial Mods.

 

Furthermore, you won't be able to fly the Skimmers you replace the Dodos with because the Skimmer is designed to take off from water, not land. And the Dodo is designed to take of from land, not water. So basically, unless you reposition them, that "solution" won't work either.

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The Stallion was using the NONPLAYER_STABALISER flag in LC, but not in III, so I removed it.

 

I was just going to tell you to download the file and check the change log, but there's something seriously wrong with Y_Less's site confused.gif. I'm going to ask him what the problem is, and hopefully it'll be working again soon.

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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 would advise against it - I told you that it is at present VC 1.0 US only. I believe the readme says so too. :-)

 

 

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.

 

Oh well, just when I thought the explanations in .cfg itself were good enough. wink.gif Anyway I suppose you don't want the true random weather functionality VC:Weather offers but rather use the original weather table from GTA3. I also assume that you want to use the tint in LC and that you want to make the default weather state at start-up (before main.scm evaluation) to be 0. In that case use as values for the globals: 0 1 1 0.

Do also comment out the entire weather table2 and uncomment the reference value from GTA3 below that. Keep the misc weather data as it is because the default values there are also Vice's default values. The random weather data should not conern you then and should remain untouched as should the tint value themselves for they already have the GTA3 values. smile.gif

 

Alex

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Thanks mate. I'll fix it up at some stage and let you know how it goes smile.gif.

 

EDIT - Scratch that, I'll sort it when you've got it to a final stage.

 

By the way, did you get my email?

Edited by Ben
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Master-Of-GTA

Hey everyone!

I found a very different way of passing The Exchange, so much so that it's very glitchy. I found it by accident, because I wanted to blow down Catalina's helicopter with a Hunter before she even arrived at the dam.

Anyway, I finished it eventually, and made some notes in Notepad on how I did it. Take a look:

 

Took Hunter

Parked in Catalina's mansion

Started mission

Killed everyone in mansion

Got back in Hunter

Flew outside

Watched cutscene involving Catalina's helicopter flying away from mansion

Tailed helicopter to Cochrane Dam

Tried to take down helicopter with Hunter's rockets

Noticed it was everything-proof

Got out of Hunter when helicopter landed

Took helicopter (unlocked with no-one inside)

Flew to entrance of Cochrane Dam while trying to destroy it (checking that it was everything-proof)

Bad guys, army trucks, etc. spawned when arriving at entrance to Cochrane Dam

Killed majority of bad guys

Flew up to where Maria is held hostage

Watched cutscene where Catalina tells helicopter pilot to 'get this thing airborne'

Noticed that Catalina just stood in one spot afterwards (totally invincible)

Flew very close to her in helicopter

Helicopter started rising (with me in it) under AI's command but didn't go anywhere else (AI spawned a dead Colombian on the rails)

I exited helicopter

It fell to the ground

Helicopter exploded

Timer disappeared (although Catalina was still standing on the ground)

I walked over to Maria and killed the guards

Credits activated

 

It was very wierd!

 

 

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Thanks mate.  I'll fix it up at some stage and let you know how it goes smile.gif.

 

EDIT - Scratch that, I'll sort it when you've got it to a final stage.

 

By the way, did you get my email?

 

Yes, I have seen your email - I won't make incorporate anyone else's work though unless I have their explicit agreement to do so. But given the source code I would have no problem to rewrite the code for myself.

 

As to regards VC:Weather - there's no point in waiting for a *final* version as that will probably never declare any mod of mine to be final. I would suggest that if you want to make use of the mod in LC, you'll start packaging it with the LC files as soon as the versioning problem is fixed. For the purpose of LC I am not so sure newer and better versions of VC:Weather are even needed. If there should ever turn out to be such a need, it wouldn't be a problem to

include a more recent version of VC:Weather then either. smile.gif

 

Alex

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Rightio.

 

Craig could probably shed some more certainty on this, but as far as I was aware, Hammer has no problem with any of his stuff being used for LC-related things. So you should be right to use the versioning module.

 

About VC:Weather being final - there's still a few things I've gotta organise before I can start thinking about putting a new major release package together anyway. But I noticed in the CFG file you'd left some notes about certain features still being unsupported, so I was going to wait until you'd finalised those. I guess that'll probably happen at a similar time to the versioning being implemented though, so it's no biggie smile.gif.

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