Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

The thread that started it all


Demarest
 Share

Recommended Posts

I flipped the text on the monument at the SSV subway station (airport), because it was shown upside down.

submonument.zip

 

I removed the little blue dots that marked the bottem left corner on every radar tile because they've become obsolete I suppose.

radar.zip

 

Yet another fence:

user posted image

(You can see that I can still walk around even though 8Ball is dead. 'Give me Liberty' has not been restarted though my car(with 8-Ball inside) flipped over and exploded.)

Edited by SteaVor
Link to comment
Share on other sites

Hey can someone tell me where I can get this LCPD police car mod? (pictured in a post right before mine)

 

 

user posted image

 

EDIT by Ben - I'll lock this up due to size. The new topic can be found here.

 

Locked.

Edited by Ben
Link to comment
Share on other sites

 

Thanks a lot, AK-73. I appreciate when someone explains it so plainly and to the point. I’ll check out how it works tonight at home.

Thumb up.

 

.................... 5 hours later ................

 

 

Sorry but doesn’t work. The game doesn’t react to any changes in file vc_weather.cfg at all.

Have you got any other idea how to control  weather values besides deleting that file?

I included the original VC: Weather module in the 2.7t package rather than messing with the CFG at that stage. I think the values were pretty much right anyways wink.gif. The game should respond to any changes you may to the CFG nonetheless.

 

To answer your original question - removing the two files should just make the weather exactly the same as it is in VC (except for timecyc.dat being changed to match GTA3's more). So if you're insistent on having VC-type lighting, weather, etc., in LC, and changing the CFG doesn't work for you, then removing the files should suit you fine smile.gif.

 

 

I just downloaded 2.7 and whenever I click new game the lil blue bar loads halfway then closes and a window saying this pops up:

 

Exception at address: 0x0048AD71

 

EXE Version:          gta-vc.exe 1.0 US

 

 

 

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

 

EAX: 0x0000050E EBX: 0x00000000 ECX: 0x00000000 EDX: 0x00000924

 

ESI: 0x0012FB10 EDI: 0x007120D8 EBP: 0x0012FB18 ESP: 0x0012FAEC

 

EFLAGS: 10000001001000110

 

What does this mean??? nervous.gif

Read the readme included with the download as it has several suggestions on how to fix some problems, and even why some problems might occur. If you still have no idea then post again.

 

 

I flipped the text on the monument at the SSV subway station (airport), because it was shown upside down.

submonument.zip

 

I removed the little blue dots that marked the bottem left corner on every radar tile because they've become obsolete I suppose.

radar.zip

 

Yet another fence:

user posted image

(You can see that I can still walk around even though 8Ball is dead. 'Give me Liberty' has not been restarted though my car(with 8-Ball inside) flipped over and exploded.)

Thanks for those two fixes. I've got them and I'm putting together another little update package which I'll send to Craig shortly for hosting.

 

Also, I've added those two bugs to the checklist for you as well. Keep up the good work icon14.gif.

Link to comment
Share on other sites

 

Thanks a lot, AK-73. I appreciate when someone explains it so plainly and to the point. I�ll check out how it works tonight at home.

Thumb up.

 

.................... 5 hours later ................

 

 

Sorry but doesn�t work. The game doesn�t react to any changes in file vc_weather.cfg at all.

Have you got any other idea how to control  weather values besides deleting that file?

I included the original VC: Weather module in the 2.7t package rather than messing with the CFG at that stage. I think the values were pretty much right anyways wink.gif. The game should respond to any changes you may to the CFG nonetheless.

 

To answer your original question - removing the two files should just make the weather exactly the same as it is in VC (except for timecyc.dat being changed to match GTA3's more). So if you're insistent on having VC-type lighting, weather, etc., in LC, and changing the CFG doesn't work for you, then removing the files should suit you fine smile.gif.

 

 

Last time I checked, the .cfg would work right. Would anyone else check for me how it goes for them?

 

Alex

Link to comment
Share on other sites

 

We had a discussion about this, remember? And it was stated that weapon.dat will NOT solve this. The 'animation' column only controls the shooting animation, which is indeed two-handed. The value is set to 'rifle' by default, just like the entry in default.ide - but Claude still carries it with one hand. So the holding stance, as well as the ability to sprint with the gun must be hardcoded somehow.

 

Yeah I do remember now! smile.gif Well, I'll have a look at it, this cannot be too complicated.

 

Alex

 

 

Link to comment
Share on other sites

 

hehe, at this stage, anything that's on the checklist.  I'm not too fussed on the order in which things come along - getting some of the EXE and SCM stuff out of the way would be really good though (they seem to be the two areas with the most work remaining).

 

As for my priorities - it's coming up to a slightly more hectic period in Real Life for me at the moment.  Basically, I'll just try and keep LC rolling along until I get everything sorted out (get settled in at uni, which starts on Feb 19, etc.).

 

How's your traffic module coming along?  Or are you still busy with that direct3d stuff you and DexX were working on?

 

smile.gif

 

Maybe it's not wise of me to say that but... if you prioritize you know which people to bug with getting some things done. smile.gif

 

Lol, I got too many projects going on at the same time. I need to focus on one or two right now and get them off my list myself. smile.gif

The traffic module exists in a basic version for US1.0 but I want to include a few more functions in it, among them being configurable speed for vehicles travelling along vehicle path nodes.

 

Alex

Link to comment
Share on other sites

OK, I tested 'Give Me Liberty' extensively. The results are reproducable, so it's not a one-off bug:

- Committing suicide without having entered the car beforehand -> mission restarts(remove_text and clear_area would be nice)

- Destroying the car without having entered the car beforehand -> mission restarts

- Committing suicide after you entered the car at least once* -> No restart, you can't do any missions (manual restart needed)

- Destroying the car after you entered it at least once* -> mission restarts

 

*message'Hey! Get back in the vehicle!' triggered

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

At the airport: WTF!?

user posted imageuser posted image

 

Where do all these mapping issues come from? Am I the only one experiencing such things (even though the problem are the files, not the rendering, iten_block06.dff contains the faulty object in this case), are the files in the update package really up-to-date etc....

user posted image

Edited by SteaVor
Link to comment
Share on other sites

Craig Kostelecky
OK, I tested 'Give Me Liberty' extensively. The results are reproducable, so it's not a one-off bug:

- Committing suicide without having entered the car beforehand -> mission restarts(remove_text and clear_area would be nice)

- Destroying the car without having entered the car beforehand -> mission restarts

- Committing suicide after you entered the car at least once* -> No restart, you can't do any missions (manual restart needed)

- Destroying the car after you entered it at least once* -> mission restarts

 

*message'Hey! Get back in the vehicle!' triggered

Now that's a quality scm bug report. With that info, I should be able to trace through the mission code and see where the specific issue is. I don't know when I'll be able to do that, but I think I can check it out within a couple of days.

Link to comment
Share on other sites

At the airport: WTF!?

user posted imageuser posted image

 

Where do all these mapping issues come from? Am I the only one experiencing such things (even though the problem are the files, not the rendering, iten_block06.dff contains the faulty object in this case), are the files in the update package really up-to-date etc....

user posted image

The files in the update package are the most up-to-date as far as I know. I extracted the IMG from the first v7test package, and then overwrote any old files with their updates from the 2.7up package. So it should contain all the latest files.

 

I haven't had a great deal of time lately to do anything much with LC testing, so I can't check it out and see if it's an issue only you're having or what the deal is, but hopefully someone can. It had crossed my mind that perhaps space's IDE updates for the wet roads caused some conflict somewhere along the way, but you say that the problem is in the actual model file itself, so that rules that out. It's a tad strange confused.gif.

 

Anyways - excellent work on the bug reports too icon14.gif.

Link to comment
Share on other sites

Ah, i shouldn't have edited the post twice because it's totally wrong now.

Corrected:

 

- Committing suicide after you entered the car at least once -> mission restarts

- Destroying the car after you entered it at least once -> restart under certain circumstances (see below)

 

As you see, it's the other way around (wasted/busted check makes the mission restart of course, regardless of other circumstances)

I tested it again and I was really surprised when I could finally recreate the situation neccessary to reproduce the bug:

1) enter the vehicle

2) drive where you want to (halfway down the Callahan Bridge is enough)

You can however also stay at the starting point, if you want. You'll see what happens. tounge.gif

3) destroy the car. You can walk around as you like now, but you can't do any story missions.

4) If you go to that exact part of Callahan bridge where you started with 8Ball the mission will be restarted. You will however keep your current weapons and health!

(If you barely moved the car at 2) or didn't move it at all the mission will be restarted immediately.)

 

The problem seems to be a player_in_cube conditional or something similar. Additionally, the player isn't reset properly. Should be relatively easy to fix now. (If I weren't too deterred by the 'spagetti form' of the scm I'd do it myself. But it's too confusing.)

 

(btw: That I'm programming myself would most probably be the reason for my extensive bug reports you are so enthusiastic about every time.)

Edited by SteaVor
Link to comment
Share on other sites

Who exactly came up with the idea that Angel needs to be given a new texture? A very ugly one on top of that ? dontgetit.gif

user posted image

 

EDIT:

It's spaceeinstein's work, obviously. And not just the Angel. But why? It's not like this is something that needs redoing to match GTA3 confused.gif No offence, but while it's nice that the bikes now have LC license plates, their body textures look worse than the originals sad.gif

Edited by Konstantinos
Link to comment
Share on other sites

 

(btw: That I'm programming myself would most probably be the reason for my extensive bug reports you are so enthusiastic about every time.)

Phew! My reports were much better. Has everyone forgotten about the hard work I've done over the years?! cryani.gif

Only joking! You're doing a fine job, SteaVor, please keep it up! lol.gif

 

The person to blame for those model bugs is spaceeinstein. His big model update that was included in the 2.7 package is obviously rather flawed sad.gif

Edited by Konstantinos
Link to comment
Share on other sites

Craig Kostelecky

I never noticed that change. And I agree that it looks worse with that star there.

Link to comment
Share on other sites

The concrete ground by the steps a couple blocks N from the Portland hospital and across the street from the pizza shop is non-solid.

 

I updated but didn't update the audio. The ambient sound by Misty's apt. building and by the place next to the sex club is just a clicking kind of sound--it sounds a little like the sound the guy with a walkman normally makes, except he isn't making that sound now.

 

One of the two times I had Claude honk his vehicle's horn by Misty's apt. building, the screen went gray for a few moments before she appeared by the vehicle.

Link to comment
Share on other sites

 

I updated but didn't update the audio.  The ambient sound by Misty's apt. building and by the place next to the sex club is just a clicking kind of sound--it sounds a little like the sound the guy with a walkman normally makes, except he isn't making that sound now.

...well why are you telling us? smile.gif Both of those sounds are fixed in the SFX update.

The "Saint Mark's hole" is known. The collision object to be fixed is ind_mainten3 in industNE.col, but I'm not skilled enough to do that. Any help?

Edited by Konstantinos
Link to comment
Share on other sites

richard the pissed

 

Who exactly came up with the idea that Angel needs to be given a new texture? A very ugly one on top of that ?  dontgetit.gif

EDIT:

It's spaceeinstein's work, obviously. And not just the Angel. But why? It's not like this is something that needs redoing to match GTA3  confused.gif No offence, but while it's nice that the bikes now have LC license plates, their body textures look worse than the originals  sad.gif

WHOOPS! my bad. i must have slipped in a cellshade texture by mistake. FYI, the origional VC texture should be used.

 

BTW< why did you think space did it? you could have looked back a bit.

Edited by richard the pissed
Link to comment
Share on other sites

Maybe Konstantinos saw a connection with the mapping/LOD issues mentioned in the bugs topic(which would be spaceeinstein's fault as Kon stated in the thread)?

 

Edited by SteaVor
Link to comment
Share on other sites

FYI, the texture opposite of the hospital is actually solid as I confirmed now! (This means iten_block06.dff AND the corresponding *.col file were changed. ) I have no idea why there would have been the need for such deep changes to the model. Why would it have to be changed at all?

So I have no idea how that faulty file could get into the package. The files of previous versions had been OK and the only thing changed lately would've been a flag fix, but not a change to the model itself. Or did I miss something (work behind the scenes)?

 

Would restoring the previous versions(heck, even GTAIIIs original files would work!) be an option or would it cause inconsistencies in appearance?

Link to comment
Share on other sites

richard the pissed
Maybe Konstantinos saw a connection with the mapping/LOD issues mentioned in the bugs topic(which would be spaceeinstein's fault as Kon stated in the thread)?

uhh... not really, maps and vehicles don't really have a lot in common, and i've never seen a map error strip colour out of a txd before.

Link to comment
Share on other sites

No no, you misunderstood my post. I suggested that Kon could have thought that space had also touched the vehicle files (beause it seems that he's doing something here and there, not being restricted to a particular area of modding), and his work already led to new issues in the mapping area.

 

But talking about what Kon could have thought is nothing of particular interest and doesn't quite match the topic...

Link to comment
Share on other sites

 

Maybe Konstantinos saw a connection with the mapping/LOD issues mentioned in the bugs topic(which would be spaceeinstein's fault as Kon stated in the thread)?

uhh... not really, maps and vehicles don't really have a lot in common, and i've never seen a map error strip colour out of a txd before.

uhhh... what map errors? Those are model errors contained in space's model and texture update. I thought the bike was part of that update since I didn't know that your bike pack made it into the official release, which I'm not entirely sure was such a good idea.

Edited by Konstantinos
Link to comment
Share on other sites

 

FYI, the texture opposite of the hospital is actually solid as I confirmed now! (This means iten_block06.dff AND the corresponding *.col file were changed. ) I have no idea why there would have been the need for such deep changes to the model. Why would it have to be changed at all?

So I have no idea how that faulty file could get into the package. The files of previous versions had been OK and the only thing changed lately would've been a flag fix, but not a change to the model itself. Or did I miss something (work behind the scenes)?

 

Would restoring the previous versions(heck, even GTAIIIs original files would work!) be an option or would it cause inconsistencies in appearance?

Well, I have the big disadvantage of not owning GTA3, so I don't know how exactly the city is supposed to look. I was completely satisfied with the previous appearance, but if it can be made more authentic, then by all means we should go for it. But why spaceeinstein made stuff like that nonsensical platform thingy (with collision!) is beyond me. He moves in mysterious ways dontgetit.gif

user posted image

lol!

Edited by Konstantinos
Link to comment
Share on other sites

This is a tiny thing, but I've changed the spawn coordinates for Head radio chopper. You couldn't take off without grinding your rear rotor against the antenna, and sometimes the whole chopper would lean to one side.

 

014B: $CAR62 = init_parked_car_generator #VCNMAV -1 -1 0 alarm 0 door_lock 0 0 10000 at 670.00 -65.56 26.0 angle 90.0 

 

Ben, should I put up a compiled SCM (to spare you 20 seconds of work) smile.gif ?

Link to comment
Share on other sites

space_einstein

I didn't do that. There are more than one person working on cols and I haven't touched them in one year. I'll upload my own col file for you again later tomorrow.

 

Who is in charge of updating the gta3.img? Only a few of my texture fixes are actually in there. There are many textures that weren't updated with my files at all.

 

The tunnels in GTA3 are wet when raining. Please revert back the IDE files to my original. You HAVE to confirm WITH PROOF that GTA3 doesn't have rain in the tunnels and you don't have proof. Why?

 

The brass knuckles icon was positioned like beacause that was based on Vice City.

 

Since I thought that the one-sided textures were fixed, I used the old fence model. Since I can't confirm that the one-sided texture fix didn't work, I didn't know that it wouldn't work. I thought the IIItoVC.asi fixed the one-sided texture problem...

 

When I come back this weekend, I will try to fix as much glitches that this mod has.

Edited by space_einstein
Link to comment
Share on other sites

space_einstein

Oh my God. You just made me want to quit this project completely. You just assumed and you had absolutely no proof that I did that.

Edited by space_einstein
Link to comment
Share on other sites

Craig Kostelecky

Guys, let's not jump to conclusions here. space has been one of our best contributers. He deserves better than that.

Link to comment
Share on other sites

Craig Kostelecky

Ben's in charge of putting the image together these days.

Link to comment
Share on other sites

Yeah, that was my bad. r.t.p hassled me over MSN about including his bikes. From the screenies posted, there didn't seem to be a great deal of difference, so I figured it wouldn't hurt to throw them in.

 

However, since there's so much sh*t flying around now, and it seems that people don't like them, I'll restore the "old" LC ones (pre-v7 style).

 

@space - Please don't leave mate. As they say, assumptions are the mother of all f*ck-ups, and I think that's been proven right here. I'm not trying to defend anyone, but leaving isn't really going to make things any better, is it? smile.gif

Link to comment
Share on other sites

Twould be much appreciated, if you'd be so kind smile.gif. Thanks muchly.

 

I struggled to even put aside the time yesterday and today to get on and find out the latest here at GTAF, so I wouldn't be counting on me having the time to change and compile the SCM wink.gif.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.