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The thread that started it all


Demarest
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Yeah. Although I'm almost 100% sure all your updates were added. I've got to make a few changes to the IMG over the next week, so I'll check it all out then. If there's a whole bunch of stuff I've overlooked, I'll recompile it and upload it (to save everyone else the trouble).

 

Regarding the COLs - as far as I was aware, no changes have been made to those for around 6 months (when Ryan was still working on them in conjunction with space). There's been no updates since then that I'm aware of, so I don't know what's changed there confused.gif.

 

The IDEs are an easy enough fix - I can sort that out icon14.gif.

 

Are you sure about the brassknuckle icon? I could be wrong, but I don't remember it being the way you had it in VC. I don't have the time right now to confirm it for myself though confused.gif.

 

The IIItoVC.asi should make GTA3 environment models compatible with LC. I know that there were plans to copy some GTA3 models into LC, but I don't think it ever happened. The reason this is possible is because it disabled backface culling in LC. I'm not quite following what you're saying there with this space, so I hope that answers it smile.gif.

 

Looks like I've got my work cut out for me too. It'll be great to have you back to work on some more stuff too space smile.gif.

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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.

 

Konstantinos publicly apologizes for being a moron, thinking that space_einstein made those bikes. If he ever does it again, a brick should fall from a building of great height and chip a little chunk off his skull, so his brain gets exposed to the oxygen and he dies.

Satisfied? tounge.gif

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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?

because...

 

Well, I have the big disadvantage of not owning GTA3, so I don't know how exactly the city is supposed to look.

and

 

As for the wet roads issue - Kon, I'm almost certain that the roads in the tunnels are NOT wet in GTA3.

I depent on informations from others about GTA3, and I took Ben's word for granted. But now that you mention it... I believe the rigorosity of porting GTA3 is still open to discussion. While the road getting wet inside a long tunnel may be GTA3-true, it's also a nonsense. A goof. So why not fix it? What's wrong with making this mod better than the original? It's just my opinion, naturally. The final decision is Ben's and Ben's alone.

 

As for the model bugs - well, if ben assembled the IMG and he says that yours were the only building models he had added, then I had no reason to think it was anyone else's fault. It's not like that other thing. If you didn't do it, then it's quite a mystery. dontgetit.gif

 

And yes, your brass knuckles icon was correct: smile.gif

user posted image

 

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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.

Download. Probably slow, but 639 kB should be bearable.

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I don't remember the exact address of the proc doing it but the variable for the movement style is the dword at +1F4 into the player object. That information should be sufficient for mm or some other hacker to find where the value gets set upon weapon change and adapt the working of the exe accordingly.

 

Alex

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The position of the brass knuckles was correct, but the boarders of the icons are different between GTAIII and VC, so you can't apply the absolute position of the VC brass knuckles to the LC icon without making it look strange. I put the brass knuckles in the center as it had been put on the red icon before. I don't mind if you change the position to the bottom right again, but you can't use VC's absolute position. It simply doesn't look right.

 

 

And I assumed it was self-evident that porting III over to VC also offered the chance to correct R*'s mistakes. So I would definitely want the tunnels to be dry. Porting the bugs just to stay true to an 'unaltered III experience' would just be stupid.

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space_einstein

Sorry for my overexaggeration. Ever since Demarest blamed me for something I didn't do, I don't like taking blames like that anymore.

Edited by space_einstein
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I know that you're probably sick of that discussion, but where's the benefit of not fixing obvious bugs?

 

(Please don't take any of my posts as a personal insult! I do respect other people's viewpoints, but you'd have to convince me of yours. tounge.gif

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And I assumed it was self-evident that porting III over to VC also offered the chance to correct R*'s mistakes. So I would definitely want the tunnels to be dry. Porting the bugs just to stay true to an 'unaltered III experience' would just be stupid.

That's always been my thoughts too. We're going for authenticity to a degree, but it's nice also to fix some of the bugs from GTA3 as well.

 

I actually prefer SteaVor's brassknuckles icon - for no reason other than I think it just looks better centred. Unless there's any serious objections to me leaving it in instead of space's, I think we'll use it. Remember though that it's nothing serious - the only way you can get brassknuckles (at this stage) is to use a weapon cheat.

 

Regarding the wet roads fix - my word perhaps isn't the best to trust, but that's another good example of something we can fix for LC. There's no logical reason for the tunnels to be wet in LC - plus it's less work for me to restore space's IDE file tounge.gif. I think we might just leave it in (again, unless there's any serious objections).

 

@space - if you'd like your brassknuckles icon to be put on the unofficial list, just let me know and I'll fix it up for you smile.gif.

 

EDIT - space, I'm not sure what happened, but I just checked my uncompiled IMG (from which I compiled the IMG in the latest package), and I've got all the TXD updates you released in there confused.gif.

Edited by Ben
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OK, that's a fix for the St. Marks collision file, which fixes the block north of the hospital. Added 3 boxes to ind_mainten3 for proper collision.

industNE.col

 

Building at hospital reverted to remove the 'platform'. Files changed are iten_block96.dff and temppart.col

itenblock06.zip

 

Edited by SteaVor
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insomniacnumba1

mines is really annoying when i load up LC there is a hybrid between LC and VC graphics plus when i start a game it starts the VC way

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space_einstein

LC Files Update

Massive update:

In Vigilante and Firetruck missions, the game would spawn the Cheetah correctly (not tested)

In the Getaway, the sphere not appearing is fixed (Checklist 3-15)

In The Crook, reentering the car won't make the bank manager exit the car

The crusher won't kill you outside the crusher

Collision for southeast Portland is restored (June, Checklist 5-19)

Model and texture restorations

The AmCo building problem in Staunton Island is fixed (Checklist 6-3)

Occlusions updated

Certain glitches that were miracously fixed (Checklist 3-9b)

Edited by space_einstein
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Here it comes, more serafim reports tounge.gif

 

Bugs and Incompletes:

 

*** In the mission “Chaperone”, if you skip the cutscene before claude finishes going upstairs, after the mission, you get stuck walking until it reaches the stairs;

 

*** In the mission “Paparazzi Purge”, when the boat goes until the end of his way, the mission crashes, instead of give a Mission Failed;

 

*** If you get in Newport, it points as Stauton Island;

 

*** In the mission “Gone Fishing”, sometimes the grenades stay in the boat, making the target die and pass the mission;

 

*** In the mission “Rumble” from D-Ice, if you kill the purple nines with fists, the mission fails;

 

*** In gta3, when you blow up a car, you earn a certain ammount of money (not sure how much);

 

*** In gta3, when you damage a car strongfully, you earn money (it’s a formule, I think it’s like the addiction of the damages taken in both cars);

 

*** In the newest v7 test, the sniper and rocketlauncher “clicks” were removed, but they happen in gta3 too;

 

*** You need to take 2x more damage than gta3 to the van in “Van Heist” mission to make the security leaves it;

 

*** If you turn the sound on and leave the Mr.Whoopee, the sound stops (In gta3, the sound continues playing);

 

*** The noise when you get the hidden package is wrong (it’s converted, but wrong file);

 

*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc;

 

*** In the mission “Chaperone”, after Chico’s cutscene, he jumps into the water (which doesn’t happen in gta3 of course hahaha);

 

*** In the mission “Chaperone”, the warehouse should have smoke in the door (as dry ice);

 

*** In the mission “Bomb Da Base Act II”, the explosion particles are different from gta3, and the ship sinking particles on water don’t work;

 

 

Bugs reported that aren't actually bugs:

 

Modeling #9: That’s a bug, but same happens in gta3;

 

*** The animation in “Van Heist” mission doesn’t work (It doesn’t happen in gta3 either);

 

SCM#10: Same gta3; (You've already unmarked, Ben)

 

*** After rain, rainbow appears (same gta3);

 

SCM #24: Same in gta3, even thought it was supposed (or not?) to reach 6 stars, but doesn't due a gta3 bug;

 

 

 

I finally got gta3 back, so I could confirm them

Edited by Serafim
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OK, that's a fix for the St. Marks collision file, which fixes the block north of the hospital. Added 3 boxes to ind_mainten3 for proper collision.

industNE.col

 

Building at hospital reverted to remove the 'platform'. Files changed are iten_block96.dff and temppart.col

itenblock06.zip

Thanks mate, I've got them. Nice work icon14.gif.

 

 

O crap, I'm so sorry. I was using my old gta3.img. Ignore anything I said about that.

No worries mate smile.gif.

 

 

mines is really annoying when i load up LC there is a hybrid between LC and VC graphics plus when i start a game it starts the VC way

I'm not exactly sure how it could possibly be doing that confused.gif. Are you running gta-lc.exe (NOT gta-vc.exe)? Do you have the latest package installed?

 

 

*** If you get in Newport, it points as Stauton Island

If you get what in Newport? tounge.gif

 

 

*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc

Are you absolutely sure? I seem to remember it varying (as in, two of the robbers didn't always die).

 

 

*** The crane animation is buggy, it closes too fast (That’s not a bug, same happens in gta3)

Which bug exactly are you talking about here? A section and number would be really helpful smile.gif.

 

 

*** The animation in “Van Heist” mission doesn’t work (It doesn’t happen in gta3 either)

Again, a section and number please. I don't follow with this one either.

 

 

*** After rain, rainbow appears (same gta3)

I think you've read this one wrong. It says a rainbow appears after sunset sometimes, not after rain wink.gif.

 

Great work on the others though - I've added them to and/or crossed them off the checklist as applicable icon14.gif.

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LC Files Update

Massive update:

In Vigilante and Firetruck missions, the game would spawn the Cheetah correctly (not tested)

In the Getaway, the sphere not appearing is fixed (Checklist 3-15)

In The Crook, reentering the car won't make the bank manager exit the car

The crusher won't kill you outside the crusher

Collision for southeast Portland is restored (June, Checklist 5-19)

Model and texture restorations

The AmCo building problem in Staunton Island is fixed (Checklist 6-3)

Occlusions updated

Certain glitches that were miracously fixed (Checklist 3-9b)

Excellent work icon14.gif. Thanks a bunch for being nice and specific with the checklist items - makes it a LOT easier for me to update the checklist.

 

I've grabbed that package, as well as the other couple of recent updates and have just compiled another update package. Because there was so many updates to the IMG, I've recompiled it so this is another big package (around 82.5MB).

 

I'm about to upload it now, so I'll PM Craig a link when it's done - hopefully he'll have it online either today or tomorrow (depending on how busy he is).

 

@Craig - I'll send you my uncompiled IMG later too (it's all set out in order and labelled nicely for you wink.gif).

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Sorry Ben, I was adding all the bugs in a doc file and then posted it, but I didn't check out before. It's edited now! I didn't find the number of the security guards animation confused.gif

 

 

Anyways, I've just noticed that the Rocket Launcher is flipped by horizon AND vertically:

 

In gtaLC it's like this:

 

user posted image

 

And in gta3 it's in this position:

 

user posted image

 

 

It can be related to the animation difference too, I don't know.

 

Just something adding, the flamethrower animation is the same as shotgun in gta3, so you don't need to convert both and accidentally mess with minigun animation =)

 

 

*** If you get in Newport, it points as Stauton Island;

 

Explaining: When you get in Newport area, it was supposed to say "Newport", but it says "Stauton Island" (probably a gxt bug)

 

 

*** In the mission “Paparazzi Purge”, when the boat goes until the end of his way, the mission crashes, instead of give a Mission Failed;

 

Actually, the mission doesn't fail. The game is possibly crashing when the guy tries to leave the boat and get his car

 

 

*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc;

 

My mistake, sorry. It's random, or maybe just a gta3 bug.

 

 

 

Also, the particles need to be converted, if it wasn't mentioned yet. The black smoke in "Grand Theft Aero" has to do with the particles (in the cutscene, the black smoke appears too, but the real particle is blood going out of Miguel when Catalina shoots him).

 

 

Edited by Serafim
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Thanks mate smile.gif. I've fixed up the checklist icon14.gif.

 

Also, just a quick note to everyone - there's a new v7test package out (see the pinned updates topic for the download link).

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Some guns have some issues with crouching. The ak47 and M16 shoots slower crouching, the Uzi shoot as fast as gtavc's uzi when crouching and the shotgun double-shots when crouching (it shots once when the gun is aiming and again when it's back to the non-shooting position, so it shoots double faster).

 

The shotgun is a bit different between gtalc and gta3. In gtalc, you can switch the shotgun faster (like the mta switching, but in default timing of course), but in gta3, he reloads the gun before you're able to switch or walk (You can jump, like with all guns, but that's a gta engine glitch or something)

 

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

 

The cameras from gta3 need to be converted, their position between close, middle and far are different (in gta3 they don't go much far, they move a bit behind and higher), and the gta2 camera needs to be converted (Is this even posible? I think so. Otherwise, cam hacks wouldn't exist tounge.gif)

Edited by Ben
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Oops, my bad - I must've overlooked the vertical bit blush.gif. Fixed now anyways.

 

I've also added the other issues to the checklist - you'll notice I've edited your post so I can link directly to it (the weapons animation is the top section, and the camera positioning is the bottom).

 

And thanks a bunch for helping out with the checklist. It makes my job a lot easier smile.gif.

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Checklist issues 6-6 and 6-8 both refer to the same apartment block and have been fixed by my updates, because I added the proper collision boxes.

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

To revisit a comment of spaceeinstein regarding the issues with the fences (one-sided textures):

He thought the asi would've fixed it, and I do remember that someone(most

probably Modeling Man?) was working on re-enabling that via memory hacking.

Does he still work on that issue, i.e. could we have a solution for that issue in the

near future or should these objects be reverted? (I did revert my installation to the old fence model.)

Edited by SteaVor
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Help needed!

I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then: tounge.gif

I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

Edited by Konstantinos
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I'm in the middle of updating.

 

I copied audext.exe and audext.dpr to LC > audio.

 

I double-clicked audext.exe. A black box appeared with a cursor for awhile then disappeared.

 

The read me says "run SFX.exe...."

 

I don't see it anywhere--where is it?

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Checklist issues 6-6 and 6-8 both refer to the same apartment block and have been fixed by my updates, because I added the proper collision boxes.

Thanks - it seems I overlooked that too blush.gif. I'll fix that up pronto.

 

 

To revisit a comment of spaceeinstein regarding the issues with the fences (one-sided textures):

He thought the asi would've fixed it, and I do remember that someone(most

probably Modeling Man?) was working on re-enabling that via memory hacking.

Does he still work on that issue, i.e. could we have a solution for that issue in the

near future or should these objects be reverted? (I did revert my installation to the old fence model.)

I'm not sure exactly what's happening with this issue. We'll have to wait til MM comes back on a more regular basis before we can get a definite answer.

 

space's last update had a lot of model updates with it - I didn't check whether they were from an old installation or from GTA3 directly. But the ASI SHOULD enable us to use GTA3 world model DFFs directly in LC - I'm not sure why it's not working confused.gif.

 

 

Help needed!

I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then:  tounge.gif

I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

I would check it for you, but I can't right now.

 

Also, it's good to hear you're finally going to get GTA3... icon14.gif

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Which version of LC are you trying to install? Because I just checked and the readme for the latest v7test package doesn't say that. The instructions for installing the SFX for the latest package look like this:

 

As with the GTA3 audio, the SFX in this case is an optional add-on - to install it, do the following:

 

Download it

 

Create a folder in your LC\audio\ directory called "SFX"

 

Move SFX.RAW and SFX.SDT from the audio folder to this new SFX folder

 

Extract Nullpointer's Tool.rar to the SFX folder

 

Run audext.exe and wait until the window that pops up disappears

 

Extract SFX.rar to the SFX folder, and then extract the Extract Me Here!.rar file straight into the SFX folder

 

Run Blanks.bat (it should be in the SFX folder) and wait for it to finish

 

Run audimp.exe and wait until the window that pops up disappears

 

Move SFX.RAW and SFX.SDT back to the audio folder

 

Delete the SFX folder and all of its contents
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I see now--I'm updating v.6 to v.7 and was looking at the text readme for v.6 instead of the html file for v.7.

 

I can proceed with the hml file instruction. I closed what I'd done before (see above) so I wouldn't ruin anything. Should I do something to change what I've done back to what it was before? I don't have a backup.

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Help needed!

I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then: tounge.gif

I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

No, they carry shotguns actually. In gtalc they carry nitestick, thanks for reminding me that tounge.gif

 

Anyways, Ben, you can unmark the police help bugs I reported (about the path bug), it happens even worse in gta3 biggrin.gif

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