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The thread that started it all


Demarest
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Mr Whoopees does appear and criminals does steal cars from peds in LC.

I wasn't talking about jacking cars, but pickpocketing people (technically, approaching a ped and doing some hand motions after which the victim would run/fight).

As for the whoopees - well, I'm not arguing, but I've spent a lot of time driving around in LC (much more than in GTA3) and never saw one in traffic. Unless I had one stashed in my garage, only then did they appear.

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It will be good if you change the wheel size on dodo (rcbaron) to normal size like in gta3 and also will be good if you replace rc baron's sounds with dodo sounds. I've done this and sounds work normal..

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Craig Kostelecky

If you've done it, then why not share it? That's what this project is all about.

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Regarding the mission bugs about car immunities (3-25/26/27) it would be neccessary to decide in which way the cars should be made proof and how much of VC's features (windscreens/tyres) are left, even if it would make the mission easier. At least popping the tyres has no great impact on difficulty, especially if the Forelli's get alarmed then and are after you...

 

Right. Plus it would be much more difficult than just grilling them with grenades from Greasy Joe's roof. smile.gif

 

Perhaps it would also be possible to make tires bulletproof with a new opcode. smile.gif

 

Alex

 

 

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Yeah, I made that model and I have been passing that to GTA:LC only under provision that anybody may use it and the accompanying animations at will. smile.gif If somebody wants to give credit they may do so but I don't even insist on that. Just take my stuff and focus on making the mods you want to make. smile.gif

 

But make sure you have the latest model that I sent Ben. smile.gif

 

About the "tutorial": just a few notes that Ben asked me to make. It's by no means fool-proof and I can't guarantee for it being complete. In fact, it leaves out one critical aspect for ped-making (other than Claude): the adjusting of bone positions. I probably mentioned it before but the pivot points of GTA3 and the bone positions in Vice are a bit different. The biggest difference is with the head, iirc. I tried to adjust the bone structure so that the bones for Claude right between the pviot points of GTA3 and the bone positions of Vice/Tommy. If you want to keep it like that, just load my LC Claude into gmax/3dsm and try to put the bones to roughly equivalent positions with your ped models. Make sure you do this before attaching any verts to the bone though. smile.gif

 

Alex

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Alex:

 

Yah, I though something was slightly funky there; I'll make these adjustments when I work on this in the future. I keep forgeting that I'm using my own peds.ifp (modified the cellphone animaition to fit women better), so all the positions for the peds with this animation set are slightly off. The LC animations look funky with my imported vice cast, so I just used my own animation file for the whole season. But again, I'll make this adjustment to the bones and such when I get back to working on them for LC.

 

And thanks for the permissions for S3. smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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In "Escort service", you can shoot the driver and/or Rosenberg Old Oriental Gentleman through the Securicar's windshield. This will NOT fail the mission, and as a corpse falls out, the normally locked door opens - so you can take control of the car. Unfortunately you can't pass the mission by driving it to the destination in SSV smile.gif

Either the windshield should be bulletproofed, or the guys dying should fail the mission.

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Craig Kostelecky

 

In "Escort service", you can shoot the driver and/or Rosenberg Old Oriental Gentleman through the Securicar's windshield. This will NOT fail the mission, and as a corpse falls out, the normally locked door opens - so you can take control of the car. Unfortunately you can't pass the mission by driving it to the destination in SSV 

Either the windshield should be bulletproofed, or the guys dying should fail the mission.

I think it would be easiest (and make the most sense) to use the immune_to_headshots opcode on both actors. After all, the windows on a Securicar should be bulletproof anyway.

 

 

TOPIC LOCKED due to size. See the new version here.

Edited by Craig Kostelecky
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space_einstein

Bugs, Glitches, and Incompletes

 

NOTE: A beta release is available here which, hopefully, included all previous fixed bugs/glitches.

 

As this mod is close to completion, there are bugs and glitches that still needs ironing and incompletes that need completing. Here is the place where you can tell us what we need to fix before the final version is released.

 

Before you post a new bug, please ensure that you have the latest version of GTA:LC - that is, Beta 3.1. Also, please read through the CHECKLIST FOR GTA:LC FINAL. If you have the solution to any of these problems, then by all means feel free to help us out - please post here if you have any suggestions/solutions to bugs as well. This post will also house any general bugs (bugs that do not fall under a specific category as per the Checklist).

 

When reporting a bug, please try to be as specific as possible because it makes it easier for the team to recreate it if we know exactly what you did. If you received a debug output, please post the first seven lines (up to and including the numbers after the "EFLAGS" heading). Any information in a debug output is saved to gta-lc-scm.log in your main LC folder.

 

Any bugs with unofficial mods should be posted in the Unofficial Mods topic or PM'ed to the author.

 

Below is a list of fixed bugs with download links and bugs to be fixed with reference links since the beta 3. If there is a bug that has been removed from the checklist, then it most likely means that although the bug has been fixed. Please also read this list to make sure that you don't report on something that has already been fixed.

 

 

List of Fixed and Unfixed Oddities

 

Bug Update
Silence the Sneak audio and marker problem
Link to download
Double Uzi pickup at Ammunation
Link to download
Staunton Lift Bridge alarm needs completing
Link to temporary workaround
A couple of text boxes shouldn't be appearing
Link to download
Texture problems at the construction building in Fort Staunton
Link to download
Collision problem at a building in Torrington (Link)
Link to download
Dodo in "A Drop in the Ocean" drops briefcases
Pending
Possible error when achieving 100% in German language (Link)
Pending
Some pickups at Ammunation have incorrect prices, most notably the $10 Armor (Link)
Pending
Incorrect Camera weapon model
Pending
Cranes at Portland Docks not rotating (Link)
Pending
SSV Securicar lockup garage door is misplaced (Link)
Pending
Several collision problems around the city
suicidal.gif

 

The gate at the army base won't open for any vehicles, even with an army vehicle. It will however open from the inside to let you out

(That's not a bug. It's not supposed to open for Army vehicles. It opens after completing 'Arms Shortage')

Car-jackers will steal your helicopter, but they don't know how to fly it

(It's the same way in VC)

The blue mission marker sometimes hangs in mid-air, and only sticks to the ground when you come close to it

(This also occurs in VC and LCS, and is a problem with the game engine - it cannot be "fixed")

Some links will lead you to manual installation of fixes. You would have to wait for an update if you can't install them manually. Most of prior fixes should be in the beta 3 update.

 

Note to GTA:LC Team - when trying to recreate a bug to fix it, make sure that you test it thoroughly (that is, with debug mode on and with debug mode off).

 

It is likely that there are more bugs that haven't been discovered yet, so if you find any, please report them - it helps us to fix them and improve the overall quality of GTA:LC. As more bugs are reported, they will be added to the list until the next update so that it is up-to-date.

 

Thank you for your contribution! smile.gif

Edited by SteaVor
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Craig Kostelecky

Thanks space. Now you can edit the first post when you see fit. Feel free to remake the other large topics. I'll approve them as soon as I see them, and lock up the old ones.

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I take it this is the sort of setup you are going to be working with? I only ask because it seems like some doubling up will be getting done between this and the checklist. If you like, you can import the checklist here (let me know and I'll PM you the BBcode for it) - that way you'll be able to cross things off as they done, rather than having to wait for me to do it (which can take some time given the amount of work I've suddenly picked up from uni). It mightn't all fit in one post, but I'll just remove the posts in between the first post and whenever your next post in this topic comes up. Let me know anyway.

 

As with Craig, I'll keep a lookout for any new topics you make and fix them up for you smile.gif.

 

EDIT - Oki doke, I've updated the checklist with everything that I'd missed over the past few days icon14.gif.

 

Now, I've got a couple of things to cover from the old bugs topic:

 

could I make a suggestion about the yardies? why dont you replace them with the gulfers at the country club in vc because they stand in groups too?

That's not a bad idea - is there any reason why this hasn't already been done?

 

The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone? I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please? Any other thoughts?

 

 

when will this AK-47 traffic module be in operation (if not already) rolleyes.gif

and will i be able to set it so there are so many cars even peds cant move

please tell me at the earliest possible date

tell JIM!

I've already said that it won't be released until AK-73 implements some more features to it.

 

As for specific questions about it, you'll have to ask Alex directly.

 

 

GTA3 has a foggy weather condition, but you never see it in LC, unless you enter the CANTSEEATHING cheat code

Yeah, that was something I'd overlooked in setting up the CFG for VC:Weather. I've since fixed it and sent it off to Craig - it's just a matter of whenever he gets the time to put an update package together smile.gif.

 

 

It will be good if you change the wheel size on dodo (rcbaron) to normal size like in gta3 and also will be good if you replace rc baron's sounds with dodo sounds. I've done this and sounds work normal..

As Craig said, why not share it?

 

Although I have no idea what you're talking about with the sound - it's already been replaced. The only remaining problem with the sound is that it doesn't change at all when you turn or change heights (at least not the way it did in GTA3). That'd require an EXE hack to fix - if you've done that, then that's great.

 

smile.gif

Edited by Ben
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Notes relating to the differences with pivot points are in the LC\anim\ part I think, because they had a big-ish impact on animations. So have a geez there as well - hopefully it'll have something that'll point you in the right direction smile.gif.

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I can implement Barton's mission chooser. But you have to edit the missions a lot to prevent the missions from conflicting each other and crashing the game.

I think that's a lot more effort than it's worth (at this stage anyway). I'd prefer it if we could concentrate on bugs for now - if you're keen to do that at some stage, then I think it'd be better suited as a final touch-up to the SCM (like a finishing touch before a final release of the mod).

 

 

Regarding the mission bugs about car immunities (3-25/26/27) it would be neccessary to decide in which way the cars should be made proof and how much of VC's features (windscreens/tyres) are left, even if it would make the mission easier. At least popping the tyres has no great impact on difficulty, especially if the Forelli's get alarmed then and are after you...

Obviously we can't control all VC features, but I think where possible in missions, we should. For example, in several missions we've already implemented the opcode that makes actors immune to headshots to combat the VC feature of shooting drivers through windscreens. So I think it's only logical we do all we can to aim for authenticity with missions in this sense.

 

On the other hand, you have the issue of being able to use the Hunter for missions later in the game - I'm fine with leaving this in because getting the Hunter isn't part of completing the mission (and it adds more options for our players). As you can see though, the issue at hand is different to the Hunter one (I just thought I'd clarify that now) wink.gif.

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Craig Kostelecky

Regarding which missions to use the immune_to_headshots opcode: I always tried to think of it from a logical standpoint. If you can logically kill someone by shooting them through the windshield, then it should be allowed. But if the drivers are in bulletproof cars (like the securicar or maybe even the mafia cars in Sayonara Salvatore) then the actors should be immune. I tried to think of it from the perspective of the game's designers. But since you're in charge now Ben, I'll let you make these decisions.

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Well, I'm open to suggestions about it. Since LC is a community project, I think input from the players is important. So I'd like some more opinions before any final decision is made - what do people think?

 

EDIT - At Craig's request, I've compiled an update package and sent it to him (as he's been busy). I'm ALMOST CERTAIN I've got everything, but I MAY have missed something - space, SteaVor and Kon, can you guys all check please and make sure I haven't (and let me know, preferably with a link, if I have) when Craig posts it? I think you guys are the only ones with updates in the package (aside from AK, who's latest weather module I've included, complete with CFG customisation that I did for LC).

 

Craig's gone to bed now, so I expect he'll have the package up sometime within the next 24 hours, depending on how busy he gets smile.gif.

Edited by Ben
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The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone?  I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please?  Any other thoughts?

 

 

Whether gangers adopt a group formation or whether they get spawned as chatting in a circle or as walking is relatively easy to hack.

 

 

 

when will this AK-47 traffic module be in operation (if not already) rolleyes.gif

and will i be able to set it so there are so many cars even peds cant move

please tell me at the earliest possible date

tell JIM!

I've already said that it won't be released until AK-73 implements some more features to it.

 

As for specific questions about it, you'll have to ask Alex directly.

 

 

Take a look at the Miscellaneous forum/gtagarage - VC:Traffic is out. However in order to spawn many vehicles, it's not enough to increase the vehicle limit in the vc_traffic.cfg - that is just a threshold. You also need to increase ped density through the .scm opcodes mentioned in the .cfg.

Also be aware that drivers/passengers do count to the ped threshold I think. You might want to play a bit with the numbers - at present it's all still trial-and-error.

 

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Craig Kostelecky

The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone?  I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please?  Any other thoughts?

 

 

Whether gangers adopt a group formation or whether they get spawned as chatting in a circle or as walking is relatively easy to hack.

I would much rather take that approach than recoding all of the gang lines in the scm to switch the models around. It's a much better solution for everybody involved (except the exe hacker who has to do the dirty work tounge.gif )

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Np. I wanted to have control over that anyway and once you have located the offset (which I have), implementing it isn't all that difficult anymore, I guess. Just will take me some time to get to it.

 

Alex

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space_einstein

Another SCM Update

All vehicles in Vigilante and Firefighter missions should spawn correctly (3-16b)

Blowing up the Dodo in "A Drop in the Ocean" won't crash the game anymore

The Dodo will drop the correct package into the water in "A Drop in the Ocean"

In "Escort Service", the people in the Securicar is immune to headshots (3-38)

In "Dead Skunk in the Trunk", the Forelli's cars have unpoppable tires (second part of 3-25)

The last part of 3-25 with the crusher problem is fixed

Edited by space_einstein
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space_einstein
I take it this is the sort of setup you are going to be working with?

I don't want to work with that much stuff yet. I don't mind the checklist not being up-to-date all the time.

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No worries. At this stage, I don't think I'll be on GTAF Mondays, Tuesdays or Wednesdays because of uni (that's in my time). So anything that needs updating over those days won't be done until Thursdays - I might get some time on Wednesday afternoons though (like I did yesterday). Just as long as you know what is and isn't done so that you're not working on stuff that's already fixed wink.gif.

 

@Alex - that's fine, as long as it takes. I won't be putting it into LC until you've got the stuff implemented that we talked about via email - just let me know when that's done because I don't check GTAG or your release topic for it wink.gif.

 

Thanks smile.gif.

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Thanks smile.gif. I've sent Craig an updated update package with the latest SCM in it.

 

I'll cross those off the checklist now too icon14.gif.

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If you've done it, then why not share it? That's what this project is all about.

here is the dodo's engine sounds and edited default.ide with normal wheels for dodo.

also before you will use audimp.exe you have to open sfx.inf, found sfx00422 and sfx00423 there and change two values in the right to 0 -1, something like:

sfx00422.wav 0 -1

sfx00423.wav 0 -1

If not, the sounds won't work correctly.

http://four.fsphost.com/marsik/LC/dodo.rar

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space_einstein

Another Update

The drivers in Bling Bling Scramble should be headproof (3-27)

The game should make the sound in Cipriani's Chaffuer (3-37)

The crusher is improved, now you can actually die in there

Edited by space_einstein
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Nice work icon14.gif. I'll cross those off the checklist. If only I could find the time to play LC with all of these new fixes...

 

smile.gif

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Craig Kostelecky

I thought it was attempted a few times. But I think everybody who tried got it wrong. I haven't listened to this new one (or even loaded up LC in months) so I still don't know if it's done right.

 

And I have no idea why the wheel size was never increased.

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