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The thread that started it all


Demarest
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Sounds good. smile.gif

The important part is that we don't delete too many files of the VC-only crowd out there.

But that shouldn't be a problem at all if it's approached systematically.

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Craig Kostelecky

 

so when are u guys gona release next version? i love this mod

Should be released sometime before August of 2016. catspider.gif

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Yeah, something like that tounge.gif.

 

Nah, it's basically whenever I get around to putting together all the updates into a package. Aside from that, it's whenever CTM comes back to finish off his installer. Hopefully it won't be too long before we have a full v7 version out for everyone smile.gif.

 

@SteaVor - Oki doke, no worries. When I've done the BAT file, I'll send it off to you for verification, eh? That way you can correct anything if need be wink.gif.

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i just noticed that the gta lc Police Siren SFX is not the gta 3 Police Siren. its the gta 3 fire truck Siren.

No, you are wrong. As far as I know, the fire truck and police car shared the same siren SFX in GTA3, and the sounds have been copied directly from GTA3, and are in the right spot in LC. Check space's SFX guide in the Misc. forum if you don't believe me (I just checked it, and both the GTA3 and LC archives).

in gta3, that siren for the fire truck was made slower, in gta lc the pilice car is like that but gta3 police isnt

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@MM:

What are you doing exactly to replicate III's handling? Do you manipulate some pointers  to make the III EXE parse the actual handling.cfg?

What I'm planning is to read the handling.cfg data, and use that data exactly like III. I could have copied the assembly code into IIItoVC but for quickness I just loaded III's exe into memory and called the function from there.

 

I'll have to check this but I think VC:Traffic reloads the .cfg data during new games. This might mess with your plans. I'll check it and notify you.

 

Alex

 

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Why the hell I cant get over 2 wanted level stars whatever I am doing ?

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i just noticed that the gta lc Police Siren SFX is not the gta 3 Police Siren. its the gta 3 fire truck Siren.

No, you are wrong. As far as I know, the fire truck and police car shared the same siren SFX in GTA3, and the sounds have been copied directly from GTA3, and are in the right spot in LC. Check space's SFX guide in the Misc. forum if you don't believe me (I just checked it, and both the GTA3 and LC archives).

in gta3, that siren for the fire truck was made slower, in gta lc the pilice car is like that but gta3 police isnt

I'm not sure how that works then. I wouldn't have thought that the EXE could change the speed at which the siren sounded as that's defined in the actual audio file confused.gif. Although, it is clear that somewhere the game engine plays a part in how the SFX sounds - the car explosion sound in LC, for example, is exactly the same WAV file as in GTA3, but it sounds significantly different. I'm not sure how we're going to fix these problems. I guess some research will need to be done as to how exactly the EXE deals with certain SFX files.

 

@stef_92 - Are you using debug mode or normal mode?

 

I'm assuming also that you're on Portland? I haven't seen a report of this bug for a while, but it's on the checklist (3b-19).

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Oki doke, thanks to SteaVor, we now have another feature to implement into the installer. We can now clean out the Audio folder entirely of unused VC files. This package does the job - I created the BAT file, which removes all files from the Audio folder except for the radio stations and SFX, and the updated INI, done by SteaVor, means we can now put the GTA3 audio files straight into the Audio folder, thus meaning we have no need for the audioLC folder.

 

About the only thing the installer is going to need to do is run the bat file (which will be put into the Audio folder) and then delete it after it has finished running. CTM, whenever you get back, do you think you can do that?

 

Can you also fill me in on the progress of the installer please? It's been a while since we talked about it.

 

smile.gif

 

PS - I've updated the first post with this as well. IIRC, CTM had implemented the audio blanker into the installer, so that's going to have be replaced with this (just to be a pain in the ass tounge.gif).

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ModelingMan
I'm not sure how that works then. I wouldn't have thought that the EXE could change the speed at which the siren sounded as that's defined in the actual audio file confused.gif.

When a sound is to be played the game stores the info on how it is played in a data structure which is then passed to the Miles Sound System module. The SFX ID of the sound is stored at offset 0x1C of this structure, there are other values that are set (I'm guessing things like the pitch, volume, 3D position, etc.) but as of now all I know is the SFX ID offset...

abstract_sig.png

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The wanted level issue is interesting, I can't get more than 2 stars either (though there's nothing in the code that would suggest such a limit) and I'm guessing that you can't kill fast enough to amass the criminal points necessary to increase your wanted level - it was quite difficult for me to keep my 1 star wlvl!!! (the star kept disappearing... mercie_blink.gif )

If I'm right, the reason could be the sparse population of LC (it's being worked on, but the ped appearance params are very difficult to configure).

Edited by SteaVor
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Yes, creating it was actually quite fun, but I'm not using it at all - English is just that more natural for a game that satirizes American culture, especially because the speech (and radio stations) haven't been localized (fortunately!).

 

It was very difficult for me not to change "Der Abkocher" to "Der Abzocker/Das Schlitzohr" (I'm talking about Marty Chonks' "The Crook" - the German title is an unintentional neologism that doesn't make sense at all cry.gif ) It still bothers me, it really offends my eyes.

For the rest I just mixed the best of III and VC together, with some small improvements here and there.

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I'm not sure how that works then.  I wouldn't have thought that the EXE could change the speed at which the siren sounded as that's defined in the actual audio file confused.gif.

When a sound is to be played the game stores the info on how it is played in a data structure which is then passed to the Miles Sound System module. The SFX ID of the sound is stored at offset 0x1C of this structure, there are other values that are set (I'm guessing things like the pitch, volume, 3D position, etc.) but as of now all I know is the SFX ID offset...

Yeah, I thought it might be something like that. As with everything else, it would stand to reason that we could fix it, although it's going to take a fair bit of research I'd imagine. Also, I think it would pave the way for fixing the "positioning" of the background sounds (such as the SSV bridge alarm, which can only be heard when you are quite close to the bridge in LC, yet in GTA3, it echoed across Staunton and SSV). If possible, the easiest way to fix these issues might be to compare how this stuff is loaded in the GTA3 engine and see if it can be directly replicated in LC (in a similar way to how you're doing the handling). I say that from a completely uneducated perspective though, so I could be wrong tounge.gif. Tis just a thought.

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for now, im going to not be able to repot many bugs anymore because i cant use my computer and im on my lap top. due to the type of lap top i have, i can only use GTA:LC BETA1 cry.gif because the game crashes in any other version. ill try to find bugs that havnt been found yet. i wish i could use v7. ive found many bugs befor but not any more suicidal.gif .

Edited by ITBTD
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Well, I've just gone exactly 27 hours without power, and I must say, it is sh*t. To put it bluntly. I'm sure there's people who have wild storms as a regular occurrance, but for me, it was something new. And I don't really want to relive it - it was an inconvenience (to say the least), and cleaning up is potentially going to be too expensive (the wind ripped my steel back gate off its frame, and that'll need to be replaced). Power's not long been restored, so I figured I'd make the most of it and bitch about my woes tounge.gif.

 

Another new experience was witnessing a bulk carrier beach itself 200m offshore. I'm sure there's pictures of it on the net by now - Google Pasha Bulker and I'm sure you'll find it.

 

So yeah, that was my excitement for the weekend. Now I can hopefully start studying for my exams this week (without power, I couldn't access my notes which are on my laptop, which had no battery power left).

 

*sigh*

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Well, I've just gone exactly 27 hours without power, and I must say, it is sh*t.  To put it bluntly.  I'm sure there's people who have wild storms as a regular occurrance, but for me, it was something new.  And I don't really want to relive it - it was an inconvenience (to say the least), and cleaning up is potentially going to be too expensive (the wind ripped my steel back gate off its frame, and that'll need to be replaced).  Power's not long been restored, so I figured I'd make the most of it and bitch about my woes tounge.gif.

 

Another new experience was witnessing a bulk carrier beach itself 200m offshore.  I'm sure there's pictures of it on the net by now - Google Pasha Bulker and I'm sure you'll find it.

 

So yeah, that was my excitement for the weekend.  Now I can hopefully start studying for my exams this week (without power, I couldn't access my notes which are on my laptop, which had no battery power left).

 

*sigh*

lol.gif im so glad i dont live some where this sort of thing happens tounge.gif

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skillzillax

im looking for a 100% savegame for vaice citys LC mod, could someone hook me up

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im looking for a 100% savegame for vaice citys LC mod, could someone hook me up

i dont thimk so bacaus the main.scm is constantly being changed, look in the FAQ TOPIC.

Edited by ITBTD
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this area right here accross from the portland hospital needs collision, and if it gets collision, the player will need a way to get out of there

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ModelingMan

I have a question. Why did the III vehicles need modifying? They have lost their original III specular levels. Not sure if someone noticed but the vehicles in LC look dull compared to III. I have added a little feature to IIItoVC which uses the global reflection found in particle.txd, just like III. If a vehicle has no specular material attached to it then the global reflection is used, that's only if the specular level is not 0.

 

 

III LC LC (modified)
user posted image user posted image user posted image

The "modified" screenshot is just III's Kuruma model being used in conjunction with my global reflection modification. So this means that the III vehicles can be used directly, unless I'm missing something...

 

As a side note this will not affect any vehicle modifications which have their own reflections.

abstract_sig.png

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You're correct. When I was researching for my guide a while ago, I found out about vehicle conversions from III to VC/LC. I only covered it from a basic perspective (primarily because that's all I had a chance to get to understand), but this snippet from my guide explains it:

 

You CAN use GTA3 vehicle models on the VC engine directly, however, there'll be some minor issues with reflections. In GTA3, only the reflection level (which is the specular multiplier controlling the reflection intensity of the standard RwMaterial) was stored in the material of each model; whereas in VC, there is extra data attached to every material on the vehicle geometry (containing the basic reflection parameters - that is, what image to use, and the intensity of the reflection) - this extra data can best be described as reflection maps. Since GTA3 didn't have this data, it needs to be created from scratch.

 

You should still be able to use the GTA3 DFF file - you'll just have to edit the materials properties. To do so, you'll need a copy of Max/G-Max, as well as Kam's scripts. Import the DFF, and then use the Material Editor to apply the appropriate settings - see this topic for more information. Don't forget to save and export when you're done.

 

As with the DFF, converting the TXD can be complicated because of the differences between the GTA3 and VC engines. In relation to reflections, VC models specify which image to use (and that image is housed in that vehicles corresponding TXD) - GTA3 models, on the other hand, didn't do this - they all simply used reflection01 in particle.txd. So, when converting from GTA3 to VC, you'll need to build a new TXD for your vehicle.

It seems that you've just found a way to overcome these differences. I'll restore all of III's vehicle models to LC's IMG for the next update. Can I restore the TXDs as well, or only the DFFs?

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Craig Kostelecky

If you do that, pay careful attention to the Perennial and the Colombian Cartel Cruiser. Those cars had a bug in them where they were all black. This was an issue that was fixed shortly after beta v1.

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VC:Traffic definitely reloads the handling.cfg during new game start-up. So all changes should be placed into the proc that loads the .cfg. And, in order to ensure compability with no-VC:traffic-games, there should be a test if VC:Traffic is present and if not, the LC .asi should load the .cfg on its own. If VC:Traffic is loaded, I think 0x6DFFE0 is != 0.

 

Alex

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Two weeks and 63 GB later, and the season finale is done shooting. Much love to the GTA"LC guys, and AK-73 for the Martial Arts mod; couldn't have pulled this off without it.

 

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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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Elited fish

ok this works now, i installed this gta:lc to my vice city folder but when i launch it, the game launches, i click start new game and it loads half of the bar and crashes and goes to desktop and gives this error box:

user posted image

 

 

maybe i got wrong version or what?

ty if u know how to fix =)

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ModelingMan

user posted image

 

This program was built with the RenderWare SDK. Only 1 or 2 of the RW functions needed to achieve this aren't found in VC therefore need to be re-written. When I'm done you should be able to use the opcodes from III (create_cutscene_actor_from_head_and_body and set_head_anim). And as a side note, the ANM files found in CUTS.IMG won't need converting to IFP since one of the RW functions I'm re-writing handles this file type.

 

Currently I'm also working on getting III character models loaded directly in VC (without modification), at the same time supporting normal VC characters. But of course this will require creation of new animations for bikes, etc. but that's a hell of alot better than the tedious process of converting a ped (I've said this before I think).

abstract_sig.png

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If you have an unpurchased version of VC, then chances are that's your problem. Buy the game and everything should work fine, if you installed LC properly.

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