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The thread that started it all


Demarest
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Do you really get the same amount of money with a new and a damaged car of the same model?

 

I think the player should get (health/1000) * (base reward as determined by class) as reward, so the class-dependant part of the reward is in fact the maximum reward which you'd get if you brought a vehicle in mint condition to the crusher.

The corresponding calculations should all happen inside of CCCalculateFinalReward, although I cannot guarantee that this is indeed the latest version of the code as I produced and tested it, I just know it's the latest published version of the code. If it doesn't work as intended it would be the engine rounding all the fractions of the health up to 1, but that should only happen with integer variables (which is why I needed to convert the health value to float in the first place.)

 

The line I removed at the end was the only line dealing with calculating the reward before I had decided to change the reward calculation: health and model id are added up and used as final value for the reward. That's what my modifications were supposed to replace, so this "bogus/ placeholder" line should indeed be removed.

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Craig Kostelecky

Yup, you're right. After reading the code, that's what is happening. I'm still a little rusty at scm coding, but getting back into it.

 

The crusher works well, when the car is actually picked up. For some reason, the crane only comes down if the car is in just the right place (and that place is not in the middle of that rectangle). So that's something I want to fix. The problem I was having with the crusher was I wasn't waiting long enough after stopping before getting out. We were using the is_player_stopped_in_rectangle opcode. I switched it to simply is_player_in_rectangle and it now picks up the cars even when you exit it quickly.

 

Hopefully I can get the files I have together for a Beta 3 release in the next few days. That way anybody can test what's happening. There's just one more thing I want to add to the scm before I get everything together.

Edited by Craig Kostelecky
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spaceeinstein

People are pouring back into this mod tounge.gif

 

Can someone with the knowledge in EXE modding help edit these?

689D60 - change GUN_2C to GUN_3A

689D68 - change GUN_2D to GUN_3A

This should fix the text box messages in some missions.

Edited by spaceeinstein
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Craig Kostelecky

Download Beta 3.1 - Thanks Samutz and SteaVor

3.1 Updated files - a small download of all files forgotten or released after the upload of Beta 3.1

SFX Add-on: Mirror #1 | Mirror #2

 

Please test these files thoroughly. Once all of the bugs are worked out of these files, we can release GTA: Liberty City Final.

 

Stuff to note: To play the debug script, go into the launcher and check the box for using the debug. Or you can recompile the main.txt file with $MASTERLCDEBUG on. But then you'll want the launcher checkbox off so the game loads the MAIN.SCM and not the DBUG.SCM.

 

There are now some rewards for completing 100% of the game. If you play the normal script, you should be able to accomplish this. I was able to verify the rewards worked with an older script. It should still work.

 

There's a little surprise involving one car that's been in the mod for a while. I hope you like it.

 

Sayonara Salvatore FINALLY works!

 

Marco's Bistro has the San Andreas interior included.

 

There's probably more, but I cannot remember at this time.

 

Enjoy!

 

 

Beta 3.1: All peds are converted and included. Please test them all to see if any need tweaking. Also the unused cars have been changed to some of the better Vice City ones. The conversion of these is not perfect as the wheels, engine sounds, and colors may be off.

 

Update: The file was re-uploaded due to two corrupted files. The previously missing DeLorean file is now part of the archive.

Edited by SteaVor
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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.

0a. If you are running Windows 7 64-bit, you will need to have your LC directory outside of the Windows's protected folders. For best results, put it in C:\GTALC or something. Do not have it in Program Files.

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! Download and install the separate SFX package 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.

Edited by Craig Kostelecky
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I haven't seen anybody that I've worked with on this mod even online since I started up again. I'm sure some of them stop by every few moons to see if anything's new, so maybe they'll show up at some point. Whether any of them have the desire to do anymore is another question.

That'd be me, although this is my first visit in a LONG time - the last time I stopped by, the project was starting to smell so I assumed it was dead. tounge.gif

 

It's great to see that there's a new wave of enthusiasm about the project - and I guess we have space and Craig (primarily) to thank for that.

 

I've been out of the GTA world for even longer than my last visit here. The majority of my time is divided between uni (I'm in my Honours year of a Business degree at the moment), work, and fitness pursuits - with whatever time left over being dedicated to some semblance of a social life. But if everyone could pull together and get this finished, I'd simply have to find the time in my busy schedule to go through my drawer, find all my old GTA and modding stuff, and give LC another whirl. It took up too much of my time back when I was involved for me not to play it in a "final" state. wink.gif

 

So I'd just like to take this opportunity to say hello to all the old faces back working on the mod, and welcome to all the newbies (as in, people who have joined since I left tounge.gif). Thanks to everyone once again, and good luck finishing it off. I guess I'll be checking back a bit more regularly now - so, perhaps once a month instead of once every 6...

 

smile.gif

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Craig Kostelecky

Oops. Thanks for checking me over and fixing my mistakes. I always hated writing documentation. I usually play LC with the sound turned off as the computer's in the same room as Carson and he's usually sleeping. I can do most of the work from a laptop remotely, but actually playing the mod is done at the desktop (with my PS2 controller).

 

Also, I tried to separate the audio files so the extra ones were already in the audio folder and only the blank files were included in the BlankAudio package. I'd like to avoid forcing users to recopy the audio each time a major install is done. But it looks like I missed the ammunation files. I think I got everything else.

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Craig Kostelecky

Thanks for stopping by Ben. Even if you don't do any work, find some time to simply play the mod and enjoy it. If you don't do that, I'll send someone after you (Australia's so far away it makes a trip to the Chemists seem like peanuts) to MAKE you enjoy it. ph34r.gif

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ModelingMan

 

Can someone with the knowledge in EXE modding help edit these?

689D60 - change GUN_2C to GUN_3A

689D68 - change GUN_2D to GUN_3A

This should fix the text box messages in some missions.

Temporary Fix

Edited by ModelingMan

abstract_sig.png

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Craig Kostelecky

I found my first bug I didn't realize in my initial testing. The Toyz van is the SpandEx van from VC. Gotta update that file in the image at some point.

 

I'm working towards 100% with the game in normal mode so far. I just love doing the paramedic/taxi/fire type missions. But it all has to be verified. Hopefully I don't run into an scm bug at 95% that would require me to start over.

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ModelingMan

 

Hopefully I don't run into an scm bug at 95% that would require me to start over.

That would be brutal. Some sort of tool should be made which makes a save file compatible with a new SCM (if it hasn't already), or at least generate a save file with the completed missions, etc. of your choice. I've never looked at the save file format in great detail so I wouldn't know if it was possible or not, it would be handy nonetheless.

 

About 4 years ago I added a disable culling hack to IIItoVC. I remember the solution to the culling in VC was to duplicate the polygons of the models and invert them, resulting in a doubled file size. I'm wondering did someone revert back to the original III models? It's probably not a critical thing, I'm just curious really.

abstract_sig.png

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Craig Kostelecky

37% done, just went to Staunton Island. No issues yet!

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Craig Kostelecky

How about providing more information? What steps did you take to install the mod (be specific and detailed)? What does the log file say?

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spaceeinstein

I'm wondering did someone revert back to the original III models?

I had reverted most models years ago but I have to check again to see if they are in this update.

 

Nice to finally see another beta release. I just had a weird glitch while fooling around at the beginning of the game. Start Luigi's Girls. Head to Marcos Bistros and enter it. The audio "Hi, I'm Misty" plays. Now exit it and pick up Misty. She enters the car and the mission cannot be completed. Solution:

 

Find

 

03CF: load_wav 'BISTRO' as 1

 

Change to

 

03CF: load_wav 'BISTRO' as 2

 

 

Find

 

0050: gosub @LabelLoadAudioGosub

 

Change to

 

:BistroSoundCheckwait 0if03D0:   wav 2 loadedjf @BistroSoundCheck03D1: play_wav 2

 

 

Find

 

03D2:   wav 1 ended 

 

Change to

 

03D2:   wav 2 ended 

 

 

Find

 

040D: unload_wav 1

 

Change to

 

040D: unload_wav 2

 

 

All the changes happen within the thread.

Edited by spaceeinstein
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Craig Kostelecky

Nice find space. I'll be sure to add that when I'm done testing. I'm now at 55% and just completed a Drop in the Ocean. And to my surprise the airplane had its full wings! Also I saw a weird bug after I completed the mission. Immediately after completing the mission I grabbed a helicopter and flew around a bit. When I returned to Staunton Island I saw that full-winged plane flying in a very small circle just north of my hideout. I wasn't sure if it was solid or not until I flew into it and nearly killed me!

 

So perhaps we need to clean up that mission a bit better.

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NTAuthority
That would be brutal. Some sort of tool should be made which makes a save file compatible with a new SCM (if it hasn't already), or at least generate a save file with the completed missions, etc. of your choice. I've never looked at the save file format in great detail so I wouldn't know if it was possible or not, it would be handy nonetheless.

I once tried to plan making a compatibility tool performing matching between two scripts, but then I thought that if the code at the current execution pointer had changed too much it would be completely lost... even more so without 'checkpoint' flags in the save data. Note that the idea was purely theoretic, I still don't know too much about III/VC's save data, I was just speculating about the CRunningScript data. smile.gif

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Craig Kostelecky

89% in almost 12 hours of playtime (not counting reloaded missions). All I have left is 11 rampages, 12 unique jumps, 91 taxi drop offs, 40 fires, Ride in the Park, Multistory Mayhem, Gripped!, and Kingdom Come. All the sh*tty missions.

 

I did get one crash when I returned the last emergency vehicle. When I tried it again, I left the area before the pickups were created. I'll test more in debug mode later.

 

 

Exception at address:	0x0043D38FEXE Version:          gta-vc.exe 1.0 USLast opcode executed:	032B create_pickup_with_ammoIn thread:            m_craneRegisters -----------------------------------------------------EAX: 0x0000BE23	EBX: 0x0000BE23	ECX: 0x000043AE	EDX: 0x0009A7C7ESI: 0x00000021	EDI: 0x00000000	EBP: 0x0000032B	ESP: 0x0017FA50EFLAGS: 10000001000000010...Last few scm lines...0001357C:   is_player_in_rect                      $var0008, 1216.0000, -671.0000, 1256.0000, -721.0000, 000013597: jf                                       @000135630001359E: create_pickup_with_ammo                  223, 3, 39, 1236.0000, -687.0000, 17.7500, 8000135B8: create_pickup_with_ammo                  223, 3, 35, 1236.0000, -691.0000, 17.7500, 9000135D2: create_pickup_with_ammo                  223, 3, 36, 1236.0000, -694.0000, 17.7500, 10000135EC: create_pickup_with_ammo                  223, 3, 37, 1236.0000, -697.0000, 17.7500, 1100013606: create_pickup_with_ammo                  223, 3, 38, 1236.0000, -700.0000, 17.7500, 1200013620: create_pickup_with_ammo                  223, 3, 34, 1236.0000, -703.0000, 17.7500, 13

 

 

Edit: Now at 96%. Down to 11 rampages, 91 taxi drop offs, Ride in the Park, Gripped!, and Kingdom Come.

Edited by Craig Kostelecky
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You dont see mods resurrected like this too often, really hope you guys can push out a completed release of this

WbZaxRP.png

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PresidentKiller

Hey Craig, I think it's great that you all keep working on this. It's been a long time (I think 5 years) since I last contributed to something (bug reports) here. I've been away from GTAF for a long time but it's nice to see the old faces still around. smile.gif

 

Keep up the great work! icon14.gif

uLAyIka.png

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That EV crane crash is not unexpected, remember this discussion? I don't think this got permanently fixed with the later versions of IIItoVC.asi (not for me anyway), so this is still a "known bug/crash" very likely to be hit during a 100% playthrough.

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spaceeinstein

Another light bulb lit up in my head: A workaround for the Lift Bridge alarm sound! This is just a test code. You have to edit the coordinates and radii to make it more authentic.

 

:SSVBRIDGE03A4: name_thread 'SSVAUD'[email protected] : [email protected] : [email protected] : [email protected] : [email protected] : [email protected] : [email protected] : [email protected] = -493.0 // sound x [email protected] = -631.0 // y [email protected] = 53.0 // z [email protected] = 1.3 // radius - the smaller the number, the farther you can hear, up to minimum of 1.0while true   wait 50   if       player.Defined($PLAYER_CHAR)   then       if            00F5:   player $PLAYER_CHAR in_sphere 0 near_point [email protected] [email protected] [email protected] radius 400.0 400.0 400.0        then           0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected]           [email protected] -= [email protected]           [email protected] -= [email protected]           [email protected] -= [email protected]           [email protected] /= [email protected]           [email protected] /= [email protected]           [email protected] /= [email protected]           [email protected] += [email protected]           [email protected] += [email protected]           [email protected] += [email protected]           018D: [email protected] = create_sound 40 at [email protected] [email protected] [email protected]       end       wait 1558 // twice the duration of sound       018E: stop_sound [email protected]   endend

 

This will create an alarm at the Staunton end of the bridge. The alarm can be heard very far away. I'm practicing on this new way of coding. It seems more efficient than the traditional way of SCM coding.

Edited by spaceeinstein
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inlove.gif Ohh great, I was just about to begin coding something similar to your code, actually.

 

EDIT: The duration of the sound is between 779 and 780 ms*, so a wait 729 should work well.

 

 

* 10136 / 13000 = 0,77969230769230769230769230769231

 

EDIT2: Sorry for the confusion space, I've got too many tabs opened in my browser...

Edited by SteaVor
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spaceeinstein

Don't worry about it. Somehow the numbers still result in overlap of sound occasionally. Maybe the exact duration of sound isn't correct.

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The duration (779.7 milliseconds) should be correct, but the SCM loop isn't guaranteed to be executed in the exact same time span.

 

Did you really mean to put the "WAIT 779" in the code? That should read "WAIT 729" instead, shouldn't it?

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spaceeinstein

Sorry, it was my mistake. The time between the creation of the sound to the destruction of the sound should've been the duration of the sound, not minus 50. The 50 happens before and after the sound doesn't exist. The overlapping sound problem still exists at both 729 and 779, though. Even using wait 0 instead of 50 didn't solve the problem.

 

EDIT: Using twice the length of time (1558) seems to minimize the effect of occasional overlap. The code is now updated. My ear is full of ringing now.

Edited by spaceeinstein
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Craig Kostelecky

Awesome! I LOVE the changes you've been making space.

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ModelingMan

That crash appears to be something different.. strangely different. At the point of the crash the register EBX contains the value 0x0000BE23 (as seen in the crash report), but that value is incredibly wrong; it should be the ID of the variable the pickup is stored in. In this case EBX should be equal to 13 (FBI Car) or 14 (Rhino) (I'm not sure if the last opcode info on the crash report actually includes the current opcode that is being processed).

 

To determine what is wrong there I'd have to step through the processing of the opcode. Haven't got time to do it just now, got a ton of work for uni to do, but I'll try as soon as I can.

abstract_sig.png

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spaceeinstein

Hey, can you implement a new opcodes similar to CLEO's 0A8C,0A8D? I have an idea on how to correctly create proper wasted/busted spawn points using a mix of SCM coding and memory editing.

 

If only Portland is available, set wasted/busted spawn points as usual. If Staunton is unlocked, use SCM coding check to see if the player is within Staunton. If it is, use memory editing to change the address that handles the spawn points to Staunton's spawn points. If the player returns to Portland, edit the same address for Portland's spawn points. In this way, this will prevent the player from spawning in Portland if death/bust occurs in Staunton. Same idea with Shoreside.

 

In the end, only define 1 spawn point. Use memory editing to change spawn points depending on which island the player is in.

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spaceeinstein

Thanks biggrin.gif

 

Here are more fixes.

 

Silence the Sneak:

Find

 

:LabelLC06D000

 

Remove above (along with the comment)

 

jump @LabelLC06D04A

 

Replace below

 

03D0:   wav 1 loaded

 

with

 

83D0:   not wav 1 loaded

 

This fixes the apparent infinite loop that occurred in that code.

 

Ammunation Uzi pickup:

Find

 

0213: $UZI1 = create_pickup #UZI type 1 at 735.5 -400.75 21.1875

 

Replace with

 

0213: $LC400 = create_pickup #UZI type 1 at 735.5 -400.75 21.1875

 

 

Find

 

0215: destroy_pickup $UZI10213: $AMMUNATION_UZI_PICKUP = create_pickup #UZI type 1 at 735.5 -400.75 21.1875

 

Replace with

 

0215: destroy_pickup $LC4000213: $LC400 = create_pickup #UZI type 1 at 735.5 -400.75 21.1875

 

This should fix the double Uzi pickup at Ammunation but I haven't test it thoroughly yet.

 

About that 041C workaround, there's a potential glitch that can happen similar to the Marco's Bistros sound error. To prevent that, just change all "wav 1" to "wav 2" in that thread. It might conflict with the Lift Bridge audio but since the audio events are not near to each other, this problem might not arise. About the Securicar passenger's audio, the code only applies to the person while he is on foot. The code did not control his audio while driving so it was a hardcoded feature in III. I don't know if it's worth it to create a workaround to that.

 

EDIT: I just wasted a few hours changing "Don't Spank Ma Bitch Up" and "Drive Misty for Me" to understand this different style of coding. It makes reading the code much more easier but the conversion process is very long. I don't know if it's worth replacing the original code with. It functions exactly the same as the old code.

Edited by spaceeinstein
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