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Demarest

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Does MVL work with weapons as well? If so, then in theory we could. But I'd prefer to integrate that code into our own code so there's less bugs and it's more compatible. Perhaps that's something Silent could do after he is done with the scm for VCS Beta 3.

Well, I can't see why it would cause any problems. MVL objects can be called apon with the main SCM. So both MVL Weapons and Vehicles can be spawned via CLEO/Main.scm. I've tested this myself and it works fine.

 

Regardless, it's up to you.

 

EDIT: If MVL were to be used, we'd have to wait for additional sounds to be compatible with MVL so the MVL based AK doesn't sound like the M16.

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Craig Kostelecky

I've been plugging away at rewriting the missions to match the style of the Rockstar code and to see if they had any other code commented out. And I did find something. The first Toni mission had a 4th laundry van to blow up. So that's now added with the extras2 variable on. There's nothing else that plays differently from the last code, so I wasn't planning on releasing it. But if anybody wants it, I can reupload.

 

I'm still hoping to get a final version of this mod published soon. If anybody knows how to find ModelingMan, we can hopefully get the ball rolling on that. My goal is to finish by December as that marks the 10th anniversary of when this mod started.

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anubhavkumarc

Dont know if anyone has noticed or not but there is no definition of head in your models' skeleton, all you have to do is redoing the skeleton to get the mouth working if i'm right, sorry if i irritated you guys, just a noob

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Craig Kostelecky

We've known that for about 10 years now. One person even figured out how to fix it a while ago. Unfortunately he's no longer active and we can't figure out how to fix it again. If anybody anywhere has some ideas, I (and Silent) would love to hear them.

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can't you just copy over the cutscene models / data files from the old to the new beta?

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Copy over? That's a bad idea. Really. They should find the goddamn fix not copy ModellingMan's work. And as you heard, the Beta 3.2 has got a lot of bugs.

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What's up with this? I already tried setting DisableCullin into 0 in the gta-lc.ini

user posted image

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Craig Kostelecky

The problem with using the 3.2 files to get the cutscene heads working is it's an all or nothing approach. We would have to use his entire asi which as Deeeeee mentioned has several other bugs that he never had the chance to work out before his computer crashed. And reverse engineering his code (which is already reverse engineered) could be difficult. Right now Silent's priorities are getting the VCS beta ready for their next release in June. I'm hoping that sometime after then ModelingMan will show up and even if he doesn't have his old source files that he'd remember enough to either do it again or be able to nudge Silent in the right direction to get it done.

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Craig Kostelecky

That happened to me too when I tried to just copy the files over to a low end computer. I didn't have my VC install disc so I was never able to test installing it directly first. I do not know the solution to that problem yet. Sorry.

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This has happened to me before. All I had to do was delete the IIItoVC.asi. Although it would cause numerous little problems. Like the barricades in front of the Portland bridge will not be removed if you play the game through.

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  • 2 weeks later...
Craig Kostelecky

I've been doing a TON of recoding in the last several months to make our mission script look more like Rockstar's. As of now, I'm 62% through with the entire code. But since I've changed so much, it's very possible I messed up something that was previously working. I haven't had the time to fully test everything either, so I'm asking for help in that area. There's very little that you'd notice differently from playing the game, but if you look a the script, you'll see it's much easier to understand now.

 

You can get the latest script files (I also included Rockstar's sources in case anyone is interested in seeing them) from the link in the previous post or on the first page.

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For some reason, I haven't been able to get my mouse to work at all no matter what I do. I tested it with Vice City and it gets stuck sometimes but when i either pause or alt+tab out then back in, it finally works but here I can't seem to do anything. When I set the VC exe to compatibility mode, gta-lc.exe fails to load it properly and comes up with an error. Same goes with Administrator mode.

 

Also, I get to the point where 8-Ball is supposed to say "I know a place at the edge of the red light district where we can lay low" But all i see is the text for that line with no audio and then the game doesn't go any further. It's completely stuck at that point.

Edited by ITBTD
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For some reason, I haven't been able to get my mouse to work at all no matter what I do. I tested it with Vice City and it gets stuck sometimes but when i either pause or alt+tab out then back in, it finally works but here I can't seem to do anything. When I set the VC exe to compatibility mode, gta-lc.exe fails to load it properly and comes up with an error. Same goes with Administrator mode.

 

Also, I get to the point where 8-Ball is supposed to say "I know a place at the edge of the red light district where we can lay low" But all i see is the text for that line with no audio and then the game doesn't go any further. It's completely stuck at that point.

Huh, do you have MVL installed? These happen to me when I have MVL installed on VC/LC.

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For some reason, I haven't been able to get my mouse to work at all no matter what I do. I tested it with Vice City and it gets stuck sometimes but when i either pause or alt+tab out then back in, it finally works but here I can't seem to do anything. When I set the VC exe to compatibility mode, gta-lc.exe fails to load it properly and comes up with an error. Same goes with Administrator mode.

 

Also, I get to the point where 8-Ball is supposed to say "I know a place at the edge of the red light district where we can lay low" But all i see is the text for that line with no audio and then the game doesn't go any further. It's completely stuck at that point.

Huh, do you have MVL installed? These happen to me when I have MVL installed on VC/LC.

Nope. It's a fresh install. I cannot determine the problem.

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I get that problem on all 3d GTA's, it's something to do with mouse drivers i guess.

 

I workaround the issue by repeatedly pressing esc to pause and unpause loads of times while moving the mouse around. As soon as the camera starts moving with the mouse again (providing you're using "standard" controls and not "classic") then you know it's fixed.

Until you pause again, then it f*cks up and you need to do the whole process again. angry.gif

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See here - in short: "Disable Visual Themes" for gta-vc.exe (NOT gta-lc.exe) to make it work.

 

Craig, thanks for the original script files. Pretty interesting stuff.

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I get that problem on all 3d GTA's, it's something to do with mouse drivers i guess.

 

I workaround the issue by repeatedly pressing esc to pause and unpause loads of times while moving the mouse around. As soon as the camera starts moving with the mouse again (providing you're using "standard" controls and not "classic") then you know it's fixed.

Until you pause again, then it f*cks up and you need to do the whole process again.  angry.gif

I fixed mine by downloading this DLL, works with III, VC and SA.

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Craig Kostelecky

Is anyone able to complete Payday For Ray? I'm running into issues with it now where it won't get past the first phone. And each old scm I try to restore gives me the same issues. It's something I should be able to fix given enough time, just haven't gotten it yet.

 

Edit: this may be similar to the issue that ITBTD was having with the opening mission. I haven't tested it with debug off in a while. And I'm almost positive other audio files have played fine though. Weird

Edited by Craig Kostelecky
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A lot of the time when I'm using the debug SCM, I get the feeling there is a distinct lack of traffic. It's still there but it seems like cars appear way less frequently.

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Craig Kostelecky

I've noticed that too. No idea where in the code the holdup might be. It's very possible one of the main threads was mixed up. I can test them later by replacing them with the old code one-by-one

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'Give Me Liberty' seems a little broken. I managed to get past the part I got stuck on bit it skipped straight to "but my hands are all messed up so you better driver brother" line instead and when I drove to the safe house, I stopped in the marker but nothing triggers what so ever. So once again the game gets stuck.

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Craig Kostelecky

It seems there are bugs whenever the load/play wav 1 opcodes are used. I changed the parameters to 2 in Payday for Ray and it plays fine now. I am looking through the threads in the main section to see if there's something messed up with one of the theads that's always running.

 

If you ignore this bug (which is pretty damn hard to overlook) the Asuka1 missions are converted. I even found and fixed a bug in Sayonara Salvatore which I believe now FINALLY plays as it's supposed to in all occasions.

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Craig Kostelecky

I found two threads that I had borked up pretty well. One of them was the lfit bridge's code. That had a few errors which kept it up indefinitely. The other was with me trying to change space's audio workaround code into the same syntax I'm using elsewhere. That's the one that caused the big issues with GML and PD4R (among many others). Below is the new code for those sections. Not sure when I'll get around to updating the package formally. This week will be pretty busy for me at work. When I do upload it next, it'll have all of the 1st set of Asuka missions completed. Down to just Kenji, Love, Ray, Auska2, and Catalina to do.

 

Lift Bridge:

:LIFT_BRIDGE03A4: name_thread 'SSVBRIG'0005: $SSV_BRIDGE_SPEED = 0.05// Disable IPL models0363: toggle_model_render_at -618.159 -629.847 80.7116 radius 50.0 object #BRIDGE_LIFTSEC 00363: toggle_model_render_at -614.438 -631.564 49.0088 radius 50.0 object #SUBBRIDGE_LIFT 00363: toggle_model_render_at -618.637 -630.543 134.071 radius 70.0 object #BRIDGE_LIFTWEIGHT 00363: toggle_model_render_at -618.159 -629.847 80.7116 radius 50.0 object #LODDGE_LIFTSEC 00363: toggle_model_render_at -618.637 -630.543 134.071 radius 70.0 object #LODDGE_LIFTWEIGHT 003B6: replace_model_at -618.159 -629.847 80.7116 radius 50.0 from #BRIDGE_LIFTSEC to #LOD_LAND01403B6: replace_model_at -614.438 -631.564 49.0088 radius 50.0 from #SUBBRIDGE_LIFT to #LOD_LAND01403B6: replace_model_at -618.637 -630.543 134.071 radius 70.0 from #BRIDGE_LIFTWEIGHT to #LOD_LAND01403B6: replace_model_at -618.159 -629.847 80.7116 radius 50.0 from #LODDGE_LIFTSEC to #LOD_LAND01403B6: replace_model_at -618.637 -630.543 134.071 radius 70.0 from #LODDGE_LIFTWEIGHT to #LOD_LAND014// Create scripted objects instead029B: $BRIDGE_LIFTSEC = init_object #BRIDGE_LIFTSEC at  -618.159 -629.847 105.7116029B: $SUBBRIDGE_LIFT = init_object #SUBBRIDGE_LIFT at  -614.438 -631.564 74.0088029B: $BRIDGE_LIFTWEIGHT = init_object #BRIDGE_LIFTWEIGHT at  -618.637 -630.543 109.071029B: $LODDGE_LIFTSEC = init_object #LODDGE_LIFTSEC at  -618.159 -629.847 105.7116029B: $LODDGE_LIFTWEIGHT = init_object #LODDGE_LIFTWEIGHT at  -618.637 -630.543 109.07101C7: remove_object_from_mission_cleanup_list $BRIDGE_LIFTSEC01C7: remove_object_from_mission_cleanup_list $SUBBRIDGE_LIFT01C7: remove_object_from_mission_cleanup_list $BRIDGE_LIFTWEIGHT01C7: remove_object_from_mission_cleanup_list $LODDGE_LIFTSEC01C7: remove_object_from_mission_cleanup_list $LODDGE_LIFTWEIGHT0392: object $BRIDGE_LIFTSEC toggle_in_moving_list  00392: object $SUBBRIDGE_LIFT toggle_in_moving_list  00392: object $BRIDGE_LIFTWEIGHT toggle_in_moving_list  00392: object $LODDGE_LIFTSEC toggle_in_moving_list  00392: object $LODDGE_LIFTWEIGHT toggle_in_moving_list  0022B: clear_area_of_chars -665.0 -700.0 46.0 -565.0 -558.0 51.001E8: create_forbidden_for_cars_cube -665.0 -700.0 46.0 -565.0 -558.0 51.0// Wait until 'Drop in the Ocean' is completed (only if not MASTERLCDEBUG)while true   if and       0038:   $A_DROP_IN_THE_OCEAN_COMPLETED == 0  // integer values       0038:   $MASTERLCDEBUG == 0  // integer values   jf break   wait 1000 msend//Loops for controlling bridge going up and downwhile true   wait 0 ms   //Bridge going down   while true       if or           834E:  NOT  slide_object $BRIDGE_LIFTSEC to -618.159 -629.847 80.7116 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $SUBBRIDGE_LIFT to -614.438 -631.564 49.0088 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $BRIDGE_LIFTWEIGHT to -618.637 -630.543 134.071 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $LODDGE_LIFTSEC to -618.159 -629.847 80.7116 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $LODDGE_LIFTWEIGHT to -618.637 -630.543 134.071 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0       jf break       wait 0 ms   end      022A: switch_ped_roads_on -665.0 -700.0 46.0 -565.0 -558.0 51.0   01E7: switch_roads_on -665.0 -700.0 46.0 -565.0 -558.0 51.0   018E: stop_sound $BRIDGEDOWNAUDIO   end_thread_named 'SSVAUD'   018E: stop_sound $BRIDGEALARM   wait 40000 ms   create_thread @LIFT_BRIDGE_BELL      022B: clear_area_of_chars -665.0 -700.0 46.0 -565.0 -558.0 51.0   01E8: switch_roads_off -665.0 -700.0 46.0 -565.0 -558.0 51.0   wait 10000 ms   03BA: clear_cars_from_cube  -665.0 -700.0 46.0 -565.0 -558.0 51.0   018D: $BRIDGEUPAUDIO = create_sound  38 at -542.0 -627.0 48.0      //Bridge moving up   while true       if or           834E:  NOT  slide_object $BRIDGE_LIFTSEC to -618.159 -629.847 105.7116 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $SUBBRIDGE_LIFT to -614.438 -631.564 74.0088 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $BRIDGE_LIFTWEIGHT to -618.637 -630.543 109.071 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $LODDGE_LIFTSEC to -618.159 -629.847 105.7116 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0           834E:  NOT  slide_object $LODDGE_LIFTWEIGHT to -618.637 -630.543 109.071 angle  0.0  0.0  $SSV_BRIDGE_SPEED  0       jf break       wait 0 ms   end   018E: stop_sound $BRIDGEUPAUDIO   wait 10000 ms   018D: $BRIDGEDOWNAUDIO = create_sound  43 at -542.0 -627.0 48.0end:LIFT_BRIDGE_BELL03A4: name_thread 'SSVAUD'var0@ : float1@ : float2@ : float3@ : float4@ : float5@ : float6@ : floatend0@ = -604.0  // sound x pos1@ = -631.0 // y pos2@ = 53.0  // z pos6@ = 1.3 // radius - the smaller the number, the farther you can hear, up to minimum of 1.0while true  wait 50  if      0256:   player $PLAYER_CHAR defined  then      if          00F5:   player $PLAYER_CHAR in_sphere 0 near_point 0@ 1@ 2@ radius 400.0 400.0 400.0      then          0054: store_player $PLAYER_CHAR position_to 3@ 4@ 5@          3@ -= 0@          4@ -= 1@          5@ -= 2@          3@ /= 6@          4@ /= 6@          5@ /= 6@          3@ += 0@          4@ += 1@          5@ += 2@          018D: $BRIDGEALARM = create_sound 40 at 3@ 4@ 5@      end      wait 1558 // twice the duration of sound      018E: stop_sound $BRIDGEALARM  endend

 

Space's 041C workaround

:RANDOM_AUDIO03A4: name_thread 'RAUD'//00A0: store_actor $SCRIPT_CONTROLLED_PLAYER position_to 1@ 2@ 3@:RANDOM_AUDIO_LOOPwait 250{if       $AUDIO_ENABLE == 95 // chunkythen   00A0: store_actor $CHUNKY position_to 1@ 2@ 3@   03CF: load wav 'XXX' as 1        //find wave file   jump @RANDOM_AUDIO_PLAYend}if   $AUDIO_ENABLE == 96 // van heist passengerthen   00A0: store_actor $VAN_MAN2_JM3 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose   0209: 0@ = random_int 1 9 // doesn't include 9   if       0@ == 1   then       03CF: load wav 'VH1' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 2   then       03CF: load wav 'VH2' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 3   then       03CF: load wav 'VH3' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 4   then       03CF: load wav 'VH4' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 5   then       03CF: load wav 'VH5' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 6   then       03CF: load wav 'VH6' as 1       jump @RANDOM_AUDIO_PLAY   end   if       0@ == 7   then       03CF: load wav 'VH7' as 1       jump @RANDOM_AUDIO_PLAY   end   03CF: load wav 'VH8' as 1   jump @RANDOM_AUDIO_PLAYend   {   :LabelSwat1Audio   if       $AUDIO_ENABLE == 101 // unforunately needs different numbers for each swat   jf @LabelSwat2Audio      :LabelSwat2Audio   if   $AUDIO_ENABLE == 101   jf @LabelSwat3Audio      :LabelSwat3Audio   if   $AUDIO_ENABLE == 101   jf @LabelSwat4Audio      :LabelSwat4Audio   if   $AUDIO_ENABLE == 101   jf @LabelAmmuAudio1   }if   $AUDIO_ENABLE == 103 // sam 1then   00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose   03CF: load_wav 'AMU1' as 1   jump @RANDOM_AUDIO_PLAYendif   $AUDIO_ENABLE == 104 // sam 2then   00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose   03CF: load_wav 'AMU2' as 1   jump @RANDOM_AUDIO_PLAYendif   $AUDIO_ENABLE == 105 // sam 3then   00A0: store_actor $AMMU_SHOP_BLOKE1 position_to 1@ 2@ 3@ // WILL CRASH if actor not available, did this on purpose   03CF: load_wav 'AMU3' as 1else   jump @RANDOM_AUDIO_LOOPend:RANDOM_AUDIO_PLAYwhile 83D0:  NOT  wav 1 loaded   wait 0end03D7: set_wav 1 location 1@ 2@ 3@03D1: play_wav 1while 83D2: NOT  wav 1 ended   wait 0end040D: unload_wav 1$AUDIO_ENABLE = 0jump @RANDOM_AUDIO_LOOPend_thread

 

 

Edit: I have uploaded the package with everything I have as of now. Please test these files out and let me know if any bugs remain. Also let me know if traffic seems better. I couldn't tell if it's different yet (and nothing I did was directly done to fix that)

Edited by Craig Kostelecky
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I was playing the old beta2V5b because I remembered that the map had a few different rooftop changes between that and beta2v6. Was the map reconverted at one point because in the newest version there are alot of problems with the rooftop collisions because the were changed slightly? the most notable one was the rooftop of the model "area5build5_rev.dff" has a weird slanted roof in the current version while in older versions it was flat. This made the collisions not work properly and you can walk through part of the roof.

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Craig Kostelecky

Not intentionally, but it certainly could have happened. I know just slightly more than nothing about mapping. If anybody can fix those issues (or just give me a list of files to swap) I'd be grateful.

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Craig Kostelecky

Code uploaded again. I have all but 2 of the main threads converted (Y_Less is looking at the car crusher, and Silent's looking at the Securicar garage code). I'll start to the missions again pretty soon. I'll let you know if I find any more goodies hidden in Rockstar's code.

 

Download

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I see what it was. Someone combined some DFFs because a lot of the roofs were their own models so they decided to combine them to the actual building model. The only problem with that is I cant seem to find the Model that the roof I was mentioning is located because it seems like that one is in it's own file unlike the line of buildings next to it which have their roof already connected to the model. If that makes any sense. If I find it, I'll replace it with the one in previous versions and see how that looks.

 

EDIT: No I was looking at the wrong version's DFF. I found it and I'll see what i can do with it.

Edited by ITBTD
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Progress:

 

user posted image

 

Theres a few bugs and a couple missing polys I'd like to fix but it's looking good so far.

 

Edit: I'm tempted to re-convert the whole thing really and start from scratch. It just seems like there's too much wrong with it in it's current state. I'm quite inexperienced but I've learned a lot in the last few hours just messing around with it in 3ds max. My only problem would be collisions but I can figure those out eventually. I'll see what I can do tomorrow. For now, I'll get some sleep.

Edited by ITBTD
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