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ghost_master2000
@gm2k: Actually, we would need everything moved west about 300 units according to my calculations. AND if we're going to bother moving the entire city, we should also raise it up 6 units so that all water data will match up. Is it true that we'd only have to edit all the IPL files? Or is there more? I know I would have to adjust all coords in the SCM, but it would be worth it to have a FULLY playable city. Let me know.

ok, so would that be adding or subtracting 300 from the x coordinate, I think it would be subtracting, but moo mapper doesn't work for me right now,and I can't be arsed to do it by hand right now. Let me know and the tool shall be ready.

Don't think anyone has noticed this before. Might just be a buggered install...

 

There's a section of road missing on Staunton. It's near the boat launch that's across from the airport runway.

 

http://members.aol.com/razorback423/gtalc_...missingroad.jpg

 

It's not just the textures missing. There's a dip there (that's how I noticed it...car went airborn).

 

If someone can tell me what could be wrong, I'll do my best to fix it.

 

All you guys have been doing a GREAT job so far. I've been trying to get the GTA3 cars working, but no luck so far.

 

So don't DL it. We're all working too hard to be so concerned about somebody not wanting to play who chooses the member title "GTAWO rox." Besides, Knux has even gone through all the trouble of centralizing a DL point. And the files themselves are far more playable then they were during the 4-5 months that GTAWO and LC2004 had their hands on them...

 

Yeah, well, I changed the title when gtawo was released and well, I didn;t know then that gta wo will die and GTA:lc will survive tounge.gif Nice work, guys, I'm going to try all these mods. smile.gif

 

edit: any ideas on why i get this? I think it happened right after i installed killer.ip's Bridge and Pylon's fix.

 

user posted image

Edited by Lix
GTA:WO was dead before it started.

 

As for the pic there, it's been that way since release. It had nothing to do with anything killer.ip has released. There are still many graphical anomalies throughout the city.

true, GTA:Wo was never alive, they never got anywhere. i reckon the model for the tunnel is ruined, well thats my 5 cents

PineCreek-Skidz

If the group decides to move the city over slightly, you would probably want to alter not only the model coords but the cull and the zones as well. You will also have to alter the main.scm.

 

Maybe this program that ghost_master2000 can handle all these files.

As of right now, the SCM is in infancy, so manually doing that would be worth it to me to have the city. But with all the down sides, potential down sides, and sheer effort, I'm thinking making do with the way it is is probably best. OR (and I realize this is WORSE) wait until it is finished and THEN move it. That way if it's a disaster, we still have a working game.

I didn't noticed the way to the tunnel was ruined before notify.gif well as for now, Portland is playable, but the other parts of city are still unplayable... so u prolly need to make car paths and everything to portland, then fix the staunton and shoreside and just then u can create a gameplay. Well i wish u all good luck and i will keep reporting all bugs i will find smile.gif

Appreciate the bug reports. But I wouldn't call the islands unplayable. I don't know how many hours I've spent just biking around smile.gif Knux is hard at work on the paths and don't forget that it is the holiday season. If everybody made no progress for the next 2-3 weeks, it would be understandable.

 

Also, it's going to take more than paths before I can get deep into the code. Mostly, I'm going to need a new GXT and the peds need to be reskinned so I can have at the VERY LEAST gangs and key players like Luigi, etc.

As of right now, the SCM is in infancy, so manually doing that would be worth it to me to have the city. But with all the down sides, potential down sides, and sheer effort, I'm thinking making do with the way it is is probably best. OR (and I realize this is WORSE) wait until it is finished and THEN move it. That way if it's a disaster, we still have a working game.

 

 

i think it will be best to move the city right now, to see what happens, if any bugs surfaced

dont you think?

well, look, even if we move everything, we would need to change all paths coord, all the water too and the other things Demarest said. And since the island is right at the same place as in GTA3, you just have to copy the coord to VC and it wil fit in correclty, if you move everything, everything will almost have to be redone.... there SHOULD be a way to change this damn limit! devil.gif

Edited by Knux
Appreciate the bug reports. But I wouldn't call the islands unplayable. I don't know how many hours I've spent just biking around smile.gif Knux is hard at work on the paths and don't forget that it is the holiday season. If everybody made no progress for the next 2-3 weeks, it would be understandable.

 

Also, it's going to take more than paths before I can get deep into the code. Mostly, I'm going to need a new GXT and the peds need to be reskinned so I can have at the VERY LEAST gangs and key players like Luigi, etc.

well I can see many glitches in SSV or Staunton if crusing around with a bike including the flashing city bug... Well, but it looks quite good flying with a hunter, you still need to fix the "Ghost town crash" bug when trying to get there trough the left of the city. Well with a team like that i'm sure you will be able to fix all of the problems smile.gif Happy holidays everyone!

there might be no huge updates from some people, but me, I will still working on those paths, since now I make them very fast, here's the map update, since chinatown is done a little paths pack update will follow.

 

Stay tunned!

 

[EDIT]

 

great ,forgot to put the map turn.gif

 

user posted image

Edited by Knux

Yeah I downloaded your paths, Knux, but it crashed at China Town. I will get the picture at the spot where it crashed when my site comes online. nervous.gif

 

EDIT: here it is...

 

user posted image

 

I also got the same bug when flying in red light district...

Edited by Lix

weird, it never craches here for me....

 

dunno what's the prob, try redownloading it and put files at the good places....

 

I';m at this place right now and there is nothing... it can be another files you added/modified. everyone else, tell me if the bug occur for u too...

 

Edited by Knux

Well, I've started replacing vehicles in my game. I'm doing both the models and stats for each car as I go along.

 

So far I've got the LCPD Cruisers and Enforcer working, and have replaced the Admiral with the Kuruma. Next step is to replace the Vice Cheetah with the FBI Kuruma.

 

If someone could point me towards the LCPD Chopper files, I would greatly appreciate it.

Edited by [4D]Outback
Outback' date='Dec 20 2003, 23:09'] Well, I've started replacing vehicles in my game. I'm doing both the models and stats for each car as I go along.

 

So far I've got the LCPD Cruisers and Enforcer working, and have replaced the Admiral with the Kuruma. Next step is to replace the Vice Cheetah with the FBI Kuruma.

 

If someone could point me towards the LCPD Chopper files, I would greatly appreciate it.

i wouldn't replace the vice-cheetah with the FBI-Kuruma ,as the Undercoverteam is no FBI,and the FBI also uses the FBI Kuruma later (just replace fbiranch.col with washing.col and replace the washington with the kuruma instead of the admiral,as the washington and the kuruma got similar default.ide and handling-settings wink.gif

but one problem is still there,the FBIRancher will only have the carcols-colours if it is a road-block-car ,the ones that are chasing you are somehow completly black,but that seems to be a Main.SCM problem

@ Viper: I was hoping to keep the FBI rancher. Tis a damn cool truck. biggrin.gif

 

@ Knux: I wasn't aware of that, sorry. :-\

But I'm sure you guys have done a 10X better job that I ever would have. smile.gif

Edited by [4D]Outback

@Silent Viper: The main.scm controls next to nothing concerning the FBI.

 

@[4D]Outback: You can't replace the Vice Cheetah with the FBI Car because the Vice Cheetah has 2 doors and the FBI Car has 4.

 

@Lix: After seeing people and cars go through walls, I really don't see how paths could crash the game at all. My perception of them could be wrong, but...

 

@Knux: You're totally right. It would be much easiesr and much more appropriate to just adjust the game boundaries. I hope somebody can do that. It's been talked about before though.

@[4D]Outback: You can't replace the Vice Cheetah with the FBI Car because the Vice Cheetah has 2 doors and the FBI Car has 4.

 

 

yes you can

it is express in the handling line

you just need to tweak the handling

also one will need to replace the collision file

PineCreek-Skidz

hey knux, your paths work great. I was testing for about an hour in portland and nothing went wrong.

 

Btw guys, im going to stick some files up in awhile.

- An updated Cull file

- Hidden package model update

- The missing textures in the shoreside vale tunnel fix

- And the street lamp fix (Street lamps under the ground.)

- And some other objects that are incorrectly aligned will be fixed.

 

And im going to work on some of the 1 sided objects and get joeys garage COL fixed.

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