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The thread that started it all


Demarest
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Just outta interest, I installed the new main.scm and when I am driving I hear the spwan noise sometimes randomly, I have'nt checked if anything is spawned because I was on the pcj600 so it would probably have gone. confused.gif Does anyone else have this problem.

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You get that noise when crossing game borders between islands i think. Maybe Dem put it in.

Yeah, he did.

It makes that noise when you cross the boundaries between the islands.

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I think it's a shame that the Blunted episodes have left us with an air where we can't disagree or any disagreements we have is getting bent out of shape confused.gif

Nah, that was just a Major Misunderstanding™, no harm done. smile.gif

 

We have been left a little bruised after that incident, but we've come through it and considering what's on the horizon we've still got a lot to forward to.

 

Anyways, I need to find a way of getting this thread on-topic again, don't want to have to star myself... tounge2.gif

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but it is used for what? is there any utilities? it would make sense if it would switch the spawning location of wasted/busted but it's not the case....

Edited by Knux
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GTA3Freak-2001

 

You get that noise when crossing game borders between islands i think. Maybe Dem put it in.

Yeah, he did.

It makes that noise when you cross the boundaries between the islands.

Ah so that's what the noise was, I thought I was hearing things.

Edited by gta3freak_2001
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Just giving a hint by telling that the link to the LCPD maverick (polmav.zip) is not working so good.....

 

But the BFInjection and the Stretch need to be ditched off the road (trough default.ide I suppose?)

Edited by Geqxon
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At nomad v3, there were a pcj600 and a sanchez parked very close to each other at the hospital (staunton). Now you turned them back in a kuruma and a moonbeam, they now are stacked onto each other. I now parking space is limited these days, but this is absurd!

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Craig Kostelecky

I mentioned that to Dem a few days ago, and it turns out that's the way it was coded in GTA3. There's also another place where 2 cars spawn in the same spot (but I don't remember where)

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The crossin game bundaries is good, because it means that later on we can emulate the loading screens etc. I presume that it can be used to setup save points, hospitals, etc etc.

adam broke it.

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Craig Kostelecky

The stretch is supposed to be an executive spawn. It's ignored in Vice, but not Liberty. However, the BF is a mistake (although I thought I had that set to ignore, guess I missed it) To fix it (instead of downloading a new file) all you have to do is open default.ide with notepad. Find the BF Injection (it's vehicle ID# 154) and change the spawning value (I think it was executive) to ignore. Then save and run your game.

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The zones and main.scm control what cars go where in the long run, for instance there are no stretches on Portland. The main.scm controls gangs, peds, cars, loads of stuff. But the zones need to be done first.

 

The defualt.ide can only control frequency, but this can sort of be controlled with the scm too.

Edited by Smithers2

adam broke it.

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I think his belongs here....

 

How come there's a loading screen between Portland and Staunton, but not one between Staunton and SSV?

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The stretch is supposed to be an executive spawn. It's ignored in Vice, but not Liberty. However, the BF is a mistake (although I thought I had that set to ignore, guess I missed it) To fix it (instead of downloading a new file) all you have to do is open default.ide with notepad. Find the BF Injection (it's vehicle ID# 154) and change the spawning value (I think it was executive) to ignore. Then save and run your game.

I know how it works wink.gif Just pointed it out for a next release smile.gif

 

Wrong topic, but why are the cars turning around at the point where the tunnel ends (ssv)?

 

And the windows of the stallion needs to be chopped off. He jumps rigth through!

Edited by Geqxon
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When I arive in the portland police station after getting busted, I'm falling for a second. You have to decrease the Z coordinate at that spawn point.

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I've uploaded Pinecreek-Skidz latest map.zon update, this effectively removes the loading screens usually found between islands.

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Thanks for reminding me about that James, Skidz put together a new map.zon that removes all the loading screens between the islands. It's been reuploaded and you should be able to find it in the Official Mods thread. smile.gif

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liesofsilence
The crossin game bundaries is good, because it means that later on we can emulate the loading screens etc. I presume that it can be used to setup save points, hospitals, etc etc.

Having loadscreens is good news for me - I've not enough memory on my old GF 4 MX, which means I can't play LC for a certain time for my 'puter freezes

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Boy did I miss a lot!

 

Mark has a point with restricting air until SSV. If that's the plan, then we'll need to come up with good "reasons" why helis are suddenly in Portland. Staunton is easy, but Portland will need reasons.

 

@Mark: Great work. You're putting me in a hard place though as that should probably be an unofficial release confused.gif

 

@karlneil: The story will be identical as GTA3 to begin with. So will as much as we can, which is why the COL for getting to Staunton early is a must.

 

@Smithers2: Actually, the whole point of the project is to duplicate GTA3 so that A) those with lesser machines can play it smoother and B) to PAVE THE WAY for LC to take advantage of VC's benefits. I had mentioned the other day that even things like the helis and bikes should be excluded from the original release and be part of the "first official expansions pack" that can be released at the same time. Since killer.ip is the only one to comment on this at this point, nothing is for certain. So I think I'm going to start writing all of the code with an official flag. That way, the same SCM could be ready for either way with the switch of one master flag.

 

@Knux: That's not true. New busted/wasted spawn points ARE included. However, GTA3 thought in terms of island while VC thinks in terms of proximity. There was a time the other day I died in south Staunton and spawned in Portland. I may make a psuedo spawn point to override this if I can get it to work properly.

 

The audio is intentional and only serves for observation purposes. As I explained above, GTA3 thought in terms of islands, so much of the code looked for that. VC doesn't think that way, so I have to teach it to. I made it audio so that everybody could study where it's marked off to discover any possible errors. This mostly comes in handy for things like which island the R3 missions take place on. Pretty important when you consider that Vigilante and Firefighter both require you to do them across all islands.

 

As Craig said, he brought the 2 vehicle thing to my attention the other day. I thought he was talking about the Ambulance/Esperanto thing where R* parked 2 cars together. Somebody else mentioned it to me when I realized it was a different one. I'll fix that in the next code release. This is actually very good news for me because I've kind of been the expert at freeing up cars in GTA3 and now I know of another one! Thanks to Craig for bringing this to my attention smile.gif

 

@Geqxon: The SCM for the most part is getting ported. Any error like that would be inherent and not necessarily an oversight on my part. I'll look into it though and see if I made a mistake or if I need to fix it.

 

And no, the code does not control the load screens. The ZONs do. Without ultra LODs, loading screens actually hurt us back when we had it that way because entire island wouldn't appear until you were right on them confused.gif

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A request for knux: pleeeease renewen that faggio, the vespa style is cool to drive 25km/h on the boulevard, but gta3 needs soms tuned youngster scooter with some sleek lined design smile.gif

No it doesn't. GTA3 had nothing of the sort.

 

@Craig: Thanks for the pack compilation info there smile.gif

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The loading screens are only helpful if the map files are divvied up properly in the ZON files. Last time this was done, it looked bad because of lack of island ultra LODs.

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ghost of delete key

OUTRO SCREEN UPDATED:

 

Sorry it took two weeks, but now that I'm in my new place and have my system setup again, I updated the outro with the new names (if anyone wants proper avatars, just post!) and fixed the transparencies. Dem has his regular sinister visage in place biggrin.gif

 

The link on the original post HERE is updated with the new RAR, along with the current image.

 

Enjoy

scagv35.jpg


"I can just imagine him driving off the edge of a cliff like Thelma & Louise, playing his Q:13 mix at full volume, crying into a bottle." - Craig

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ghost of delete key

Oops! wow.gif Thanks.

 

Updated!

 

 

scagv35.jpg


"I can just imagine him driving off the edge of a cliff like Thelma & Louise, playing his Q:13 mix at full volume, crying into a bottle." - Craig

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If it looks good, I'm all for it. It doesn't seem to matter one way or another, but I imagine lesser machines might have issues.

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We're working on a couple of solutions for the general lighting problem. It's still early days yet with both of them, as such it's difficult to estimate how long it's going to take, but it is being addressed.

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