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The thread that started it all


Demarest
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Well the camera wouldn't be a good idea.

that's the beauty of this new aproach, whatever you dont like, you can always uncheck it, keeps everybody happy

Understood. But VC didn't have an overhead cam. So it's not something you could just flip a switch and make happen. It could be done via code, but that wouldn't be overriding the EXE well enough and would not be fluid like GTA3's because it's not engine based.

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MajorOutage

Updated car names. Get V1.2 HERE

 

All done as per Knux's list. Also changed FBICAR to FBI Car (was FBI Washington before).

Edited by [4D]Outback
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the camera was just another suggestion I gave, the good thing now is that JasonB can include as many features as he likes. But I'll explain what I meant with the gta3 cam: the position of the cam in vice city is slightly different (but noticeable) than the one in gta3, both the default on-foot and in-car cam are different in both games in the x,y,z axis. Sorry, should have been more specific that I wasn't talking specifically about cam modes, my mistake

Edited by kipo
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OH. I thought you meant the overhead cam. I'm guessing R* took it out because of the fact that using it with helis would make hidden package hunting almost unfairly "easy."

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Craig Kostelecky

FBI Car did not need to be changed. The FBI car went in the FBI Rancher slot. The #FBICAR slot is unused.

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MajorOutage

Can anyone recommend a small and free editor for TGA files?

Fireworks doesn't support them and I don't feel like going through the hassle of installing and loading Photoshop.

 

And have you guys updated the license plate for the bikes yet? If not I could...if I can find an editor.

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I think I USED to use ResHack. Now, I'm pretty sure that Delfi's TXDWorkshop can handle them just fine.

 

What has this to do with the GXT? tounge2.gif

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Well using a cam mod you can use the overhead view and yes most of the packages are easy to find, never tried it in the heli though. But when I use this camera mod some textures turn up grey as if the game cant load them quick enough.

Sounds good so far though guys. rah.gif

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@Gnome: What version of the files are you using? If I'm not mistaken ALL map objects we use should have gta3maps in their path.

I downloaded everything in the "Official Mods.." Thread yesterday.

You should continue this over @ THE HELP TOPIC you will probably get more answers although you should be up to date with all them updates.

 

@ Killer.ip, I have found the problem file which causes that transparency bug in my game, it is the DXT Compressed textures, it only appeasr when I install this file. So WTF is going on?????????????

 

I will let you see if you can solve the problem, no major problem at the moment though. sly.gif

 

GT-1

this is the problem im talking about if ya cant remember:

user posted image

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Thanks for your honesty. I hope at some point prior to our finishing you'll be able to mimic the GTA3 handling's for us. Until then, best of luck with whatever you're up to smile.gif

Just so the whole GTA:LC crew are up to speed, my Forced Absence #3 means that any work I was going to be able to do on this will be yet further delayed. If I ever get a free month though (yeah, that'll happen) I really do want to transfer the handling over. If you just through it over with the added parameters and re-built flags they'll work and be in the general ball-park, but the extra weight shifting and such of Vice will mean they will be out.

 

You might not notice it in normal gameplay so it might not be a problem after all? *puts on brave face*

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At the moment we're lacking doors to the following buildings, these are off the top of my head so it's likely I've missed a couple:

 

Joey's Garage

Mr. Wong's Launderette

Portland Bank

Garage in Little Italy

 

I know these'll be added via the SCM at some point, but they'd be simple enough to add via the IPL's for the time being until that code is in place, plan?

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Knux & Largo were getting the same problem way back when we started using the compressed textures... but to a much magnified degree. There's some pics back in the old thread showing most of Portland as transparent. A fresh install of VC and a rebuild of the old gta3.img seemed to sort that one out though.

 

Any chance you could backup the /data & /models folders you're using right now, then reinstall VC, then WO's file then add just the compressed textures and rebuild your archive before you test.

 

Just a possibility but it did work last time. ph34r.gif

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Has it been decided who's navig.zon we'll be using to define area's within the city? spaceeinstein's & Knux's both seem to fit the bill, and once it's decided the GXT can be updated and moved on past this stage.

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spaceeinstein

Does changing the navig.zon crash when you get wanted level?

Edited by spaceeinstein
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I think it's due to the difference in the number of zones between the two games maps, and the engine uses the navig.zon as a guide to the audio when you're wanted. As LC has more zones, when you over VC's limit it crashes.

 

Knux came across the same problem, the only way around was to leave out 3 or 4 entries. I think this is the case with Knux's code, so as long as that works that's probably going to be as far as we can take it.

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just something not about GTA:LC but GTA:WO, the team got ride of redspike. New leader is switch, and they paln to change the name and so, they talked to me to do a connection between GTA: (new name) and GTA:LC, I told them that I don't think it will work and that I need to talk to Demarest about that (I'm almost sure he will say no).

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What they're asking is if we'll help them. Our work is all publicized, so technically they're capable of ripping whatever they try to. At the same time, any of their members can make contributions to our project and be properly credited, like madbitch. So there's no need for formal ties of any kind.

 

On a humorous side note, their "head coder" just got done asking about some very basic stuff in the coding forum lol.gif No wonder they want to piggy back our work!

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spaceeinstein

Hey can I be in the list of contributors? I helped some stuff like the zones and the glitches...

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Yeah, I just added you. Didn't realize you weren't there or else I would've.

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are they aiming now for a port of Liberty city to the Vice city engine instead of having the 2 cities together? If so, they should come here and contribute since that's what we are doing.

Edited by kipo
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spaceeinstein

Nevermind. Sorry for the long wait. The forums are almost always down!

Edited by spaceeinstein
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It'd be interesting to see just what they could contribute that would be of value, especially considering the frenzy of activity over here the last three months.

 

I saw that post over in the coding forum btw, HELP PLEASE!... aw bless. sigh.gif

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spaceeinstein

Picture unavailable

Edited by spaceeinstein
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hmmm, I'm a bit comfused. You posted in the "MOVING LIBERTY" thread so I assume you've read what's in there, so you should know how to move Liberty City to make the highway fully accessible. Tell you what, if you need help to move then city, just ask. So far, everyone seems to know how to move LC so if you (or anyone else) need(s) know how to move it then just ask and I'll get a tut together.

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Mark Pagliaro
Outback' date='Mar 14 2004, 22:48'] When Dem is done changing the coords, he'll let us know. :)

Am I missing something here?

 

Is Dem doing the csm manually?

 

has anyone started on tools?

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