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Ash_735

Vice City Stories: PC Edition

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_CP_

No.

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Ash_735

Just to update people, things have slowed down a bit mainly because we're in a phase of trying to crack the map object names, guard3 has been doing amazing work guessing this sh*t whilst the rest of us have been throwing names down and getting nowhere, here's the current view of the map showing all the objects that have no names, just under 830 names to go!

 

lSPgXcO.jpg

 

MC4qyir.jpg

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Elissay

Nice progres guys just one question , can you you eliminate those barriers betwen Islands ?

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denis1379
Posted (edited)

 

 

Are you sure it is not VC objects remade? If its you can call at ...new. That rockstar did when he remade a gta3 from beta to present 😊

Edited by denis1379

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CoolMods

Nice job! But did you fix the bugs with the gun muzzle flashes, invisible berretta/camera/minigun? also sometimes in empire buildings missions the enemies come faaaaaaaaaaaaaaaaar from the map and i can't complete it without dying.

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guard3
Posted (edited)

>Showing name cracking progress
>Mentions irrelevant bugs

Edited by guard3

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gts.

>Showing name cracking process

>Mensions irrelevant bugs

And that still amazing you? It always happens haha, even if is there no progress for 3 days: Uh, mod is dead.

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CoolMods
Posted (edited)

Also, since there were some new posts coming, this is the "Empire Building bug" i was talking about:

 

 

 

gta_vcs_2018_04_19_23_51_42_144.jpg

look at the radar

 

 

 

P.S is there any way to disable that "MODELS REQUESTED" sh*t on my screen?

Edited by CoolMods

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The Hero

guard3 has been doing amazing work guessing this sh*t whilst the rest of us have been throwing names down and getting nowhere

Come on, I found quite a few as well!

 

Anyway, when we started like 2 weeks ago we had 1223 unknown names, now we're at 824. Unfortunately that means there's less and less low hanging fruit.

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_CP_

@CoolMods
Thank you for useless bugs reports, we don't need them. If you have anything important to write, just stop.

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CoolMods

LOL. How are they useless bug reports? They are some annoying bugs in these build.

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Silent

If you bothered to read back a tiny bit you'd know why they are called useless.

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The Mean Hero

Great Job guys, really inspiring to see this mod still going.

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The Hero
Posted (edited)

Alright guys, we figured maybe you want to help us with the names:

 

First of all, get my map viewer for PS2 VCS: http://gta.rockstarvision.com/utils/vcs/vcsview.exe (make sure you have the MSVC runtime installed)

You need a VCS game directory. Either extract it from the iso or just mount it. If you extracted the files, just drop vcsview into the same directory and run it, it will open the beach level. If you want to load a different level, you have to give it an argument, either by running it from cmd.exe or by making a shortcut and putting the argument in there. The level names are BEACH, MAINLA and MALL. So e.g. "vcsview.exe mainla" to load the mainland level.

If you don't put vcsview into the game directory you can either pass the directory as the first argument (like "vcsview.exe V:\ mainla") or set it to the "start in" directory in a shortcut.

 

Once it's loaded, you can move around with the mouse and keyboard and open some menus with V, I and T and click to select objects. The UI should be fairly intuitive, just try it out for a bit or report here if you're totally lost.

 

 

Now to find names you use http://gta.rockstarvision.com/utils/vcs/crackhash.exe(source code is the same directory for those interested).

This is a command line tool, so run from cmd.exe, the usage is explained when you run without arguments, but I'll explain it some more here:

With this tool you can find strings whose crc32 checksum you know, and the crc32 checksum is the form in which the object names are stored in the game files.

For every run you can tell it to check a single hash, all LOD hashes or all HD hashes (the last argument to crackhash).

Because trying out all possible combinations would take many trillion years or so there are some features in this tool to make finding strings easier. You can give it any combination of prefix, middle part and suffix strings that you want to check. So for instance for LODs you always want to use the prefix "LOD", or if you found an object "LODfoobar01" and want to find it's HD parter, you check with the suffix "foobar01".

The program will not stop testing strings, to quit press Ctrl-C.

Some examples:

 

crackhash -p LOD lod                   // find all objects beginning with "LOD" in the set of lod objectscrackhash -m flamingo hd               // find HD objects containing "flamingo"crackhash -m hotel -s neon 0xabde1234  // find all strings containing "hotel" and ending in "neon" whose crc32 sum is 0xabde1234  
Do note that there are MANY hash collisions. So please always check in vcsview if what you found actually makes sense.

Also all strings are case INsensitive.

 

You can find the list of all missing hashes here: http://gta.rockstarvision.com/utils/vcs/missingnames.inc(left column is LOD, right is HD hash (or 0))

You can find the list of all VCS names we already found here: http://gta.rockstarvision.com/utils/vcs/vcs_hashes.inc(a bit messy, sorry)

 

I'll try to keep all the files up to date as we find more names.

 

Most objects have prefixes from the artists. Very common ones are these:

 

DR = Dan Roberts     lead city artist: Rockstar Leeds JM = James McHale    city artist: Rockstar Leeds ME = Mark Edwards    city artist: Rockstar Leeds PM = Paul McKee      city artist: Rockstar Leeds 
Edited by The Hero

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gts.

What's the point of have proper file names exactly? Just apart of contribute to modding community in a big way of course.

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The Hero

Well, that. And to satisfy your OCD. Of course names aren't necessary but things are nicer to work with when they have names.

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Ash_735

What's the point of have proper file names exactly? Just apart of contribute to modding community in a big way of course.

Documentation purpose and of course so we don't ever have to deal with random MODELXXXX and TEXxxxx ever again, where some instances that are the same get different numbers depending on which part of the map it's loaded from.

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denis1379
Posted (edited)

 

What's the point of have proper file names exactly? Just apart of contribute to modding community in a big way of course.

Documentation purpose and of course so we don't ever have to deal with random MODELXXXX and TEXxxxx ever again, where some instances that are the same get different numbers depending on which part of the map it's loaded from.

I mean the name of the place were looking for, like f.eg. washngmall and other, sometimes contains events from another game characters like Phillhouse, where today stay the Dump

Edited by denis1379

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Ash_735

You mean there is no names to objects just only code?

Available to us, pretty much, that's why no map converter ever has the correct names, just the basic MODEL(number) and TEX(number) and it generates them depending on the order it loads from the areas (BEACH, MAINLA, MALL), so you get parts which are the same in all three, yet will have a different number because the ordering is different.

 

Anyway to also shut up CoolMods, IT WAS FIXED AGES AGO, when we released this build we said Weapons were unfinished, but we did post that the muzzleflashes were now corrected...

 

T4ZSXyP.jpg

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The Hero

Just to elaborate on the names, SA, LCS and VCS all DON'T store objects names in memory. In SA this is no issue since we have the original files where everything is named, same with mobile LCS, but the PSP and PS2 versions of LCS and VCS don't ship with the original files but what is essentially a memory dump. So no names.

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CoolMods

 

You mean there is no names to objects just only code?

Available to us, pretty much, that's why no map converter ever has the correct names, just the basic MODEL(number) and TEX(number) and it generates them depending on the order it loads from the areas (BEACH, MAINLA, MALL), so you get parts which are the same in all three, yet will have a different number because the ordering is different.

 

Anyway to also shut up CoolMods, IT WAS FIXED AGES AGO, when we released this build we said Weapons were unfinished, but we did post that the muzzleflashes were now corrected...

 

T4ZSXyP.jpg

 

Oh! I didn't saw this....

 

Where can i get the link?

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denis1379

Just to elaborate on the names, SA, LCS and VCS all DON'T store objects names in memory. In SA this is no issue since we have the original files where everything is named, same with mobile LCS, but the PSP and PS2 versions of LCS and VCS don't ship with the original files but what is essentially a memory dump. So no names.

But must be something like in Game.DTZ lead to it

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Ash_735

But must be something like in Game.DTZ lead to it

Stuff inside Game.DTZ has the correct names, that's why Vehicles, Weapons, Pedestrians, Dynamic Objects, etc, all have their proper model and texture names. It's the stuff OUTSIDE of that, basically, the entire map.

 

@CoolMods: This will be included in the next WIP build, no date is set for that yet.

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CoolMods
Posted (edited)

k thanks for poiting up.

 

Also, is the frame limiter bugged? i set 60 fps and still goes at 25 fps...

 

and what about the empire building bug?

Edited by CoolMods

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The Hero
Posted (edited)

 

But must be something like in Game.DTZ lead to it

Stuff inside Game.DTZ has the correct names, that's why Vehicles, Weapons, Pedestrians, Dynamic Objects, etc, all have their proper model and texture names. It's the stuff OUTSIDE of that, basically, the entire map.

 

Not quite. The visible map is not connected to anything other than the script. There are different universes in the stories games, the leeds world (.lvz and .img files) and the traditional gta world (IDE, IPL, COL, DFF). The traditional gta world is mostly used for collisions but also dynamic objects (object.dat stuff). The leeds world is the actually visible parts. Unfortunately in the files we have there is no connection between those two whatsoever and the leeds world has neither names nor hashes (and that includes textures, no names for those either). I wrote some code to match up leeds buildings with IPL instances based on their bounding spheres but it was not perfect so I did the rest by hand.

All the IDE/IPL data is stored in game.dtz but only as hashes. Some names can be found elsewhere so not all names are completely lost, but none of the map objects have names, only their crc32 sums. They're not needed by the game, so why keep them?

Edited by The Hero

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gts.

 

 

Well, that. And to satisfy your OCD. Of course names aren't necessary but things are nicer to work with when they have names.

 

 

What's the point of have proper file names exactly? Just apart of contribute to modding community in a big way of course.

Documentation purpose and of course so we don't ever have to deal with random MODELXXXX and TEXxxxx ever again, where some instances that are the same get different numbers depending on which part of the map it's loaded from.

 

 

But must be something like in GAME.DTZ lead to it.

Stuff inside GAME.DTZ has the correct names, that's why Vehicles, Weapons, Pedestrians, Dynamic Objects, etc, all have their proper model and texture names. It's the stuff OUTSIDE of that, basically, the entire map.

 

 

 

But must be something like in GAME.DTZ lead to it

Stuff inside GAME.DTZ has the correct names, that's why Vehicles, Weapons, Pedestrians, Dynamic Objects, etc, all have their proper model and texture names. It's the stuff OUTSIDE of that, basically, the entire map.

 


Not quite. The visible map is not connected to anything other than the script. There are different universes in the stories games, the leeds world (.lvz and .img files) and the traditional gta world (IDE, IPL, COL, DFF). The traditional gta world is mostly used for collisions but also dynamic objects (object.dat stuff). The leeds world is the actually visible parts. Unfortunately in the files we have there is no connection between those two whatsoever and the leeds world has neither names nor hashes (and that includes textures, no names for those either). I wrote some code to match up leeds buildings with IPL instances based on their bounding spheres but it was not perfect so I did the rest by hand.
All the IDE/IPL data is stored in game.dtz but only as hashes. Some names can be found elsewhere so not all names are completely lost, but none of the map objects have names, only their crc32 sums. They're not needed by the game, so why keep them?

 

 

Thanks for the goddamn clarification. Will be useful and better to have proper names as I can see now. Now VCS neons to VC will have proper names soon. :p

 

Also, how are you matching the VCS names? Are you using other Rockstar Games titles as GTA3/VC/SA/LCS Mobile even Manhunt as base? Comparing hashes and stuff?

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Razor_BladePL

We already tried all GTA Names for the hash cracking. Now its just clever guessing the name.

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guard3
Posted (edited)

Guessing is based on what the object looks like (if its a chair you can try chair in the middle), what other prefixes are around (specific artists worked on specific areas), location and comparison with VC for similarities. Unfortunately, many groups of objects (like xxx01, xxx02 etc) have been found, so guessing the remaining ones (which seem to have a naming pattern we havent figured out yet) is x(

Edited by guard3

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Himeros

You guys should just update the first main page so that all people can see what's happening with this mod and not "look a few pages back" in these almost reaching 600 pages.

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CoolMods

^Second this

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