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Grand Theft Auto: Stories


sharpie_eastern
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Grand Theft Auto: Stories VCS: BETA II LCS: SOON! INFORMATION

Free camera now works on foot.

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I 'finalized' the beta "MafiaBlood" Leone Sentinel. I think it was meant to be used on "The Made Man" since the position of the blood is exactly same as JD's seat in that mission.

Before

gtalcs_2017-03-26_08-16-36-03.png

After

gtalcs_2017-03-26_08-18-14-61.png

Edited by Surya926
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the coords plugin is HM's thing not mine, but I'll include it if he's okay with it (well, it'll useful for debugging things).

Edited by Surya926
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I 'finalized' the beta "MafiaBlood" Leone Sentinel. I think it was meant to be used on "The Made Man" since the position of the blood is exactly same as JD's seat in that mission.

Before

gtalcs_2017-03-26_08-16-36-03.png

After

gtalcs_2017-03-26_08-18-14-61.png

So Rockstar I made the texture to the bullet that flew out of my head JD needs to break the glass in the place. Or I do not understand something?

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Why are you even mentioning VCS? Nobody is working on VCS, stop bringing up dead things SSRenz.

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There's something I hadn't noticed in GTA III. When the bridge is about to move up or is moving up, you can't exit your car. Does that also happen in LCS? I'll have to add that into dinput8.

 

Did you manage to figure out how to restore the size of the leaves without resizing its texture in the TXD file? If you need it, you can simply set 0x00698CD8 to 0.3.

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Thanks Space, I found that years ago for my LCS :p

 

You can use my txt script for eASIer.asi (or just move to dinput) for GTA III menu style: GTAGarage link

 

Anyway what about adding the line between magnets and cranes?

 

I wrote to you at dropbox:

 

 

HM128: Will be possible for you to add to the Dinput8 a loop which will draw the line between crane and magnet?It would be a nice feature so the magnets would not be "in the air" anymore.// defines#define RWFORCEENUMSIZEINT ((int)((~((unsigned int)0))>>1))enum RwIm3DTransformFlags{	rwIM3D_VERTEXUV = 1,	rwIM3D_ALLOPAQUE = 2,	rwIM3D_NOCLIP = 4,	rwIM3D_VERTEXXYZ = 8,	rwIM3D_VERTEXRGBA = 16,	rwIM3DTRANSFORMFLAGSFORCEENUMSIZEINT = RWFORCEENUMSIZEINT};enum RwPrimitiveType{	rwPRIMTYPENAPRIMTYPE = 0,	rwPRIMTYPELINELIST = 1,	rwPRIMTYPEPOLYLINE = 2,	rwPRIMTYPETRILIST = 3,	rwPRIMTYPETRISTRIP = 4,	rwPRIMTYPETRIFAN = 5,	rwPRIMTYPEPOINTLIST = 6,	rwPRIMITIVETYPEFORCEENUMSIZEINT = RWFORCEENUMSIZEINT};struct RwTexCoords {	float u;	float v;};struct RwD3D9Vertex {	RwV3d pos;	float rhw;	char padding[8];	RwRGBA color;	RwTexCoords texCoors;};auto RwRenderStateSet = (void(__cdecl*)(RwRenderState a1, int a2))0x649BA0;auto RwIm3DTransform = (DWORD *(__cdecl*)(struct RwD3D9Vertex *a1, unsigned int a2, RwMatrix *a3, int a4))0x65AE90;auto RwIm3DRenderIndexedPrimitive = (DWORD *(__cdecl*)(int a1, BYTE *a2, signed int a3))0x65AF90;auto RwIm3DEnd = (signed int(__cdecl *)())0x65AF60;void drawLine(float x1, float y1, float z1, float x2, float y2, float z2){	RwD3D9Vertex TempVertexBuffer[2];	TempVertexBuffer[0].pos.X = x1;	TempVertexBuffer[0].pos.Y = y1;	TempVertexBuffer[0].pos.Z = z1;	TempVertexBuffer[0].color.blue = 20;	TempVertexBuffer[0].color.green = 20;	TempVertexBuffer[0].color.red = 20;	TempVertexBuffer[0].color.alpha = 0xFF;	TempVertexBuffer[1].pos.X = x2;	TempVertexBuffer[1].pos.Y = y2;	TempVertexBuffer[1].pos.Z = z2;	TempVertexBuffer[1].color.blue = 20;	TempVertexBuffer[1].color.green = 20;	TempVertexBuffer[1].color.red = 20;	TempVertexBuffer[1].color.alpha = 0xFF;	BYTE indices[] = { 0, 0, 1, 0 };	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, 0);	RwRenderStateSet(rwRENDERSTATESRCBLEND, 5);	RwRenderStateSet(rwRENDERSTATEDESTBLEND, 6);	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);	if (RwIm3DTransform(TempVertexBuffer, 2, NULL, rwIM3D_VERTEXXYZ | rwIM3D_VERTEXRGBA))	{		RwIm3DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, indices, 2);		RwIm3DEnd();	}}

 

 

Edited by HM128
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It looks alright. This is a black line of length 10 units.

line_th.jpg

I couldn't find an easy way to get the point where the arm of the crane meets with the magnet. You might need to manually set the length for the different crane models. The position of the magnet is retrieved from the crane's structure. The code doesn't need to be in dinput8 since it never references anything from it.

 

void function() {    for (int i = 0; i 
Edited by spaceeinstein
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When will a new version of the mods come out ?

when you stop asking for it.

 

 

 

some of the 'beta' weapons (note the icons.. yep, they're rockstar's).

screwdriver.png

golfclub.png

hammer.png

colt45.png

mp5lng.png

ruger.png

will only be included as 'leftover files'. in case someone want to use it :p

 

 

 

so those yellow icons are from LCS Mobile? or what i only seen a Ruger icon left... in game files

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Those yellow ones are leftover Alpha/Beta icons in the TXD's that were left in the Mobile version:

https://twitter.com/Ash_735/status/783020030606868480

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A bit slow but I think they're coming along well.

 

HW8MVYm.png

 

You're making a great job with those icons, they are very very close to their original counterparts. Just great, your Photoshop skills are very good as well.
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MessingWithTheMan

 

A bit slow but I think they're coming along well.

 

HW8MVYm.png

 

You're making a great job with those icons, they are very very close to their original counterparts. Just great, your Photoshop skills are very good as well.

 

Really nice! You're great! :)

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CharlesVercetti

TommyCJFaann - For making weapon icons

Could you please change the name to CharlesVercetti please?

 

 

I think they're the closest to the original I have ever seen. Great work :D

You can try out my work of those icons (in my signature) Edited by CharlesVercetti
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CharlesVercetti

Quoting posts from 2014 only to change the user name, lmao.

I feel sorry for all dumba**es who never knew they could not change their username and only change their display name and only could do it by themselves.

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Can Toni sprint with any weapon in this? Like in LCS he could sprint with any weapon.

 

 

 

some test on weapons walking/running/sprinting/whatever animation

 

 

 

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