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Bugs, Glitches, and Incompletes


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Craig Kostelecky

Bugs, Glitches, and Incompletes


As this mod is released to the public before it's finished there are often a lot of bugs in it. Here is the place where you can tell us what we need to fix before the final version is released.

Before you post a new bug, please ensure that you have the latest version of GTA:LC - that is, Beta 4.0. Please do not report on these as we already know about them. If you have the solution to any of these problems, then by all means feel free to help us out - please post here if you have any suggestions/solutions to bugs as well. This post will also house any general bugs (bugs that do not fall under a specific category as per the Checklist).

When reporting a bug, please try to be as specific as possible because it makes it easier for the team to recreate it if we know exactly what you did. If you received a debug output, please post the first seven lines (up to and including the numbers after the "EFLAGS" heading). Any information in a debug output is saved to gta-lc-scm.log in your main LC folder.

Any bugs with unofficial mods should be posted in the Unofficial Mods topic or PM'ed to the author.

Below is a list of fixed bugs and download links. If there is a bug that has been crossed off the checklist, yet doesn't appear in this list, then it simply means that although the bug has been fixed, there is no download for it (or that I just can't be arsed to update two lists anymore :p ). Please also read this list to make sure that you don't report on something that has already been fixed.

[table]

Bugs fixed since Beta 3.3 + UpdateNotes
Many animations have not been convertedMostly converted
Issues with wanted level behavior on Portland Island[/td]
Firing the Uzi sometimes crashes the game
Black smoke instead of gun flashes appear during the introduction scene and Grand Theft Aero
Incorrect smoke particle during "Kanbu Bust-out"
Patients do not properly scream in pain during "Paramedic"
Particle and lighting effects do not appear during "Chaperone"
When starting "Bomb Da Base: Act I", the message "Salvatore wants you to help Toni deal with the Triads first!" appears when "Blow Fish" has already been completed
"I Scream, You Scream" blip at the destination points upwards
Initial cutscene of "Silence The Sneak" is blocked by a wall
"Silence The Sneak" crashes the game if the car is immediately blown up
Camera angles of McAffrey's hideout during "Silence The Sneak" do not match GTA III
Density of Triads too low during "Trial By Fire"Density needs to be fixed
Mod: Having the player character be anything other than player.dff crashes cutscenes
Debug mode: City does not load quickly when a new game is started
Debug mode: Phoenix's engine does not animate
Debug mode: Portland Ammu-Nation duplicates weapon pickups when missions unlocked them
Debug mode: Toni's blip remains after completion of "Salvatore's Called A Meeting" but it triggers nothing
Debug mode: The gate can get stuck closed during "Arms Shortage"
Various sound effects still use VC's soundsUI sounds like pickups and checkpoints not yet converted
Car sound effects are incorrect and does not match III
Incomplete: VC's map files are not removed
Wielding the detonator prevents weapons switching
Cranes crash the game during various events
Non-weapon pickups have incorrect colors
GTA III's cheat codes need converting
Dodo's camera and sound uses the RC Baron'sSound needs proper conversion
Vice City's special character cheats crash the gameCharacters replaced with III's
IE/Securicar/"Rigged To Blow" garages do not behave the same way as III or missing entirely
Car alarms uses VC's
Blowing up the Dodo yields a 3-star wanted level
Cylindrical markers color do not match III
Glass windows at Catalina's security hut are not breakable and rendered incorrectly
Picking up info pickup at 8-Balls' in the Spanish language crashes the game
Police scanner is not area-specific and vehicle-specific ones are incorrect for most
Cash amounts for bomb shops, hospital visits, taxis, and hidden packages do not match III
Debug mode: Passing "Two-Faced Tanner" sets the maximum wanted level down to 5
Looping scenery sounds (e.g. Laundrette, Toni's restaurant, etc.) do not behave the same way as III
Zones in east Staunton Island are not displaying
The lift bridge is not completely converted
Spray shops do not accept the same vehicles as III
Debug mode: Peds are spawning where they shouldn't be, e.g. Phil's place
Body cast does not get properly damaged in "Plaster Blaster"Damage by vehicle still not recognized
Kingdom Come's cutscene when reading Catalina's letter cannot be skipped
Introduction sequence's lighting effects differ
Peds speech uses VCMostly converted
Special characters speech missing or incorrectly playedMostly converted
Bike checkpoint missions does not fail when the time runs out
Replay does not work
There's a chance the blips during Kingdom Come don't get removed
Bugs fixed since Beta 3.4 Pre-release 1Notes
Issue with abandoned cars when bridge moves
Walk/don't walk signal missing
Additional animation issuesMostly converted
Debug mode: Completing "Chaperone" before completing "Salvatore's Called A Meeting" causes Toni's mission triggers to overlap.
Boat foam animation missing in "Bomb Da Base: Act II"Conversion not strictly 1:1
Incorrect explosions used in "Bomb Da Base: Act II"
Boat wake on water behind Cochrane Dam is incorrectly positioned (VC-specific bug)
"Gone Fishing" camera and fish positioning incorrect
Bugs fixed since Beta 3.4 Pre-release 2Notes
Car colors for certain vehicles don't match III
Chase scene vehicles don't use handbrake and large parts of the map are unloaded during the sceneMap still doesn't load completely, might need to find way to load islands like III
Wide range LOD issues, including misaligned LODs and LODs not unloading when near them
Bugs fixed since Beta 3.4 Pre-release 3Notes
Intro scene overlay colors are missing
Trails effect uses VC
Gangs are too sparseNeed to find way to increase density for non-grouped members
Bugs fixed since Beta 4.0Update
Taxi Driver radar blips sometimes point downward at the destinations
Pistol and Uzi lack reload animation
Vehicle environment mapping doesn't match III
Dodo's rudder and propeller don't animate and its shadow uses a plane's shadow
Debug mode: You can't hop into the Comet
Statistics listing in pause menu doesn't match III
Rampage timer and counter colors incorrect
Green-colored text aren't used at all
Italian language woefully incomplete
Destroying the bike in the bike checkpoint missions does not immediately end the mission
Bike checkpoint missions' counter text incorrect
Completing "Uzi Rider" spawns Hoods gang members at Hepburn Heights
Shooting near (not at) a Yardie gang member provokes it to shoot at you
Large parts of the map remain unloaded during the introduction sequence
Download (2017-06-15)
Ammo count for many pickups are incorrectDownload (2017-07-05)
Cinematic camera mode missing help messageDownload (2017-07-05)
AK47 and M16 fire rate slower when crouchingDownload (2017-07-05)
The display ordering of a few mission text is incorrectDownload (2017-07-27)
You can sprint with the AK-47Download (2017-08-01)
Remote controlled RC Bandits can cross to other islandsDownload (2017-08-28)
[/table]
Todo:
  • Cars not meant to travel between islands are traveling between islands. Most notably affects Vigilante mission.
  • Cutscene head animations.
  • Anything related to trains.
  • Anything related to the crusher.
  • MP3 ped.
  • Yardie Lobo smoke.
Will not fix:
  • The gate at the army base wont open for any vehicles, even with an army vehicle. It will however open from the inside to let you out
    (That's not a bug. It's not supposed to open for Army vehicles. It opens after completing 'Arms Shortage')
  • Car-jackers will steal your helicopter, but they dont know how to fly it
    (It's the same way in VC)
  • The blue mission marker sometimes hangs in mid-air, and only sticks to the ground when you come close to it
    (This also occurs in VC and LCS, and is a problem with the game engine - it cannot be "fixed")
Note to GTA:LC Team - when trying to recreate a bug to fix it, make sure that you test it thoroughly (that is, with debug mode on and with debug mode off).

There are likely to be more bugs that haven't been discovered yet, so if you find any, please report them - it helps us to fix them and improve the overall quality of GTA:LC. As more bugs are reported, they will be added to the list so that it is up-to-date.

Check out the past history of this topic at the Internet Archive Wayback Machine: before the forum change and after the forum change.

Thank you for all your contributions :).

02-2016 update: The table has been redone to reflect the current state of the project. -space

07-2016 update: Table is further updated. -space

10-2016 update: Some more updates. -space

01-2017 update: Split Beta 3.3 and Beta 3.4 pre-release. -space Edited by spaceeinstein
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https://gtaforums.com/topic/743523-bugs-glitches-and-incompletes/
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  • 11 years later...
  • 2 weeks later...
Craig Kostelecky

This subforum has zero problem with bumping threads. If you have a bug, this is the place to post it.

 

At least his post served a purpose. Yours does not.

  • Like 4
  • 2 months later...
If it's not a bug, but it's something I think is rare, and is the disappearance of pedestrians.


I explain: when I am in a zone (Red Light, for example) and I go to the hospital, when I return, as pedestrians disappear for a moment, and then begin to appear slowly.


Another thing I wanted to ask is the subject of the police. They are the least abundant in the streets.

  • 4 weeks later...
Craig Kostelecky

Since space has done several updates, I've been testing this a bit more. Here's the known bugs I have noticed so far:

 

- Blips on pause screen are in wrong place. This is very noticeable in the paramedic and firefighter missions.

- Player should get 4 stars for shooting dodo

- Can the Pay N Spray/home/Ammunation icons move to the background? When a blip appears under them, it's very difficult to find. This hit me in one of my ambulance runs.

- Rumpo rampage needs to change its gxt to rc_4

 

That's all I can think of for now. The latest build has been locking up on me a bit. But it doesn't produce a crash log, so I don't really have anything more to report yet. I have not noticed anything in common with each crash either.

spaceeinstein

What is the date of the dinput8.dll file? I found a bug after I implemented the Securicar garage and I have been trying to work around the issue. It seems stable right now. The latest file is in Dropbox.

Craig Kostelecky

I forgot to check the time stamp, but after replacing my copy with the one from Dropbox, the game played nicely without a crash for about 20 minutes.

 

I did notice the banners on the dodo were back.

 

I updated the rc3.sc file so it'll show the right gxt entry.

@spaceeinstein: I had a problem with the last update made in the "Mission Coding". So maybe it is not, but appointed him because I think he can fix it.

When I'm in 8-Ball in Portland, when I grab the information icon, I freezes the game, and closes me, marking me that the application stopped working.
Edited by Forever L
spaceeinstein

I recommend you to play the game in the English language. Other languages haven't been properly updated. Thanks for finding the issue.

Edited by spaceeinstein

I recommend you to play the game in the English language. Other languages haven't been properly updated. Thanks for finding the issue.

 

Mmmmm ... it's complicated. I'm really bad at English. Spanish is my native language. But hey, at least I found the cause of the error.

Edited by Forever L
  • 1 month later...

I believe I passed Capital Autos, at about that length it told me that "The car was crushed"

 

More bugs ahead:

 

 

People should not spawn here after passing Arms Shortage:

856d152693.jpg

 

Also I doubt the cars should be lining up like that:

7f9bb2c76d.jpg

 

Edited by Zlew
spaceeinstein

Sorry, I couldn't reproduce your crusher bug. I'm guessing it's something to do with the crusher, which hasn't been converted from III yet. The cars driving on the sidewalk actually happens in III also.

Edited by spaceeinstein
  • 2 weeks later...

Crashed after latest mission update:

 

Exception at address: 0x0048AF76
EXE Version: gta-vc.exe 1.1 US
Registers -----------------------------------------------------
EAX: 0x00728220 EBX: 0x00000000 ECX: 0x0C8BAFDC EDX: 0x00000790
ESI: 0x0C8BAFDC EDI: 0x00728220 EBP: 0x0C8BB010 ESP: 0x0019FAB0
EFLAGS: 10000001001000110

 

Or, if you have all files unpacked, build the IMG instead of modifying it:

 

https://tohjo.eu/Silent/img-builder

  • 3 months later...
spaceeinstein

Your issue is too vague. Did you launch the game using gta-lc.exe? Have you tried the v3.3 download without the update/add-on? How have you installed the mod?

Edited by spaceeinstein
  • 3 weeks later...

Some observations from playthrough of Portland on latest version of the mod.

 

1) On Paramedic it seems that there is a bug: if a ped falls while getting in an ambulance (if he starts opening door), he is stuck without any objective. I was able to fix it by driving away from him and picking up another patient (removing the doors of an ambulance also prevents bug from occuring). Pretty sure this bug doesn't exist in original game.

2) AK has wrong fire rate if player is crouched; shotgun has weird animation of second shot during crouch.

3) There are peds walking on a territory of Marty's factory. There are none in original game.

4) Car nodes on a street outside of Claude's safehouse seem to be bugged. Vehicles make U-turns instead of using it if they even spawn, and AI is very weird on Turismo near that street as they try to avoid it as well.

Some observations from playthrough of Portland on latest version of the mod.

 

1) On Paramedic it seems that there is a bug: if a ped falls while getting in an ambulance (if he starts opening door), he is stuck without any objective. I was able to fix it by driving away from him and picking up another patient (removing the doors of an ambulance also prevents bug from occuring). Pretty sure this bug doesn't exist in original game.

2) AK has wrong fire rate if player is crouched; shotgun has weird animation of second shot during crouch.

3) There are peds walking on a territory of Marty's factory. There are none in original game.

4) Car nodes on a street outside of Claude's safehouse seem to be bugged. Vehicles make U-turns instead of using it if they even spawn, and AI is very weird on Turismo near that street as they try to avoid it as well.

Have you tried using the latest update and seeing if these issues still persist? If not, I suggest you install those from the Mission Coding topic. They fix a lot of issues that aren't included in Beta 3.3.

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