Silent Posted April 23, 2017 Share Posted April 23, 2017 What'd you end up doing with Perennial? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069533929 Share on other sites More sharing options...
spaceeinstein Posted April 23, 2017 Share Posted April 23, 2017 (edited) I'll leave the Perennial (and Cartel Cruiser) alone until the black cars issue is fixed. Edited April 23, 2017 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069534084 Share on other sites More sharing options...
spaceeinstein Posted April 24, 2017 Share Posted April 24, 2017 (edited) @Russell_Stone, I don't have any plans to get MVL working. The one who can do the "fixing" is Maxorator. Edited April 24, 2017 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069535113 Share on other sites More sharing options...
Russell_Stone Posted April 24, 2017 Share Posted April 24, 2017 @Russell_Stone, I don't have any plans to get MVL working. The one who can do the "fixing" is Maxorator. I guess he abandoned the project unfortunately. 13AG uploaded last known version on Github for people to fix the bugs. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069535411 Share on other sites More sharing options...
spaceeinstein Posted April 24, 2017 Share Posted April 24, 2017 (edited) Oh, I didn't realize ThirteenAG had been working on it. Is there a public link to the code? I can't find it under 13AG's name. Edited April 24, 2017 by spaceeinstein Rachel Amber 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069535624 Share on other sites More sharing options...
Russell_Stone Posted April 25, 2017 Share Posted April 25, 2017 Oh, I didn't realize ThirteenAG had been working on it. Is there a public link to the code? I can't find it under 13AG's name. Oh, it's on BitBucket, not github Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069536083 Share on other sites More sharing options...
Silent Posted April 26, 2017 Share Posted April 26, 2017 May you re-enable Issues tab in gtalc-dinput8 GitHub repo? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069539311 Share on other sites More sharing options...
spaceeinstein Posted April 29, 2017 Share Posted April 29, 2017 (edited) I've opened up the issues tab. The tab was disabled by default when I forked the repo. Is there an issue with the code? Edited April 29, 2017 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069543991 Share on other sites More sharing options...
Silent Posted April 30, 2017 Share Posted April 30, 2017 Not necessarily, but figured it may be useful for tracking down issues like this material issue. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069544864 Share on other sites More sharing options...
Jeansowaty Posted May 5, 2017 Share Posted May 5, 2017 (edited) Hey, I dunno if that's the correct place to ask but I was thinking myself about adding some new car sounds to my GTA LC. However, the free SFX slots after the car sounds (they were free in VC) are occupied by the voice of the driver from Van Heist and Escort Service (416, 418 and 426-430). Is there any way to somehow move those to free slots like 487-495? Edited May 5, 2017 by Jeansowaty Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069553875 Share on other sites More sharing options...
spaceeinstein Posted May 5, 2017 Share Posted May 5, 2017 (edited) What method did you use to check if those slots are occupied? Edited May 5, 2017 by spaceeinstein Jeansowaty 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069554200 Share on other sites More sharing options...
spaceeinstein Posted May 7, 2017 Share Posted May 7, 2017 (edited) Does anyone know why green text was mostly omitted when the GXT file was made? I'm in the process of restoring all text to match III so if green text was meant to be omitted, I won't include it. Edited May 7, 2017 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069558123 Share on other sites More sharing options...
spaceeinstein Posted May 8, 2017 Share Posted May 8, 2017 (edited) GXT update (last updated 2017-05-08) Debug mode: You can now hop into the Comet. Additional VC-specific stats that I didn't carry over in the rewrite like highest media attention, favorite radio station, and fastest times on motorbike challenges. Used Silent's updated random splash screens code and included the rest of the splash screens from III. Rampage timer and counter colors corrected, Trial by Fire center text more closely matches III. Almost all of the GXT file is redone thanks to Silent's GXT Builder. There were a lot of text that were modified from III and I attempted to restore and fix as many entries as possible. Most notable change is the restoration of green-colored text. The red and green colors for briefs are now corrected so we no longer need to modify the colors of the briefs. Tables are renamed to match script names. Added GInput-specific entries. The SCM was modified to support GInput but the GXT apparently wasn't. I grabbed the text in the SCM source comments for the entries. Edited July 31, 2017 by spaceeinstein Lurk Morrison, Kalvin, Rachel Amber and 5 others 8 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069560053 Share on other sites More sharing options...
Nick007J Posted May 8, 2017 Share Posted May 8, 2017 (edited) spaceeinstein, have you seen a small bug report in Bugs topic? There seems to be an error in mission S.A.M. I've decided to post it there but maybe is it better to post in in this topic in the future for better visibility? Edited May 8, 2017 by Nick007J Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069560077 Share on other sites More sharing options...
Silent Posted May 8, 2017 Share Posted May 8, 2017 GXT update (last updated 2017-05-08) Almost all of the GXT file is redone thanks to Silent's GXT Builder. There were a lot of text that were modified from III and I attempted to restore and Cool! Can you up the source files somewhere on Dropbox? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069560128 Share on other sites More sharing options...
Craig Kostelecky Posted May 9, 2017 Author Share Posted May 9, 2017 Excellent update, space. Thank you. I can be blamed for those gxt entries. We all knew a lot less a decade and a half ago than we do now. I'm so grateful you are keeping this going. Silent 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069560794 Share on other sites More sharing options...
Silent Posted May 9, 2017 Share Posted May 9, 2017 (edited) OK, there weren't too many GXT entries to fix but I removed double spaces before and after GInput specific GXT codes - they are obsolete now, used to be necessary only in pre-1.03 versions. I'll be sure to play the game a bit soon-ish so expect some fixes appearing on Dropbox from time to time! EDIT: Your GXT uploads seem to be missing MAIN. And no american.ini so you pretty much can't build those EDIT2: Is CustomVariables.ini missing or supposed to not be used when compiling this SCM? Using VC's version of it with this custom SCM seems kinda wasteful, but on the other hand you probably want to ensure at least $PLAYER_CHAR, $PLAYER_ACTOR and $ONMISSION are in the same place as in VC SCM, or else most CLEOs will go haywire. Alternately, Sanny's alloc command seems like the best idea. EDIT3: //0004: $MASTERLCDEBUG = 1 // Set to 1 for open city at start (ie. no story start), car spawn and extra abilities at start (replaced with 02BD: DEBUG_MASTERDEBUG)0004: $MASTERLCEXTRAS1 = 1 // Set to 1 for Building Warp, Extra Parked Cars, and Airport HelicoptersAny reason $MASTERLCEXTRAS1 isn't command driven too? Edited May 9, 2017 by Silent Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069561129 Share on other sites More sharing options...
Jeansowaty Posted May 9, 2017 Share Posted May 9, 2017 What method did you use to check if those slots are occupied? I used SFX_Manager by HM128 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069561713 Share on other sites More sharing options...
Silent Posted May 9, 2017 Share Posted May 9, 2017 Not all GXT tables are present still... how are you even uploading those, space? This is weird I use Dropbox app for these things so uploading/downloading is virtually instant. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069562331 Share on other sites More sharing options...
spaceeinstein Posted May 9, 2017 Share Posted May 9, 2017 @Nick007J, sorry, I acknowledge the bug but I don't plan on fixing it. Maybe someone else can. I want to have the Dodo to behave like in III in the future so I'm leaving Dodo stuff alone for now. @Silent, I haven't finished uploading the text files. Dropbox's web interface is really bad at dragging folders into the browser. Did I overwrite anything you've uploaded by accident? I didn't check if you've made changes before uploading. I'll update the SCM with the updated custom variables in the next update. MASTERLCEXTRAS1 affects mission progress so I left it alone in the script. @Craig, thanks @Jeansowaty, there isn't any match to what you described. 416, 418, 426, 427, 428, 429, and 430 are all blank. 487 and 488 are occupied by looping script object 51; 489 is occupied by police scanner audio; 490, 491, 492, and 493 are occupied by looping script object 59; and 495 is occupied by bridge warning sound. Are your sound effects up-to-date? Jeansowaty 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069562341 Share on other sites More sharing options...
Silent Posted May 9, 2017 Share Posted May 9, 2017 (edited) @Silent, I haven't finished uploading the text files. Dropbox's web interface is really bad at dragging folders into the browser. Did I overwrite anything you've uploaded by accident? I didn't check if you've made changes before uploading. I'll update the SCM with the updated custom variables in the next update. MASTERLCEXTRAS1 affects mission progress so I left it alone in the script. That's why Dropbox app is good! And no, it's not scanning directories other than its own (tested). I'll wait with my changes until you're done with those then. Actually, the best idea would be to have a SCM + GXT (or just SCM) repo on GitHub so conflicts like this are easily resolved. Edited May 9, 2017 by Silent Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069562352 Share on other sites More sharing options...
Jeansowaty Posted May 10, 2017 Share Posted May 10, 2017 @spaceeinstein - not really, I'm running on Beta 3.3 with some mods. I used the so-called SFX Update too which replaced some car sounds with others (I fixed that already though) - maybe that's the reason. Which slots should the old van driver quotes occupy? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069563761 Share on other sites More sharing options...
spaceeinstein Posted May 10, 2017 Share Posted May 10, 2017 When it came to assigning the ped voice to an ID, I did the laziest way possible: change nothing. That means ID 524 and above matches exactly the same at III. You can see the list of SFX here. The Miami Vice and cop SFX are moved by +3000. Jeansowaty 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069565354 Share on other sites More sharing options...
Jeansowaty Posted May 11, 2017 Share Posted May 11, 2017 Nice, thanks. Now my last question is, how did you move those Miami Vice and cop SFX by +3000 then? I wanna try it out on the old version I have Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069565567 Share on other sites More sharing options...
zmudziak32 Posted May 11, 2017 Share Posted May 11, 2017 Jeansowaty probably using scripts. Like Surya926 could change vehicle sounds using cleo script. Jeansowaty 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069566836 Share on other sites More sharing options...
spaceeinstein Posted May 31, 2017 Share Posted May 31, 2017 (edited) The SFX entries are ordered. When extracted, they don't have names so their positions are used as their file names. I just renamed the files to reposition the SFX entries. If it was at position 523, it is now at position 3523. Script and GXT update (last updated 2017-05-31) Italian language is (mostly) complete! Fixed some bugs in stats (you probably didn't notice them) and added a few more VC stats including a bug-free flight hours. Destroying the bike in the bike side missions will fail the mission. The bike side missions' onscreen timer text displays the correct colors. Scripts using $player_char/$player_actor/$onmission global variable names from VC should be compatible with the main.scm. Script developers need to update games.xml detailed in LCSCM.ini. Place LCSCM.INI and LCCustomVariables.ini in the appropriate directories for Sanny Builder. New options for the "Misc" section of gta-lc.ini: [Misc]RandomLoadScreen=1UseVCFontStyles=0UseVCFontColors=0 Edited August 1, 2017 by spaceeinstein Jeansowaty, Silent, Blackbird88 and 5 others 8 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069606445 Share on other sites More sharing options...
spaceeinstein Posted June 3, 2017 Share Posted June 3, 2017 (edited) Vehicles update (last updated 2017-06-04) So with the ability to assign sounds to any car model we want, I have undid some changes made a long time ago when we didn't know how to do that. I also reordered some models to match III's ordering. I have updated the Vehicles topic to reflect these changes. id old-lc ->new-lc132 banshee->stinger142 yardie ->blista145 hotring->cheetah151 mafia ->kuruma159 washing->banshee172 corpse ->bellyup174 panlant->mafia175 kuruma ->yardie210 stinger->corpse224 cheetah->hotring226 blista ->washing228 bellyup->panlant The flying variant of the DeLorean no longer makes helicopter noises. Option UseVCFont renamed to UseVCFontStyles (previous post is updated). Properly converted some textures using Magic.TXD. The Joey's sign's alpha texture was especially messed up. A few TXDs have extra textures that III doesn't have and the model doesn't use. What's up with that? Edited August 1, 2017 by spaceeinstein Blackbird88, Craig Kostelecky, Rachel Amber and 1 other 4 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069614333 Share on other sites More sharing options...
Rachel Amber Posted June 4, 2017 Share Posted June 4, 2017 (edited) ok guys if you talking about reconverting, how about to reconvert all peds?? they are really messed up if you take a closer look at them... Edited June 4, 2017 by NOskillx Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069615072 Share on other sites More sharing options...
spaceeinstein Posted June 4, 2017 Share Posted June 4, 2017 (edited) Ped models have nothing to do with mission coding though. If there's no relevant topic that it can fit in, the main Beta 4.0 topic is the default one to post. Edited June 4, 2017 by spaceeinstein Jinx. and Rachel Amber 2 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069615117 Share on other sites More sharing options...
spaceeinstein Posted June 9, 2017 Share Posted June 9, 2017 (edited) Script update (last updated 2017-06-09) Surya gave me all the relevant addresses to make the security guards and Vercetti gang have consistent behavior. This means the Yardies won't shoot at you if you shoot near and not at them, and the Hoods and other peds can use ped type 13 without the behavior of the Vercetti gang. Completing Uzi Rider should no longer spawn Hoods gang members at Hepburn Heights (reference). I used a hacky way to get the city to load during the introduction sequence. It seems to work fine enough for a release. A long time ago when the city was moved upwards, the Airtrain model was offset to reflect the change. Using a regular Airtrain model would cause it to sink into the ground when taxiing. Also, III handles taxiing aircraft slightly differently from VC because the airport ground has variable height in III as opposed to constant height in VC, so having a constant offset is not correct everywhere. This update allows an unmodified Airtrain model to be used and allows aircraft to taxi on variable ground. Edited August 1, 2017 by spaceeinstein Craig Kostelecky, Silent, Lurk Morrison and 8 others 11 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/10/#findComment-1069631206 Share on other sites More sharing options...
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