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What'd you end up doing with Perennial?

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spaceeinstein

I'll leave the Perennial (and Cartel Cruiser) alone until the black cars issue is fixed.

Edited by spaceeinstein
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spaceeinstein

@Russell_Stone, I don't have any plans to get MVL working. The one who can do the "fixing" is Maxorator.

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spaceeinstein

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 by spaceeinstein
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May you re-enable Issues tab in gtalc-dinput8 GitHub repo?

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spaceeinstein

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 by spaceeinstein
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Not necessarily, but figured it may be useful for tracking down issues like this material issue.

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Jeansowaty

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 by Jeansowaty
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spaceeinstein

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.

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spaceeinstein

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.

    ramp_color_th.jpg

  • 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 by spaceeinstein
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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?

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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 :p

 

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 Helicopters
Any reason $MASTERLCEXTRAS1 isn't command driven too? Edited by Silent
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Not all GXT tables are present still... how are you even uploading those, space? This is weird :D

 

I use Dropbox app for these things so uploading/downloading is virtually instant.

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spaceeinstein

@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?

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@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 by Silent
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Jeansowaty

@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?

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spaceeinstein

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.

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  • 3 weeks later...
spaceeinstein

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 by spaceeinstein
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spaceeinstein

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 by spaceeinstein
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spaceeinstein

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.

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spaceeinstein

 

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 by spaceeinstein
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