Jump to content

Mission Coding


Recommended Posts

Rachel Amber
  • 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.

Can you tell me where this change is done ? in .scm or in dinput8.dll?

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631230
Share on other sites

spaceeinstein

My code doesn't add 6 units to the Airtrain's path, it places the Airtrain directly on top of the ground. You won't notice it in LCS. Why should this be an issue at all? Surya can easily omit any changes I make.

  • Like 3
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631515
Share on other sites

Craig Kostelecky

Awesome update. It's so cool to see some of those decades old bugs finally getting solved properly instead of just working around them like we did back then.

 

And I looked up a bit of Surya's posts as I hadn't heard that name before. I'm impressed by what I have seen so far.

  • Like 2
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069632074
Share on other sites

spaceeinstein

npc_dodo_4_th.jpg

npc_dodo_5_th.jpg

npc_dodo_6_th.jpg

npc_dodo_7_th.jpg

 

Planes update! (last updated 2017-06-15)

  • Until even as recently as a week ago I thought this task was beyond my capabilities. Then I decided to take the challenge and now we have proper planes! The behavior of Aeroplanes and all the full-winged Dodos (ambient ones, "A Drop in the Ocean", and "S.A.M.") have been faithfully converted from III and should now fly and behave exactly the same way as III. We no longer need a script-based solution which had all kinds of bugs. Their speed, position, rotation, creation, destruction, etc. should be indistinguishable from III. All the plane-related opcodes can now be used:

    [table]

     

     

    Opcode

     

    Command

     

     

    033A START_DRUG_RUN

     

    033B HAS_DRUG_RUN_BEEN_COMPLETED

     

    033C HAS_DRUG_PLANE_BEEN_SHOT_DOWN

     

    0358 START_DRUG_DROP_OFF

     

    0359 HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN

     

    035A FIND_DROP_OFF_PLANE_COORDINATES

     

    03A6 FIND_DRUG_PLANE_COORDINATES

    [/table]

    This is a lot of work for only two missions that mainly use it :breadfish:

  • Redid the pause menu map with better quality textures.
  • Yakuza Stinger engine noise fixed (reference).
  • Pickup blips in "A Drop in the Ocean" are removed when you fail the mission.
Edited by spaceeinstein
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069654526
Share on other sites

How about proper GTAIII trains? That would be useful for LCS2VP as well :p

  • Like 3
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069656463
Share on other sites

spaceeinstein

 

Script update (last updated 2017-06-19)

  • When starting a submission in III like Firefighter, a big blue message is shown on the screen for some amount of time. But in LC, it disappears much too quickly because of the call to opcode 054C. This update fixes that issue.
  • Liberty City Stories' Taxi Driver submission is added for fun. To try it out, open gta-lc.ini, find ViceCity=0 and change it to ViceCity=1.
  • I've included the source code for the SCM.

 

Edited by spaceeinstein
  • Like 4
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069665559
Share on other sites

Rachel Amber

Anyway if someone want text exact the same like in GTA 3 for the Firefighter here is a little GXT update from me

NOTE: Change is done on a latest released GXT from Spaceeinstein.

Changes:

When you end Firefighter mission text "Fire Truck mission ended." is displayed instead of "Firefighter mission ended." like in original GTA 3

DOWNLOAD Link: http://www.mediafire.com/file/4ybib3lbf3jwo33/american.gxt

If there are any more things in GXT that are not same as in GTA 3 i might release more of those GXT updates.

Edited by NOskillx
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069665833
Share on other sites

Anyway if someone want text exact the same like in GTA 3 for the Firefighter here is a little GTX update from me

NOTE: Change is done on a latest released GTX from Spaceeinstein.

Changes:

When you end Firefighter mission text "Fire Truck mission ended." is displayed instead of "Firefighter mission ended." like in original GTA 3

DOWNLOAD Link: http://www.mediafire.com/file/4ybib3lbf3jwo33/american.gxt

If there are any more things in GTX that are not same as in GTA 3 i might release more of those GTX updates.

That's GXT, not GTX.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069666061
Share on other sites

spaceeinstein

The change to F_FAIL1 was intentional. When you end the mission, F_CANC says "Fire Fighter mission cancelled!" but "F_FAIL1" says "Fire Truck mission ended.". Vice City fixed that inconsistency so I kept that fix.

  • Like 1
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069666711
Share on other sites

Ooh, can we have Trash Dash from LCS too?

LET PEOPLE DO THEIR WORK! You constantly nagging for this and that isn't going to encourage anyone to want to do things, just comes across as pushy.
  • Like 3
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069672053
Share on other sites

  • 2 weeks later...
spaceeinstein

 

Script update (last updated 2017-07-05)

  • Weapon ammo count for all pickups should be correct. They include regular ones dotted around the city, Ammu-Nation ones, and drops from dead peds. Vice City has some behavior that differs from III.

  • Cinematic camera help message.
  • AK47 and M16 crouch fire rate fixed.
  • Shotgun fire and crouch fire animation timings less wonky.

 

  • Like 6
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069704392
Share on other sites

  • 3 weeks later...
spaceeinstein

 

Script update (last updated 2017-07-27)

  • Fixed GXT key AS2_12A (reference)
  • Opcodes 00BD (PRINT_SOON) and 02FE (PRINT_WITH_2_NUMBERS_SOON) now work. I added 01E6 (PRINT_WITH_NUMBER_SOON) for when AS2_12A is displayed.
  • Use lc_environmentmap.dat if you don't want certain vehicles to have III's environment map. Place the vehicle's model index number on each line.
  • Pickups at hideouts have consistent vertical positions. They no longer look sunk into ground.

 

Edited by spaceeinstein
  • Like 7
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069740506
Share on other sites

 

<p>

Script update (last updated 2017-07-26)

  • Fixed GXT key AS2_12A (reference)
  • Opcodes 00BD (PRINT_SOON) and 02FE (PRINT_WITH_2_NUMBERS_SOON) now work. I added 01E6 (PRINT_WITH_NUMBER_SOON) for when AS2_12A is displayed.
  • Use lc_environmentmap.dat if you don't want certain vehicles to have III's environment map. Place the vehicle's model index number on each line.
  • Pickups at hideouts have consistent vertical positions. They no longer look sunk into ground.

 

Link doesn't work for me.

 

EDIT: Fixed link in the quote above.

Edited by Niko Belic 605
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069746665
Share on other sites

spaceeinstein

AK-47 update (last updated 2017-08-01)

Important! Delete Mss32Hooked.dll if it exists!

  • Silent's mss32.dll hacks are fully integrated into dinput8.dll. You no longer need Mss32Hooked.dll.
  • The Ruger is replaced with the AK-47 and the MP5 is restored. This required wide-ranging changes so bugs may arise from this update.

    ak_th.jpg

Edited by spaceeinstein
  • Like 3
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069751188
Share on other sites

Nice one. I still hope to see the MP5 return with its model and sound and spawn at Shoreside safehouse.

The chrome shotgun's shooting animation was broken too. A lazy workaround would be to use the stubby shotgun's animation, it looks decent enough for me.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069751416
Share on other sites

  • 3 weeks later...
spaceeinstein

Script update (last updated 2017-08-17)

Important! Delete Mss32Hooked.dll and gta-lc.asi if they exist!

  • Fixed Chrome Shotgun animations.
  • gta-lc.asi hacks partially integrated. You no longer need that file. Navigation zones and garage doors have been reimplemented and better this time but the exception handler hasn't been transitioned yet.
  • All coordinate blip colors now use the correct colors.
  • Removed pickup markers in "A Drop in the Ocean"; they didn't appear in original mission.
  • Added 035B (CREATE_FLOATING_PACKAGE) and 0218 (PRINT_WITH_NUMBER_BIG_Q).
  • Experimental opaque water. This may or may not be included in the next version depending on its stability. In gta-lc.ini, add OpaqueWater=0 under Misc to disable opaque water.
  • Experimental vehicle camera positioning. It doesn't fully simulate III's but at least you can see over tall vehicles. This may or may not be included in the next version. In gta-lc.ini, add UseVCVehicleCam=0 under Misc. Before and after images:

    camera_old_th.jpg

    camera_new_th.jpg

Edited by spaceeinstein
  • Like 8
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069780017
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.