Rachel Amber Posted June 9, 2017 Share Posted June 9, 2017 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 More sharing options...
spaceeinstein Posted June 9, 2017 Share Posted June 9, 2017 The variable height detection is in dinput8.dll. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631258 Share on other sites More sharing options...
Rachel Amber Posted June 9, 2017 Share Posted June 9, 2017 The variable height detection is in dinput8.dll. then is this code for this is also in gta lcs pc? ;/ i hope not because lcs code is more like vc not 3 ;/ when it comes to some things like this Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631299 Share on other sites More sharing options...
spaceeinstein Posted June 9, 2017 Share Posted June 9, 2017 LCS should have this code eventually. It doesn't matter if the engine is more like VC, LCS uses the exact same airport as III. Jinx. 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631504 Share on other sites More sharing options...
Rachel Amber Posted June 9, 2017 Share Posted June 9, 2017 well lcs pc dont have this bug with an airtrain in air Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631507 Share on other sites More sharing options...
spaceeinstein Posted June 9, 2017 Share Posted June 9, 2017 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. Ryadica926, HYPERCRYPT and Rachel Amber 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069631515 Share on other sites More sharing options...
Craig Kostelecky Posted June 10, 2017 Author Share Posted June 10, 2017 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. Ryadica926 and Rachel Amber 2 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069632074 Share on other sites More sharing options...
spaceeinstein Posted June 13, 2017 Share Posted June 13, 2017 A preview of what's to come: Jinx., Blackbird88, Ryadica926 and 4 others 7 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069641305 Share on other sites More sharing options...
spaceeinstein Posted June 14, 2017 Share Posted June 14, 2017 @Nick007J: Rachel Amber and Nick007J 2 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069649200 Share on other sites More sharing options...
spaceeinstein Posted June 15, 2017 Share Posted June 15, 2017 (edited) 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 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 June 16, 2017 by spaceeinstein Jinx., Blackbird88, Craig Kostelecky and 10 others 13 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069654526 Share on other sites More sharing options...
Craig Kostelecky Posted June 16, 2017 Author Share Posted June 16, 2017 Until even as recently as a week ago I thought this task was beyond my capabilities. I'm starting to wonder if anything between III and VC is beyond your abilities. Jimmy 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069656141 Share on other sites More sharing options...
spaceeinstein Posted June 16, 2017 Share Posted June 16, 2017 Cutscene heads will be the ultimate test Silent, Igor Bogdanoff, Ruvix and 3 others 6 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069656164 Share on other sites More sharing options...
Ryadica926 Posted June 16, 2017 Share Posted June 16, 2017 How about proper GTAIII trains? That would be useful for LCS2VP as well Rachel Amber, Craig Kostelecky and HYPERCRYPT 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069656463 Share on other sites More sharing options...
Rachel Amber Posted June 16, 2017 Share Posted June 16, 2017 (edited) that would be very very cool! haha Edited June 16, 2017 by NOskillx Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069656592 Share on other sites More sharing options...
spaceeinstein Posted June 19, 2017 Share Posted June 19, 2017 (edited) 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 June 19, 2017 by spaceeinstein Blackbird88, Ryadica926, Lurk Morrison and 1 other 4 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069665559 Share on other sites More sharing options...
Rachel Amber Posted June 19, 2017 Share Posted June 19, 2017 (edited) 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 June 19, 2017 by NOskillx Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069665833 Share on other sites More sharing options...
Guest Posted June 19, 2017 Share Posted June 19, 2017 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 More sharing options...
zmudziak32 Posted June 19, 2017 Share Posted June 19, 2017 @spaceeinstein It would be good if we could choose between GTA III Vigilante and Firefighter and their VC/SA/LCS counterparts. Rachel Amber 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069666324 Share on other sites More sharing options...
spaceeinstein Posted June 19, 2017 Share Posted June 19, 2017 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. Rachel Amber 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069666711 Share on other sites More sharing options...
Guest Posted June 21, 2017 Share Posted June 21, 2017 (edited) Ooh, can we have Trash Dash from LCS too? Edited June 21, 2017 by EddoWilliams2016 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069671882 Share on other sites More sharing options...
Ash_735 Posted June 21, 2017 Share Posted June 21, 2017 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. Igor Bogdanoff, Rachel Amber and Ruvix 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069672053 Share on other sites More sharing options...
spaceeinstein Posted July 6, 2017 Share Posted July 6, 2017 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. Lurk Morrison, Craig Kostelecky, Rachel Amber and 3 others 6 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069704392 Share on other sites More sharing options...
spaceeinstein Posted July 25, 2017 Share Posted July 25, 2017 (edited) 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 July 28, 2017 by spaceeinstein Lurk Morrison, Jeansowaty, Rachel Amber and 4 others 7 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069740506 Share on other sites More sharing options...
_Æ_ Posted July 28, 2017 Share Posted July 28, 2017 (edited) <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 July 28, 2017 by Niko Belic 605 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069746665 Share on other sites More sharing options...
god speed Posted July 28, 2017 Share Posted July 28, 2017 Changing the date in the URL from 2017-07-26 to 2017-07-27 made the download work. _Æ_ 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069746703 Share on other sites More sharing options...
spaceeinstein Posted July 28, 2017 Share Posted July 28, 2017 I fixed the link. You shouldn't quote a post containing a broken link. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069746895 Share on other sites More sharing options...
Butcher696 Posted July 28, 2017 Share Posted July 28, 2017 For my 1st day was working normal was ok Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069747425 Share on other sites More sharing options...
spaceeinstein Posted July 31, 2017 Share Posted July 31, 2017 (edited) 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. Edited August 16, 2017 by spaceeinstein Rachel Amber, Igor Bogdanoff and Craig Kostelecky 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069751188 Share on other sites More sharing options...
god speed Posted July 31, 2017 Share Posted July 31, 2017 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. Jimmy 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069751416 Share on other sites More sharing options...
spaceeinstein Posted August 16, 2017 Share Posted August 16, 2017 (edited) 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: Edited August 17, 2017 by spaceeinstein Craig Kostelecky, ForeverL, Lurk Morrison and 5 others 8 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/11/#findComment-1069780017 Share on other sites More sharing options...
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