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Craig Kostelecky

We know how it could be done if we did it only like Vice City. The hard part is preserving III's way of doing it with the Vice City version. They're different approaches to the exact same mission.

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This might be too much effort for an official release, though :

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Mix of later GTA Vigilante and Firefighter versions of oddjobs with GTA 3 rewards sounds good. In paramedic oddjob we get Health and Adrenaline after resquing specific amount of patients. In same way Vigilante and Firefighter could get both GTA 3 and VC rewards.

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  • 2 weeks later...
Craig Kostelecky

Hey space, I get a pretty consistent lockup when I try to start the first el Burro mission in debug mode. I have not tested it in regular as I didn't want to play through that much. It just sticks at the loading screen and never progresses. I have to Ctrl-Alt-Delete and kill the task to get out. I glanced at the code, but didn't see anything that jumped out at me.

 

Does the same thing happen to you?

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spaceeinstein

Sorry, my mistake again. I was testing if proper cutscene characters was possible. I had made sure that the source doesn't contain my tests so the problem didn't show up there. I've recompiled the file using the source. I hope it works now. It should also have the Distribution mission in debug mode.

Edited by spaceeinstein
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Craig Kostelecky

Great, thanks.

 

I recently synced my copy of the files with what's on Dropbox. And now I'm seeing some map glitches that I thought we fixed when George Bush was still the US President. Specifically the inside of the car dealership in Portland seems to lack the 2D fix, and the bridge over Asuka's place is missing a chunk (including the collision). I can get exact coords later if you need them.

 

And is anybody still around that can fix mapping issues, or do I need to recruit some new people?

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spaceeinstein

Can you show a screenshot? I'm not getting those mapping errors. You can omit the data/maps folder and gta3.img/dir files and the game should still work.

 

EDIT: Ok, I figured out why that bridge was missing. Redownloading comroad.ide should fix it. For anyone who has downloaded my cumulative update from the other topic, the same link has been updated. I don't know why Capital Autos is having issues though.

Edited by spaceeinstein
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ThirteenAG

Are there any source codes on how the opcodes(or any script related stuff) done? I'd like to take a look why cleo is not compatible(or maybe it is?) and if it's possible to make it compatible.

 

Another thing, I noticed game crashes at 0x004630EE when I'm trying to reach a safehouse in the very first mission. I believe it's somehow related to opcode 0103, but I could be wrong on that. I'm using the files form the post above.

 

And also, subtitles font is too big with widescreen fix(and mission font scaling looks kinda weird). Perhaps another gtalc hook overwrites my changes. Should I try to fix that in widescreen fix?

Edited by ThirteenAG
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I've got the new files, it works now. Though debug.scm crashes for me after a minute with this log: http://pastebin.com/saf0Am1j

Normal scm works fine during the first mission(didn't test any further).

 

CLEO works too. Under what conditions I should test it to see if it's compatible enough or not?

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None of the CLEO opcodes or simple CLEO scripts without the opcodes work for me. Are they all working for you?

I tried only my test script for CLEO 2. I just released it in Scripts & Plugins section, can you check it out? Don't know how it affects GTALC patches though, it may interfere in them at some point.

 

xEg0sfn.jpg

Edited by ThirteenAG
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Craig Kostelecky

I too would love to have CLEO and MVL support with GTA:LC. Though everything we do would be within the files themselves, I'd really like everyone to have as many options as possible for their own version.

 

In ModelingMan's absence, I'm not sure how much we can do though. I do have his source files available if anybody who's smart enough (and available/willing) would like to take a look, let me know and I can hook you up.

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  • 1 month later...
spaceeinstein

Script file update (last updated 2015-08-31)

Changes:

  • Fixed blip colors of:
    • Bat pickup in "Don't Spank Ma Bitch Up"
    • Briefcase pickup in "The Pick-Up"
    • Cartel gang member and briefcase pickup in "Deal Steal"
    • Briefcase pickups in "Shima"
    • Payphones in "Payday for Ray"
    • Evidence packages in "Evidence Dash"
    • Body cast in "Plaster Blaster"
    • Four extra Cartel gang members in "Bait"
    • Espresso stalls in "Espresso-2-Go!"
    • Buoy and packages in "S.A.M."
    • Briefcase pickup in "I Scream, You Scream"
    • Flamethrower pickup in "Trial by Fire"
    • Customers in "Distribution"
  • Debug mode: Fixed potential crash when Delorean door is left open while transforming
  • Source code: Removed extraneous spaces in craig.sc
Edited by spaceeinstein
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Are there any blips which don't make proper use of VC height blip feature yet? ie. put at -100.0.

 

I recall fixing some for 3.3 release, but there's probably some left still.

Edited by Silent
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spaceeinstein

The heights of the blips looked alright when I played through the missions. The ones that use -100.0 are placed properly in the game.

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  • 5 months later...
spaceeinstein

Check out my Opcodes Restoration Project. Over 100 opcodes have been restored for Vice City (although many weren't used in GTA III). Most of the "easy" ones are done. I may not be able to do the difficult ones (chase scene, donkey mags, bullions, etc.) but LC has most of them already implemented.

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I may not be able to do the difficult ones (chase scene, donkey mags, bullions, etc.) but LC has most of them already implemented.

Do you have a list of them somewhere?
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spaceeinstein

  • 02C3 START_PACMAN_RACE
  • 02C6 CLEAR_PACMAN
  • 02C7 START_PACMAN_SCRAMBLE
  • 02C8 GET_NUMBER_OF_POWER_PILLS_CARRIED
  • 02C9 CLEAR_NUMBER_OF_POWER_PILLS_CARRIED
  • 02D9 CLEAR_NUMBER_OF_POWER_PILLS_EATEN
  • 0354 START_CHASE_SCENE
  • 0355 STOP_CHASE_SCENE
  • 040A REMOVE_CAR_FROM_CHASE
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Chase is inside mss32hooked.dll which is here:

http://tohjo.ez.lv/Silent/gta-lc

 

Also might be here:

https://github.com/ModelingMan/gtalc-dinput8

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  • 3 weeks later...
spaceeinstein

I have updated the first post with the latest information and links. Because of the 550 cells per post limit, the table of opcodes overflows into the following post. The opcodes table includes all simulated opcodes that I can find, additional information for each opcodes, and more opcodes that were not added to the list before. I have also updated the VICESCM.INI file to include all the improvements from the VCSCM.INI file at GTAModding.com. Opcodes that are created exclusively for this project are labeled and all unsupported opcodes are commented out. I'm currently in the process of adding opcodes into dinput8.dll/IIItoVC.asi. Expect new opcodes soon!

Edited by spaceeinstein
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