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spaceeinstein

I/E garage and debug mode update (last updated 2016-07-12)

I've changed Sunshine Auto's export list so that the Portland and Shoreside I/E garages behave nearly the same as GTA III. The SCM now uses the same code as GTA III.

garage_th.jpggarage2_th.jpggarage3_th.jpggarage4_th.jpggarage5_th.jpggarage6_th.jpggarage7_th.jpggarage8_th.jpg

 

Opcode 02BD checks if the debug mode is switched on. The following modes are available to use in the SCM:

  • DEBUG_MASTERDEBUG (1)
  • DEBUG_MASTEREXTRAS1 (2)
  • DEBUG_MASTEREXTRAS2 (4)
  • DEBUG_MASTERPACKAGESCOMPLETED (8)
  • DEBUG_MASTERPARAMEDICCOMPLETED (16)
  • DEBUG_MASTERVIGILANTECOMPLETED (32)
  • DEBUG_MASTERFIREFIGHTERCOMPLETED (64)
  • DEBUG_MASTERIEGARAGESCOMPLETED (128)
  • DEBUG_MASTER100COMPLETED (256)
  • DEBUG_SKIPHELP (512)
  • DEBUG_VICECITY (1024)
I've replaced all the global variables except $MASTERLCEXTRAS1 with this opcode. $MASTERLCEXTRAS1 affects 100% completion so I left that untouched. There have been a lot of changes so bugs might appear.

 

In the gta-lc.ini file under the "Debug" section, add the following lines:

 

MasterDebug=0MasterExtras2=0MasterPackagesCompleted=0MasterParamedicCompleted=0MasterVigilanteCompleted=0MasterFirefighterCompleted=0MasterIEGaragesCompleted=0Master100Completed=0SkipHelp=0ViceCity=0
  • MasterDebug: Recommend only change when starting new game. Has same effect as using dbug.scm so that file will no longer be included in my future updates.
  • MasterExtras2:
    • Taking Out The Laundry: Additional van
    • Espresso-2-Go: Additional Espresso stands
    • Grand Theft Auto: Additional vehicles
    • Bait: Additional death squad
    • Bling-bling Scramble: Additional checkpoints
  • MasterPackagesCompleted: Only has an effect when starting a new game
  • MasterParamedicCompleted: Only has an effect when starting a new game
  • MasterVigilanteCompleted: Only has an effect when starting a new game
  • MasterFirefighterCompleted: Only has an effect when starting a new game
  • MasterIEGaragesCompleted: Only has an effect when starting a new game
  • Master100Completed: Only has an effect when starting a new game
  • SkipHelp: Anything that was skipped will not reappear.
  • ViceCity:
    • Taxi drop offs
    • Distribution mission
Edited by spaceeinstein
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I like Silent's 'New Game+' idea, besides. If the backface culling is enabled, then leave it enabled 'cause sometimes when playing GTA 3 the camera goes inside Claude's head and I just :barf:.

 

EDIT:

 

@spaceeinstein: You should make the Airtrain soild and destroyable, because it feels so unrealistic when the rockets pass through the plane and when you are able to drive straight through the plane.

Edited by EddoWilliams2016
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Lurk Morrison

@spaceeinstein: You should make the Airtrain soild and destroyable, because it feels so unrealistic when the rockets pass through the plane and when you are able to drive straight through the plane.

Silent already made this happen:

http://www.gtagarage.com/mods/show.php?id=26526

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Craig Kostelecky

I had thought we included Silent's mod with the big planes (turns out I just had the asi in my personal copy). It does allow you to destroy the planes, but they are not solid. I had thought about asking Silent to include that by default, but I think my thought at the time was it would be easy for anyone to add it to their own copy. I am okay with us including it or leaving it out of the official mod.

 

This reminds me of one change that should be easy to fix. III gave 4 stars when the dodo was shot down. VC/LC only gives 3.

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spaceeinstein

Miscellaneous update (last updated 2016-07-16)

  • Vice Cheetah's sounds match the regular Cheetah's
  • More proper car alarms, an improvement over my last implementation
  • Opcode 0356 (IS_EXPLOSION_IN_AREA) added. Workaround code for Blow Fish and Kanbu Bust-Out is no longer needed.
  • Clothes pickups available in DEBUG_VICECITY instead of DEBUG_MASTERDEBUG.
  • Tommy's dialogues have been omitted, only pain noise remain.
  • Garage type 7 (Securicar garage) has been added, making 03A5 (CHANGE_GARAGE_TYPE_WITH_CAR_MODEL) useful. Workaround code for Van Heist and Securicar garage is no longer needed. This required a lot of analysis of disassembled code in order to emulate the behavior (it's still difficult for me) but it should behave just like III.

    securicar_th.jpgsecuricar1_th.jpgsecuricar2_th.jpgsecuricar3_th.jpg

Edited by spaceeinstein
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spaceeinstein

 

Miscellaneous update (last updated 2016-07-19)

  • Much like the Securicar garage, I emulated the Rigged to Blow bomb defusal garage (type 14 garage). The door no longer closes on you if you stay in the garage too long. The base height of the garage is lowered so that the camera remains outside the garage. Apparently the Infernus is very low to the ground and the camera sees it as outside the garage area.
  • After experiencing odd bugs while working on that, I have changed the way the Securicar garage is implemented.
  • Rumpo Rampage text fix.
  • Wanted level updates the same way as GTA III. This allows blowing up the Dodo to achieve a 4-star wanted level. Switching on the ViceCity debug mode ignores this change.
  • Switching on the ViceCity debug mode also ignores changes to the airplane trails, Dodo banners, and car alarms.
  • If MasterDebug is switched on, the cheats CARCARCAR and RACRACRAC cycles through all cars and helicopters. This allows for much easier testing of the garages that I've been implementing.

 

Edited by spaceeinstein
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  • Wanted level updates the same way as GTA III. This allows blowing up the Dodo to achieve a 4-star wanted level. Switching on the ViceCity debug mode ignores this change.

Just hoping you did not touch wanted level suspend state, which could be considered a VC improvement over III.

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spaceeinstein

I didn't touch the level suspension system. What features would you like for VC debug to have or not have?

Edited by spaceeinstein
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Craig Kostelecky

Initial test of the last build was great. Thanks again. In my previous testing, I had the VC debug on thinking that was necessary for the VC weapons rewarded at 100% and other early scm things we locked out. Do you have a complete list of what's toggled with that switch? So far, I agree with every decision you have made.

 

With the awesome stuff you've done lately, what do you think the chances of doing the train and lift bridge properly? I'm not pushing for it, just curious if it's something doable. Also, when you get to a point that you've done all that you want to (and are able to) do, I'd like to package everything up with a new installer (including all audio) so new users can easily play the latest version. No rush on any of this, just letting you know what I've been thinking about lately.

 

Oh, I just recalled another little thing I'd like changed if you're able (that I don't recall if I mentioned it previously). The flashing lights on the firetruck and ambulance should be moved to match the GTA3 models. I'm not certain about the Enforcer, Vice Cheetah, or FBI cars, but I do know the regular police car looks good.

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spaceeinstein

Oh, I forgot to answer. The ViceCity debug option controls the creation of clothes pickups at the Portland hideout (script-controlled), car alarms, airplane trails, Dodo banner, and wanted level updater.

 

I found out how to change the height of the boat wake texture. Do you think it is worth the effort to bring the entire city back down 6 units?

Edited by spaceeinstein
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Craig Kostelecky

I found out how to change the height of the boat wake texture. Do you think it is worth the effort to bring the entire city back down 6 units?

I would assume it would not be worth it. Though if we did, we may as well move the X back to where it was (I'm assuming we can fix the eastern border of the game much easier these days). The hardest part about the initial move was the scm. But back then the coordiantes all had the ! marking them as floating values (Mission Builder 0.22) so we had a tool that scanned for all of those values and there was three buttons: one to leave it alone, move it up 6 or down 335. There was no other way we could think of (at the time) to update the scm. And now with all of the different sc files we have, I imagine it being more tedious.

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spaceeinstein

 

Backface update (last updated 2016-07-21)

  • Backface culling restored for buildings without an alpha flag already set (those have remained untouched). Selectively draw backfaces for buildings through the drawBackfaces.dat file. The file already has 97 models I found that needed this. I include a bunch of models extracted from GTA III to replace the modified models that took account of backface culling a long time ago. Without them, they flicker due to z-fighting. There's a chance that this may unintentionally revert changes unrelated to backface culling.
  • Readded horizon ships, which can be seen while VC mode is on. The bug that is causing the ocean water to not look right also affects the horizon ships. I'm trying to find what was changed so that I can revert it.
  • Cylindrical marker texture reverted back to its original texture. Using a better way, all cylindrical markers now match GTA III.
  • Buoy texture fixed. The buoy no longer have a white untextured strip.
  • Bomb shops now cost $1000
  • Car alarm sounds for individual cars is complete.
  • With VC mode off, the autoaim crosshair uses GTA III's texture. The colors and animations haven't been changed.
  • Incorporated Silent's pickups light glow.
  • Glass windows at Catalina's security hut can now be destroyed.
  • One of the billboards near the airport has been correctly positioned.
  • French and Spanish GXTs included.

 

Edited by spaceeinstein
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Craig Kostelecky

Thanks again for this. Can I make a small request (that's really easy for you to do?) Could you drop the new image files to Dropbox? I wanted to make sure I was testing your exact image . It's been a while since I did any messing with the image and I'm not sure if there's a better way of doing it now (I still use IMGTool and I think each file has to be deleted one-by-one with that before new ones are added)

 

I'm also admitting to being lazy :)

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spaceeinstein

I've uploaded the updated files. I used fastman's IMG Console. It allows you control of the IMG file through scripts. There used to be one like this that Barton Waterduck made for Myriad Islands but I don't know where the program is.

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spaceeinstein

 

Police scanner update (last updated 2016-07-26)

  • Police scanner now works properly! The police correctly say the specific zones and car class when you commit crimes, and the specific zones when you do Vigilante. This requires the latest SFX update. Audio is relatively complex compared to what I've been doing so far so there could be bugs with this update.
  • Each hidden package rewards you $1,000 and all 100 rewards you $1,000,000.
  • Hospital visits cost $1,000.
  • Entering taxi vehicles gives you $25.
  • Restored ocean waves. Need to find a way to make it opaque.

 

Edited by spaceeinstein
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spaceeinstein

Craig, I checked the flashing lights of the Firetruck and Ambulance and I see no difference. The offsets are the same and they appear the same in both games.

ambulan_light_th.jpg

Edited by spaceeinstein
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  • 2 weeks later...

@countergame, did you make sure that dinput8.dll is correctly replaced? It seems like your game is not recognizing my custom opcode.

 

Yes, it's inside the game folder but it still doesn't work.

Edited by countergame
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spaceeinstein

I've updated the ZIP file. Try redownloading it and cut-paste the contents into the game directory. I tested it on a fresh install and it didn't crash for me.

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Nope, still crashes.. I'm using Beta 3.3 without any modifications.

 

Maybe i don't have all Vredist versions installed. I'll run AIO Runtimes and check if it will work then.

 

EDIT: Nope :/

Edited by countergame
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spaceeinstein

I found that opcode 015E in vcopcode.asi is buggy but Mss32Hooked.dll also has 015E implemented without bugs. I don't know where the source for vcopcode.asi is so I'm planning to replace all opcodes that were introduced in vcopcode.asi. This would require recreating the donkey magazines/platinum pickups and related opcodes so it would take a while to get this done.

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Rachel Amber

Guys can you fix ak47? because it has weird bug you can shoot with it from car lol you can sprint with it and it has wrong animation any fix for that?

This issue is caused because it is replaced by some uzi gun

EDIT: OH AND...spaceeinstein you forget to include debug mode update in latest scm update!

oh and can you fix this bug that on mission "TURISMO" you can race with a bike can you fix this and add text like you need car to this race! or something

Edited by NOskillx
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