Jimmy Posted January 15, 2017 Share Posted January 15, 2017 Trial by Fire seems to have some issues. I tried completing the mission 6 times and it's way too difficult compared to GTA III. Atleast 4 to 6 triads remained while I failed the mission everyone. It's really difficult to spot 25 triads or I don't see 25 triads spawning during the mission. Could you maybe increase the density? If the same opcodes are used as GTA III, then the gameplay was much easier on III Engine. Remove the traffic asi from the main directory. Just curious what the file has to do with it. It's there for LC to work I believe? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069349193 Share on other sites More sharing options...
Lurk Morrison Posted January 15, 2017 Share Posted January 15, 2017 It's supposed to increase ped/traffic density but IIRC it does the opposite in LC. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069349209 Share on other sites More sharing options...
Jimmy Posted January 15, 2017 Share Posted January 15, 2017 (edited) It's supposed to increase ped/traffic density but IIRC it does the opposite in LC.It causes the Triads to spawn everywhere. Although I did pass the missions, Triads spawn in the Leones and Diablo turf as well. Hopefully this can be fixed in final release. Had to put the file back. Edit: In the Mission Cutting the Grass, Curly Bob runs aboard the Cartel Ship when he should be running towards the dock exit. Edit 2: The Pager Import/Export Garage in Portland pops up after the Mission Chaperone when it displayed a few missions back, AFAIK. Correct me if I'm wrong. Edited January 15, 2017 by Arrow Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069349238 Share on other sites More sharing options...
spaceeinstein Posted January 16, 2017 Share Posted January 16, 2017 (edited) In Cutting the Grass, Curly Bob will always run away from you if you are too far from him. He has no set destination. How did you approach him? The I/E garage pager message should only be displayed after Chaperone, not before. Do you remember after what other mission showed it? Edited January 16, 2017 by spaceeinstein Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069350510 Share on other sites More sharing options...
Jimmy Posted January 16, 2017 Share Posted January 16, 2017 (edited) In Cutting the Grass, Curly Bob will always run away from you if you are too far from him. He has no set destination. How did you approach him? The I/E garage pager message should only be displayed after Chaperone, not before. Do you remember after what other mission showed it?Re-did the Mission and this time it worked fine. Maintained the same distance and positions as the last time though. Edit: Triggered the Checkpoint Mission (Alleys & Angels) with the Angel parked near 8-Ball's Autoyard. Ran out of out time but the mission doesn't fail and the checkpoints and blips still remain on radar for some reason. I was still able to complete the mission even with the time running out. EDIT2: Complete all Portland Storyline Missions. In case anyone wants a save file: http://gtasnp.com/WwuyZm Going to test all the side missions in Portland and complete them before moving on to Sayonara Salvatore. EDIT3: Sayonara Salvatore works perfectly compared to the older betas. Edited January 17, 2017 by Arrow Craig Kostelecky and Rachel Amber 2 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069351345 Share on other sites More sharing options...
spaceeinstein Posted January 18, 2017 Share Posted January 18, 2017 (edited) Miscellaneous update (last updated 2016-01-18) Important! Delete vcopcode.asi and IIItoVC.asi if they exist! All special character speeches have been implemented! The following special characters have sounds: eight eight2 frankie misty ojg ojg_p cat bomber (very special case) s_guard chunky asuka maria Ped speech delays have been converted (thanks Nick007J). It is recommended that you use the Ped Speech Patch by Sergeanur. Bike checkpoint missions now fail when the time runs out (thanks Arrow). Debug mode: Sprinting forward while looking behind will no longer spawn the debug vehicles (was annoying me a lot when it happened). All blips created during Kingdom Come are removed when the mission ends. There was a chance where a blip doesn't get removed by the game, which is a bug in the script that also appears in III. Replays FINALLY work! The game had been disabling replays because script paths are being actively used by the trains. Edited June 4, 2017 by spaceeinstein Blackbird88, Craig Kostelecky and Rachel Amber 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069354780 Share on other sites More sharing options...
Jimmy Posted January 18, 2017 Share Posted January 18, 2017 (edited) Thanks a lot for the fixes @spaceeinstein. Will test the new script and report bugs when possible. Is there any available fix for the traffic issues caused by vc_traffic.asi? EDIT: Installed the last 3 updates on previous page, step by step and manually added and removed the necessary image files. Did the manual SFX Update as well. No audio issues so far. Also, added the new codes under MISC on gtalcscm.ini. Everything works so far. No graphical issues as well after deleting IIItoVC. EDIT2: The Triads keep appearing in Red Light District and Saint Marks for some reason. There 2 turfs are supposed to be for the LFM. Any idea how this can be fixed? Edited January 18, 2017 by Arrow Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069354896 Share on other sites More sharing options...
spaceeinstein Posted January 18, 2017 Share Posted January 18, 2017 Gang members aren't strictly confined to a gang turf. They spawn within a certain radius around the player, even if the location is outside its gang turf. This happens in both GTA III and Vice City (and probably SA). Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069355387 Share on other sites More sharing options...
Jimmy Posted January 18, 2017 Share Posted January 18, 2017 (edited) Gang members aren't strictly confined to a gang turf. They spawn within a certain radius around the player, even if the location is outside its gang turf. This happens in both GTA III and Vice City (and probably SA).And hey, you didn't attach the DBUG.scm. I wanted to test that you sprint fix you mentioned earlier. The debug vehicles are not available in the normal storyline, till 100% rewards. Edited January 18, 2017 by Arrow Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069355415 Share on other sites More sharing options...
spaceeinstein Posted January 18, 2017 Share Posted January 18, 2017 See the bottom of the first post for debug information. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069355474 Share on other sites More sharing options...
Jimmy Posted January 18, 2017 Share Posted January 18, 2017 (edited) See the bottom of the first post for debug information. Haha. Just noticed. Thanks @spaceeinstein. Completely missed that part. Will now focus on DEBUG Script instead. I noticed several changes. Also, what are the new key presses for Spawning the Debug vehicles? Also, when starting a new game the Pager Pops up above the Delorean messages. Think you could change the timing between those GXT Strings? A few stray observations regarding the Delorean: The time circuits don't actually allow time to be set. Noticed the time travel effect and animation both in driving & flying mode. It'd be nice to add a Speedometer to see how fast the vehicle's driving. Delorean can time travel once one. After that, you ditch it and spawn another one. Correct me if I'm wrong on these. And you might want to change this to 8-Ball in first post. Thanks for editing that again. Edited January 18, 2017 by Arrow Rachel Amber 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069355491 Share on other sites More sharing options...
Lurk Morrison Posted January 18, 2017 Share Posted January 18, 2017 Unless something changed in the past few versions, you only need to reset the time circuits for time travel, no need to spawn another DeLorean.. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069355890 Share on other sites More sharing options...
Jimmy Posted January 19, 2017 Share Posted January 19, 2017 Unless something changed in the past few versions, you only need to reset the time circuits for time travel, no need to spawn another DeLorean..And how do I set the time circuits? I don't see any time circuits after enabling the Time Travel Mode. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069356245 Share on other sites More sharing options...
Craig Kostelecky Posted January 19, 2017 Author Share Posted January 19, 2017 A few stray observations regarding the Delorean: The time circuits don't actually allow time to be set. Noticed the time travel effect and animation both in driving & flying mode. It'd be nice to add a Speedometer to see how fast the vehicle's driving. Delorean can time travel once one. After that, you ditch it and spawn another one. The time is randomly chosen in this script as the clock really doesn't mean anything in this game (the weather is also set randomly too). My goal was to simplify the code from the BTTF: Hill Valley mod so it only has the major features (flying/time travel). They have done a LOT more with that. At one time I had the speedometer included, but I didn't like the way it looked. Plus the effects give you a warning that you're approaching 88 mph so I didn't think it was necessary. There is a button to activate the time circuits. I believe it is the same button that you'd use to trigger the vigilante/fire/paramedic/taxi missions. A text box should appear (as well as a sound playing) when the circuits are turned off. They are automatically toggled off when you travel in time. But you can simply turn them back on. This information should be shown on the screen the first time you enter a DeLorean. Blackbird88 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069356521 Share on other sites More sharing options...
Jimmy Posted January 19, 2017 Share Posted January 19, 2017 (edited) A few stray observations regarding the Delorean: The time circuits don't actually allow time to be set. Noticed the time travel effect and animation both in driving & flying mode. It'd be nice to add a Speedometer to see how fast the vehicle's driving. Delorean can time travel once one. After that, you ditch it and spawn another one. The time is randomly chosen in this script as the clock really doesn't mean anything in this game (the weather is also set randomly too). My goal was to simplify the code from the BTTF: Hill Valley mod so it only has the major features (flying/time travel). They have done a LOT more with that. At one time I had the speedometer included, but I didn't like the way it looked. Plus the effects give you a warning that you're approaching 88 mph so I didn't think it was necessary. There is a button to activate the time circuits. I believe it is the same button that you'd use to trigger the vigilante/fire/paramedic/taxi missions. A text box should appear (as well as a sound playing) when the circuits are turned off. They are automatically toggled off when you travel in time. But you can simply turn them back on. This information should be shown on the screen the first time you enter a DeLorean. Thanks for the clarification. I did notice the information the first time I entered it. Also, what's the new key press for Spawning Delorean and General Lee? Since we're having a Debug script already, I would like to add something I've had done a while ago. While it's somewhat similar to what GTA LC uses, mine just does open the Missions from the start. Edited January 19, 2017 by Arrow Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069356712 Share on other sites More sharing options...
Craig Kostelecky Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) Also, what's the new key press for Spawning Delorean and General Lee? Same buttons as before (sprint & look behind), it just checks to make sure you're not running forward at the time (though if you use a game pad with analog sticks, you can still spawn the cars while running) Edit: As I was playing Bling-Bling Scramble, I noticed a bug that I've seen before but we've never figured out. The pause map looked like this as the cars were approaching the checkpoint. The dark blips are used with opcode 0186 and the light marker uses 018A. Does anyone know why the 0186 blips would be off on the x axis and the other ones are not? I've noticed this bug in other missions, but have not seen it where some blips were correct while others were off. Edited January 20, 2017 by Craig Kostelecky Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069358258 Share on other sites More sharing options...
theNGclan Posted January 20, 2017 Share Posted January 20, 2017 Just wondering, is the debug mode a separate SCM or is it part of the normal one? It's been awhile since I've dabbled with LC. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069358373 Share on other sites More sharing options...
Jimmy Posted January 20, 2017 Share Posted January 20, 2017 Just wondering, is the debug mode a separate SCM or is it part of the normal one? It's been awhile since I've dabbled with LC.The launcher uses a separate scm called DBUG.scm to run the Debug mode. It's located in data folder. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069358432 Share on other sites More sharing options...
Craig Kostelecky Posted January 20, 2017 Author Share Posted January 20, 2017 Just wondering, is the debug mode a separate SCM or is it part of the normal one? It's been awhile since I've dabbled with LC. The launcher uses a separate scm called DBUG.scm to run the Debug mode. It's located in data folder. That is no longer correct. Only one scm is used now. Space rewrote the code so you can update the debug variables in the ini file to customize your game: MasterDebug=1MasterExtras2=1MasterPackagesCompleted=1MasterParamedicCompleted=1MasterVigilanteCompleted=1MasterFirefighterCompleted=1MasterIEGaragesCompleted=1Master100Completed=1 Silent 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069358442 Share on other sites More sharing options...
Jimmy Posted January 20, 2017 Share Posted January 20, 2017 Just wondering, is the debug mode a separate SCM or is it part of the normal one? It's been awhile since I've dabbled with LC. The launcher uses a separate scm called DBUG.scm to run the Debug mode. It's located in data folder. That is no longer correct. Only one scm is used now. Space rewrote the code so you can update the debug variables in the ini file to customize your game: MasterDebug=1MasterExtras2=1MasterPackagesCompleted=1MasterParamedicCompleted=1MasterVigilanteCompleted=1MasterFirefighterCompleted=1MasterIEGaragesCompleted=1Master100Completed=1Interesting. I added the code earlier. I thought it only switched scms. I never thought this was possible. I guess we can get rid of that scm file after all. Hopefully the ini settings can be toggled using the launcher at some point of time. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069358479 Share on other sites More sharing options...
Gravarty Posted January 20, 2017 Share Posted January 20, 2017 (edited) some crashes (idk if it's helpful) Edited January 20, 2017 by Gravarty Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069359783 Share on other sites More sharing options...
spaceeinstein Posted January 21, 2017 Share Posted January 21, 2017 (edited) @Craig, the latest version of the Widescreen Fix should solve any issues with blips being misaligned. @Gravarty, are you certain you installed all the necessary updates correctly? Your first error occurs usually because the game is trying to play an animation improperly. Your second error occurs usually because a dynamic object is misbehaving. I've had these errors before and made sure they were all fixed. Miscellaneous update (last updated 2017-01-21) Important! Delete vcopcode.asi and IIItoVC.asi if they exist! Download the latest sound effects files here! Opcode 041C along with the Ped Speech Patch should work just like III now, with the exception of the SWAT speech. This means the Ammu-Nation workers' speeches no longer need the additional wav files. Fixed car paths going over the bridge in east Staunton (thanks Nick007J). Edited July 31, 2017 by spaceeinstein Craig Kostelecky 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069360099 Share on other sites More sharing options...
Nick007J Posted January 21, 2017 Share Posted January 21, 2017 spaceeinstein, is 100% reachable currently? I glanced through the code, and I see that there are 158 total mission points, whereas in original III there are 154. 3 bike missions give 1 point each and I didn't find where that additional point would be. Probably it should have been crane reward as it requires 8 vehicles now? it still gives 7 mission points, not 8. 76 missions + 32 I/E + 20 USJ + 1 rampage + 7 crane + 10 package + 3 paramedic + 1 taxi driver + 6 vigilante + 1 firefighter give 157. Or did I miss something? Rachel Amber and Craig Kostelecky 2 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069360641 Share on other sites More sharing options...
spaceeinstein Posted January 21, 2017 Share Posted January 21, 2017 You're right, I forgot to include a point for the police Cheetah when I converted the military crane script. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069360869 Share on other sites More sharing options...
Gravarty Posted January 22, 2017 Share Posted January 22, 2017 @Gravarty, are you certain you installed all the necessary updates correctly? Yes, everything is correctly installed. I also rebuild GTA3.IMG after replacing the files. ForeverL 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069361685 Share on other sites More sharing options...
ForeverL Posted January 22, 2017 Share Posted January 22, 2017 @Gravarty, are you certain you installed all the necessary updates correctly? Yes, everything is correctly installed. I also rebuild GTA3.IMG after replacing the files. Don't use modloader? Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069361692 Share on other sites More sharing options...
Gravarty Posted January 22, 2017 Share Posted January 22, 2017 @Gravarty, are you certain you installed all the necessary updates correctly? Yes, everything is correctly installed. I also rebuild GTA3.IMG after replacing the files. Don't use modloader? Nope, kinda useless for LC since i'm not going to install any other mods. Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069361978 Share on other sites More sharing options...
Gravarty Posted January 22, 2017 Share Posted January 22, 2017 (edited) EDIT: sh*t double post, sorry If you try to land with a heli on the shoreside bridge while it's moving, it will "collapse" and then the game crashes Edited January 22, 2017 by Gravarty Wesser, Shapaer, Igor Bogdanoff and 14 others 17 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069362109 Share on other sites More sharing options...
Silent Posted January 22, 2017 Share Posted January 22, 2017 That's the coolest issue I've seen in a while! Gravarty, undertaker fan and Rachel Amber 3 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069362279 Share on other sites More sharing options...
spaceeinstein Posted January 22, 2017 Share Posted January 22, 2017 (edited) Can anyone replicate the issue? It seems clear that your installation had gone wrong. I'm going to spend some time learning how to make an installer so that I can create a Beta 3.4-prerelease. That way anyone can install the mod without problems. Edited January 22, 2017 by spaceeinstein Craig Kostelecky 1 Link to comment https://gtaforums.com/topic/743524-mission-coding/page/8/#findComment-1069362947 Share on other sites More sharing options...
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