Jump to content

Mission Coding


Recommended Posts

Craig Kostelecky

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.

I'm happy to hear that space. I'm sure Silent can help you out if you need his assistance. My only request is to have the installer include everything needed (including the audio/radio stations). The larger filesize should not be an issue, and I doubt we'd get in trouble for including everything.

Edited by Craig Kostelecky
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069363515
Share on other sites

It seems clear that your installation had gone wrong.

 

Trust me, everything is correctly installed. I don't think that there are many ways to do it "wrong". I deleted the .ASI's, replaced the files inside the GTA3.IMG and replaced the SFX files with the newest one.

 

This is certainly not the first time i installed a mod for GTA III/SA. I would notice it right away if something is not correctly installed :D

Edited by Gravarty
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069363659
Share on other sites

spaceeinstein

These are the files that were updated to control the cranes and the bridge:

  • dinput8.dll
  • main.scm
  • object.dat
  • industNE.ipl
  • landSW.ipl
Can you provide the entire content of the listed IPL and DAT files (they can be opened using Notepad)? Edited by spaceeinstein
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069363913
Share on other sites

spaceeinstein

I'm stumped. I have no idea why your game is behaving like this. It's like the script is spawning and handling these objects. If your script is really controlling them, you have to use the older version of the object.dat file from the 3.3 download. In general, the game can crash every time after anything interacts with objects that are not defined in the object.dat file and are spawned into the world through the script.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069364329
Share on other sites

  • 2 weeks later...
  • 1 month later...

 

What can I do to get more time in the Trial by fire?

Remove vc_traffic.asi or make the changes to vc_traffic.cfg that I suggested here.

 

I wonder why there hasn't been anything done to fix this. You can't ask people to alter files in final version. The edits you made should be included if it works as a permanent fix without disturbing anything else.
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069451842
Share on other sites

Evil empire

 

What can I do to get more time in the Trial by fire?

Remove vc_traffic.asi or make the changes to vc_traffic.cfg that I suggested here.

 

Thanks for the advice, Trial by fire became like a kid's game. 46.gif

 

What about my misplaced marker in Uzi rider?

 

For info I can't load my saves when I use the updated main.scm for v3.3. All the other elements work well.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069452203
Share on other sites

Lurk Morrison

You have to use a new save when the main.scm is changed.

 

For the marker problem: Are you using any other mods with this? Edit: Just tried Uzi Rider (in debug mode) and it worked fine for me. Could be you need the full 3.4 release?

Edited by Kurropt Antagonist
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069452213
Share on other sites

Evil empire

I didn't find any MasterDebug in my gta-lc.ini.

 

I replaced the timecyc.dat with the original from Vice City

I edited weapon.dat so the shoots strenghten me

I edited handling.cfg to give some vehicles the same handling as in Vice City and make them all unsinkable.

Edited by Evil empire
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069452420
Share on other sites

Lurk Morrison

ACTUALLY I just realized that by using the ShowConfig debug, it's using debug.scm (which is waaaay outdated) instead of the debug mode from main.scm. That's why loading isn't working. But yeah, I'm fairly certain you need to keep those saves separated.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069452881
Share on other sites

What can I do to start Gangcar roundup after Bling bling scramble instead of Uzi rider?

You can do so by modifying the Mission Triggers in main.scm. You need to change the orders in which they are loaded. Why would you want to change the order anyway? That won't fix the marker you mentioned though. Use the latest Beta 3.4 instead and report back issues.
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069453500
Share on other sites

spaceeinstein

Why do you want to keep your save game? This mod is in persistent development. There is a good chance your saves won't be compatible if you install the latest updates.

Edited by spaceeinstein
  • Like 3
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069454233
Share on other sites

Evil empire

Why do you want to keep your save game? This mod is in persistent development. There is a good chance your saves won't be compatible if you install the latest updates.

I couldn't resist the temptation to replay the GTA 3 storyline with the Vice City features. Since I finished the scenario I'm not very motivated to start over, I was already aware of the need to start a new game with a new version anyway.

Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069458400
Share on other sites

  • 1 month later...
spaceeinstein

First big update (last updated 2017-04-23)

  • The heights of the blips in Taxi Driver mission are properly placed in the radar.
  • Vigilante mission won't display a help message saying you can turn on the siren while you are in a Rhino or Hunter.
  • Another lightpost needed repositioning.
  • The lift bridge warning lights are working.
  • The Pistol and Uzi have reload animations.
  • Debug mode: Fixed Comet sound effects
  • Revamped the entire statistics listing in the pause menu. The order and behavior of all stats should match III.
  • All instances of 042F now follows III.
  • 0406 records the Dodo flight time.
  • MissionsPassed uses MovieStunts' memory location and LongestFlightInDodo uses GarbagePickups' memory location.
  • Daily police spending uses III's calculation (it's much simpler than VC).
  • The Dodo's wheels, shadow, propeller and rudder animations behave just like III. Now you can directly use III's Dodo model from both the PC and Xbox versions!

    dodo.gif

  • III-style environment mapping! This allows all vehicle models from III to be transferred over without additional modifications.

    envmap_th.jpg

Add these options under the "Misc" section in the gta-lc.ini file.

 

UseRCBaron=0AdditionalStats=0UseVCEnvironmentMap=0
Note that this and future updates will break older saves. Install them if you don't mind having to start a new game again. Edited by spaceeinstein
  • Like 11
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069533416
Share on other sites

  • III-style environment mapping! This allows all vehicle models from III to be transferred over without additional modifications.
Add these options under the "Misc" section in the gta-lc.ini file.

 

UseRCBaron=0AdditionalStats=0UseVCEnvironmentMap=0
Note that this and future updates will break older saves. Install them if you don't mind having to start a new game again.

 

What modifications are we talking of when adding the III Vehicles? I've transferred III Vehicles before, directly without any issues or crashes.
Link to comment
https://gtaforums.com/topic/743524-mission-coding/page/9/#findComment-1069533874
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
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

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