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Beta 3.3 files released!


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  • 4 weeks later...
  • 1 month later...
Craig Kostelecky

You can find some of the older versions with the exact link posted on the front page (just change the 3.3 to whichever version you're looking for). I did not delete the old versions off of the server.

 

I do not have the FTP details saved on this laptop, so I cannot verify which versions are still there.

Russell_Stone

You can find some of the older versions with the exact link posted on the front page (just change the 3.3 to whichever version you're looking for). I did not delete the old versions off of the server.

 

I do not have the FTP details saved on this laptop, so I cannot verify which versions are still there.

The problem is: I don't exactly remember the numbers of these versions:) I'm looking for the very first one with missions (the one, that had Vice City peds in cutscenes like Donald and Ken)

The game stucks a "Luigis-Girls" It doesn't actually crash.. it just stuck at the mission title screen.

I don't know if this is a windows 8.1 related problem because it didn't happen earlier..

 

EDIT: Well that was easy to fix.. Just enable Vsync in NVidia Control Center.

Edited by countergame

Better yet, enable frame limiter because the game goes nuts above 30FPS.

  • Like 1

Better yet, enable frame limiter because the game goes nuts above 30FPS.

 

I know, but i can't play any games with <30 FPS :D (for me it's just like a slideshow :p ) It's running fine with 60 FPS though.

Edited by countergame
  • Like 1
  • 1 month later...
Craig Kostelecky

Yes. But if the guy (ModelingMan) who does know how to fix it ever returns, he should be able to fully animate the heads as well. He figured it out for the very buggy Beta 3.2 (which we never released).

 

There may be others who can figure it out as well. I do not know who would. This mod is 100% open. If anybody can figure out how to fix things, they're welcome to submit the files.

  • Like 2

That's really unfortunate, isn't it possible to combine the facial animations from 3.2 with the latest release? I don't know how it has been done, normaly all the animations are in cuts.img.

Also nice to see some progress for having XBOX models in LC. XBOX Cars & Map could be used from aaps conversion, permission needed of course :D

Edited by countergame
Yeah, I was wondering how I could be, if the animations are in one file .... but hey, already arranged with a patch.


Apart from the map and the cars, I would like that darker effect will be added, as the "iiiGFX.flt" which has the mod created by Rims.


b52ro6.jpg

Craig Kostelecky

I am not certain how ModelingMan got it working. The only bits I remember is it used the original GTA3 head models and he updated the two opcodes that control the face's animations. If anyone wants to download 3.2 to see it in action (and to see the compiled files) just change the text from the 3.3 link to 3.2 (I think, let me know if that doesn't work).

 

Shortly after figuring the heads out, MM's computer crashed and he was offline for about a year or so. The overall mod at that time was very buggy. During MM's absence, Silent came along and rewrote a ton of our back end code. We then skipped 3.2 officially and released a 3.3 version. But Silent never had the missing pieces that ModelingMan solved. So the cutscene heads were put aside again. MM did briefly return a while ago, but I do not know what happened to him this time.

 

My ultimate hope is if ModelingMan and Silent can chat for a couple of hours (or days) together, they can figure out again how it was all done.

 

Or maybe somebody totally new to this mod will come around, look at the compiled code from 3.2 and say, "I know how that was done!" I'm always hopeful.

 

@Forever L: Regarding your XBox models, I've always been of the opinion that if it makes the mod better, it can be included in the final version. Though it's never certain when the next official version will be released. I have zero time to do anything with this. And my talents have all been maxed out. Everything that I know how to do I have already done. So in the short term, you can release everything you've done so far as an add-on. Anyone else can test them, critique them, and possibly improve them. If they get to the state where things look better than what they are now, then maybe we can compile everything into an official release.

 

And regarding the mod in general, as I've said I think I've taken this as far as I can. Anything more that I can do will rely heavily on others. I would have no problem handing the leadership position over to spaceeinstein or Silent if either of them wanted it. They have both done phenomenal work. That being said, someone new could take over too. I'd have to see a lot though to do that. I'm also happy to continue as the gatekeeper of all things LC related.

 

I do still think we have at least one more release left.

spaceeinstein

I don't know how well I can lead. You have been doing great as a leader. You are involved with the project more consistently than I have been.

Edited by spaceeinstein
  • Like 3
Craig Kostelecky

You sell yourself short, space. :) But I understand if you don't want to take control. You are definitely in the top 5 of the contributors to GTA:LC. And I'll always be grateful for all yo have done.

 

The truth is not much is left to be done here. But I have virtually zero free time to dedicate to this. I loved collaborating with Silent, but the hours that I could work with him (or even chat) I'm too busy at work. And the weekends I'm too busy with the kids. I'm lucky if I get 3 hours of playing games in per week these days.

 

I've said before that this mod is very much ready for a "final" release. It just needs to wrap everything that's in our test version up neatly, and package all of the audio (including radio stations) in a nice and easy to use installer.

 

Then if that release motivates other people to do some cool things, we can always do updates.

  • 1 month later...
spaceeinstein

If you want to play in windowed mode, use ThirteenAG's Ultimate ASI Loader and rename dinput8.dll to d3d8.dll. Create the file wndmode.ini. Launch the game and that file will be populated with default settings. Quit the game and change whatever you want in that file. I have not extensively test its stability with the mod.

Edited by spaceeinstein

Multiplayer from GTA III to GTA LC [Grand Theft Auto III Connected Mod]

gta3c_scripting2.png

Its Working from GTA III to GTA Liberty City?

But. LCMP 0.3z has Ended from 1 May 2015

Can the team develop this Mod...

gta3c_scripting.png

Edited by SSRenz

No, we're not working on a multiplayer mod.

Can the team development this mod? Great. the multiplayer is a Working as Beta 3.4

This Mod for Multiplayer for LC is GTA:LCO (GTA: Liberty City Online)

Edited by SSRenz
  • 2 weeks later...
spaceeinstein

I've never seen that message appear in the game before. Does it keep happening? Make sure all audio files in gta-lc.ini's WavePath section appears in your Audio directory.

I Have the problem the GTA LC the game crash when gta-lc.asi Unloaded Please HELP ME Plz

The Beta 3.3 [gta-lc.asi Unloaded ]

Unloaded? Do you mean you removed the damn core of the mod then ask for crash help?

Multiplayer from GTA III to GTA LC [Grand Theft Auto III Connected Mod]

gta3c_scripting2.png

Its Working from GTA III to GTA Liberty City?

But. LCMP 0.3z has Ended from 1 May 2015

Can the team develop this Mod...

gta3c_scripting.png

 

Edit;

Quick look I wondered what mods was used for those water effects. However another look at those images it's for GTAIV.

Edited by X-Seti
spaceeinstein

The images are from GTA III. It's possible to add water reflections and effects into the game but I don't remember what mod does that.

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