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Beta 3.3 files released!


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I apologize about the delay, but ForeverL sent me a link to his models a couple of moons ago and I have not had a chance to look at them. So I thought I'd share the link here. I'm curious what others think about these. Do they look better than what we already have?

I believe these are the same textures as the ones used by Rockstar on GTA III Android. I recently installed the Droid version and it looks really nice as compared to the PC Edition. I'll take some screenshots when I get on my PC.

 

In fact, the models and textures are XBOX, so I do not think there is a difference in texture quality and model with the Movil version, since they are the same. Maybe a bit in the animations, since the model tries to recreate the same skeleton that the version of XBOX. Other than that, I do not think there is any relevant change.

 

Here has a preview, thanks to Polivin Emil:

 

https://www.youtube.com/watch?v=AdOwJ2InCnE

 

I noticed a lot of animation improvement in Xbox models, both in your video and Android. The textures are more detailed, so is the lighting and shadows on vehicles, streets and roads. Joey's head no longer feels weird during the cutscene movements. Also, the Chrome lines around the vehicles are really nice.

By itself, there is no improvisation in the animations, they are those that come originally converted. Where improvisations can be noticed more, it is in the animations of the ped.ifp.


I guess it looks good in the Polivin video, since it uses the SkyGFX, but hey, my computer is very basic, and I can not record a good video.


In itself, you still notice that the heads are somewhat out of place, as they are loaded directly, and do not separate, as it should be.

 

By itself, there is no improvisation in the animations, they are those that come originally converted. Where improvisations can be noticed more, it is in the animations of the ped.ifp.
I guess it looks good in the Polivin video, since it uses the SkyGFX, but hey, my computer is very basic, and I can not record a good video.
In itself, you still notice that the heads are somewhat out of place, as they are loaded directly, and do not separate, as it should be.

 

 

 

Craig Kostelecky

Woah, am I hallucinating, or did you get the heads to animate as well?

 

Edit, I see from your YouTube comments that you used 3.2 for the head animations.

Edited by Craig Kostelecky

Can someone please upload the missing Blank Audio Files package for LC separately? It's not included in the latest Beta. It'd be a time saver for people who don't have a GTA III Disk or the Audio Files.

Edited by Arrow
  • 4 weeks later...

U no need any files - GTA VC then mod+update+sfx and play :)

 

Tested this mod years ago in meny betas and full again completed game in 2016 agian on 3.3 beta.

 

I like from GTA 3D series GTA 3 the best - and secend GTA SA (Most becouse is best GTA in series) ,VC not liked much becouse Miami style - souch i dont like that style . But 3 on VC engine is like have updated GTA 3 much becouse - the one what i hate in 3 orginal is that when u have a shout is so fast and if u rush i will kill in 2s - but on VC engine u can normal shoout and have normal feel of fight .

  • 4 weeks later...

Thank you a Craig, But Sorry for this mod the Beta 3.4 pre-release is out now of GTA:LC

Pretty sure that he's aware of it, as he leads the whole team.

it might be helpful for long distance objects which has not assigned any short distance object, so now it can disappear like LODroadx should.

Just set the 0x0056F516 to 299.0 so LOD problems can be fixed.

Edited by HM128
  • Like 1
  • 2 weeks later...

I installed the 3.3 update and noticed I can't load my savegames when I use the updated main.scm.

 

Do I have this problem because I didn't use the updated main.scm when I started my game?

When you use the updates package, make sure that you replace all the files, including the updated SCM. I believe there are some other changes apart from script that crash your game.

But I'll have to start a new game?

Every change you make to the script regardless of how minor it is, requires you to start a new game.

What is the point of porting a game that is already on the PC and in the same engine?

Not the same engine. GTA III is being ported to Vice City engine, so yeah that makes it a different engine.
  • Like 1
Craig Kostelecky

 

But I'll have to start a new game?

Every change you make to the script regardless of how minor it is, requires you to start a new game.

 

 

That's not true. Minor changes that don't change any of the variables around (changing just the parameters is okay) can allow you to use the same save file. And there's some really fancy coding that can be done to make more complicated changes compatible with old saves. Silent knows way more about that than I ever will.

We've never tried to make previous saves compatible. With the debug option, you can unlock everything that 100% gets you from the start, so it's not that big of a deal.

They are, but it's irrelevant.

  • Like 1
  • 2 years later...
On 1/12/2005 at 10:49 AM, Craig Kostelecky said:

Download Beta 3.3 - thanks samutz for the hosting
Beta 3.3 Update - Last updated August 23
SFX Add-on: Download

 

After about 2 years and 4 months, we are releasing a new public beta, version 3.3.

But hey, what happened to 3.2? Well, 3.2 exists, it just never saw the light of day because there were many bugs in it and the primary contributor's computer crashed so things could not be fixed easily at all. If anybody is curious, they can try out the 3.2 files here. The only cool feature that made it into 3.2 that's not in 3.3 is the cutscene heads were converted and working. We are trying to find a way to redo that for the next relaese.

Okay, enough about beta 3.2, what's new with 3.3? Thanks largely to SilentPL, this mod has had a great revival. Most of the changes were behind the scenes in cleaning up the exe modifying files. A few missions have been updated with proper GTA3 opcode functions. He has also helped make the scm code a lot cleaner and bug free. Speaking of the scm, with the exception of the insane stunts thread (which was largely taken from VC) every variable has the proper name that Rockstar gave them. A few missions have been redone into high level coding.

There are a few rewards given out if the player can complete the game to 100%. Please give it a try as that's the best way to completely bug test it. And I don't know if I will have the time to complete everything to 100%. It's been a while since I gave Gripped! a try.

I'm forgetting a lot of new features, and some I'll let the users find themselves. Please help us test these missions out so we can have the next version be as bug free as possible. Speaking of the next version, we are getting closer and closer to releasing GTA: Liberty City Final v1.0. The next big thing we are going to work on is to try and import the peds and actor models from the XBOX version. Not only will they look better, but they will likely be easier to port functionality for cutscenes.

I'd also like to thank Ash_735 and rmws. for their help as well. It is greatly appreciated.

What's the parameters for beta 3.3?.

  • 1 year later...
  • 8 months later...

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