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Beta Vice City


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BS_BlackScout

The finale sound (cutscene) has a bit more extended outro.

 

Quote

image.thumb.png.00f151156abc7db504cf0b619ed58e50.png

The BIKE1 cutscene had some changes in mixing, but aside it seems to be exactly the same.


Phnom Penh 86' has some changes to ambience. It seems like it used to have bird sounds at the beginning.

I wonder if that implies the cutscene would have been originally outside instead of inside the mansion.

https://voca.ro/1g6gTkxlSMLm

Reminder of the cutscene:

Quote

image.thumb.png.6a37d49430129b166ca922259b8fd921.png

 

  • Best Bru 2
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6 hours ago, IAmNotToniCipriani said:

https://www.mediafire.com/file/wltt14vqoarts8i/vice48.iso/file

 

GTA Vice City 02.10.2002 prototype build, fully playable and possible to emulate. On courtesy of @Jd63737 aka johndoe2.

Thankyou! @IAmNotToniCipriani I don't know if you're gonna read this but it would be great if you drop anything related to GTA VC's gator keys/everglades (in case you have them) as well. Beta map/models/alpha game builds.

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BS_BlackScout

For the initial intro of Vice City aka "Tommy Vercetti?, huh, didn'teverthinkthey'dlethimout", they made the music a bit quieter, probably so it wouldn't go over the dialogue too much.

Here's the result of phase inversion between the two wave files

Quote

image.thumb.png.f37631e7885aaeffda34d1bfe1b85276.png

An interesting tweak which goes to show that Rockstar always had professionals at hand making sure things were just right.

Meanwhile I see Fever, K-Chat and Flash files are different. Will look into those differences.

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Edugta the wolf

From what I've tested on my PS2 with two controllers:

 

--- Controller 1

  • L1+R1 > Toggle the DEBUG menu

 

While on DEBUG menu:

  • DPad UP/DOWN > Change option selected
  • DPad LEFT/RIGHT > Turn option ON or OFF

 

(Note: if you disable the HUD on the DEBUG menu, you can only re-enable it by pressing Start on the second controller)

 

--- Controller 2 

  • L1  > Write coordinates to file (?)
  • L2 > Write coordinates to file (?)
  • R1 > Vehicle spawner (Cycle through vehicles IDs, IDs can be found here) (If you press it again it'll despawn the spawned vehicle UNLESS you drove it)
  • DPad LEFT/RIGHT > Switch between missions (Spawns the marker, if you're in an active mission, it will cancel it)
  • DPad DOWN > Pickup spawner (Cycle through pickup model ID, IDs can be found here. Each pickup spawns with 2000 ammo)
  • R3 (Right thumbstick press) > Teleport to mission marker
  • Select > Enable/disable traffic and peds
  • Start > Enable/disable HUD
  • Circle > Cam hack

 

While on "Cam hack":

  • Square > Move forward
  • X > Move backwards
  • Left thumbstick > Look around
  • Right thumbstick > Move camera
  • Circle > Exit "Cam hack"

(Note: Cam hack works while in cutscenes too!)

 

  • Triangle > Disable/enable "cheat mode"

 

While "cheat mode" is disabled:

  • L1 > Change weather type
  • R1 (Hold) > Speed up time
  • L2 (While in vehicle) > Change color 2 (Color 1 will become 0, which is black)

 

  • L1+L2+R1+R2 > Debug info of loaded models/txd/other data (Press X to close)
  • Select + X > Show MISSION PASSED / BUSTED / ETC on screen

 

---

 

If anything is wrong let me know, also, there's only 1 page on the debug menu?

 

Any pro at reading .SCM files? You can decompile the .SCM and head to line 26478, where the :DEBUG script starts. I ain't good at understanding SCM but there's a lot of combinations with "is_button_pressed" and "pressed_button", perhaps one of y'all understands that better lol, there's probably more of button combinations

 

 

Edited by Edugta the wolf
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BS_BlackScout

Fever and Flash was just a re-export. I don't see any meaningful changes, maybe a sliiight change to volume so it wouldn't clip.

K-Chat suffered a change around 21 minutes in, they added a commercial for "1-800-BE-A-HERO" (some be a man in the military type commercial) right after some whatever feminist gag (which is probably outdated by today's standard no idea I haven't heard it entirely).

 

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Claude_Lib
42 minutes ago, BS_BlackScout said:

Phnom Penh 86' has some changes to ambience. It seems like it used to have bird sounds at the beginning.

I wonder if that implies the cutscene would have been originally outside instead of inside the mansion.

Maybe they wanted to show the mansion first, with Diaz' voice heard from outside for comical effect, like that "EJECT! Plastic crap!" cut from another cutscene.

Ties in with how they initially wanted the interiors to be a part of the main map.

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BS_BlackScout

Handling Changes:


Infernus, Moonbeam, Benson and Bloodring Banger B have had their front lights flag (af) changed from 0 to 1, they define the size, maybe the beam is greater?

The Golfcart and Baggage have had its rear and front lights size (af, ag) changed to 1, so bigger?

The Romero, Glendale, Hermes, Walton and Lovefist have had its front lights (af) flag changed to 0.

The Coach has had its "Distance from door position to seat position." (X) altered slightly.

The Bloodring Banger A had its front lights (af) changed from 2 to 1.

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1 minute ago, Claude_Lib said:

Maybe they wanted to show the mansion first, with Diaz' voice heard from outside for comical effect, like that "EJECT! Plastic crap!" cut from another cutscene.

Ties in with how they initially wanted the interiors to be a part of the main map.

The plastic crap cutscene is from Supply & Demand.

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Claude_Lib
4 minutes ago, BS_BlackScout said:

Handling Changes:


Infernus, Moonbeam, Benson and Bloodring Banger B have had their front lights flag (af) changed from 0 to 1, they define the size, maybe the beam is greater?

IIRC, the light size flag only affects the shape of the light cube, nothing else.

  

4 minutes ago, H-G said:

The plastic crap cutscene is from Supply & Demand.

I know, I said that. The point is, the S&D cut happens within the same interior, while the hypothetical cut from outdoors to indoors would be impossible without fade to black to load the interior, so they removed it.

Edited by Claude_Lib
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24 minutes ago, Edugta the wolf said:

From what I've tested on my PS2 with two controllers:

 

--- Controller 1

  • L1+R1 > Toggle the DEBUG menu

 

While on DEBUG menu:

  • DPad UP/DOWN > Change option selected
  • DPad LEFT/RIGHT > Turn option ON or OFF

 

(Note: if you disable the HUD on the DEBUG menu, you can only re-enable it by pressing Start on the second controller)

 

--- Controller 2 

  • L1  > Write coordinates to file (?)
  • L2 > Write coordinates to file (?)
  • R1 > Vehicle spawner (Cycle through vehicles, IDs can be found here) (If you press it again it'll despawn the spawned vehicle UNLESS you drove it)
  • DPad LEFT/RIGHT > Switch between missions (Spawns the marker, if you're in an active mission, it will cancel it)
  • DPad DOWN > Pickup spawner (Each pickup spawns with 2000 ammo)
  • R3 (Right thumbstick press) > Teleport to mission marker
  • Select > Disable vehicle spawn
  • Start > Enable/disable HUD
  • Circle > Cam hack

 

While on "Cam hack":

  • Square > Move forward
  • X > Move backwards
  • Left thumbstick > Look around
  • Right thumbstick > Move camera
  • Circle > Exit "Cam hack"

(Note: Cam hack works while in cutscenes too!)

 

  • Triangle > Disable/enable "cheat mode"

 

While "cheat mode" is disabled:

  • L1 > Change weather type
  • R1 (Hold) > Speed up time

 

  • L1+L2+R1+R2 > Debug info of loaded models/txd/other data (Press X to close)

 

---

 

If anything is wrong let me know, also, there's only 1 page on the debug menu?

 

 

 

second controller press R3 to teleport to selected mission

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BS_BlackScout

On weapon.dat:

The time to reload the "Shotgun" in the beta was 1 millisecond, they fixed it to be 450ms.

The time to reload the "M4" was increased from 350ms to 1s.

 

MISC.TXD includes some textures for vehicles, which were changed.

 

Quote

image.thumb.png.2e50e3fd47984115ba660f801392234f.png

This is the most obvious one but others look a bit better in the beta. Some just look different.


On LOADSC0.txd they made the legal trademark/copyright disclaimer a bit easier to read.
image.thumb.png.38f972d21ae3e4030f4ce26a7377c430.png

Edited by BS_BlackScout
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SAMANTHA KIRAN
8 hours ago, IAmNotToniCipriani said:

https://www.mediafire.com/file/wltt14vqoarts8i/vice48.iso/file

 

GTA Vice City 02.10.2002 prototype build, fully playable and possible to emulate. On courtesy of @Jd63737 aka johndoe2.

Ok now, I have downloaded the winrar copy. How to install it?

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Darealbandicoot

Car smoke effect stops when going at a high speed just like GTA 3.

 

Different rims on some vehicles such as the Admiral and Infernus.

 

Black cars spawn in traffic.

 

Mean Street Taxis poster in Phil's shack says Kaufman Cabs instead.

Edited by Darealbandicoot
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SILENT_Pavel
2 hours ago, Edugta the wolf said:

While on "Cam hack":

  • Square > Move forward
  • X > Move backwards
  • Left thumbstick > Look around
  • Right thumbstick > Move camera
  • Circle > Exit "Cam hack"

R2 on second controller while cam hack activated - teleport player to current coords of a camera

Edited by SILENT_Pavel
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9 hours ago, IAmNotToniCipriani said:

https://www.mediafire.com/file/wltt14vqoarts8i/vice48.iso/file

 

GTA Vice City 02.10.2002 prototype build, fully playable and possible to emulate. On courtesy of @Jd63737 aka johndoe2.

This is god sent. I don't want to emulate it. I'll take my PS2 to do the hard work instead. Just to complement such beta vibe, lol.

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31 minutes ago, Claude_Lib said:

Running this on PC via reVC, so the code changes aren't there, but the rest works fine.

  

The OK part is missing lip sync.

 

What files you had to convert or skip to make it load? I managed to get peds, cars and some map objects working but many props like vegetation are broken.

EDIT: Well okay, it also loads using a fully converted GTA3.IMG but still, many polygon issues.

 

Man, i hate myself for asking questions first and then fix myself ... xD It really works by using the whole PS2 Data folder and disabling backface curling.

Unbenannt.jpg

Edited by Gravarty
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Claude_Lib

The Mesa horse.

image.thumb.jpeg.360f5801339abf48c2e620e899756777.jpeg

 

  

14 hours ago, Gravarty said:

What files you had to convert or skip to make it load? I managed to get peds, cars and some map objects working but many props like vegetation are broken.

Let's see.


Anim - use cuts.dir and cuts.img from the build, ped.ifp needs to stay because it has PC animations. Or you can copy those into ped.ifp from the leaked build manually using an IFP editor.
Audio - delete all MP3s, then copy over the CUTSCENE and MUSIC subfolders from the leaked build.

Data, Models, Text and TXD - Remove the PC folders entirely, use the ones from the leaked build. Missing TXD/OUTRO.TXD leads to crash on exit, but doesn't affect the gameplay.


And also disable backface culling.

 

The Wildstyle Pirate Radio icon is black.
20250201233929_1.thumb.jpg.85bf5f8d76e98c27f37cf4babbb31240.jpg

Don't mind the missing text, I'm using PS2 GXTs.

 

The last bit of the intro shows Ken running into the entrance to his office instead of cutting to Tommy.

Edited by Claude_Lib
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Claude_Lib
Just now, Gravarty said:

Nice, i managed to get it working but only without the .VB's. I'm not sure if reVC has VBdec built in. I also tried it with the .asi but it still asks for the MP3 files on launch.

That's how I have it. I probably don't even need the SFX folder as reVC still uses SFX.RAW and SFX.SDT from PC. It just works, I can tell from the slightly louder Broken Wings during the intro.

image.thumb.png.05460087865c6beccc28d65b5db9b1d6.png

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