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Sam Lake

Liberty City - The Leftovers Fix

Recommended Posts

B_Smiles

Some fixes
introbits.txd
- added missing textures on Enforcer and changed body texture from grey to black to match IG version
- eliminated weird green lines on mafia sentinel interior

Untitled.jpg


Replace in GTA3.IMG
EDIT
Recycled bodypanel from cs_truk to make it more of a textured black / grey instead of solid black.

Updated 26/08/16
Txd files using SA format changed to GTA3 format (+fixes). 91 files in total. Again, replace in GTA3.IMG
Files fixed


- BANKD.TXD
- BOGDOOR.TXD
- BRBOMB.TXD
- COLT1.TXD
- COLT2.TXD
- CS_BAN.TXD
- CS_BOMB.TXD
- CS_LOOT.TXD
- CS_TRUK.TXD
- D4PROPS.TXD
- EITDOOR.TXD
- FULCASE.TXD
- GANGP.TXD
- JOEDOOR.TXD
- LUDOOR.TXD
- MINNOTE.TXD
- NOTE.TXD
- REBEL.TXD
- RIFLE.TXD
- SHDOOR.TXD
- SHIP.TXD
- TROLL.TXD
- WHIP.TXD

- RADAR 00-63

- BELLYUP

- GHOST

- MULE

 

Edited by B_Smiles
  • Like 3

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kumaraguru

just a clarification...

 

what are the files in the maps folder in AIO pack for...

 

 

Restored pump petrols or

Fixed varios floating objects on map or

 

is it related to PS2 props (Map objects) in the PS2 pack..

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Sam Lake

PS2 pack has the removed props to match PS2

AIO has restored pump + fixed variose floating objects on map

  • Like 1

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kumaraguru

"Fixed top of cranes being lod instead of normal objects"

 

 

but the crane top now disappears when far away.. is this behavior same as in PS2 or can it be fixed somehow...

 

hut cjd2425 mentioned here that it might be not possible

 

 

 

Cranes dissapear (cranetopa/cranetopb) near the intro on the bridge, both are considered LOD objects because both exceed 300m in Draw Distance (by default 750m), they don't have a Normal LOD counterpart and hence only exist on LOD world, even though they have no "LOD" in their names. Since the cranes have no collision but have movement it may not be possible to have another a LOD/non-LOD model as otherwise it would teleport from rotation axis.

 

 

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Sam Lake

i will fix it soon, i know i did sloppy job with it :D

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Blackbird88

Just something to trigger you guys :devil:

nXQrDfj.png


(First one to spot the mistake gets :cookie: I guess)

Edited by Blackbird88
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Sam Lake

yd7xBEM.jpg?1

?

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Blackbird88

Nope.

First hint: Look at UI

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Sam Lake

misalinged radar, like misalinged 1 m

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Blackbird88

Yep. This particular road is misplaced on radar. Someone would need to edit the radar27.txd

Also here hth :cookie:

Edited by Blackbird88

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Silent

jalVn1F.png

?

  • Like 7

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TiTAN_AI

OWupyu0.png?

  • Like 6

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kumaraguru

Hi Tomasak..

 

 

i'm gonna ask the same question i asked on the VCLF thread..

 

will it make sense when using the PS2/XBOX Maps, XBOX vehicles mods with LCLF.. or are they only for skygfx / xbox mod.. i'm still wondering, did u left these on purpose on the recommended mods section on both threads..

 

and skin and bones too.. :dontgetit:

 

edit:

 

just found out The Hero doesn't post PS2 vehicles for III yet..

Edited by kumaraguru

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Sam Lake

PS2 map? Naaaah, use ps2 pack to remove the props around map, Mugetsuga said that PS2 feelings pack is WIP (so you can get PS2 textures around map), xbox map same as VCLF; PS2 cars - The Hero didn't say that GTA3 cars in some way bugged, changed one are in PS2 pack; xbox cars same as VCLF. Skin and bones - currently unfinished as you can't shoot limbs, but if you want you could use it as some fixes are based on xbox peds.

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Inadequate

This doesn't have nothing to do with the topic, but someone converted all GTA 3 Mobile textures to PC? If I remember correctly @Blackbird88 converted them with Magic.TXD but he posted them somewhere?

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Sam Lake

I want to release some mobile pack with new update. Soon™

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gts.

OWupyu0.png?

That taxi logo always makes me think on this:

zB4xIcd.jpeg

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stef_92

That taxi logo always makes me think on this:

zB4xIcd.jpeg

 

Actually it always looked like Ford logo to me :D
  • Like 2

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Rachel Amber

I want to release some mobile pack with new update. Soon

mobile map to pc? i hope...

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one2fwee4

How come the background radio music in Joey´s cutscenes is almost inaudible in the PC version? I can hear it fine in the MP3s outside of the game, but not in the game. Is it using different files?

For example, it should sound like this:

(and look ahead in the video for the other cutscenes).

 

Whereas in the pc and xbox version I can't hear it!

At first I thought it was something to do with positional audio, but then i looked on the CD and the cutscene soundfiles have the music baked in them. So now I'm wondering if the pc / xbox versions use some different versions of the cutscene audio, hidden in the sfx file or similar?

 

 

 

Also, does anyone know if it is possible to fix this: http://gtaforums.com/topic/867278-gta3-where-are-the-pedestrian-sound-files-set/

That would add a lot more life to the game if possible, since all the soundfiles are in the game.

It seems that particular peds are broken.

But even certain peds that are "working" don't always work 100% of the time even on PC, it's odd. Or perhaps when they don't work, they are trying to play a sound file that hasn't been assigned correctly.

 

So is it an assignment error, or is it a RNG bug and such, like with the Vice City ped speech patch. Or something else? Or a combination?

 

Thanks!

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Sam Lake

1) Well i tried that cutscene and it's hearable but very very very very hard to hear (had to use headphones set to higher volume). Maybe R* handling stereo sound is bad, or maybe the Miles fast 2d positional sound is piece of sh*t.
2) Try asking aap, sergeanur or silent :/

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one2fwee4

Yes exactly, they are baked into the cutscene sound files but it is really hard to hear them.

I wonder if the are baked in louder in the PS2 sound files? If so those ones could be converted.

If that isn't the case then maybe the PS2 version colours the audio somewhat.

 

I've tried it with EAX 3 mode and with and without CMSS-3D enabled on my card (as that colours audio) and it doesn't seem to make a difference.

I've also tried with miles fast 2d and it was the same. Same with RAD Game Tools RSX 3D Audio too (never heard of it before - but it sounds like it adds HRTF plus some other features http://www.radgametools.com/rsxmain.htm). Of, of course there is A3D support but since I don't have an A3D card and am running XP and not windows 98, then there is no point me using that as even if by some magic the game supported audio reflections, those aren't supported by A3d wrappers and CMSS-3D does HRTF anyway which is the other benefit of A3d (though of course no reflections).

 

 

 

Not sure who AAP is? I searched and the only member i found is someone with no posts haha.

Would it be better to PM people or post in Sergeanur's VC Ped Speech topic? Only, I already made topics in other sections but i don't think anyone saw them because they probably don't visit those subsections - a disadvantage of having a forum with millions of sections haha.

 

Thanks!

Edited by one2fwee4

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zanesix

aap = The Hero I think.

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Inadequate

 

Would it be better to PM people or post in Sergeanur's VC Ped Speech topic? Only, I already made topics in other sections but i don't think anyone saw them because they probably don't visit those subsections - a disadvantage of having a forum with millions of sections haha.

 

Thanks!

I already reported this on the SilentPatch thread a few days ago.

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one2fwee4

Okay, I just had a look at the Joey cutscene PS2 audio files and I was right, the PS2 version is using different audio tracks with much louder radio / background music baked into them!

 

Nothing to do with the positional audio at all.

 

On a side note, how does the quality of the PS2 audio files compare to the PC? Are they better or worse? They are 32khz on ps2, can't remember what they are on pc (not on the right pc to check). However I don't know what the bit rate / compression of the PS2 files is and how that compares to the PC ones.

 

And i think i remember that the xbox version has the highest quality sound files?

 

If that is the case, for things like double cleff FM and other files where the PS2 version has extra content / less censorship, it might be best to make new files based on the higher quality xbox ones but with spliced in ps2 content, so that the highest quality is retained where possible.

 

Of course this might cause issues with a noticeable quality drop for the ps2 parts and it might be hard to splice convincingly, but it should be do-able.

Would having to re-encode everything degrade the xbox quality more than just sticking with original ps2 audio files anyway?

 

Thanks

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Sam Lake

iirc Ash said PC has best audio quality (at least for radios)

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Claude_Lib

I remember comparing PS2 and PC Lips 106 in Audacity, and the PC one indeed sounds higher quality. Still, I use PS2 audios where possible, that's my personal taste. If only I could convert SFX sounds too, but I guess that's useless because the only difference seems to be the police radio chatter and it's already been converted.

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Inadequate

I remember comparing PS2 and PC Lips 106 in Audacity, and the PC one indeed sounds higher quality. Still, I use PS2 audios where possible, that's my personal taste. If only I could convert SFX sounds too, but I guess that's useless because the only difference seems to be the police radio chatter and it's already been converted.

VC PS2 Police radio is missing, if you can convert it to PC will be nice. :D

Edited by Inadequate

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Rachel Amber

Guys maybe you can add a additional talking shows for head radio like it was in pre release of the game maybe add this http://www.rockstargames.com/advertisingcouncil/#/2001?id=971and this http://www.rockstargames.com/advertisingcouncil/#/2001?id=911 what you thing about it? and thanks to Vadim M to know that it was in the game..

Edited by NOskillx

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Claude_Lib

At least we need to know exactly where these were placed. I remember Vadim said something about radio stations previews where they can be heard, need to look.

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