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PlatinumSerb

SAxVCxLC - VC and LC in San Andreas

Recommended Posts

goodidea82

 

- However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved?

- I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean.

I don't have this issue during loading, if you alt-tab out do you see any error window that pops up? Im guessing it might be some sort of ID conflict. The water issue has been mentioned already and it is fixed in the new version.

 

 

Indeed it was a popup window in the background from FLA 1.9. "IMG archive needs rebuilding". After rebuilding gta3.img with IMG Manager the popup still appears. Fastman said that this is an issue with ModLoader and will be fixed in FLA v2.2: http://gtaforums.com/topic/733982-fastman92-limit-adjuster/?p=1068010328

 

Minor comments:

In the ModLoader log I get:

 

 

...

Loading default object types "data\maps\lc\seafloor\seafloor.ide"

Loading default object types "data\maps\lc\subroads\subroads.ide"

Loading default object types "data\maps\lc\radartest.ide"

Loading default object types "data\maps\extras\odds\odds.ide"

Loading custom object data "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\object.dat"

Loading custom vehicle colours "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\carcols.dat"

Loading custom vehicle upgrades "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\carmods.dat"

Initializing the streaming...

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

...

 

 

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Gummy 

Wait... is it compatible with modloader now?

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Letus

This mod is ok,but would be fantastic like LC has GTA 3 cars and weapons and VC has cars and weapons,original safehouses like in previous games,radios would be cool too like you could listen in GTA: United.

But still good job on that,keep doing what you doing :)

Edited by crashrock2
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Beckerbrasil

You forgot to add shadows Vice City

2v2h35u.jpg

1z36mtw.jpg

 

plane parked at home2dtzo29.jpg

Edited by Beckerbrasil
  • Like 1

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BlackStallionDX

Maybe offtopic, BUT, when i'am trying make peds and cars path for bigger map, uotside than 3000x3000 i got crash, how you made path for it?

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Beckerbrasil

died topic?

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Rented

died topic?

be12ef4af34c50048a496b43c263843b.jpg

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Ss4gogeta0

 

died topic?

be12ef4af34c50048a496b43c263843b.jpg

 

looks like a chipmunk

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fastman92

 

 

- However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved?

- I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean.

I don't have this issue during loading, if you alt-tab out do you see any error window that pops up? Im guessing it might be some sort of ID conflict. The water issue has been mentioned already and it is fixed in the new version.

 

Indeed it was a popup window in the background from FLA 1.9. "IMG archive needs rebuilding". After rebuilding gta3.img with IMG Manager the popup still appears. Fastman said that this is an issue with ModLoader and will be fixed in FLA v2.2: http://gtaforums.com/topic/733982-fastman92-limit-adjuster/?p=1068010328

 

Minor comments:

In the ModLoader log I get:

 

 

...

Loading default object types "data\maps\lc\seafloor\seafloor.ide"

Loading default object types "data\maps\lc\subroads\subroads.ide"

Loading default object types "data\maps\lc\radartest.ide"

Loading default object types "data\maps\extras\odds\odds.ide"

Loading custom object data "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\object.dat"

Loading custom vehicle colours "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\carcols.dat"

Loading custom vehicle upgrades "C:\Users\chris\AppData\Local\modloader\gta3.std.data\0\carmods.dat"

Initializing the streaming...

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

Warning: Too many objects without modelinfo structures

 

...

 

 

 

Too many objects without modelinfo structures

 

 

Directory limits -> Extra objects limit to be increased

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cj2000

i really like the idea of giving other moders a platform for creating mode with all 3D era maps. This is how moding should worck in my opinion.

Any chance Carcer City and Cotommouth be added later?

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Uzzi47

i really like the idea of giving other moders a platform for creating mode with all 3D era maps. This is how moding should worck in my opinion.

Any chance Carcer City and Cotommouth be added later?

Carcer City and Cottonmouth will be added in SOL Underground. This is just SA, VC and LC.
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eagle152

I have noticed that in tunnels (like parts of Shoreside Tunnel) game gives underwater effect - everything is a little bit distorted + plus you can hear underwater sounds.

P.S. There are serious FPS drop in Liberty City.

Edited by eagle152
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Rented

i really like the idea of giving other moders a platform for creating mode with all 3D era maps. This is how moding should worck in my opinion.

Any chance Carcer City and Cotommouth be added later?

Wow I just noticed it in the OP, that's very generous of you man, and I felt special talking to you over Skype :D
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Pablo Escobar Gaviria

some new news of the mod?

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M. Osborn

This mod is really amazing! But this night satellite radar is ugly as hell (brown water in sa and green balls through the ocean). Do you have radar24000.img file with the original maps?

 

I'd rather this one: http://s18.postimg.org/v96xbpwjt/GTASAx_VCx_LCmap.png

Thank you very much. Keep going! Excellent job!

Edited by rmartins89
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M. Osborn

This mod is ok,but would be fantastic like LC has GTA 3 cars and weapons and VC has cars and weapons,original safehouses like in previous games,radios would be cool too like you could listen in GTA: United.

But still good job on that,keep doing what you doing :)

Well, I think it would be a little anachronistic to the plot , as the game is still set in 1992. Many models of GTA III cars have not even existed. I think it would be cool if they could change the license plates of vehicles in their respective cities . And maybe add new police cars and cop models. About the radios, it would be nice if each city had their own exclusive User Tracks path :sigh:

Edited by rmartins89
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Ss4gogeta0

 

This mod is ok,but would be fantastic like LC has GTA 3 cars and weapons and VC has cars and weapons,original safehouses like in previous games,radios would be cool too like you could listen in GTA: United.

But still good job on that,keep doing what you doing :)

Well, I think it would be a little anachronistic to the plot , as the game is still set in 1992. Many models of GTA III cars have not even existed. I think it would be cool if they could change the license plates of vehicles in their respective cities . And maybe add new police cars and cop models. About the radios, it would be nice if each city had their own exclusive User Tracks path :sigh:

 

if its based in 1992. then i feel it should be the LCS liberty instead of the III liberty

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Yorpie

Such a great mod!

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PlatinumSerb

some new news of the mod?

I have been really busy lately, but I am still working on this when I have free time. A new build should be available soon.

 

I will see what I can do about a better radar, the current one being used was always meant as more of a place holder.

 

For the new version I have shifted VC/LC ids to start at 20050 with 20000-20050 reserved for vehicles, this will probably increase as more cars area added. Currently I've only added 14 VC vehicles.

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Beckerbrasil

qoxdfk.jpg

j93f55.jpg

lights LC GTA3

wqyg5y.jpg

2yv14sl.jpgxd5sgk.jpg

Edited by Beckerbrasil
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Yorpie

 

some new news of the mod?

I have been really busy lately, but I am still working on this when I have free time. A new build should be available soon.

 

I will see what I can do about a better radar, the current one being used was always meant as more of a place holder.

 

For the new version I have shifted VC/LC ids to start at 20050 with 20000-20050 reserved for vehicles, this will probably increase as more cars area added. Currently I've only added 14 VC vehicles.

 

 

Sounds good, would be cool if we would have the Kaufman cabs driving around VC instead of the regular ones :)

 

One question about adding vehicles, its not possible to add a siren to a vehicle right since its hardcoded? In case VCPD/LCPD vehicles would be added.

In the meantime I added a script, when I'm in VC it changes the cop cars to the LVPD ones and when it detects one of those or an Enforcer/Maverick spawn in the game, it changes their color to green and white, really cool ^_^

 

For now, I'm hoping fastman updates the SALodLights, so we really can see the cities light up at night ;)

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dkluin

qoxdfk.jpg

 

Damn, that should be fixed...

I don't get why it's even there, honestly :|

 

The COL materials could be messed up there.

 

@PlatinumSerb:

Oh and, why not simply add vehicles at the original free IDs SA had, like I'm doing?

I've always had the VC IDs starting from 20.000, and the LC ones from 30.000, why not do the same?

Edited by dkluin
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M. Osborn

One of the "hangars" in the cinema studio in Prawn Island is misplaced. I don't have an image, but It's very noticeable in aerial view. I'll keep testing ;)

Edited by rmartins89

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goodidea82

Have you thought yet about creating a repository for SAxVCxLC (e.g. GitHub) and allow collaborative development? In order to not mess up the project, a manifesto could be defined. Then write-access could be given to people that you trust to follow the manifesto. For example (just my opinion):

- All improvements and extensions of the original games must be provided as external mods for SAxVCxLC. (On the one hand, this would ensure the points below, and on the other hand, mods would make SAxVCxLC popular and keep it alive).

- SA must remain unmodified and fully playable. Only changes are allowed that are technically necessary.

- All effort should be taken to maximize compatibility of SAxVCxLC with existing mods for SA.

- All added games (currently just the maps of VC and LC, but later perhaps missions or even other maps/games) should be as close as possible to the original ones. Only necessary fixes are allowed, e.g. filling of map wholes, fixing obvious and definitive errors, fixing compatibility with SA and the other games in SAxVCxLC, fixing compatibility with existing mods.

- All tools and methods created for development of SAxVCxLC must be made public and open source.

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PlatinumSerb

 

 

 

qoxdfk.jpg

 

Damn, that should be fixed...

I don't get why it's even there, honestly :|

 

The COL materials could be messed up there.

 

@PlatinumSerb:

Oh and, why not simply add vehicles at the original free IDs SA had, like I'm doing?

I've always had the VC IDs starting from 20.000, and the LC ones from 30.000, why not do the same?

 

 


Surface materials issue obviously. Its long been fixed. Those images were posted to point out the lack of proper lighting on the models in my mod. This will eventually be fixed. I want other mods to be compatible with this mod, so I will not be changing existing free SA ids.

 

 

Have you thought yet about creating a repository for SAxVCxLC (e.g. GitHub) and allow collaborative development? In order to not mess up the project, a manifesto could be defined. Then write-access could be given to people that you trust to follow the manifesto. For example (just my opinion):

- All improvements and extensions of the original games must be provided as external mods for SAxVCxLC. (On the one hand, this would ensure the points below, and on the other hand, mods would make SAxVCxLC popular and keep it alive).

- SA must remain unmodified and fully playable. Only changes are allowed that are technically necessary.

- All effort should be taken to maximize compatibility of SAxVCxLC with existing mods for SA.

- All added games (currently just the maps of VC and LC, but later perhaps missions or even other maps/games) should be as close as possible to the original ones. Only necessary fixes are allowed, e.g. filling of map wholes, fixing obvious and definitive errors, fixing compatibility with SA and the other games in SAxVCxLC, fixing compatibility with existing mods.

- All tools and methods created for development of SAxVCxLC must be made public and open source.

 



Im all for this, I just dont have the time to do all this organzing now. If you'd like to help out, I'd gladly give you my files.

Edited by PlatinumSerb
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Yorpie

PlatinumSerb, I found two bugs.

In Portland, there is this road in the Saint Mark's district that is under construction. If you stand south of the construction site and look north (where the fire station is) you can see a building which has its LOD placed wrong, its over the street.

I'm talking about the vertical road inside the blue square, the one most left. The bugged building would be located at the block, south of the gas station that is further down the street.

Saintmarks.png

 

Also, I was in Stauton Island and at the south there is this huge pointy building. I flew up to the top with the jetpack, when I was pretty high and I looked up, the building dissapeared. It remained visible while looking down though. The building also doesn't have a visible texture on top.

The two big buildings in the middle of the picture, its the right one, the pointy one.

Beauty_of_Staunton_Island.png

 

I hope this will help you improving this great mod.

 

 

EDIT:

The tallest building in Downtown Vice City also needs some work. No roof and its possible to fly through the walls at the upper floors of the building.
The zeppelin also has no collision.

 

Also, when you come from the western Vice City island and take the Leaf Links bridge, the first big building to you right (north) on the other island has a bug. There is a gap between the end of the roof and the wall at the northern side, where you can look through the building.

 

The building right behind 'El Banco Corrupto Grande' (west) in Vice City has an electricity pole sticking through the roof, don't know if it was like that in original VC, but I thought it was worth pointing that out to you. There is also a lone streetlight standing in the grass, shouldn't it be a bit closer to the street? Once again, I can't remember how it was in VC.

 

Another small bug, at the piece of grass south east of 'Sunshine Autos' in Vice City, there is a small bit of the grass using a stretched out texture.

 

And also as mentioned before, one of the hangars at the movie studio is not placed in the right angle.

 

The 'Upstate' area in LC also needs some more improvement, can't really describe it but there is pieces of grass floating over the rest and you can fly under it, also makes my game lag for some reason, which normally doesn't happen, though I'm sure you were aware of this, as you mentioned this area could be developed in the future. Perhaps a solid and finished version of Ghost Town, reachable by the tunnels ;)

Edited by Yorpie
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goodidea82

Im all for this, I just dont have the time to do all this organzing now. If you'd like to help out, I'd gladly give you my files.

Same problem over here, but it's good to know your opinion on this, because if I find the time, then I know I can be active in this direction. One thing to note about is also this .

(I'm out for holiday now.)

Edited by goodidea82

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fastman92

 

some new news of the mod?

I have been really busy lately, but I am still working on this when I have free time. A new build should be available soon.

 

I will see what I can do about a better radar, the current one being used was always meant as more of a place holder.

 

For the new version I have shifted VC/LC ids to start at 20050 with 20000-20050 reserved for vehicles, this will probably increase as more cars area added. Currently I've only added 14 VC vehicles.

 

Remember about this limit:

 

; Count of killable model IDs (vehicles/peds) (800); In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.; Model IDs that may be killed are vehicles/peds.; Default value of 800, means that 0-799 is valid ID for ped/vehicle.;; In short, this value will affect the max possible ID for ped/vehicle.#Count of killable model IDs = 800

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