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Ped Speech Patch (GTA VC)


Sergeanur

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:O

 

And what was broken here? I got to the point where I figured speech is queued, but not played - didn't put enough time to find out why. Odd thing.

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one word: Awesomeness

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And what was broken here? I got to the point where I figured speech is queued, but not played - didn't put enough time to find out why. Odd thing.

 

For some reason R* restricted pedestrian speeches so it would play only a single one in 6000 ms.

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Can you also take a look into GTA SA? I mean missing ped paths and prostitues in car doesn't make noise.

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YOU ARE GOD!

I knew it was possible somehow, and now the ped speech is fixed. Thank you for it, with the Leftovers Fix, SilentPatch, Ginput, and now this, the PC version is indeed one of the best ways to play Vice City now.

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Sergeanur this is really a nice fix but I think it's still not like on PS2.

When you crash into a car Tommy will say something one time and never speak again, on PS2 when you crash into a car for like 1 whole minute, he will say something like every 20 secondes (more or less, it's aleatory).

The same problem for drivers, when you crash into their cars, they say just one thing, normally if you crash into them in continues, they will say something like every 10 secondes (more or less, it's aleatory).

Last thing, when you steal a car and the passenger is still in it, he screams only one time normally it's in continues (pratically).

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Sergeanur this is really a nice fix but I think it's still not like on PS2.

When you crash into a car Tommy will say something one time and never speak again, on PS2 when you crash into a car for like 1 whole minute, he will say something like every 20 secondes (more or less, it's aleatory).

The same problem for drivers, when you crash into their cars, they say just one thing, normally if you crash into them in continues, they will say something like every 10 secondes (more or less, it's aleatory).

Last thing, when you steal a car and the passenger is still in it, he screams only one time normally it's in continues (pratically).

Yes, you are correct, there is an issue with another randomizer made by some drunk R* programmer. This thing is broken because the value is taken from the code section, which obviously differs a LOT on PC and PS2. Implementing this in exactly the same way as it is on PS2 will be harder than it worth it. I'll try to make a somewhat fair randomizer to fix it.

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Update released. Should fix car crash comment and probably more.

 

Turns out the randomizer was totally fine, it's just the pointers that were weird. The issue was in CPed::Say function - instead of using an argument it used an uninitialised field of CPed. Now it's fixed and random timer update works in a same way it does on a PS2.

Edited by Sergeanur
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Reminds of the way the randomness of grass was broken in SA. They saved a seed in a struct so they could generate the same random numbers for each frame. Turns out the seed was a float between 0 and 1 that was cast to int -.- So the seed was always 0 and the different variants for each grass type were all drawn on the same spots.

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You can't fix alpha blending without some serious magic. Implementing depth peeling would be a possibility but that is not trivial to implement because it requires multiple passes over the transparent geometry. It's just not feasible. One can circumvent the problem by doing what the mobile games do, but that's even uglier imo.

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I'm getting incessant talking from the peds for some reason. They say their lines one after the other nonstop.

It's probably the gang members that were talking to each other. It should be that way. And you can also hear a lot of random talking while being on the 2nd floor of Ocean View. It could get annoying though (maybe that is why R* added a 6000 ms restriction, because clearly it was deliberate). On PS2 it is not that annoying probably because: a) PC version may spawn more peds; b) "Audio Hardware" setting (someone should test how it works with EAX3). I thought of "Audio Hardware" because on PS2 you can't hear what is going on outside while being inside the hotel (which makes sense). Also I have noticed that there are vehicles driving outside. Although all of them were Oceanics and they were driving only one way, still no cars had been seen on a PC version, so I guees it's an another bug to be fixed.

21weT.png

EDIT: Ignore the car thing, it was just me getting unlucky.

Edited by Sergeanur
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I'm getting incessant talking from the peds for some reason. They say their lines one after the other nonstop.

It's probably the gang members that were talking to each other. It should be that way.

Really? No delay at all between one line and another?

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I'm getting incessant talking from the peds for some reason. They say their lines one after the other nonstop.

It's probably the gang members that were talking to each other. It should be that way.

Really? No delay at all between one line and another?

 

Even when peds bump into each other and don't found a path to pass they complain and say their lines again and again and...

But it's like that on PS2, I prefer like that than not hearing a thing from them.

 

Talking about other fixes, do you think the teargas are fixable ?

On PS2 they do damage to Tommy and peds but on PC it's only on peds.

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Talking about other fixes, do you think the teargas are fixable ?

On PS2 they do damage to Tommy and peds but on PC it's only on peds.

What about San Andreas? Sergenur: If you can take a look into the missing ped paths around the map and/or the missing (cut?) prostitute PS2 audios. Would be nice. Edited by gts.
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I'm getting incessant talking from the peds for some reason. They say their lines one after the other nonstop.

It's probably the gang members that were talking to each other. It should be that way. And you can also hear a lot of random talking while being on the 2nd floor of Ocean View. It could get annoying though (maybe that is why R* added a 6000 ms restriction, because clearly it was deliberate). On PS2 it is not that annoying probably because: a) PC version may spawn more peds; b) "Audio Hardware" setting (someone should test how it works with EAX3). I thought of "Audio Hardware" because on PS2 you can't hear what is going on outside while being inside the hotel (which makes sense). Also I have noticed that there are vehicles driving outside. Although all of them were Oceanics and they were driving only one way, still no cars had been seen on a PC version, so I guees it's an another bug to be fixed.

21weT.png

EDIT: Ignore the car thing, it was just me getting unlucky.

 

Sounds like a job for me. :p

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I'm getting incessant talking from the peds for some reason. They say their lines one after the other nonstop.

It's probably the gang members that were talking to each other. It should be that way.

Really? No delay at all between one line and another?

 

Even when peds bump into each other and don't found a path to pass they complain and say their lines again and again and...

But it's like that on PS2, I prefer like that than not hearing a thing from them.

 

Talking about other fixes, do you think the teargas are fixable ?

On PS2 they do damage to Tommy and peds but on PC it's only on peds.

 

i think that's set in main.scm

Edit: No, damn

Edited by Tomasak
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I don't really care that they are so talkative now. It's awesome. All I need to do is replace Claude's muteness with custom voice sounds so my new protag in GTA LC is fully set up :D

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