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Liberty City Stories Mobile Map for Vice City


guard3
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sharpie_eastern

It took me two days to convert the map. What take you so long?

53KDKQL.jpg

 

Edited by sharpie_eastern
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So what? I have converted the entire map (almost) in a day, and it is full of bugged models, collisions, faulty models, and LODs; an extremely unstable map. I manually fix all that, that's what takes me so long

 


QNcSqMA.png "Upstanding Citizen"
DOWNLOAD:
http://www.mediafire....2 - guard3.rar
+Delete data\waterpro.dat

8PLhRtR.jpgXuG9ikR.jpglg6XFW1.jpgNw6p5Hn.pngAiatFpp.pngo23MDl3.jpg
Edited by guard3
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and it is full of bugged models, collisions, faulty models, and LODs; an extremely unstable map.

It's... not? There is some crash which is resolved by re-running converted models through convdff (to "optimize" the DFF). No faulty LODs (except island superlods) and collisions either.

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Yes, collisions. When explosions took place the game just froze. That was collision issue. I deleted isolated vertices through ColEditor and they worked better (not completely crash proof)

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Where's that place exactly?

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It was everywhere! Now it's in harwood (where I have placed some paths). When I get a rhino and f*ck everybody with explosions and cops, it will crash. I removed all objects and kept the collisions and still the same.

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m6E5Urxl.jpg

 

Been causing mayhem like this for 5 ingame hours driving around Harwood only, when do I end up crashing?

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xn3HFew.png

7zhBlvk.png

Although now I got busted and game crashed and then only when a chopper appeared. On 3-star. Then it's no...t collisions. But there are still bugs

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Silent, The Way It's Meant to be Converted™

Edited by _CP_

HHnErXC.png


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My point is, it may be your own issue and not a LCS map issue - maybe shipping some collisions twice or so.

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Maybe. But I shipped an exact copy of my install. I think it has to do with paths. I'll redo them (they're a test).

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Just leave the paths the way they are. Increase the treadable limit to something sane and everything should be fine.

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I used LA and changed it from 1 to 10. Same crash

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from 1 to 10

 

 

something sane

Try again.

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Same issue, with something SANE

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11 isn't sane. Try 1300, ie. LCS limit.

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Max value is 255. And when I start a new game *poof*, "Oh, where did the game go? Did that limit swallow it into the unknown?"

Crash.

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Max value is 255.

How so?

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It's a byte

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What are you talking about? OLA overwrites constructors so it doesn't concern you. You're probably using those old ass adjusters which tamper with the EXE directly, ugh.

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Alright, I got OLA. Still crashes. It has nothing to treadable limit.

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OK, whatever then - do as you wish!

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But no matter what value I assign, I get crashes in the saame area, with the same wanted level

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That crash has obviously nothing to do with the treadable limit. I just told you to increase it so you could use LCS paths without modification.

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Hold on. The only modification I did had to do with the path node coordinates. Can they be assigned to an object? I don't think so...

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JESUS CHRIST DUDE, just increase this limit and put the paths as is! Isn't aap clear enough?

 

EDIT:

But yes, you'll have to shift IPL paths if you also shifted the map - but IDE paths work out of the box.

Edited by Silent
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Yeah, OK. This isn't going anywhere.

Thanks for trying to help.

 

EDIT:

Used LC paths. No crashes. LCS paths are to blame

Edited by guard3
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EDIT:

Used LC paths. No crashes. LCS paths are to blame

For a COL related crash? Yeah sure.

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LCS paths are to blame for the crash, a.k.a no col issue after all

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LCS paths work fine.

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