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niltwill

GTA Vice City - Updated SCM

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niltwill
For starters, where is this code? I tried to find your custom changes but it's not trivial to find anything in a 5mb big .txt and I'm not sure if you're commenting the code properly and using high level syntax.

 

Around...the intro mission.

 

//-------------Mission 1---------------

// Originally: Intro

 

Take a look at the skipping code in :INTRO_14443, :INTRO_14444. Maybe that's where the fault lies. $8598 is for the scene jump, $13 is for the instant jump to the end of all cutscenes.

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Silent

:INTRO_14443, :INTRO_14444.

Ugh, so it means newly added code is still in low level syntax and creates an ugly label hell :pp

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BeingARK

So this MAIN.SCM modification restores unused dialogues and unused props through MAIN.SCM as well as some fixes right? And if it does, then are you planning on restoring every unused phone calls and dialogues?

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Blackbird88

So this MAIN.SCM modification restores unused dialogues and unused props through MAIN.SCM as well as some fixes right? And if it does, then are you planning on restoring every unused phone calls and dialogues?

Did you even open the spoilers in OP? :D

Edited by Blackbird88

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BeingARK

 

So this MAIN.SCM modification restores unused dialogues and unused props through MAIN.SCM as well as some fixes right? And if it does, then are you planning on restoring every unused phone calls and dialogues?

Did you even open the spoilers in OP? :D

 

Yeah I did but I didn't saw all of phone calls being restored or I am simply blind lol but still I was just confirming it! Asking will not hurt somebody, will it? :D

Edited by ShadowRageEX

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Silent

No wonder it doesn't work, you broke the functionality...

 

 

gosub @INTRO_14443if   $8598 == 1 // integer values jf @INTRO_436 jump @INTRO_3191 if   $13 == 2 // integer values jf @INTRO_436 jump @INTRO_11542
EDIT:

Also, it broke skipping with gamepad.

 

 

EDIT2:

Any particular reason you're not naming your own new global variables? From what I can tell, Sanny handles custom names properly in the case of VC.

Edited by Silent

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Silent

OK, existing hardcoded cutscene skip behaviour (checked by 056A) was kinda problematic but now it seems to work properly. Enter does a full skip and Shift/Space/LMB do partial skips. Also made the gamepad do a full skip with Cross/A and partial skip with Triangle/Y:

 

https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/main.scm

https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/main.txt

 

I also removed entire DEFINE OBJECT header definition since it's meant to be autogenerated by Sanny.

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niltwill

Yeah I did but I didn't saw all of phone calls being restored or I am simply blind lol but still I was just confirming it! Asking will not hurt somebody, will it? :D

 

Yeah, not all are included. Ex.: Mercedes' phone calls are not all included. BJ's auto debt call is also not included.

 

No wonder it doesn't work, you broke the functionality...

 

gosub @INTRO_14443if   $8598 == 1 // integer values jf @INTRO_436 jump @INTRO_3191 if   $13 == 2 // integer values jf @INTRO_436 jump @INTRO_11542
EDIT:

Also, it broke skipping with gamepad.

 

 

EDIT2:

Any particular reason you're not naming your own new global variables? From what I can tell, Sanny handles custom names properly in the case of VC.

 

 

Edit: Oh, in the meanwhile, you solved it..great. I ain't a programmer, as it shows. This newb appreciates it. :cookie:

 

Well, I could name those new global variables, but it's how BeckermannDewitt named them, so I try to keep it the same for his sake (or with slightly changed numbers).

Edited by niltwill

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Gravarty

The wasted and busted info texts now disable player control to make sure you pay attention and explain a little more (like in GTA III). However, it's less meaningful with the HUD disabled (or with custom HUD).

 

How-About-No-01.jpg

 

Sorry.. but really? :p

Edited by countergame

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niltwill

 

How-About-No-01.jpg

 

Sorry.. but really? :p

 

 

I knew a response like this would happen eventually regarding that change. So should the player remain in control or should the original be fitting to your needs, I wonder?

Edited by niltwill

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Silent

@niltwill, corrected skipping behaviour with the gamepad again - now Start does a full skip like on PS2. Old links now point to the new files.

 

Though I just checked on PCSX2 and both Cross and Start just perform a full cutscene skip, so it seems more like a custom feature - unless it was changed in later PS2 releases.

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Silent

About perfect insane stunt bonuses which don't work in VC - III considers the USJ perfect when the car lands on wheels and stays stable for several frames - however, VC doesn't have the SCM command to determine that, plus VC USJ messages (unlike III's) are displayed instantly after you land. However, VCS solves this by changing the "perfect" condition to be based on health instead - it considers the jump perfect when car's health after landing hasn't dropped by more than 35 points.

 

It could do a good addition, maybe?

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niltwill

About perfect insane stunt bonuses which don't work in VC - III considers the USJ perfect when the car lands on wheels and stays stable for several frames - however, VC doesn't have the SCM command to determine that, plus VC USJ messages (unlike III's) are displayed instantly after you land. However, VCS solves this by changing the "perfect" condition to be based on health instead - it considers the jump perfect when car's health after landing hasn't dropped by more than 35 points.

 

It could do a good addition, maybe?

 

Yes. How can that be achieved though?

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Silent

Though actually VCS waits a good bit before displaying the results too... so there is no way to add it and keep it VC style :/

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Gravarty

I knew a response like this would happen eventually regarding that change. So should the player remain in control or should the original be fitting to your needs, I wonder?

 

Yes, i think it's kinda useless to force the player to read it.. Also if you start a new game and die for the first time, you always have to stand there for no reason and wait until the text box is gone.

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niltwill

Yes, i think it's kinda useless to force the player to read it.. Also if you start a new game and die for the first time, you always have to stand there for no reason and wait until the text box is gone.

 

I know. I did not intend to keep this in, I was wondering if it did annoy too much anyone else other than me (I also prefer the original) - so thanks for saying it's bothersome. Will be removed in next version soon as I get home with Silent's fixed intro skip. Okay? By the way, any other things left that you wouldn't like to be there? What do you say about the armor info message?

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niltwill

Updated. It's best to restart the game with V1.4, yet again. The save-friendly SCM was not altered.

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B_Smiles

niltwill, hope you don't mind, but here's your updated SCM, with Silent's fixed intro skip and my limo with driver / fake avery. Also reverted being locked in place during the wanted level / health information.

 

EDIT

Ninja'd

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Silent

Also reverted being locked in place during the wanted level / health information.

You just like to watch the forums burn, don't you? :D

 

EDIT:

Where'd you hide the source though? You're losing lots of metadata by decompiling the SCM back...

Edited by Silent

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B_Smiles

 

Also reverted being locked in place during the wanted level / health information.

You just like to watch the forums burn, don't you? :D

EDIT:

Where'd you hide the source though? You're losing lots of metadata by decompiling the SCM back...

Oh yes.

 

Damn source, I must have deleted it by mistake.

Edited by BeckermannDewitt

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Ivan1997GTA

Nice SCM mod! Anyway, are you gonna bring in back the old dialogue for "The Job", where if you get a 1-star wanted level or higher while driving to the bank: "Crap, now the cops are onto us! And we're not even there yet! We have to lose the cops first."

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Jitterdoomer

I'm also updating my GXT to match Love Fist's Scottish lines that were edited for American English texts. Since I don't know Scottish slang, Beckermann, do you know any Scottish slangs?

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niltwill

niltwill, hope you don't mind, but here's your updated SCM, with Silent's fixed intro skip and my limo with driver / fake avery. Also reverted being locked in place during the wanted level / health information.

 

EDIT

Ninja'd

I don't mind. Yet if you're so nitpicking...then you are aware that a fake Avery isn't gonna cut it + the limo always steers right in my game for some reason (I tested it more times).

 

IMHO the problem with those info messages is that they occupy the game for too long, and it's easy to figure most of that out for yourself. Your proposed idea was to include a scene similarly as to how it goes in GTA III...It would require 4 new missions for each info pickup. That didn't happen (not from me, being a newb and all), still that extension on the info pickup messages was a sorta leftover, but it feels out of place to have such a lengthy introduction. In addition, it looks weird to suddenly lose all traffic around you while this is happening, then when it's over, boom, life reappears - that's why the player control was locked. But whatever floats your boat, man...

 

Nice SCM mod! Anyway, are you gonna bring in back the old dialogue for "The Job", where if you get a 1-star wanted level or higher while driving to the bank: "Crap, now the cops are onto us! And we're not even there yet! We have to lose the cops first."

Updated, thanks for the hint. Unfortunately those two new changes are not save-game compatible, so I'll keep the link to the V1.4 (and some older versions while at it).

 

It will only be said when you get a 2-star wanted level, because a 1-star one can disappear (quickly).

Edited by niltwill

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Silent

Unfortunately those two new changes are not save-game compatible, so I'll keep the link to the V1.4 (and some older versions while at it).

How so? You're only tampering with the mission script so unless you're adding new global variables or referencing new object models then it's gonna work with old saves just fine.

 

Also, you didn't merge the source completely correctly - some car generators are still referenring #DTN_STADDOORA whereas it's meant to be just -1. Sanny cannot differentiate -1 from a reference to the first object from DEFINE OBJECT section, which happens to be just that object.

 

Fixed source:

 

https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/main.zip

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niltwill
How so? You're only tampering with the mission script so unless you're adding new global variables or referencing new object models then it's gonna work with old saves just fine.

It's because of some new global variables. Maybe local ones could do the trick if unused? It's just a bad habit that I got used to global ones. I tested it with local vars, and the game loads fine, but the two added audio lines in Job won't occur.

 

Reuploaded. Also don't know why, but game crashes when you leave the car in the first mission with that change, so I reverted it to original.

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Jitterdoomer

Here are my latest text fixes (Correct me if you know what the Love Fist band members are saying since they're Scottish and used their slangs):

 

 

 

 

ROCK3 -> ROK3_1

At last man, time for a well earned drink. The venue's just a hundred yards doon the road, man.

 

ROCK3 -> ROK3_5

Now, I'm giving you the chance to die. You try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!

 

ROCK3 -> ROK3_11

WAAAAaAAGGGHHHH!!!! It's wired to blow!!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!

 

ROCK3 -> RBM3_E

Yeah, yeah, yeah, and the thing is -

 

ROCK3 -> RBM3_F

- The thing is, we need someone to drive the limo we can trust,

 

ROCK3 -> ROK3_10

Hey, the vodka bottle's got wires coming o'er there! That's not vodka, that's BOOMSHINE!

 

ROCK3 -> RROK3_15

'Somebody do something', what kind of crap is that? I've seen braver queans. Okay tough guy, you do something.

 

ROCK3 -> ROK3_18

Just pass Willy a straw! Aye, a straw?! This is the Love Fist Tour Bus!

 

ROCK3 -> ROK3_19

Where am I gonna get a straw, fae? Ah ken fit mean? Which wire, Tommy? The green one. There is no green one!

 

ROCK3 -> ROK3_20

Ooooh hohh, oh is this green one? Any of these wires look green to you?

 

ROCK3 -> ROK3_24

NoooooOh! Man, we're okay. We ain't been blowin' up.

 

ROCK3 -> ROK3_26

A racket to make? Groupies to abuse? LOVE FIST! LOVE FIST! LOVE FIST!

 

ROCK3 -> ROK3_6

Tommy pal, you've gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!

 

ROCK3 -> ROK3_8

The bomb won't be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get pished!

 

ROCK3 -> ROK3_9

Hey, there's a queue here, pal! Hear me! Answers get in the drinks cabinet! Get out of my way!

 

PORN1 -> POR1_14

Heh heh! - you're hired, get in!

 

GENERA2 -> COL2_1

Ze rain, she is tržs wet this time of the year...

 

HAIT1 -> HAM1_S

Now they told the policeman where me been stashing me powders.

 

HAIT3 -> HAM3_L

'Kay auntie..

 

 

 

Edited by Jitterdoomer

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Silent

One more thing the source would benefit from is splitting it into separate .txt files, with each mission and a group of scripts being separate. It could make merging contributions easier, I guess.

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niltwill

Updated with Jitterdoomer's text fixes (although I'm not sure if I got ROK3_8 right, this part especially: Whae struck to get?), Silent's idea of source code separation and also fixed the Mercedes line crash (when leaving the car after the dialogue) in the first mission.

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Jitterdoomer

At the end of Jury Fury's cutscene, Tommy's line "Dumb. Florida. Moron." didn't appear in the subtitles despite being hidden inside the GXT file.

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