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niltwill

GTA Vice City - Updated SCM

Recommended Posts

Noskillx
Posted (edited)
17 hours ago, firedihm said:

Was this mod updated recently? A new commit was made on github

Yes, 2.1c has just came out, and 2.1d should be comming out very soon, so i recommend you to wait for it as it'l require new game.

Edited by Noskillx

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AshGamer007

Will you add more unused audios?

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The Eddo

@niltwill: Apparently, the LODs for the "Demolition Man" building are the only ones that the SCM code is replacing during "Demolition Man", you should fix that.
Moreover, the game's not considering the building LODs as proper LODs and they're visible from all distances, even when the player is near them.

 

This happens because the models you included in the mod only have their file names changed, the mesh names inside the DFFs still read "bldngst2mesh" and "bldngst2meshdam".
A mesh name inside a DFF needs to have "LOD" occuring at least once somewhere in it's name in order to be considered as a LOD, simply changing a DFF's file name does not work.

 

So, in the spirit of fixing this particular problem, I made the some changes to this mod on my part to make the new LODs fit in with the vanilla game as best as possible.
Note that all of the files mentioned below were taken from a neat, clean, fresh, untouched and completely unmodded vanilla copy of VC, so don't worry about all of that:

 

1. I took "bldngst2mesh.dff" and "bldngst2meshdam.dff" and renamed them to "LODngst2mesh.dff" and "LODngst2meshdam.dff", both internally and externally by using a hex editor.
2. I took "nbeachw.ide", added a proper entry for "LODngst2meshdam" by making a copy of the existing "LODngst2mesh" one and made both entries use a "LODldingsite2.txd" file.

 

3. I took "buildingsite2.txd", renamed it to "LODldingsite2.txd" and replaced the newscaffolding2_256 texture with the lod_newscffldng2 one from "LODnbeachwbig.txd".
4. I removed the alpha transparency of newscaffolding2_256 to match lod_newscffldng2 in "LODnbeachwbig.txd".

 

5. I checked the textures used by "LODldingsite2.dff" and replaced the ones in "LODldingsite2.txd" accordingly.
6. Any textures which weren't present in "LODnbchw.txd", which was the old TXD used by "LODldingsite2.dff", were resized to be four times smaller than their actual sizes.

 

7. I took "nbeachw.col", made a copy of the "LODngst2mesh" collision mesh and renamed it to "LODngst2meshdam".
8. I changed the flag value of "4" in the "LODldingsite2" entry of "nbeachw.ide" to "0" and made this entry use "LODldingsite2.txd" as well.

 

9. I took "buildingsite2.dff" and renamed it to "LODldingsite2.dff" using the same way I used earlier.
10. I changed the draw distance value of "108" in the "buildingsite2" entry of "nbeachw.ide" to "135" so the interior changes to the LOD one when the exterior does.

 

Now the building LODs are behaving exactly as expected, they disappear when the player goes near them and the interior model has a much better and complete LOD too!
The LOD models also use proper LOD textures, just like the vanilla LOD models normally do.

 

Here's the link to the improved files, consider this as a contribution to the mod:

http://s000.tinyupload.com/index.php?file_id=07921837419022242262


Make sure to replace the files in the current build of your mod with the ones I have included in the archive.
Anyways, so I've also noticed that all of the models that the SCM code replaces before/during/after certain missions throughout the entire game don't have accurate coordinates.

 

So as another contribution to this mod, I went ahead and looked through the map files to bring you 100% pure, grade-A accurate coords, my friend.
These coordinates will replace the old ones within all of the SCMs included in your mod. In fact, you can even include them in the Save-Friendly SCM!:

 

// For the building in "Demolition Man"
114.9089966 -366.1600037 7.631000042 // For bldngst2mesh and bldngst2meshdam
114.9088821 -366.1600647 7.630674839 // For LODngst2mesh and LODngst2meshdam

 

// For the cafe in "Cop Land"
468.8819885 1006.669983 20.68099976 // For ml_tarbrush and ml_tarbrushdamage

 

// For the factory in "Trojan Voodoo"
-1165.496582 84.80561829 17.58214188 // For build1 and buildblown
-1186.099121 85.21675873 16.30856895 // For hdrugfactoryint and hdrugfactorypol
-1165.496582 84.80561829 17.58214188 // For LODld1 and LODldblown

 

// For the hotel in "Martha's Mug Shot"
568.5395508 -4.800708771 13.2636261 // For od_wtsign and od_chariot
568.5395508 -4.800708771 13.2636261 // For lodd_buildnew and lodchariot

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Noskillx

uh... what?

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The Eddo
10 hours ago, Noskillx said:

uh... what?

Look, just grab the files I've provided and kitbash 'em into the latest build of Updated SCM. What I basically did was that I improved the building site because the way it works in this mod doesn't seem kinda, uh- right:).

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Niles Crane
12 hours ago, The Eddo said:

4. I removed the alpha transparency of newscaffolding2_256 to match lod_newscffldng2 in "LODnbeachwbig.txd".

wouldnt it be better to just use lod_newscffldng2 and edit the model to use it?

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The Eddo
Posted (edited)
10 minutes ago, George Costanza said:

wouldnt it be better to just use lod_newscffldng2 and edit the model to use it?

I tried that by using a hex editor. But unfortunately, the texture name lod_newscffldng2 is three bytes shorter than newscaffolding2_256.

The amount of bytes in a file must not change when editing it with a hex editor or else the file will become broken, so this is why I had to do some "improvisation".

Edited by The Eddo

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Noskillx
Posted (edited)

Eddo, no i  will not include this change, looks weird update your mod if you want sorry. 

Edited by Noskillx

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The Eddo
2 hours ago, Noskillx said:

Eddo, no i  will not include this change, looks weird update your mod if you want sorry. 

What is wrong with it exactly?

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SHIFAAU9 / SHIFAAH9

If it is done correctly, be it weird, confusing, or even straight-up insane. then it is done correctly.

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The Eddo
Posted (edited)

@Noskillx: You see, Noskillx. The building site is already pretty broken in the vanilla game:

 

1. The LOD interior model is badly made and unfinished.

2. The building windows are intentionally non-transparent in LOD model due to unfinished model.

3. The non-LOD models appear too late.

 

And what niltwill did was that he made the building site even more buggy. I mean no offense, but he did.

I know he did add a proper LOD model for the damaged building site variant, but he didn't take the unfinished model into account and that broken variant exposed the empty space inside the building, it looked odd from outside.

 

Also, the way he added the model and edited the existing ones was pretty unconventional. The high-quality LODs were really "sticking out" from the game and the LODs weren't disappearing properly upon getting close enough to them.

So I felt appropriate to make a contribution and fixed it myself, I'll still really appreciate it if you add it in:).

Edited by The Eddo

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Niles Crane
4 minutes ago, The Eddo said:

1. The LOD interior model is badly made and unfinished.

it's not unfinished, it's simplified, because ur not supposed to look to inside of it.

5 minutes ago, The Eddo said:

2. The building windows are intentionally non-transparent in LOD model due to unfinished model.

same as above, simplified texture, to eat less resources, it's lod model after all

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The Eddo
2 minutes ago, George Costanza said:

it's not unfinished, it's simplified, because ur not supposed to look to inside of it.

same as above, simplified texture, to eat less resources, it's lod model after all

I know, but it looks quite retarded. So I decided to fix some R*Vision™ as well as NiltwillVision™.

I liked those non-transparent windows, so I decided to keep them as they were.

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Noskillx

Wont add it sorry. Its unnecesarry. 

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The Eddo
12 hours ago, Noskillx said:

Wont add it sorry. Its unnecesarry. 

You still don't understand. It IS necessary since the default configuration of the building site in this mod is pretty broken, I've sorted it all out.

 

But still, it's your choice to include or to not include:).

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Noskillx
Posted (edited)

If it aint broken dont go fix it ~ Sweet, it works without bugs in game so no need to change it. 

Edited by Noskillx

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The Eddo
Posted (edited)
44 minutes ago, Noskillx said:

If it aint broken dont go fix it ~ Sweet, it works without bugs in game so no need to change it. 

When near:

 

WbHDZdi.png

 

When far:

 

gAGpxE2.png

 

When very far:

 

D2klSFI.png

 

All screenshots were taken after passing "Demolition Man" and the files that are causing these bugs are the ones provided in the current build of the mod:).

 

EDIT:

 

When REALLY FAR:

 

mPSFvFy.png

Edited by The Eddo

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Noskillx

Hmm.. That is interesting, and your fix fixes it totally? Maybe i will take a look after all

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The Eddo
2 minutes ago, Noskillx said:

Hmm.. That is interesting, and your fix fixes it totally? Maybe i will take a look after all

Yep, I took everything in account before making my fix. And make sure to take some screenshots of my fix when you're gonna test it:).

 

Note: The main.scm files in the current build of the mod only replace the LOD models during "Demolition Man", you'll need to manually edit it so it replaces the non-LOD models too.

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AshGamer007

Hey @Noskillx when you are going to release 2.1d?

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Noskillx

When its ready. 

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AngelD7

my game crash, and i can't find the ''other_scms'' folder when i try to install in modloader

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Noskillx
Posted (edited)

Nice! @RegistaG how was 2.1d? any bugs? report if you seen anything bad please

Edited by Noskillx

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RegistaG

there's about 20hrs of gameplay in that save file, and it was smooth, most of the little bugs were from ClassicAxis, and I only had 1 game crash. Couple of things that i noticed:

In Guardian Angels, when the first van spawns, sometimes a Haitian can get stuck under the van.

Also Guardian Angels, it's really easy to fail the mission by "leaving the deal", once I went across the street to pickup a weapon from the Haitian and I failed.

On Cap the Collectors, sometimes the guys will crash multiple times in the cutscene, not sure if it's like that in the vanila version.

That's about it I think.

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xxnooblyxx(temp ban)
Posted (edited)

I can't enter the bike shop, and when I try to add the .col file to modloader, it crashes the game.

I can't even find a dowbikershop.col anywhere to replace it with the new one.

Fixed it. Also, Tommy won't have his MC clothes in cutscenes.

Edited by xxnooblyxx(temp ban)

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FriedSpats
Posted (edited)
9 hours ago, xxnooblyxx(temp ban) said:

Also, Tommy won't have his MC clothes in cutscenes.

You obviously forgot to put in the CLEO script (cs-playmodels.cs) which allows Tommy to use the outfit in cutscenes.

Edited by FriedSpats

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xxnooblyxx(temp ban)

Is CS playmodels suppose to use the CS models in-gameplay, or...

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FriedSpats
Posted (edited)
Quote
cs-playmodels: use this if you wish to use the CSplay models
for cutscenes for all player models.

Also, I just told ya it allows Tommy to use the outfit in cutscenes, the CS is enough to know what it does.

Edited by FriedSpats

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The____Mostwanted

After purchasing the villa in Vice Point, I spawn at the disk and can't manage to dodge it :X. 

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