niltwill Posted April 15, 2016 Author Share Posted April 15, 2016 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. That's probably because the message: "Go and intimidate the two jurors, but DON'T kill them!" takes the space. Link to comment Share on other sites More sharing options...
Silent Posted April 15, 2016 Share Posted April 15, 2016 I didn't quite mean that style of separating the source because Sanny has no clue what to do with this What I meant was separating per mission and per script group, using Sanny's {$INCLUDE x} directive. Something like this: // Initial mission{$INCLUDE source\ini.txt}// Paramedic{$INCLUDE source\paramed.sc}// Taxi Driver{$INCLUDE source\taxi.txt}// BMX Time Trials{$INCLUDE source\btrial.txt} Link to comment Share on other sites More sharing options...
niltwill Posted April 15, 2016 Author Share Posted April 15, 2016 OK. You know how it shall be done (unlike me), then why don't you do it? Link to comment Share on other sites More sharing options...
Silent Posted April 16, 2016 Share Posted April 16, 2016 OK. You know how it shall be done (unlike me), then why don't you do it? Right, I'll handle it. I also found some more issues with the code when randomly iterating through your changes, like: :sh*t_19143040D: unload_wav 1 00D6: if 8038: not $8601 == 0 // integer values 000C: $8601 -= 1 // integer values I'm also gonna name these custom globals so Sanny assigns the IDs to them by itself - that shouldn't be an issue I guess? Link to comment Share on other sites More sharing options...
niltwill Posted April 16, 2016 Author Share Posted April 16, 2016 Right, I'll handle it. I also found some more issues with the code when randomly iterating through your changes, like: :sh*t_19143040D: unload_wav 1 00D6: if 8038: not $8601 == 0 // integer values 000C: $8601 -= 1 // integer values I'm also gonna name these custom globals so Sanny assigns the IDs to them by itself - that shouldn't be an issue I guess? Yep, that'll be nice! Link to comment Share on other sites More sharing options...
Silent Posted April 16, 2016 Share Posted April 16, 2016 (edited) OK, finally happy with this. Now the file is divided more or less how the original SCM source was. https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/vcupscm.zip Also, named all custom global variables so Sanny places them by itself (saving some space) and touched quite a bit of stuff: Several various bugfixes in sh*t (structure errors, but now also shuffles between ALL random dialogues) Fixed monologues after KENT1, after Avery's business advice call Fixed monologue in BARON5 - now plays only after the mission is passed Fixed monologues in ROCKB1, COUNT1, CAP_1 - their behaviour now matches stock post-cutscene monologues Removed unused code from OVALRNG, JUNKFUD, HJ, USJ, sh*t, SECURI, IMPORT, CELL, PICKUPS EDIT: Lol at the censorship... SHIT is actually a script name EDIT2: One last change it could make use of is expanding mission IDs to label names, like: start_mission 0-> start_mission INITIAL This way the script would not depend on mission IDs anywhere but in the header, which is easy to mess with. Edited April 16, 2016 by Silent Rachel Amber, Jago and niltwill 3 Link to comment Share on other sites More sharing options...
niltwill Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) Great, also I did replace the mission IDs as to how you wished for it. Also how about a little position fix at: DEFINE MISSION 19 AT @SERG3 // Demolition ManDEFINE MISSION 20 AT @SERG2 // Two Bit Hit Because SERG2 comes before SERG3? Edit: That requires GXT editing for all languages as well. Edited April 16, 2016 by niltwill Link to comment Share on other sites More sharing options...
Silent Posted April 16, 2016 Share Posted April 16, 2016 Meh, it doesn't matter - but you can just swap these missions here and it should be fine. Link to comment Share on other sites More sharing options...
niltwill Posted April 16, 2016 Author Share Posted April 16, 2016 Yes, it's best kept as it was. Now all that's left is the save-friendly SCM..I'll do that tomorrow or when more free time comes based on yours.. Silent 1 Link to comment Share on other sites More sharing options...
onetimer23 Posted April 17, 2016 Share Posted April 17, 2016 (edited) Hy, thanks for the mod and work you doing...but I got unhandled exception everytime I try the All Hands on Deck! Mission. It's always happening when the boats under the bridge start driving. I tried it with a fresh install and no other mods but no luck... Edited April 17, 2016 by onetimer23 Link to comment Share on other sites More sharing options...
niltwill Posted April 17, 2016 Author Share Posted April 17, 2016 (edited) Hy, thanks for the mod and work you doing...but I got unhandled exception everytime I try the All Hands on Deck! Mission. It's always happening when the boats under the bridge start driving. I tried it with a fresh install and no other mods but no luck... Hello, I don't get that unhandled exception on that mission. Is it the Steam version? Did you also try to delete the gta_vc.set file from Documents\Vice City User Files folder? Assuming it's with Steam, you might try what's mentioned in this post or maybe check the integrity of the game cache. Additionally, I run the game away from UAC in a custom location on the 'data' partition. Edited April 17, 2016 by niltwill Link to comment Share on other sites More sharing options...
Silent Posted April 17, 2016 Share Posted April 17, 2016 No crash here too, however, I noticed agents which make their way to the Colonel's ship fade out as soon as they're killed. Is this an original issue? Link to comment Share on other sites More sharing options...
niltwill Posted April 17, 2016 Author Share Posted April 17, 2016 No crash here too, however, I noticed agents which make their way to the Colonel's ship fade out as soon as they're killed. Is this an original issue? I think so..There are lines like: Actor.DestroyWithFade($2685) Link to comment Share on other sites More sharing options...
Silent Posted April 17, 2016 Share Posted April 17, 2016 (edited) What's the address you're crashing at, for starters? Alt + Tabbing should show an error message with an exception address. EDIT: I set up a local git repo with the sources, diffs should make managing these changes even easier! Edited April 17, 2016 by Silent Link to comment Share on other sites More sharing options...
Silent Posted April 17, 2016 Share Posted April 17, 2016 (edited) Fixed All Hands on Deck - now the attackers nor Cortez's crew will not fade out instantly after dying. Also removed some redundant code so the SCM got thinner again https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/col5.txt Edited April 17, 2016 by Silent niltwill and Rachel Amber 2 Link to comment Share on other sites More sharing options...
niltwill Posted April 17, 2016 Author Share Posted April 17, 2016 Fixed All Hands on Deck - now the attackers nor Cortez's crew will not fade out instantly after dying. Also removed some redundant code so the SCM got thinner again https://dl.dropboxusercontent.com/u/46581994/vc_scm_up/col5.txt Great stuff again! BTW, do you know how to spawn an unused ped type in the game? The WFYCST is not used anywhere, yet she could appear around the Pole Position Strip Club and/or the Malibu Club (CLUB1 and CLUB2). First I added this to default.ide: 107, WFYCST, WFYCST, CIVFEMALE, STAT_SENSIBLE_GIRL, woman, 0, null, 9,9 But what's the next step? And I'm getting closer to finish with the save-compatible SCM source, a little more time ... Sergiu 1 Link to comment Share on other sites More sharing options...
betapl Posted April 17, 2016 Share Posted April 17, 2016 I little problem when i complete phenom phen 86 i can't change clothes and take rampanges Link to comment Share on other sites More sharing options...
Silent Posted April 17, 2016 Share Posted April 17, 2016 ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file Link to comment Share on other sites More sharing options...
gtaplayer02012 Posted April 17, 2016 Share Posted April 17, 2016 (edited) "Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)" What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now? Edited April 17, 2016 by francisisgay Link to comment Share on other sites More sharing options...
niltwill Posted April 17, 2016 Author Share Posted April 17, 2016 I little problem when i complete phenom phen 86 i can't change clothes and take rampanges Is this with the save-game compatible SCM? "Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)" What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now? I was considering the BF Injection, but since it ought to be an unique vehicle (not outside the streets), I kept it the way it was. ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file I corrected that too. Your changes break the save-game compatible SCM unfortunately. Tried to fiddle with it for hours, reverting almost everything, but no luck. Still trying at this point. Link to comment Share on other sites More sharing options...
betapl Posted April 17, 2016 Share Posted April 17, 2016 I little problem when i complete phenom phen 86 i can't change clothes and take rampanges Is this with the save-game compatible SCM? "Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)" What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now? I was considering the BF Injection, but since it ought to be an unique vehicle (not outside the streets), I kept it the way it was. ugh lol, I accidentally packed both heli1sc and heli2sc to the same txt file I corrected that too. Your changes break the save-game compatible SCM unfortunately. Tried to fiddle with it for hours, reverting almost everything, but no luck. Still trying at this point. yes i play new game on v1.4a and no update when i complete this mission i cant shopping and take rampanges Link to comment Share on other sites More sharing options...
Zera Posted April 17, 2016 Share Posted April 17, 2016 "Hotring cars now spawn as a reward after completing the mission "Hotring" (similarly to Bloodring)" What are we going change for the old hotring racer unlock at Sunshine autos since this is the new unlock location now? The ones that spawn on the stadium are the Hotrina and Hotrinb variants, which are only obtainable through cheats. The one in Sunshine Autos is the regular Hotring. Link to comment Share on other sites More sharing options...
niltwill Posted April 17, 2016 Author Share Posted April 17, 2016 yes i play new game on v1.4a and no update when i complete this mission i cant shopping and take rampanges Anyone else having this kind of problem? Doesn't happen to me. It seems as if your game would remain in a mission-like state, is there any other mod used? Meanwhile, updated to v1.5 with Silent's fixes. uncaged 1 Link to comment Share on other sites More sharing options...
onetimer23 Posted April 17, 2016 Share Posted April 17, 2016 (edited) What's the address you're crashing at, for starters? Alt + Tabbing should show an error message with an exception address. EDIT: I set up a local git repo with the sources, diffs should make managing these changes even easier! Yeah I deleted that several times...I'm using The Trilogy Version from DvD + Patch 1.1 in data drive... The Unhandled expection is at Address: 004bb1c2 I tried the new version 1.5...but no luck either...it's not loading my savegame. The Address here is 0044b684 Maybe my savegame is corrupt...i will try a new game with 1.5...see if it happens again... EDIT: with v1.5 and new game it's working till Shakedown...but if i come near Gash the game crashes again... Address: 004bb577 Edited April 18, 2016 by onetimer23 Link to comment Share on other sites More sharing options...
Silent Posted April 18, 2016 Share Posted April 18, 2016 This almost certainly isn't related to the SCM. I somehow doubt the game is completely stock. Link to comment Share on other sites More sharing options...
Mugetsuga Posted April 18, 2016 Share Posted April 18, 2016 EDIT: with v1.5 and new game it's working till Shakedown...but if i come near Gash the game crashes again... Address: 004bb577 The Gash shop inside the mall? If so you need OLA, open limit_adjuster_gta3vcsa.ini and in [VCLIMITS] change EntryInfoNode = 3200 to EntryInfoNode = 30000 that should fix the crash. Link to comment Share on other sites More sharing options...
ZT- Posted April 18, 2016 Share Posted April 18, 2016 (edited) - Edited July 5, 2017 by ZT- niltwill 1 Link to comment Share on other sites More sharing options...
niltwill Posted April 18, 2016 Author Share Posted April 18, 2016 Do you think it would make more sense to replace hmost with FSfa in All Hands on Deck? Maybe...but now, what others think about it? Link to comment Share on other sites More sharing options...
niltwill Posted April 20, 2016 Author Share Posted April 20, 2016 The no-answer was expected as much, but it's done, and there is a little update to v1.5a with a few other things - sorry again for forcing you to restart the game so many times. ZT- 1 Link to comment Share on other sites More sharing options...
ZT- Posted April 20, 2016 Share Posted April 20, 2016 (edited) - Edited March 29, 2017 by ZT- Link to comment Share on other sites More sharing options...
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