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spaceeinstein

Beta 3.4 discussion

Recommended Posts

spaceeinstein

Hey everyone. I want to prepare a massive release that includes all the progress we had done since the release of Beta 3.3. There are still some stuff that I want finalized before release. In the meantime, try out the Beta 4.0 pre-release 4 version! The pre-release as of now still requires that you have GTA: Vice City and GTA III installed. Backup your VC install and copy the contents of the download into your VC install. Then copy the audio files from III (except sfx.raw and sfx.sdt) into your VC install. In the release, I want a proper ReadMe, license/copying, and installer. What do you think should be in the ReadMe (the team will definitely be included)? How do you do the licensing thing since I'm unfamiliar with it and there are R* content mixed in with our content? The installer uses NSIS. I will try to keep this post updated.

 

Preliminary ReadMe

 

Introduction-------------------------------------------------------------------------------Thank you for downloading Grand Theft Auto: Liberty City Beta 4.0 pre-release4, a total conversion modification for Grand Theft Auto: Vice City. Ever sinceGTA: Vice City was released, ongoing work has been done to bring the world ofGTA III into the new game engine. This allows you to play with features thatare not present in GTA III (like motorcycles, helicopters, ability to killvehicle occupants, and tire bursts). Although there are many similaritiesbetween the two game engines, there are enough complex differences that peopleare still working on the project to this day.Getting Started-------------------------------------------------------------------------------This pre-release currently requires you to have existing installations of GTA:Vice City and GTA III. The installer will delete and replace files so rememberto backup the original copy of the game. After you run the installer, you haveto copy the audio files from GTA III to the installation's audio folder. Youmust run gta-lc.exe to play the mod.What's New in Beta 4.0-------------------------------------------------------------------------------Since Beta 3.3, the project has taken huge strides in faithfully convertingfeatures from GTA III to GTA: Liberty City, fixing bugs, and improvinggameplay. Features that have been faithfully converted include:* All mission garages.* All cranes.* The lift bridge.* Vehicle sound effects.* All remaining opcodes that were used in GTA III.* Nearly all ped sound effects.* Script-specific special character sound effects.* Motion blur effects.* Weather tint.* Nearly all cheats.* All looping script sounds.* Car alarms.* Police scanner audio for zones and vehicles.Future Work-------------------------------------------------------------------------------The mod is far from complete. Major features that are missing from the releaseor need more work in the future include:* Cutscene head animations.* Car crusher behavior.* Train behavior.The Team-------------------------------------------------------------------------------Visit http://gtaforums.com/topic/770243- for the most up-to-date list of allwho have contributed to the project and details of their contributions over theyears....Contributors are listed in alphabetical order. Only their names are listed....Website-------------------------------------------------------------------------------Visit the official website of GTA: Liberty City athttp://gtaforums.com/forum/333-. There you can discuss about and contribute tothe project.
Edited by spaceeinstein

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Jimmy

Everything looks good so far. Thanks for uploading it spaceeinstein. I'm currently downloading the package. Will test it tomorrow. Also, I agree with using NSIS. Here's what a friend had once linked me when it come to License Agreements. Might wanna take a look at it. Hopefully the Beta 3.4 doesn't have the issues from Missing Coding.

 

 

Backup your VC install and copy the contents of the download into your VC install.

Don't mean to be a grammar nazi but did you mean LC instead of VC?

 

Also, there are minor bugs I believe from Mission Coding topic (not sure if the latest beta has those fixed). Would love to hear your input on how far the Cutscene Heads are being worked on.

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spaceeinstein

The download contains LC and you copy it over into VC.

 

I've never worked on cutscene heads and I think ModelingMan is the only one with knowledge about this. There are still tons of unfinished work and bugs but I really want a new baseline before working any further. The jump between 3.3 and 3.4 in terms of bugs fixed and features added is already massive.

Edited by spaceeinstein

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George Costanza

ReadME could say what's extra from normal GTA3 and what's still missing yet from normal GTA3.

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Silent

Inno Setup for installer!

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theNGclan

I used to have an installation wizard creation tool laying around. I can dig through some old hard drives if you want it.

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AZS9

Downloading it. I am amazed that it is 413 mb where previous releases were only around 100 mb. Really interested to see whats new in this one..

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AZS9

Though its pre-release , it is the best so far.

One question, should I run deletefiles.bat?

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Shapaer

should I run deletefiles.bat?

 

I'd like to know too.

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Jimmy

How do you guys plan on implementing the GTA III Cheat Codes? I believe ModellingMan did it in one of the old Betas. They were far from perfect. As for the density of Triads in Trial by Fire, removing the vc_traffic.asi fixes the same.

 

Also, please arrange the Team Member names by the significant contributions they've done. It'd be really nice that way. I mean no discrimination though. The Project has been running for over a decade and I'm fairly sure that each member's contribution is appreciated. :)

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spaceeinstein

@theNGclan, it would be great to have a reference.

 

@Azizul Hoque, @Shapaer, it's your decision. You can open the file in Notepad to see what exactly it deletes.

 

@Arrow, most cheat codes are already implemented. It doesn't take advantage of GInput though. If the names are ordered by significant contributions, how can contributions be quantified?

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Jimmy

If the names are ordered by significant contributions, how can contributions be quantified?

Well, for the start the Mod Leaders and Founders will be at top. People like Craig, ModellingMan, yourself, Demarest, pikecreekskidz, killerip, Hammer83 and Silent who have always been the Major contributors are to be listed first, followed by people who've contributed sectionally and finally people who've helped with bugs, testing and misc.

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Forever L

 

If the names are ordered by significant contributions, how can contributions be quantified?

Well, for the start the Mod Leaders and Founders will be at top. People like Craig, ModellingMan, yourself, Demarest, pikecreekskidz, killerip, Hammer83 and Silent who have always been the Major contributors are to be listed first, followed by people who've contributed sectionally and finally people who've helped with bugs, testing and misc.

I agree with that.

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Ingramsl19

Though its pre-release , it is the best so far.

One question, should I run deletefiles.bat?

After Installing the pre-release on LC after run the bat type Yes [Y] to delete the Vice City map

 

I Found the no audio sound for LC My audio on pack file is corrupted

 

But the start the game:

0qqbKG0.png

gta-vc.exe has stopped working

How to solve the Stopped working with LC Mod

Edited by SSRenz

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Jimmy

Just noticed this. Switching back to deldrv (Driving Delorean) from delofly (Flying Delorean) doesn't occur till the vehicle hits the ground. Although the Vehicle model changes, it retains the properties of the Delorean Chopper for some reason and doesn't instant change to it's vehicle counterpart properties.

 

qebwsnX.png

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Mr. Jago

Tried to update my animation conversions, you can get them here if anyone wants to test them. Currently converted (might be missing some):

 

 

 

bomberbuddy_fire (WEAPON_pump) - WEAPON.DAT has been updated to use III's frame times for the shotgunCAR_LB (CAR_LBin)CAR_Lshuffle_RHSCAR_LsitCAR_QjackCAR_QjackedCAR_alignHI_LHSCAR_alignHI_RHSCAR_align_LHSCAR_align_RHSCAR_close_LHSCAR_close_RHSCAR_closedoorL_LHSCAR_closedoorL_RHSCAR_closedoor_LHSCAR_closedoor_RHSCAR_crawloutRHSCAR_doorlocked_LHSCAR_doorlocked_RHSCAR_getinL_LHSCAR_getinL_RHSCAR_getin_LHSCAR_getin_RHSCAR_getoutL_LHSCAR_getoutL_RHSCAR_getout_LHSCAR_getout_RHScar_hookertalkCAR_jackedLHSCAR_open_LHSCAR_open_RHSCAR_pullout_LHSCAR_pullout_RHSCAR_rolldoorCAR_rolldoorLOCAR_shuffle_RHSCAR_sitCAR_sitpCAR_sitpLOcolt45_fire (WEAPON_hgun_body)colt45_reload (WEAPON_hgun_rload)DRIVE_BOATDRIVE_LDRIVE_RDROWNDUCK_downDUCK_lowEV_diveEV_stepFALL_collapseFALL_fallFALL_fallFALL_glideFALL_landFIGHT2IDLEFIGHTIDLEFIGHTLhookFIGHTbodyblowFIGHTheadFIGHTkickFIGHTkneeFIGHTppunchFIGHTpunchFIGHTpunchFIGHTrndhseFIGHTrndhseFLOOR_hit_ff*ckUgetupgetup_fronthandsCOWERhandsupHIT_LHIT_RHIT_backHIT_behindHIT_bodyblowHIT_chestHIT_frontHIT_headHIT_walkHIT_wallidle_HBHBidle_armedidle_chatidle_rocketidle_rocket2idle_taxiidle_tiredJUMP_glideJUMP_landJUMP_launchKD_leftKD_rightKICK_floorKO_shot_armRKO_shot_armlKO_shot_frontKO_shot_legLKO_spin_LKO_spin_RPHONE_inPHONE_outPHONE_talkrun_backrun_fatoldrun_gang1run_playerrun_rocketrun_rocket_leftrun_rocket_rightrun_stoprun_stopRSHOT_leftPSHOT_partialSHOT_rightPsprint_civisprint_panicturn_180walk_backwalk_civiWALK_fatwalk_fatoldwalk_gang1walk_gang2walk_leftwalk_oldwalk_playerwalk_playerwalk_rightwalk_rocketwalk_rocket_leftwalk_rocket_rightwalk_shufflewalk_startwalk_startwalk_start_backwalk_start_leftwalk_start_rightwalk_start_rocketweapon_AK_bodyweapon_AK_rloadWEAPON_bat_hWEAPON_bat_vWEAPON_start_throwWEAPON_throwWEAPON_throwu

 

 

 

Also included in the "xbox_test" folder are a handful of character models converted from Xbox with the original vertex weights intact.

 

Notes/known issues:

- Fast reload seems to be on, so it isn't possible to see the converted reloading animations

- Rocket launcher is angled wrongly

- Some car animations from VC don't line up properly with those from III, there aren't many left to convert so this isn't much of an issue

- Drive-by animations can't be converted from III since weapon firing doesn't start until the animation finishes, unlike in III where it starts immediately

- All walking/running animations for women don't load through Kam's scripts so I can't convert them

- Shotgun fires too fast when crouching, new animation probably needs to be made

 

edit: updated download with player model

Edited by Mr. Jago

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KNN.

By the way, what if we could connect all spawned magnets & cranes by lines? Draw line like the GTA 3 clock in Staunton island has and the Vice City planes do, also GTA LCS is worth to mention here.

 

I wrote a function for that but it needs fixes to work with scripted objects.

 

 

auto CTrafficLights__ScanForLightsOnMap = (int(__cdecl*)())0x4661C0;auto RwRenderStateSet = (void(__cdecl*)(RwRenderState a1, int a2))0x649BA0;auto RwV3dTransformPoints = (void *(__cdecl*)(RwV3d *a1, RwV3d *a2, int a3, RwMatrix *a4))0x647160;auto RwIm3DTransform = (DWORD *(__cdecl*)(struct RwD3D9Vertex *a1, unsigned int a2, RwMatrix *a3, int a4))0x65AE90;auto RwIm3DRenderIndexedPrimitive = (DWORD *(__cdecl*)(int a1, BYTE *a2, signed int a3))0x65AF90;auto RwIm3DEnd = (signed int(__cdecl *)())0x65AF60;auto RwMatrixRotate = (int *(__cdecl*)(RwMatrix *a1, RwV3d *a2, float a3, int a4))0x643EA0;auto RwMatrixTranslate = (int *(__cdecl*)(RwMatrix *a1, RwV3d *a2, int a4))0x644320;auto RwMatrixScale = (int *(__cdecl*)(RwMatrix *a1, RwV3d *a2, int a4))0x644190;auto CGeneral__GetATanOfXY = (long double(__cdecl*)(float a1, float a2))0x4A55E0;//Connect by line two objectsvoid drawLine(RwMatrix* matrix1, RwMatrix* matrix2){	RwV3d vertex1;	vertex1.x = 26.7;	vertex1.y = 0.0;	vertex1.z = 14.0;	RwV3dTransformPoints(&vertex1, &vertex1, 1, matrix1);	RwV3d vertex2;	vertex2.x = 0.0;	vertex2.y = 0.0;	vertex2.z = 0.0;	RwV3dTransformPoints(&vertex2, &vertex2, 1, matrix2);	RwD3D9Vertex TempVertexBuffer[2];	TempVertexBuffer[0].pos.x = vertex1.x;	TempVertexBuffer[0].pos.y = vertex1.y;	TempVertexBuffer[0].pos.z = vertex1.z;	TempVertexBuffer[0].color.blue = 20;	TempVertexBuffer[0].color.green = 20;	TempVertexBuffer[0].color.red = 20;	TempVertexBuffer[0].color.alpha = 0xFF;	TempVertexBuffer[1].pos.x = vertex2.x;	TempVertexBuffer[1].pos.y = vertex2.y;	TempVertexBuffer[1].pos.z = vertex2.z;	TempVertexBuffer[1].color.blue = 20;	TempVertexBuffer[1].color.green = 20;	TempVertexBuffer[1].color.red = 20;	TempVertexBuffer[1].color.alpha = 0xFF;	BYTE indices[] = {0, 0, 1, 0};	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, 0);	RwRenderStateSet(rwRENDERSTATESRCBLEND, 5);	RwRenderStateSet(rwRENDERSTATEDESTBLEND, 6);	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, 0);	if ( RwIm3DTransform(TempVertexBuffer, 2, NULL, rwIM3D_VERTEXXYZ|rwIM3D_VERTEXRGBA) )	{                         		RwIm3DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, indices, 2);   		RwIm3DEnd();	}}

 

 

Edited by HM128

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Forever L

Is it possible to add a script so can walk?

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Jimmy

Is it possible to add a script so can walk?

ThirteenAG made this a while ago. This would be added. Not sure if the Team wants it. Would be a nice addition though.

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Forever L

 

Is it possible to add a script so can walk?

ThirteenAG made this a while ago. This would be added. Not sure if the Team wants it. Would be a nice addition though.

 

 

I tried to use the one for Vice City, and it does not work. :/

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spaceeinstein

@HM128, thanks for showing me that it's possible to implement the walk/don't walk signal. I looked into how III did this and was surprised that I only needed to replicate one function to get the signal to work. VC had almost everything needed to draw the textures. I'll release another DLL update before releasing Beta 3.4.

 

@Arrow, sometimes the DeLorean doesn't immediately transform because the necessary models didn't load quickly enough. It shouldn't happen all the time though.

 

@Mr. Jago, thanks for the update. There is a major bug with the animation when the Chrome Shotgun is used. To disable fast reload, make sure "Master100Completed" is set to 0 (fast reload happens at 100% completion).

 

@Forever L, walking in standard controls wasn't in either games so I'm not planning to include it. ThirteenAG's walk mod works fine for me. How did you install it?

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Claude_Lib

Reupped it to my Google Drive because DropBox seems unstable.

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Jimmy

@Arrow, sometimes the DeLorean doesn't immediately transform because the necessary models didn't load quickly enough. It shouldn't happen all the time though.

I guess my system wasn't previously able to load models that quick. I did a recent downgrade and changed my settings to max settings. No longer facing this issue.

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Claude_Lib

For some weird reason I can't run it in anything different from 640*480*16, it just crashes whenever I try to change the resolution. Also, you still use lowres car shadow texture? And custom radar ring?

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Jimmy

I'm running at the game at 1440x900x32 resolution. You need to set the resolution before loading a save or starting a new game. It looks a bit pixellated due to my Monitor having VGA issues. Other than that, it runs fine.

 

pBVfIZ8.jpg

Edited by Arrow

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Leader

This mod keeps crashing on beta 3.3 version.The 3.1 worked well,but i wanna try the newest one it crashes on gta-lc.exe,but no gta-vc.exe it crashes on loading screen when i start the game Please Help.

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Jimmy

This mod keeps crashing on beta 3.3 version.The 3.1 worked well,but i wanna try the newest one it crashes on gta-lc.exe,but no gta-vc.exe it crashes on loading screen when i start the game Please Help.

Did you try Beta 3.3 on a fresh installation and properly installed all the updates? Beta 3.4 is the latest one and I'd suggest that you try it instead. Also, you need to run the game using gta-lc.exe as it modifies certain game parameters to properly run the game. gta-vc.exe won't work. Edited by Arrow

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Helegad

I'm running at the game at 1440x900x32 resolution. You need to set the resolution before loading a save or starting a new game. It looks a bit pixellated due to my Monitor having VGA issues. Other than that, it runs fine.

 

pBVfIZ8.jpg

 

Time for a new video card, that sh*t is horrendous :lol:

 

Gonna play around with this tonight, it's been friggin' ages since I last played LC!

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KNN.

Crashing while changing the resolution is caused by drawing textures by asi or some addon. I'm not sure if someone already implemented a different system of changing res to not crash the game.

The basic idea would be like save the settings, state of menu (video config), then simply reload the game application with the menu.

Edited by HM128

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