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spaceeinstein

Beta 3.4 discussion

Recommended Posts

Claude_Lib

I actually though about using textures from PS2 version, but I'll take a look at your file, thanks.

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Kurropt Antagonist

Installed and played a bit this morning.

 

Glad to see the opening scene seems complete now, with the proper vehicles. However I did notice the LOD models popping in and out at times, though this only happened on the first run.

 

I removed the traffic asi for future rampage attempts but while attempting both Diablo and Mafia Destruction, I had a heckuva time finding the proper vehicles, although this might have been bad luck.

 

Quick update: Tried a "destroy X# of vehicles" rampage a few times last night and traffic was pretty bare bones. Could not complete without a wanted level. Haven't re-attempted WITH vc_traffic.asi added back yet.

 

Have the idle animations been added? Seems like they have been but I don't really recall the differences for III like I do for VC.

 

Also, I just have to ask, what are the chances future versions utilize VBdec for audio? Or can it be used now?

Edited by Kurropt Antagonist

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Ingramsl19

Yeah i have a error on GTA LC.exe Should I Run the gta-lc.exe and Windows 8.1 but a has stopped working on BEX.

Problem signature:  Problem Event Name: BEX  Application Name: gta-vc.exe  Application Version: 0.0.0.0  Application Timestamp: 00000000  Fault Module Name: gta-lc.asi_unloaded  Fault Module Version: 0.0.0.0  Fault Module Timestamp: 4426e4ba  Exception Offset: 00001e40  Exception Code: c0000005  Exception Data: 00000008  OS Version: 6.3.9600.2.0.0.256.48  Locale ID: 1054  Additional Information 1: d41d  Additional Information 2: d41d8cd98f00b204e9800998ecf8427e  Additional Information 3: e54c  Additional Information 4: e54c920834c5976ddbebd22860119547 Read our privacy statement online:  http://go.microsoft.com/fwlink/?linkid=280262 If the online privacy statement is not available, please read our privacy statement offline:  C:\Windows\system32\en-US\erofflps.txt

and This

 GTAVC.WidescreenFix.asi_unloaded
Edited by SSRenz

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Claude_Lib

I'm gonna redo the particle.txd later, fixing the shadows once and for all.

Done, not only particles but also a bunch of other TXDs. Feel free to use it if you want.

P.S. Wondering why LC has more loadscreens that the original Vice City. Does it actually use them?

Edited by Claude_Lib

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Jimmy

 

I'm gonna redo the particle.txd later, fixing the shadows once and for all.

Done, not only particles but also a bunch of other TXDs. Feel free to use it if you want.

P.S. Wondering why LC has more loadscreens that the original Vice City. Does it actually use them?

 

I believe the loadscreens are used for Silent's load screens plugin that are used when Starting a new Game or Loading Saves. Edited by Arrow

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Claude_Lib

I know that, the keyword is "more". Vice City only has 13 screens, while LC has 15.

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Ingramsl19

How to do fix this

Problem Event Name: BEX  Application Name: gta-vc.exe  Application Version: 0.0.0.0  Application Timestamp: 00000000  Fault Module Name: GTAVC.WidescreenFix.asi_unloaded  Fault Module Version: 0.0.0.0  Fault Module Timestamp: 573eefe8  Exception Offset: 00002d40  Exception Code: c0000005  Exception Data: 00000008  OS Version: 6.3.9600.2.0.0.256.48  Locale ID: 1054  Additional Information 1: 5861  Additional Information 2: 5861822e1919d7c014bbb064c64908b2  Additional Information 3: 6ee2  Additional Information 4: 6ee2432e64e99bdcea5e4be767a3b1a2 Read our privacy statement online:  http://go.microsoft.com/fwlink/?linkid=280262 If the online privacy statement is not available, please read our privacy statement offline:  C:\Windows\system32\en-US\erofflps.txt

And this:

Exception at address: 0x6B172D40 EXE Version:          gta-vc.exe 1.0 US   Registers ----------------------------------------------------- EAX: 0x00703A30 EBX: 0x000000FF ECX: 0x00703A34 EDX: 0x00C23400 ESI: 0x6B79B990 EDI: 0x00C234D8 EBP: 0x6B79B990 ESP: 0x0018FD40 EFLAGS: 10000001000000110

How to fix the gta-lc.asi unloaded?

Edited by SSRenz

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spaceeinstein

There are big changes to the map after using HM128's finding to get GTA III's LODs working as intended. I undid my old changes that worked around the issue. I redid industSW.ipl, industNW.ipl, and conSE.ipl so that they closely match III. Whoever moved the city didn't move all objects exactly the same way. This solves several discrepancies between this mod and III, primarily road LODs and streetlights placements. Here are two examples showing the fix:

 

This building's LOD finally gets to unload when the player is close to it:

lod_building_th.jpg

 

Callahan Bridge's ramp LOD no longer needs to be removed:

lod_bridge_th.jpg

 

Because there have been many changes, I'm releasing Beta 3.4 pre-release 3.

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Claude_Lib

Looks like I accidentally gave you the broken fronten2.txd. Here's the fixed one. Sorry.

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Kurropt Antagonist

Okay, seems like this version has a conflict with Ultimate ASI Loader. Game crashes at loadscreens.

 

On a more positive note, I've figured out why vc_traffic conflicts with rampages.

 

In Gang Data, all gangs are set to only spawn as single gangers (C=1000*). Spread some over to D and E.

 

Personally, I've set C (single ganger walking) to 250, D (group walking) to 50, and E (group talking) to 700.

 

* The total value of all 3 cannot exceed 1000.

Edited by Kurropt Antagonist

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Evil empire

It would be excellent if you give the player the opportunity to replay all the missions like in Total overdose once he got the 100% completion.

Edited by Evil-Empire

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spaceeinstein

@Kurropt Antagonist, the Ultimate ASI Loader works fine for me. The default name conflicts with GTA: LC file so I renamed it to d3d8.dll. I tried your gang data modification and the gang members grouped up. Was that the supposed result? It's better to remove vc_traffic.asi entirely if you want to do that.

 

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

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Kurropt Antagonist

@Kurropt Antagonist, the Ultimate ASI Loader works fine for me. The default name conflicts with GTA: LC file so I renamed it to d3d8.dll.

Hey, so it turns out ULA works...if you install it properly.

 

I tried your gang data modification and the gang members grouped up. Was that the supposed result? It's better to remove vc_traffic.asi entirely if you want to do that.

Yes, that's the intended result. Now you won't have to hunt for gang members during rampages. If you remove the asi, it makes the vehicle rampages/RC missions quite difficult in my experience.

 

BTW, I just tried VBDec with LC (the radio stations anyway) and it works (at least with PS2 audio)! Just rename the appropriate files in gtalc.ini and drop in the two asis (and a config to set Chatterbox's sample rate to 16000). You won't need the audio-samples.ini.

Edited by Kurropt Antagonist

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Claude_Lib

BTW, I just tried VBDec with LC and it works (at least with PS2 audio)! Just rename the appropriate files in gtalc.ini and drop in the two asis (and a config to set Chatterbox's sample rate to 16000). You won't need the audio-samples.ini.

So basically you don't need audio-samples.asi either.

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Kurropt Antagonist

 

BTW, I just tried VBDec with LC and it works (at least with PS2 audio)! Just rename the appropriate files in gtalc.ini and drop in the two asis (and a config to set Chatterbox's sample rate to 16000). You won't need the audio-samples.ini.

So basically you don't need audio-samples.asi either.Me am real gooder at compooters!

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Ingramsl19

OK, I Delete the old GTA LC installer because i download the GTA SA 151+ trainer result the Windows Defender block the there program and I Re-download the GTA LC Installer

Here' this

java-fail-band.png

This is a same problem in all program

Edited by SSRenz

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Claude_Lib

Upgrade to Windows 7 and stop posting nonsense.

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Ingramsl19

Upgrade to Windows 7 and stop posting nonsense.

There's problem will one more time. the This app can't run your pc

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Claude_Lib

Why the f*ck do you need Java SDK anyway? Most people only need JRE - Java Runtime Environment, but it's not required for GTA LC either. Please go to the Oracle forums if you need somewhere to sh*tpost, okay?

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Evil empire

For the version 3.4 it would be great if you:

-include some assets to buy generating an income and some associated missions like in Vice City and San Andreas

-create a mission where the player drives the Portland train like one of the jobs in San Andreas

-create a mission where the player drives and protects prostitutes like in San Andreas

-create a mission where the player enters some houses and steals some objects like in San Andreas + an option to change the timescale

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Evil empire

Sorry for the double-post, I thought my first message wasn't posted and forgot to refresh the page.55.gif

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

What should I do?

Edited by Evil-Empire

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Kurropt Antagonist

 

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

What should I do?Open up gta-lc.ini in a text editor, find "MasterDebug=0" and change it to 1.

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Claude_Lib

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

What should I do?

Enable MasterDebug in gta-lc.ini

 

Also, GTA III never had all that stuff you requested up there, so it will not be here either.

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spaceeinstein
blur_th.jpg

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Evil empire

 

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

What should I do?

Enable MasterDebug in gta-lc.ini

 

Also, GTA III never had all that stuff you requested up there, so it will not be here either.

 

There aren't motos nor helicopters in GTA 3 it doesn't prevent finding them in the mod.

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perennial

 

 

@Evil-Empire, you can basically play all missions in debug mode. No need to work towards 100% to replay them.

What should I do?

Enable MasterDebug in gta-lc.ini

 

Also, GTA III never had all that stuff you requested up there, so it will not be here either.

 

There aren't motos nor helicopters in GTA 3 it doesn't prevent finding them in the mod.

 

Most of the features you requested are unique to San Andreas though (train driving, pimping, burglary) and not found in Vice City, so unfortunately I don't think they fit in this mod.

 

-

 

BTW, are the additional checkpoint challenges for bikes required for 100% completion?

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Evil empire

Why wouldn't they fit? They would bring more playing time and more fun.

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perennial

Why wouldn't they fit? They would bring more playing time and more fun.

I agree they would be interesting to see, but the train for example is still missing its sound and I don't know how suitable Vice City is for entering random houses, stealth or picking up/dropping items in a burglary-like side-mission. I think VC-related stuff would be more feasible, like level-based vigilante/firefighter missions after completing them the normal way, or the Mr Whoopee distribution side-mission (team pls take notes ;)).

 

Anyways, the 3 bike side-missions apparently do count towards 100% completion. I sort of had the idea that mission-related changes not intended by Rockstar wouldn't be mandatory, and that a GTAIII purist wouldn't need to touch a bike even once even if going for 100%.

Edited by perennial

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Kurropt Antagonist

@Forever L, Curly Bob.

 

 

WANR8N3.png

vaPzg95.png

 

 

@spaceeinstein:

 

MasterExtras2=0

MasterPackagesCompleted=0

MasterParamedicCompleted=0

MasterVigilanteCompleted=0

MasterFirefighterCompleted=0

MasterIEGaragesCompleted=0

Master100Completed=0

If set to "1" these seem to affect the regular game. Even with MasterDebug set to "0". Not sure that's intended? I noticed it when the GTA III icons appeared at the docks while on a mission, then started a new game and they were still there, as well as having 200 health and armor.

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spaceeinstein

Yes, those options affect the game if you change them whenever you want. They should be for debugging stuff.

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