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spaceeinstein

Beta 3.4 discussion

Recommended Posts

Jimmy

Only problematic build was beta2 v5 which corrupt save after passing A drop in the Ocean.

If I'm not wrong that build had some issues with Sayonara Salvatore as well.

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spaceeinstein

Previous builds have issues everywhere :/

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spaceeinstein

I'm so confident in the currently stability of the mod that I took the time to drop off all 100 passengers without assistance.

 

 

Poll: Do you want the version number to be 3.4 or 4.0? I'm leaning towards 4.0 now that the SCM and ped audio are very near completion, which are massive achievements over past versions.

 

I'm unsure if we should include a license since most of the game assets are made by R*. Should we have one? Do we allow redistribution/commercial use?

Edited by spaceeinstein

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Silent

Ah that lovely III timer calculation giving you tons of time... VC altered that quite a bit though that caused a regression where time for a ride is calculated incorrectly :/

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Jimmy

I think you should rename to the 4.0 builds from now on. Once you're ready to release the next build, please make a topic with all the upcoming changes/updates. :^:

 

Would be interesting to see how closer the next build is, to the final release.

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George Costanza

maybe call it 4.0 when you get working head animations in cutscenes?

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Craig Kostelecky

maybe call it 4.0 when you get working head animations in cutscenes?

 

That's when we call it final.

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Jimmy

 

maybe call it 4.0 when you get working head animations in cutscenes?

That's when we call it final.

 

Call the next build 4.0 maybe? You guys have been stuck on 3.x for years now.

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Ingramsl19

And before final release can i have the Project 2DFX and its work for LC?

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zmudziak32

Beta 2 also was stuck for many years.

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Kurropt Antagonist

Poll: Do you want the version number to be 3.4 or 4.0? I'm leaning towards 4.0 now that the SCM and ped audio are very near completion, which are massive achievements over past versions.

I agree on this. You've done some amazing work space, and I think a new number reflects that.

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Russell_Stone

I guess, it will be truly final only when CLEO, ASI mods and hooks, and MVL will be fully compatible. And of course when CS Heads will be fixed.

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Ingramsl19

I guess, it will be truly final only when CLEO, ASI mods and hooks, and MVL will be fully compatible. And of course when CS Heads will be fixed.

Through, There's are a SilentPatch inside the LC Directory.

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Jinx.

 

I guess, it will be truly final only when CLEO, ASI mods and hooks, and MVL will be fully compatible. And of course when CS Heads will be fixed.

Through, There's are a SilentPatch inside the LC Directory.That isn't what he said, though?

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Ingramsl19

Err. Sure

Edited by SSRenz

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Gravarty

changing the resolution crashes the game.

 

EDIT: kinda fixed it by using the default gta_vc.set .. oh and holy sh*t, the claude player model is finally fixed!

Exception at address:	0x0065EA58EXE Version:         	gta-vc.exe 1.0 USRegisters -----------------------------------------------------EAX: 0x00000000	EBX: 0x00000001	ECX: 0x00B7F3BC	EDX: 0x02CAE270ESI: 0x00B7F234	EDI: 0x00000000	EBP: 0x0017FC78	ESP: 0x0017FC24EFLAGS: 1000010000001000000110
Edited by Gravarty

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spaceeinstein

 

Beta 4.0 pre-release 4 is ready! I bumped up the version number to 4.0 and finalized the ReadMe. GInputVC.asi seems to be causing the crashes when changing the resolution so I removed it. If everyone's fine with this release, I'll make it final with no further changes. The Beta 3.3 release topic will be unpinned and Beta 4.0 release topic will be created. I want to start my next tasks to get the Xbox map working, redo all textures, and integrate mss32.dll into dinput8.dll.

Edited by spaceeinstein

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Silent

GInputVC.asi seems to be causing the crashes when changing the resolution so I removed it.