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Beta 3.4 discussion


spaceeinstein
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I have no idea what exactly caused it, but now that I reinstalled Windows, it finally launches with my desktop resolution by default. It still crashes when changing the resolution in the Settings, but at least I can play it properly now.

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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.

I changed the resolution to max with high settings on my VC installation. And when LC got installed, it loaded the same settings as VC for me. Wasn't a big issue, since they use the same engine. Maybe everyone could adjust resolution on VC installation first, before playing LC.

0rTqlCW.png

i5 10400F • MSI Z490-A PRO • XPG 16GB DDR4 3000MHz •

MSI RX 570 4GB • NZXT H510 • Cooler Master MWE 650 V2

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spaceeinstein

The amount of major issues that needs to be fixed is overwhelming :catspider:

 

dinput8.dll/main.scm update (last updated 2017-02-21)

2017-02-19 changes:

  • Walk/don't walk signal!

    signal_th.jpg

  • All issues with "Gone Fishing" have been fixed! The issues stem from having raised the water level without raising variable values that depend on the water level.

    fish_th.jpg

  • Added support to properly reposition streetlights without the need to modify the IPL files. It's not really needed now since the IPL files are modified already but if we want a more accurate port in the future, this will help. Before and after:

    streetlight_th.jpg

  • Added one more mission point to allow for 100% completion.
  • Source code: Renamed opcodes 01D9 and 0319.
  • Added support for detection of all III-specific special models using the model's name rather than their index number, which I had been using before. The special models include the lift bridge, bodycast, cranes, Pac-Man pickups, etc.
  • Bonus feature: the height of boat wakes dynamically change depending on the height of the water level below the player. So if you manage to get a boat or Skimmer onto the dam, the boat wake is correctly positioned.

    boatwake_th.jpg

2017-02-21 changes:
  • Boat foam animation for "Bomb Da Base: Act II" has been simulated! Also, the visual explosions for that mission have been fixed.

    boat_th.jpg

  • Debug mode: If "Chaperone" is passed before "Salvatore's Called A Meeting", Toni's first four missions are locked out.
  • Source code: Corrected description for opcode 0395.
Edited by spaceeinstein
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All those under-the-hood changes are really impressing, but visually the game still looks bad with low-res vehicle/area font, car shadows and unfitting radar ring. I hope you will bring these things from III later.

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spaceeinstein

Me or the team? Personally, my primary goal is to bring III PC to VC. All others are secondary. I want others to be able to build on top of it.

Edited by spaceeinstein
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I meant whoever is responsible for that sort of thing. Of course, I can copypaste the font texture from III into LC myself, but it would be much better if it was in out of the box.

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There is no one currently responsible for it, the txd's used in this mod have been contributed to over the years by different people, hell I even contributed some during 3.3, it might be interesting to see how the game's looking now and see what I could do now considering I have the free time, not to mention the advanced features now available due to modding tools and plug-ins improving the past couple of years.

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As something that may be of interest to some here, I finished converting Xbox models.

 

Here I leave the link: https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0

Minor bug:

  • For some reason, the SWAT model is corrupted, it will be fixed.

 

I also leave another link: https://mega.nz/#!qJwhHToA!13navLtO1MwmzmiihcJ-_fknGL4qhWZZSF2fq6tKH2Q

 

  • Updated the particle.txd with the textures from PS2. Mixing III and VC respectively.
  • Generic textures, changed by higher resolutions, from Xbox.

https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0

Edited by Forever L
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As something that may be of interest to some here, I finished converting Xbox models.

 

Here I leave the link: https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0[/size]

 

Minor bug:

  • For some reason, the SWAT model is corrupted, it will be fixed.
I also leave another link: https://mega.nz/#!qJwhHToA!13navLtO1MwmzmiihcJ-_fknGL4qhWZZSF2fq6tKH2Q[/size]
  • Updated the particle.txd with the textures from PS2. Mixing III and VC respectively.
  • Generic textures, changed by higher resolutions, from Xbox.
https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0[/size]

 

As usual, all the models are converted really well. I replaced the models and no issues so far. Haven't tried any particle edits as they're optional for this mod, I believe. Only if someone could get the cutscene heads to properly work. At times like this, I wish ModellingMan were here.

0rTqlCW.png

i5 10400F • MSI Z490-A PRO • XPG 16GB DDR4 3000MHz •

MSI RX 570 4GB • NZXT H510 • Cooler Master MWE 650 V2

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As something that may be of interest to some here, I finished converting Xbox models.

 

*snip*

Maria: http://imgur.com/j1kqKuw

Mike Lipps: http://imgur.com/AT3l1Fj

 

I did use modloader by the way.

 

 

Ooops my error. Here it is updated link :lol:

 

https://mega.nz/#!HcIjmRSC!Pbew1fzBzT0IvNWQLfByvREITktERxDNSvsdpeqFX5A

Edited by Forever L
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As something that may be of interest to some here, I finished converting Xbox models.

 

Here I leave the link: https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0[/size]

 

Minor bug:

  • For some reason, the SWAT model is corrupted, it will be fixed.
I also leave another link: https://mega.nz/#!qJwhHToA!13navLtO1MwmzmiihcJ-_fknGL4qhWZZSF2fq6tKH2Q[/size]
  • Updated the particle.txd with the textures from PS2. Mixing III and VC respectively.
  • Generic textures, changed by higher resolutions, from Xbox.
https://mega.nz/#!2VxlXAYY!NbbF9IgWqB8Mr9B-XEopteBo_bEvaVX0CdyPTMFYfP0[/size]

 

As usual, all the models are converted really well. I replaced the models and no issues so far. Haven't tried any particle edits as they're optional for this mod, I believe. Only if someone could get the cutscene heads to properly work. At times like this, I wish ModellingMan were here.

 

 

In fact, yes, it is optional. It's just to make some textures of the game look better. :D

 

Only the link in the middle works :sui:

 

Updated the post. Look up. :panic:

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Craig Kostelecky

Holy crap! I literally just noticed this topic. I almost never go to the main page as my shortcut points to all of the threads that have new posts which I've participated. I didn't think there would be a new thread for me to check.

 

Thank you for taking the lead on this space. I have not had the time to look into this at all lately and I just started a new job on Monday.

 

Great work!

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spaceeinstein

Thanks :)

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Craig Kostelecky

it might be interesting to see how the game's looking now and see what I could do now considering I have the free time, not to mention the advanced features now available due to modding tools and plug-ins improving the past couple of years.

 

Please do :D

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I noticed a few miscolored vehicles that can be fixed in carcols using the GTA3's values:
-toyz should be light blue-ish rather than gray (88,75 -> 8,75)
-borgnine should be cherry red rather that dark red (12,73 -> 3,73)
-flatbed should use the same value as the barracks (43,0) rather than multiple colors, although this is only visible in the "paint chips" that fly in the air when crashing the car

Edited by perennial
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Inno Setup for installer!

DO NOT Use the Inno but I Recommended to use the NSIS to copy the backup the Vice City into Liberty City then deletefile.bat is no longer to delete the Vice City's Map

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spaceeinstein

 

Beta 3.4 pre-release 2 is ready, finally with an installer! If you don't like using an installer, you can extract the file contents using 7-Zip. I won't be including the character models updates for this release. I'm thinking of making an option to switch between PC models and Xbox models post-release. Currently the ReadMe needs more work and a license but, other than those, if you are happy with the current pre-release, I will make this an official release.

Edited by spaceeinstein
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Can you please make sure the carcol fixes I mentioned about are included in the final release?

Before:

YkPpOru.png

 

After:

zGT7xOc.png

 

 

I also noticed that even though the rcbandit uses the same color data as in GTA3, it only appears in one color in GTA3 but in multiple colors in LC. Still not necessarily a bad thing though in my opinion.

Edited by perennial
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spaceeinstein

@perennial, I think the Borgnine looks dark because its "reflection" isn't as bright as III. Here's an update for the rest for you.

 

Update to pre-release 2 (last updated 2017-03-05)

  • The following car colors have been modified to match III. I don't know why they differed.
    • Diablo Stallion
    • Fbi Car
    • RC Bandit
    • TOYZ
    • Yakuza Stinger
    III doesn't have an entry for the Flatbed so it uses VC's Barracks OL's colors instead.
  • I've started transitioning code from mss32.dll to dinput8.dll. I redid the chase scene so that it can be used in the new codebase. I've also completed the code so its behavior should match III.
    • The van animation issue was a pain to figure out. I implemented a workaround and it seems to have solved it. This frees up 196 glendale and 208 walton.
    • III's original chase files are used. Their positions are offset in code instead.
    • Map is completely loaded for the scene.
  • All opcodes have been transitioned and match III closely.
Edited by spaceeinstein
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If you are happy with the current pre-release, I will make this an official release.

Are you aiming for a final release or this will still be considered beta? Because there are still minor issues here and there, like low-res car shadow, which can be fixed by simply copy-pasting the texture from III, but nobody seems to care about them. Just wondering. Also, nice work you done up there.

Edited by Claude_Lib
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spaceeinstein

You can see from the ReadMe that it's still in beta and not final. I just want a new baseline rather than use Beta 3.3 + update as the baseline. So much has changed in the last few years that a new release is sorely needed. There were many people having issues keeping Beta 3.3 updated.

Edited by spaceeinstein
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Damn, gotta finally start reading the readmes before asking stupid questions in the future, I guess. Thank you.

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Lurk Morrison

Noticed the road reflection fix was included, but I've been using SilentPatch in my installs. Is one preferred over the other?

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I'm pretty sure 3.4 integrates fixes from SP so using it with GTA LC is useless.

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The car colors seem to match now, thank you for the update. The update however removed the General Lee's unique color slot in carcols and now it's colored black.

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I'm pretty sure 3.4 integrates fixes from SP so using it with GTA LC is useless.

So I can remove the reffix files? I don't like the clutter. Actually I would also remove GInput, because the installation doesn't contain the textures for it anyway and not everyone uses gamepads. If anyone needs it, they can install it themselves.

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

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spaceeinstein

I will remove reffix. The dinput8 file has most of Silent's fixes but it doesn't hurt if you use SilentPatch. I could integrate road reflections outside rain as an option if you'd like.

 

@perennial, thanks, I'll fix that.

 

@Claude_Lib, will you be using a raster format that's not DXT? I find DXT really ugly and prefer RASTER_888/RASTER_8888. I have a particle.txd file that uses raw raster format for all of III's textures. You can use that as a base.

 

@everyone, does anyone have issues with the installer conflicting with anti-virus software?

Edited by spaceeinstein
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