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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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Sam Lake

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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Ingramsl

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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Lurk Morrison

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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Ingramsl

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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Ingramsl

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.

:O got any more info on that? Maybe a conflicting hook? Menu textures and fonts (so GInput buttons too) are unloaded and loaded again when you change resolution, maybe that's where the problem is.

Edited by Silent

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spaceeinstein

I'm not familiar with how GInput works. I removed the ASI file and the game didn't crash when changing resolution anymore. Could it be because its textures aren't included in the mod?

Edited by spaceeinstein

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Silent

Something must be conflicting really bad then... GInput should not work without button textures at all.

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Ash_735

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.

I'm curious as to why the textures in this build have been downgraded quite a bit compared to 3.3 and previous builds, it seems to be using PS2 sized textures now for some things, and theres still leftovers from things done with TXDWorkshop (mainly other language fonts).

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Claude_Lib

Blame me, I've been using PS2 frontend textures as the base. I'm kinda PS2-purist, but if you want, I'll redo with PC ones. Actually the only real difference I remember is the title image and the font texture which I don't get the point of having in 1024, while the Pricedown one is still in 512, seems more consistent to me.

Edited by Claude_Lib

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Ash_735

Isn't it kind of odd though since this wasn't billed as GTA3 PS2, but a conversion of GTA3 PC to VC PC? If anything shouldn't we be embracing updated things here such as the Xbox content or GUI influence from Mobile? Just stands out that this was originally meant to be GTA3 in a better engine* but why have a trade off of using lower quality textures just because PS2 purists?

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Lurk Morrison

If I test the archive via 7zip, SFW.RAW comes up as corrupt though the game plays fine and I haven't noticed any audio errors. So it's probably nothing, just thought I should mention it.

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spaceeinstein

Should I revert Claude_Lib's changes? Remember that nothing is set in stone. It's still a beta and things can still be updated. Currently Beta 3.3 is nearly five years old. I want a new base to be released and that base is stuck in limbo for nearly four months.

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Lurk Morrison

I vote for PS2. If the two Leftovers Fixes threads are any indication, the PC ports are missing things so why not use PS2 items. Modloader works fine so if you want higher res/Xbox stuff, toss it in there (I certainly do).

Edited by Kurropt Antagonist

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Jinx.

I'd keep only the higher quality textures, but with fixed content that the PS2 offers. Anything LQer than the PC version shouldn't be included at all. Like Ash said, this was billed to be a III PC to VC PC engine, so this should keep true to that, atleast for this version, but fixes from the other versions wouldn't be a bad idea :)

 

Should I revert Claude_Lib's changes? Remember that nothing is set in stone. It's still a beta and things can still be updated. Currently Beta 3.3 is nearly five years old. I want a new base to be released and that base is stuck in limbo for nearly four months.

Yes.

Edited by Jinx.

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Sam Lake

I vote for PS2. If the two Leftovers Fixes threads are any indication, the PC ports are missing things so why not use PS2 items. Modloader works fine so if you want higher res/Xbox stuff, toss it in there (I certainly do).

But XBOX GTA 3 is better than PS2. PS2 lacks some textures here and there too. Less than PC but still some. While xbox has everything textured. Same goes with GTA VC (the soap dispenser in the apartment 3C)

 

Hail R* Vienna

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Claude_Lib

Well, again, the only diference I can remember is the title screen and the other-than-Pricedown font texture. Here you can have them:

 

 

7Mpknm.png

jhlGNs.png

 

 

Anyway, let me know if there are any more textures I forgot.

Edited by Claude_Lib

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Gravarty

Yeah i also vote for PC textures and models.. but it would be even better if someone's going to convert the XBOX assets to PC. GTA III PC already has all the XBOX stuff including the map, models, characters and graphics.

Edited by Gravarty

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