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Beta 4.0


spaceeinstein
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Nice! :)

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Glad to see the new beta being released at last. I hope that the rest work will be completed soon.

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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All I got from the fist link was a 355 MB .exe file (?).

 

v Thanks!

Edited by glenster
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Lurk Morrison

All I got from the fist link was a 355 MB .exe file (?).

Yup, it's an auto-installer now.
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spaceeinstein

A great thing about the EXE is that it acts as both an installer and a compressed archive. If you choose to not run the EXE, you can extract it using 7-Zip.

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Gah, the textures are still all over the place for some things :p I guess it's just all the different contributions over the years leading to some things looking re-compressed and others just thrown in PS2 textures. :D

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Unable to determine the version of gta-vc.exe.
GTA:Liberty City will not be executed.
OK

 

I have Windows 64 bit and the Steam versions of the two GTAs.

Edited by glenster
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spaceeinstein

The Steam EXE isn't supported currently.

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spaceeinstein

You don't need to run III. You only need to copy the audio files from III to the mod.

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spaceeinstein--sorry to bring you trouble right after you say you don't want
leadership trouble. I got the mod to work! For some weird reason the VC
install stopped after the Install disk and I had to manually Copy the audio
folder files from the VC Play disk. But after doing the rest it works! There
isn't as much traffic or as many peds as in "III" but it looks good!

Edited by glenster
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spaceeinstein

It's no trouble if it doesn't involve disagreements. I'm glad you got it working.

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Lurk Morrison

From the 3.4 topic:

Treadables hack modified so that if you're using TAG's limit adjuster it won't crash.

Has anyone had any luck using TAG's limit adjuster? Game almost immediately crashes in debug mode (haven't tested main script).

 

Edit: Okay, now it crashes at load. Weird, it kinda worked earlier.

Edited by Kurropt Antagonist
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spaceeinstein

Open Limit Adjuster v1.5.5 works fine on my end. Are there any error messages when your game crashes?

 

EDIT: I have a very nice update coming up: III-style environment maps ("reflections") on vehicles! The following screenshot uses a Borgnine directly from III without any modifications to the model and texture dictionary:

envmap_th.jpg

This allows direct transfers of all of III's vehicles without additional modifications. This also allows Xbox vehicles from III to have a "reflection" if you don't have SkyGfx installed.

Edited by spaceeinstein
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Lurk Morrison

No, no error messages. I grabbed 1.5.5 (not sure which versions I have already tbh) and will try again later. It's not a big deal honestly, just a curiosity.

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"EDIT: I have a very nice update coming up: III-style environment maps ("reflections") on vehicles!"

 

At the risk of asking too many questions--is it too soon to make a starter save?

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spaceeinstein

You can make a starter save anytime you want. Just inform people that it's only compatible with specific updates, like Beta 3.3 or Beta 4.0. I'm already making changes to the main script in the SCM so future updates will not properly load saves created on Beta 4.0.

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Am I going crazy or VC help text sound is still in place?

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Lurk Morrison

Okay, so 1.5.5 still crashed on startup with modloader enabled. With ML disabled, it would randomly crash.

 

HOWEVER, after changing the numbers in III.VC.SA.LimitAdjuster.ini to match those in gta_lc.ini, the game runs without issue so now I can use Project 2DFX in LC! So thank you for that space!

 

Also, random thought while messing around with vc_traffic again, the cfg file notes two different opcodes to be used as density multiplers in main.scm: 03DE for peds, 01EB for vehicles. I'm guessing they are called for, but for whatever reason during missions they're nullified? And this is why rampages were so tough before and why the Toyz van missions are such a pain.

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Am I going crazy or VC help text sound is still in place?

Nope, you aren't crazy.
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spaceeinstein

There are a lot of sound effects I haven't touched upon yet, including pickups, countdown timers, and explosions.

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An audio point I noticed: the pause screen (Esc) typically puts vehicle music
on hold but doesn't in the mod.

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Aren't the countdown audio similar for III and VC? I never paid much attention to minute SFX like that.

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

@glenster, it does that in both III and VC. It's not specific to the mod.

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Sorry. Getting ditsy in my dotage. I must have been thinking of how you can
pause the game to put in a code and not change your radio station. Thanks for
the correction.

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A great thing about the EXE is that it acts as both an installer and a compressed archive. If you choose to not run the EXE, you can extract it using 7-Zip.

I don't like Mods specially 4.0

EXE zip are no longer acceptable auto-installers?

This Mod 4.0 ruins the grandest game of the GTA series,

Liberty City or Vice City all Mods suck!

 

Can we all act against Mods, as responsible gamers!

Stop the Mods , standalone stand up gamers!

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