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spaceeinstein

Beta 4.0

Recommended Posts

TheCrazyMercenary

Crashes when I launch it, any fix?

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Butcher696

Some info what GTA VC exe 1.0 or 1.1 ,clean game+mod or witch something - and final LOG from crash

 

No one know witchout some info what is going on on yours PC

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alex66

Can not start the game

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Butcher696

game version ,log like writed a man post up - who know what is problem witchout game version and log of crash

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alex66
Posted (edited)

game version ,log like writed a man post up - who know what is problem witchout game version and log of crash

 

 

It's good it works for me thank you.

Edited by alex66

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alex66

How to install Cléo on this mod?

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Butcher696

normal like on gta vc

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Craig Kostelecky

Not all CLEO mods would work though. It depends exactly what the mod is trying to change.

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Matchu2100

So I tried to copy over my gta 3 audio, but all the sounds were weird and radio didn't work.

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Mememan

How's going?? is mod Alive?

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Mememan
Posted (edited)

it's good to see that this mod includes Delorean

Edited by Mememan

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Mememan
Posted (edited)

I have Suggestion you should add upstate liberty to map because when you go after mountain theres just glitchy area and blue hell so to prevent this visual artifacts you should add Upstate liberty or just you can patch mountains

Edited by Mememan

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Elissay

Is there any enb compatible with the mod ?

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spaceeinstein

How is everyone?

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Forever L
7 hours ago, spaceeinstein said:

How is everyone?

:O

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The Eddo
Posted (edited)

O MA' GOOD GAWD! Heeeeeeeee's back!

Spoiler

Even the Pakistani model/actress/whatever Maya Ali seems to be happy upon spaceeinstein's return:

I love that expression at 0:27.

 

Edited by The Eddo

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Ingramsl19
Posted (edited)
On 5/13/2018 at 11:12 PM, Mememan said:

I have Suggestion you should add upstate liberty to map because when you go after mountain theres just glitchy area and blue hell so to prevent this visual artifacts you should add Upstate liberty or just you can patch mountains

Yes, But Upstate Liberty must take the model from SA:LC to convert the model into VC format.

Edited by Ingramsl19

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Jimmy
11 hours ago, spaceeinstein said:

How is everyone?

How're you doing space? Any news on a newer build? It's been a while.

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Ingramsl19

Excuse me please Space, When will the final release for LC be released?

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spaceeinstein
Posted (edited)

If someone manages to get cutscene heads working, I would be all right with a full release. It would be a nice bonus to get trains and the crusher properly converted. I came back to visit for the forum update and the changes haven't been silky smooth to me. I suddenly got two "warning points", lost my ability to moderate the modding forums (which includes this one), and see GTAModding.com disappear. I'm glad people are still interested in seeing this project to completion.

Edited by spaceeinstein

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The Hero

Cutscene heads don't sound very hard to implement. What's the problem?

 

Also totally agree on the update.

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Forever L
9 hours ago, The Hero said:

Cutscene heads don't sound very hard to implement. What's the problem?

 

Also totally agree on the update.

 

Maybe the CS Heads does not sound important, but it would be a great small update (I think). :lol:

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Craig Kostelecky

It's great to see you again, space. I heard MM contacted Silent a few weeks ago, but I don't know if anything developed from it. Hopefully he can coordinate what he did with you and/or Silent regarding the heads to get them working last time and we can get things polished up nicely for a release by the end of the year (when this mod turns 15 years old). 

 

Did your modding issues get sorted out? Looks like I still have my access here. 

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Ingramsl19
Posted (edited)

According to leftover data, first-person was once going to extend beyond a simple crosshair and into a fully-fledged mode with animations and all! Apparently the feature didn't make it very far, as not all of the necessary animations were completed, and comments in the weapon stats file indicates that it was only in the testing stages before getting axed? What's problems?

 

And what's about Radio Range for Ambulance, Fire Truck and Police Cars from III to LC? For emergency vehicle cross the other island.

The ambulance radio is out of range, get closer to a hospital!

The police radio is out of range, get closer to a police station!

The fire truck radio is out of range, get closer to a fire station!

Edited by Ingramsl19

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Razor_BladePL

GTA:LC ain't beta mod.

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spaceeinstein
On 6/3/2018 at 8:40 AM, The Hero said:

Cutscene heads don't sound very hard to implement. What's the problem?

I wanted to prioritize on other features and projects that I have more knowledge about while hoping to not have to replicate something that has already been done. I don't think there is anything inherently difficult about it. Maybe it can be like the time I thought III's planes system was too difficult to replicate until I actually tried. I appreciate any help you can offer.

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glenster

Yay!

Oo, it does look different.

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Delatom

I am a bit confused and I can't decided which is better.

This or Open-ReWrite.

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ModelingMan
On 6/4/2018 at 5:40 AM, Craig Kostelecky said:

I heard MM contacted Silent a few weeks ago, but I don't know if anything developed from it.

Hello all. I've been lurking in shadows keeping an eye on this forum. I spent some time rewriting the cutscene head code which was lost some years ago. The code has yet to be tested for in it's current state causes the game to crash as it attempts to increase the size of CObject (to make room for the single member variable of CCutsceneHead), which is a 'headache' as this size is hard-coded in multiple locations in the exe. This step is unnecessary and shouldn't have been attempted in the first place as there is a much more simple solution, but as usual I like to complicate things!

 

I am allocating some time to work on this over the next couple of weeks. Should I fail to put in enough time to bring cutscene heads back, then I shall pass over the code in the hopes that someone can take care of it and bring it to completion. However, I am confident that the code which has been written will work once the over-complicated silliness explained above is eradicated. So for now, consider the cutscene heads being actively worked on.

 

On 6/9/2018 at 12:28 PM, Delatom said:

I am a bit confused and I can't decided which is better.

This or Open-ReWrite.

Interesting project. Your confusion may come from a lack of distinction between GTA:LC and Open-ReWrite. GTA:LC is a mod of GTA:VC, allowing the use of helicopters, bikes, bursting of tyres and so forth. Open-ReWrite is scratch-made software which attempts to recreate GTAIII, therefore mimicking the game (which would 'natively' exclude helicopters, bikes, bursting of tyres and so forth unless someone was to 'add this on'). The goal of each project differs. Your decision of "which is better" requires some form of comparison which hasn't been presented. Open-ReWrite is an intriguing project nonetheless.

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The Hero

Why not just allocate a separate array of CObject extensions and use the CObject's pool index to get it?

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