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spaceeinstein

Beta 4.0

Recommended Posts

ModelingMan
21 minutes ago, The Hero said:

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

This is indeed the much more simple solution I was referring to, simple is boring to me! But in this instance it's necessary.

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Delatom

+ModelingMan

Thanks for your respond.

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Craig Kostelecky

James! It's so nice to see you. :D 

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Razor_BladePL
On 6/11/2018 at 11:32 PM, ModelingMan said:

This is indeed the much more simple solution I was referring to, simple is boring to me! But in this instance it's necessary.

Hey Modeling Man! m not sure if you saw but there were a multiple mods for III that made it better and added stuff from VC to III instead too 😛 

III Aircraft mod

III Burstable Tires Mod

III Breakable Windshields Mod

Maybe something more, Just saying if you didnt knew and you'r interested 😛

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spaceeinstein

I'm glad to see you, ModelingMan :) Your gtalc-dinput8 gave me the basic foundations to modify the game using C++ and opened up so many possibilities that I had only dreamed before. Thank you for it.

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(Japan) GTA Love

GTA LC Mod Dead?

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Craig Kostelecky

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games6ful

help i a getting crashes i install mod to vc folder and after that vc intro comes and after that game crash i realy want to play this but i cant 

 

On 6/16/2018 at 9:48 PM, spaceeinstein said:

I'm glad to see you, ModelingMan :) Your gtalc-dinput8 gave me the basic foundations to modify the game using C++ and opened up so many possibilities that I had only dreamed before. Thank you for it.

hey i need help install this mod int vc folder and after launch vc intro coems and after that game crashes why i acnt get it to work wtf

 

On 6/4/2018 at 10:53 AM, Razor_BladePL said:

GTA:LC ain't beta mod.

umm it is its beta 4 now ???

 

i wanted to ask why are all vc guns that deosnt exist in orginial 

gta 3 replaced with gta 3 guns espessial all smg are replaced with that ak47 wtf why lol why replace both uzi and mp5

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George Costanza

You arent new member, so you should know that double and more posting is against rules if you aint OP of thread or have any update to related to mod and the thread wasnt bumped in a long time. So if you need to post new meaningful thought and thread wasnt bumped for a long time USE EDIT BUTTON.

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games6ful
Posted (edited)
34 minutes ago, George Costanza said:

You arent new member, so you should know that double and more posting is against rules if you aint OP of thread or have any update to related to mod and the thread wasnt bumped in a long time. So if you need to post new meaningful thought and thread wasnt bumped for a long time USE EDIT BUTTON.

i didnt know that and i was as just asking questions lol :D i wasnted to post another line but it add its to my old post thats why double post i cant post them seperatly lol 

 

Edited by games6ful

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glenster

If I fail to have Claude destroy the Dodo in S.A.M., in subsequent efforts I
get a "mission failed" message prematurely--about the time I have Claude use
the Rocket Launcher to destroy the first or second group of Columbian gangsters
and the Dodo hasn't gotten to the runway yet.

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perennial
1 hour ago, glenster said:

If I fail to have Claude destroy the Dodo in S.A.M., in subsequent efforts I
get a "mission failed" message prematurely--about the time I have Claude use
the Rocket Launcher to destroy the first or second group of Columbian gangsters
and the Dodo hasn't gotten to the runway yet.

I believe that was fixed by space last year, see the post on the Mission Coding thread:

Unfortunately the save files won't be compatible with script updates though.

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glenster

Thanks! I think I'll wait for the next big update (which sounds like it'll be good).  I just needed a few screenshots and I got them.

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LeakyLine

Loving the mod. I do wonder though, is there anything from Vice City that has survived the change besides just the Packer, bikes, and PD Cheetah?

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perennial
Quote

just the Packer, bikes, and PD Cheetah?

The helicopters of course and the Skimmer. The 80s style cars wouldn't quite fit in LC. You could edit the default.ide file to have remaining VC cars spawn in traffic.

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Craig Kostelecky

There's also extra weapons from VC that we kept, and there are other things are more subtle like crouching. There's probably more that even I have forgotten about. 

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perennial
Posted (edited)

Tire pops, bailing from moving cars, shooting through windshields, more visible engine smoke, radio on boats, longer draw distance, no loading screens between islands and a fullscreen map just to name a few. All this without interfering too much with the original GTA III experience.


Do you know whether there has been progress with cutscene heads lately though?

Edited by perennial

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LeakyLine

How do you get other VC weapons besides cheating? Is there a way?

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perennial

Open the gta-lc.ini file and replace the line "Master100Completed=0" with "Master100Completed=1" to unlock 100% rewards and have VC weapons spawn at your safehouses. You can also change "MasterDebug=0" to "MasterDebug=1" to unlock all the islands and all the missions from the beginning.

The VC leftover weapons aren't really intended for regular playthroughs though, the weapons in all missions, gun shops, carried by police and gangs etc. are the same as in GTA III.

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Reeced

I'm currently stuck on the mission "Bait", the cartel gang members don't follow you most of the time and can be really infuriating attempting the mission more than 5 time lol. Is this something that is known?

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perennial
Posted (edited)
3 hours ago, Reeced said:

I'm currently stuck on the mission "Bait", the cartel gang members don't follow you most of the time and can be really infuriating attempting the mission more than 5 time lol. Is this something that is known?

Yep, the pathfinding is weird. I think the AI was programmed differently in VC due to the map being flat in that game (the Y axis is disregarded or something, I might be wrong).

Try the up-to-date SilentPatchVC, it apparently has improved the pathfinding AI.

Edited by perennial

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Reeced

Thanks for the reply, I got past "Bait" and now i'm now attempting "S.A.M" but every time i hit the buoy and exit the boat for a brief second I get the mission failed error saying that I need to use a rocket launcher when i have it equipped and the dodo isn't even close. Any suggestions?

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perennial
Posted (edited)

The plane behavior has been fixed after the release of Beta 4.0 as far as I know, see the Mission Coding thread:

 

However keep in mind the save files will not be compatible if you apply these updates.

 

Hopefully you have a backup save from before attempting the mission, seems like if you fail the mission once, the plane gets destroyed prematurely on subsequent attempts.

Edited by perennial

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Ingramsl19

Here's the problem:

mH0VdEK.png

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perennial

There is a fix for the chrome shotgun animation:

 

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