Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    2. GTANet 20th Anniversary

    1. GTA Online

      1. The Cayo Perico Heist
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

      1. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

      1. Court House
    3. Suggestions

Beta 4.0


spaceeinstein

Recommended Posts

What does ViceCity=0 do in the config file? (I used the debug scm already)

Also, is there a feature to copy the current coordinates in game to a clipboard? or maybe play windowed?

 

Edited by Gummy 
Link to post
Share on other sites
Craig Kostelecky

I think the ViceCity flag would disable crouching, popped tires, bikes, helicopters, and any extra "VC" features to give you a vanilla GTA3 experience. It's been a long time since I thought about it, so I may be way off.

 

And I believe you can run this in a window, but you need some kind of 3rd party launcher to do it. 

Link to post
Share on other sites

Hey everyone, sorry for the long hiatus. Someone recently notified me about someone stealing my MiniConsole mod so I decided to stop by and check out the forums. It looks like GTAModding.com is back up after all, though I dislike the rebranding of the website. The forum upgrade breaking so many posts and the long downtime of GTAModding.com had been really discouraging and made me lose motivation from modding and research. Currently all my free time is taken up by another hobby I found after that so it might be a while before I find the time and motivation to come back to the GTA scene. Thanks everyone for keeping an interest in this project and continuing to contribute to it. Someday it will be complete.

Edited by spaceeinstein
Link to post
Share on other sites
On 4/11/2019 at 11:55 PM, spaceeinstein said:

Hey everyone, sorry for the long hiatus. Someone recently notified me about someone stealing my MiniConsole mod so I decided to stop by and check out the forums. It looks like GTAModding.com is back up after all, though I dislike the rebranding of the website. The forum upgrade breaking so many posts and the long downtime of GTAModding.com had been really discouraging and made me lose motivation from modding and research. Currently all my free time is taken up by another hobby I found after that so it might be a while before I find the time and motivation to come back to the GTA scene. Thanks everyone for keeping an interest in this project and continuing to contribute to it. Someday it will be complete.

Hey space, it's actually very sad to see you retiring. You've been one of the few people inspiring me all these years. I wish you best of luck and will look forward to see you active again!

Link to post
Share on other sites
10 hours ago, Seemann said:

Hey space, it's actually very sad to see you retiring. You've been one of the few people inspiring me all these years. I wish you best of luck and will look forward to see you active again!

Indeed... Space was pretty much the only guy left, who was pushing out GTA: LC updates every once in a while. So with him out of the modding scene, it is only safe to say that GTA LC will most likely never reach final version.

  • Like 2
Link to post
Share on other sites

With a mod like this, there's never a "true" final version because this always depends on who's working on the mod and their areas of interest.

The team leader can label a certain state or release as "final / finished", but even that wouldn't mean there would be absolutely no fixes coming anymore.

 

If you wanted the GTA3 experience in the VC engine, as this mod strives to be, you've been able to enjoy almost all of it for years now.

 

The only feature really missing are the cutscene head animations, pretty much everything else is already in the "finetuning" stage, which honestly can never "end". See the "Vampire: The Masquerade - Bloodlines" community patches, where even a regular stream of patches for over 15 years has not yet produced a "final" product as there are still actual bugs being fixed with every new release.

  • Like 3
Link to post
Share on other sites
  • 2 weeks later...

Hey guys... I just downloaded this and I have an issue with it:

 

The gta-lc.exe opens clean, then when I press the Enter button to skip the intro Rockstar cutscene, it shows me the GTAIII characters screen and then it closes by itself with this message: 'gta-vc.exe has stopped working.'

 

I mention that this is NOT the VC Steam version and I made the settings of VC before installing the mod (changed the display settings, audio and controls ones). What did I do wrong? Or what should I do to fix this problem?

Link to post
Share on other sites
xSapphirePlayz
48 minutes ago, Killerman29 said:

Is there any way to activate gore/dismemberment like gta 3?

Gore is technically impossible due to the model structure. GTA III uses parts instead of bones like VC does.

I ain't a coding nerd, but it's really easy to understand.

Edited by Kawaii Sapphire ☆
Link to post
Share on other sites
10 hours ago, Kawaii Sapphire ☆ said:

Gore is technically impossible due to the model structure. GTA III uses parts instead of bones like VC does.

I ain't a coding nerd, but it's really easy to understand.

yes, but this mod uses the same ped models from gta 3 no?

Link to post
Share on other sites
xSapphirePlayz

Yes, it does, but they aren´t the actual vanilla III models. They are the same, but use bones I guess.

Link to post
Share on other sites

Hello 
I Hope no bothering you gentlemen but im having an "unhandled exception" problem

 

Exception at address:    0x6A23D843
EXE Version:             gta-vc.exe 1.1 US
Last opcode executed:    0001 opcode_0001
In thread:               train

Registers -----------------------------------------------------
EAX: 0x0012FC94    EBX: 0x0022EAC4    ECX: 0x00000008    EDX: 0x6A23D810
ESI: 0x001E94A4    EDI: 0x0012FC94    EBP: 0x0012FC38    ESP: 0x0012FC2C
EFLAGS: 10000001000010010

Im really sorry for not being nerdy enough to solve my own problem (besides im a woman not trolling )


 

  • Like 1
Link to post
Share on other sites
Brian Jeremy
On 8/24/2017 at 5:15 PM, Reeced said:

I'm using GTAVC retail copy with a 1.0 us exe.

Here's the exception handle that I get.

Exception at address: 0x047A1F9C
EXE Version: gta-vc.exe 1.0 US

Registers -----------------------------------------------------
EAX: 0x03EB19BC EBX: 0x0068E59C ECX: 0x03EB19BC EDX: 0x00000001
ESI: 0x6AE02428 EDI: 0x00A8AEB0 EBP: 0x6AE02428 ESP: 0x0019FDF8
EFLAGS: 10000001000010010

Edit: The game crashes when I start a new game, not when I startup the game sorry for the confusion!

sh*t and sh*t I need a solution for that damn error and I tried to download millions of crack with version 1.0 with the original city of gta vice city and it does not work either I do not understand why this happens

On 5/7/2019 at 3:50 PM, SandraMarks said:

Hello 
I Hope no bothering you gentlemen but im having an "unhandled exception" problem

 

Exception at address:    0x6A23D843
EXE Version:             gta-vc.exe 1.1 US
Last opcode executed:    0001 opcode_0001
In thread:               train

Registers -----------------------------------------------------
EAX: 0x0012FC94    EBX: 0x0022EAC4    ECX: 0x00000008    EDX: 0x6A23D810
ESI: 0x001E94A4    EDI: 0x0012FC94    EBP: 0x0012FC38    ESP: 0x0012FC2C
EFLAGS: 10000001000010010

Im really sorry for not being nerdy enough to solve my own problem (besides im a woman not trolling )


 

That damn message I can not fix it either and try to put dep and use the radios of gta 3 or sfx and it did not work either

On 5/7/2019 at 11:02 PM, RazgrizOne said:

Anyone have a link to the sound files from GTA 3 1.0?

it does not work

Link to post
Share on other sites

What sound files do i use from GTA 3 instead?

On 5/9/2019 at 3:20 PM, ScorpionMan2001 said:

 

it does not work

 

Link to post
Share on other sites
  • 3 weeks later...

audio from the gta vice city rip

I just want to see how the mod works but no crack called version 1.0 us runs the game nor does the audio folder copied from gta 3

I do not understand why that error appears to me when starting new game I need some version of 1.0 us that really works without problems

Link to post
Share on other sites
  • 2 weeks later...
On 6/11/2018 at 10:00 PM, ModelingMan said:

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.

Well that year just came and went, unreal. Hello yet again.

 

Progress with CS heads is happening. Update soon... (within days, not years)

  • Like 9
Link to post
Share on other sites

The man have returned. Have you contacted space? I'm sure he will be very happy to hear of you, even though he's not working on this project atm. 

Edited by firedihm
  • Like 2
Link to post
Share on other sites

In case it's useful: reversed CCutsceneHead for III: https://github.com/GTAmodding/re3/blob/master/src/entities/CutsceneHead.cpp

Link to post
Share on other sites

Quick update. Cutscene heads are rendering! I'm currently debugging my reversed RtAnimInterpolatorAddAnimTime function which is causing the animation not to play. Once that's resolved, opcodes 02F4 and 02F5 will be fully functional.

Link to post
Share on other sites

Would you share some code before you disappear for another few years? 😁

Link to post
Share on other sites
36 minutes ago, Seemann said:

Would you share some code before you disappear for another few years? 😁

Hehe, not to worry. I'm working off of space's most recent dinput8 repo https://github.com/spaceeinstein/gtalc-dinput8. All code will be committed to the repo once it's working, accompanied with a breakdown of how the CS heads work.

Link to post
Share on other sites

Hey folks. So the cutscene heads are now animating! I've only tested it with Catalina in the opening cutscene so far though. The SCM commands have yet to be tested. In the next few days I'll get a new SCM built and test out more cutscenes, then release for others to test.

 

On 6/17/2019 at 7:24 PM, ModelingMan said:

All code will be committed to the repo once it's working, accompanied with a breakdown of how the CS heads work.

This will be done also.

 

A question for those who know, does CLEO work with LC? I'm guessing there could be a conflict if CLEO hooks into scripting in the same way we do with dinput8.

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.