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Optimized Traffic Paths + Leaf Links bridge traffic fix


Marsi4eg

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Optimized Traffic Paths for Vice city

 

WHAT IS THIS:

 

Have you ever noticed that there are many wide roads in the game but for some unknown reason all cars in traffic drive in one lane in the middle of the road, instead of driving the whole road? This mod fixes paths and all traffic will now drive in two lanes where it's possible.

 

Also this mod fixes some bugs in default paths:

  • Cars driving out of road near the traffic lights in Washington Beach;
  • Increased width between lanes on some roads to make cars drive in the center of each lane.
  • Properly fixed disabled traffic on Leaf Links bridge, making the game completely bypass the bad code. (2022)

 

HOW TO INSTALL:

 

Just place "paths.ipl" file from the zip archive to your "...\data\maps\" directory.

If you also want to fix disabled traffic on Leaf Links bridge - unzip the .cs script file to your "...\cleo\" directory.

NOTICE: Leaf Links traffic fix is a one-time use script. Install it, then launch the game, check the traffic on the bridge. If it's enabled, then save your game and remove the script. Fixed data will be saved.

 

SCREENSHOTS:

 

gta-vc-2022-01-11-00-38-56-74.png gta-vc-2022-01-11-00-48-28-01.png

 

gta-vc-2022-01-11-01-02-10-23.png gta-vc-2022-01-11-00-56-17-75.png

 

gta-vc-2022-01-10-23-16-33-06.png gta-vc-2022-01-10-22-57-35-78.png

 

VIDEO:

 

 

 

 

DOWNLOAD:

 

Optimized Traffic Paths v1.2

Leaf Links bridge traffic fix (cleo)

Edited by Marsi4eg
New fixes
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inadequate

Any chance of add traffic to the Leaf Links Bridge? Just like in VCS.

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Any chance of add traffic to the Leaf Links Bridge? Just like in VCS.

I've tried that but unfortunatly no success. It's not related to paths.ipl, not related to zones, I think it's scripted inside scm (or even hardcoded into exe file)

I've played with a stripped scm more than 10 years ago, but don't remember if there were any vehicles on that bridge

Edited by Marsi4eg
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inadequate

 

Any chance of add traffic to the Leaf Links Bridge? Just like in VCS.

I've tried that but unfortunatly no success. It's not related to paths.ipl, not related to zones, I think it's scripted inside scm (or even hardcoded into exe file)

I've played with a stripped scm more than 10 years ago, but don't remember if there were any vehicles on that bridge

Uh, I don't think so that is a SCM thing, it's so easy... will be hardcoded stuff for sure. But I wanted to ask first because you edited a lot of paths through a simple IPL file.

Edited by Inadequate
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Ryadica926

No, its SCM related, i tried it before when LCS2VP was still just Vice City with LCS peds, vehs, weapons. and use the stripped SCM. the traffic is there, also leaf links is "crowded" when i use it.

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inadequate

No, its SCM related, i tried it before when LCS2VP was still just Vice City with LCS peds, vehs, weapons. and use the stripped SCM. the traffic is there, also leaf links is "crowded" when i use it.

Whoa, I was expecting a bug like the SA ped paths, but even SCM that's nice.

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Leaf Links bridge traffic error is present in script SECURI in original VC.

Is there a way to fix it by a CLEO script? Which line is exactly the error? I want to see it.

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Leaf Links bridge traffic error is present in script SECURI in original VC.

Is there a way to fix it by a CLEO script? Which line is exactly the error? I want to see it.

 

There is a block between labels SECURI_2342 and SECURI_2726, which inaccurately switches off path nodes when turning off golf club nodes. It accidentally switches off nodes on road between Links Bridge and beach island road system. It causes whole bridge to be switched off. Removing this block entirely reenables Links Bridge traffic. However, more accurate solution would be to select more precise bounds of switched off nodes.

Edited by Nick007J
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  • 3 weeks later...
  • 9 months later...

Here we go with small fixes:

- Removed some extra error nodes that somehow appeared on exporting .ipl. They caused glitches on intersections in Docks and a zone around Escobar Inrernational airport. Most funny thing is nothing was adjusted there in first release but became broken.

Download link updated :monocle:

Edited by Marsi4eg
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  • 3 years later...

Hey all, here's another little update.

 

Changelog:

  • Re-made optimized paths file to handle all edited nodes more properly;
  • Fixed some more extra error nodes recently found;
  • Added proper fix to enable traffic on the Leaf Links bridge with one-time use cleo script.

gta-vc-2022-01-10-23-16-33-06.png gta-vc-2022-01-10-22-57-35-78.png

 

How it works:

  • ONLY with vanilla main.scm v1.0
  • Script handles global variable that is being checked by the game code when trying to control the traffic on this bridge. Script removes restrictions if they exist and lock variable to the value that is never accepted by the game code, so the game starts to just ignore the bad part of code.
  • Script will work only after you proceed to 2nd island (completed Phnom-Pehn 86 mission)
  • You can save your game after the fix was used once and then remove it from your cleo folder. Fixed variable will be saved to your savegame and will never reset.

Optimized Traffic Paths v1.2

Leaf Links bridge traffic fix (cleo)

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Apart from fixing the traffic on the bridge? It fixes whole Leaf Links zone? I mean, whole segment is empty from traffic including the bridge until player jumps to another zone.

Edited by gts.
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2 hours ago, gts. said:

Apart from fixing the traffic on the bridge? It fixes whole Leaf Links zone? I mean, whole segment is empty from traffic including the bridge until player jumps to another zone.

If you're talking about street cars driving inside the golf club after using this fix - then no, actual golf club zone isn't affected, there will still spawn only golf cars (and on the road in front of golf club entrance), it's probably controlled by some other code.

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  • 2 months later...
36 minutes ago, Clivesdonovan said:

Can someone tell me why you can't have the fix installed all the time?

The bridge traffic fix script in the mod patches a simple value in the game's code that gets saved along with your save to prevent the game from undoing the re-enabling it does of the traffic paths at the bridge in the same script. So as soon as you have saved the game with the traffic fix installed, you can easily and safely remove it from your CLEO folder any time with no problems at all as it's no longer needed and the game won't ever try to turn those paths off again due to the value that was patched (only on the save that was saved with the script installed). Simple.:)

 

As for "paths.ipl" part of the mod, yeah, you can have it installed all the time. In fact, I'd recommend Mod Loader for installation:

 

Edited by H-G
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  • 2 years later...
maxbraun

The CLEO that fixes the bridge also increases traffic at the golf field, but substitute the caddys for normal cars. how can I allow only caddys in the golf field? Maybe a fix would be a good idea?

  • KekCringe 1
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Marsi4eg

Where exactly did you noticed normal cars in the golf club? If it's somewhere close to the bridge then it won't be fixed because of overlapping map zones. My fix only changes one value that disables nodes near the bridge. Maybe this was a kind of rockstar's attempt to prevent spawning normal cars in some places inside the golf club but as result they disabled whole bridge. If you drive inside the golf club away from the bridge - there will be caddies like they should.

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