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Vice City Stories: PC Edition


Ash_735
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Blaster_nl, I don't think it's possible to make them even lower-poly so they would still look like a palm tree.

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@Ash - if you are using such long distance of rendering, you need to decrease Longness of view (or how else is it named) as low as you can. Than game won't crash so much. Tried it in VCR.

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It's not going to be in the mod anyway, I was just screwing around with the IDE Distance and timecyc ones to get a good visual compromise, I don't really have a lot to do at the moment. tounge.gif

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I wonder why it would such become unstable. An average IV building has 10k polygons, and the Project Liberty team doesn't seem to have much problems.

Crashes are usually caused by quantity and not quality.

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I wonder why it would such become unstable. An average IV building has 10k polygons, and the Project Liberty team doesn't seem to have much problems.

Crashes are usually caused by quantity and not quality.

We have problems. RenderWare can't handle running such big detailed map and it crashes for no reason.

As far as I'm concerned, VCS PC could be made in long Draw Distance. After some adjustments it may be run even with no crashes.

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undergroundvicious
That's why I called it a role reversal tounge.gif Rockstar switched to FBI Washingtons in VCS, but the FBI Rancher didn't appear in the game (apart from hacking), so since the FBI Washington only appeared in Vice City as a parked car, we'll put the FBI Rancher as a parked car here.

Oh... I thought FBI Rancher would be used by the police force as a usual vehicle - like SA does. I prefer it than FBI Washington. I remember FBI Washington parked on original VC - I never understanded why it was not used by the FBI ingame.

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That's why I called it a role reversal  tounge.gif  Rockstar switched to FBI Washingtons in VCS, but the FBI Rancher didn't appear in the game (apart from hacking), so since the FBI Washington only appeared in Vice City as a parked car, we'll put the FBI Rancher as a parked car here.

Oh... I thought FBI Rancher would be used by the police force as a usual vehicle - like SA does. I prefer it than FBI Washington. I remember FBI Washington parked on original VC - I never understanded why it was not used by the FBI ingame.

Maybe it was a left over Vehicle from the compound when they switched to the Rancher? ph34r.gif

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undergroundvicious
That's why I called it a role reversal  tounge.gif  Rockstar switched to FBI Washingtons in VCS, but the FBI Rancher didn't appear in the game (apart from hacking), so since the FBI Washington only appeared in Vice City as a parked car, we'll put the FBI Rancher as a parked car here.

Oh... I thought FBI Rancher would be used by the police force as a usual vehicle - like SA does. I prefer it than FBI Washington. I remember FBI Washington parked on original VC - I never understanded why it was not used by the FBI ingame.

Maybe it was a left over Vehicle from the compound when they switched to the Rancher? ph34r.gif

I have no idea... I've played a little on PSP version here, and original VCS realy uses FBI Washington instead of FBI Rancher... I didn't remember this. Well, the main goal it's to keep the TC the closest to original verion, so that's ok... Ash, what about add garages on the mod? VCS has only three, it's ridiculous. Even original VC has A LOT more.

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FBI Washington

 

user posted image

HHnErXC.png


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I wanted to ask for a long time but never got to remember it.

What you guys made for the player to run with shotguns and assault rifles?

Just out of curiosity.

 

BTW nice work.

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Ka Boom!

 

user posted image

HHnErXC.png


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Are you also converting the sounds of the guns for BETA 3?

Hope so. I'm hoping to see weapon sounds, blip sounds, effect sounds (water, fire), and vehicle sounds. I think Things to Do in San Andreas had VC/LCS/VCS/possibly SA beta boat sounds. I don't expect to see ped and Vic sounds yet, but I hope for the others. Maybe even the brush sound when you walk up against a wall. (In GTA United every time you would walk against a wall it sounded like you were colliding with a glass window.)

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  I wanted to ask for a long time but never got to remember it.

What you guys made for the player to run with shotguns and assault rifles?

Just out of curiosity.

 

I hope the sounds will be in Beta3 (maybe not all). Just waiting until SilentPL comes with a brand new discover for audio SFX editing.

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I think Things to Do in San Andreas had VC/LCS/VCS/possibly SA beta boat sounds.

That one is left in GENRL. No sound replacing was involved.

 

@up

One of the millions of hacks we have applied into the Executable.

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One of the millions of hacks we have applied into the Executable.

 

Found it strange since there wasn't a post in the forums telling us about it tounge.gif

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I found one bug. When you on motorbike, you can enter save point at army. dozingoff.gif

That entire area has been redone now, so yeah, that bug would be fixed. smile.gif

 

edit: For everyone else, just messing around right now, but if anyone was curious as to how the game would look if the palms rendered far away...

user posted image

 

The game is seriously unstable when it's set that high though, but was nice to try out and play around before it crashes. tounge.gif

You could fix some of the instability issues by making sure the generic draw distances are not set to high. nothing over 120.

 

I've noticed that the SA engine can't handle to many objects being spawned in one place. (small area) or over a wider area if your trying to see across the landscape.

 

It's hard to know what to hack to fix this considering how many functions are intertwined.

 

Increasing the game options draw distance will make the game crash. Maybe you can limit this.

 

 

.

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Rendering code, would need source, I don't think hacks can avoid the crash... But maybe it can be increased to a certain point.

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You know in future I'm just not going to post anymore screens like that, that's just me messing around in the game, not an aim for the project and yet it's been the main thing people have talked about the past page. tounge.gif

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Any more mission done? XD

Damnit, you guys need to learn to wait tounge.gif

 

And why do some of you care so much about what sound plays when you hit the wall? Not like you gonna always do that anyway

Edited by MegaMario1500
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The only sounds we need now is weapons. SA sounds suck.

 

Also you guys shoud convert GTA VC's weapon IFP.

 

Make Vic aim the weapons like VCS and VC.

 

You can see it converted at the end of this video:

 

However, it's not official in the mod.

Edited by Junior123456789
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Any more mission done? XD

Nope

 

user posted image

 

tounge.gif

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Just let them work on whatever they think it's better right now, and if you don't like sounds, mute audio until they do it (There are much important things than sounds, y'know)

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As far as I know all they need for Beta3 now is the interiors and missions.

 

Ash: Do the sounds. And I mean, do it now. /Mendez

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Any more mission done? XD

Nope

tounge.gif

They don't understand, what's new here tounge.gif

HHnErXC.png


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Any more mission done? XD

Nope

tounge.gif

They don't understand, what's new here tounge.gif

No we don't tounge.gif

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