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Vice City Stories: PC Edition


Ash_735

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Remove/rename colormod.dll.

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Tranquil_Suit

bug: Taxi Fare Mission (follow car):

 

user posted image

 

 

 

 

Also, I'm pretty sure in SA you didn't have to park so close to the people for them to get in.

Edited by Tranquil_Suit
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undergroundvicious

Who in the team is responsible for colormod configuration - to recreate VCS atmosphere?

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Who in the team is responsible for colormod configuration - to recreate VCS atmosphere?

I'm gonna take a wild guess and say Ash.

It was Ash, ...though towards the end I've pretty much disabled ColorMod actualy colormodding and we're only using the Bloom Plug-In side of it as ColorMod is the only GFX Mod for San Andreas that handles Bloom properly.*

 

*As close to properly as we can be. tounge.gif

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Tranquil_Suit

Mission bug (Cholo Victory): The Pay'n'Spray icon doesn't show on the radar (when you're told to go there). A pink square (to the pay'n'spray) doesn't show up either.

 

 

General bug: Phil's Hideout icon doesn't show on the radar.

Edited by Tranquil_Suit
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Tranquil_Suit

Possible map bug: In viceport and near Phil, the yellow stripe in the middle of the road gets razorthin:

 

First it gets thinner:

 

user posted image

 

 

Then it gets razorthin:

 

user posted image

 

user posted image

 

 

 

Also here, a small piece:

 

user posted image

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Are your colors in 16 bits ? You better change them to 32 bits, it'll look a lot better. smile.gif

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What the hell is wrong with your game??? I don't think colormod supports 16bit tounge.gif Seriously that's not a problem, that's probably the Mip-Mapping getting confused because WHAT THE HELL IS WRONG WITH YOUR GAME???

 

tounge.gifbiggrin.gif

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Tranquil_Suit

LOL, that's just the compression of the screenshot. I play with gfx 32bit, MIP on, antialias 3, FX very high, 60fps

Edited by Tranquil_Suit
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Tranquil_Suit

Ambulance sidemission bug: The circle near the hospital where you have to drop off the patients is not there.

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LOL, that's just the compression of the screenshot. I play with gfx 32bit, MIP on, antialias 3, FX very high, 60fps

COMPRESSION, they're PNG's and still over 1MB, whatever you're using to capture images sucks ass! tounge.gif

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Tranquil_Suit

 

LOL, that's just the compression of the screenshot. I play with gfx 32bit, MIP on, antialias 3, FX very high, 60fps

COMPRESSION, they're PNG's and still over 1MB, whatever you're using to capture images sucks ass! tounge.gif

wut? 250kb average! Puh-leaze

 

 

anyway here's a bmp (4MB)

 

 

user posted image

 

 

 

Yeah, compression sucks cause I just put down the Dithering level to 0, but left everything else. *shrug*

Edited by Tranquil_Suit
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Well, it just goes to show how authentic Luten and CP are:

 

user posted image

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Please improve that then.

I, ...I guess, it wouldn't be done for a very long time though as I'm not going to class it as a priority, hell, it's Rockstar's mistake, we've fixed enough of them, but it's nothing game breaking compared to other things we have reports on. tounge.gif

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Tranquil_Suit
Please improve that then.

I, ...I guess, it wouldn't be done for a very long time though as I'm not going to class it as a priority, hell, it's Rockstar's mistake, we've fixed enough of them, but it's nothing game breaking compared to other things we have reports on. tounge.gif

Would love to see the team's TO DO list

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Would love to see the team's TO DO list

My list is pretty short.

  1. user posted image
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Would love to see the team's TO DO list

My list is pretty short.

Alrighty then, let me fix that. biggrin.gif

 

Played some more story missions (everything up to Marked Men...) and observed a few goofy bugs that made me smile which is the side effect of a bug I like the most:

 

1. During Shakedown, I was shooting up the Cholos inside Verdi's when the last one of them stepped next to/in front of Marty and as I shot the Cholo, I also hit and seemingly killed Marty. However, rather than failing the mission, Marty and Vic were transported outside Verdi's where Marty, lying flat on his back seemingly dead, told Vic he did "a man's job today" etc, following which I passed the mission.

 

2. During Waking Up the Neighbors, I attempted to blow up the first truck (behind Umberto Robina's cafe) and got myself busted by the biker cop who kindly informed me: "Mr. JOHNSON, you're under arrest!"

 

3. I don't know how many cars are supposed to chase Phil when he's driving the truck back to his place during Truck Stop, but after the first one blew up, only one more appeared to have spawned, but it just stood there (facing the other way, it looked like) rather than chase Phil. So it turned out to be an unexpectedly peaceful drive back to Phil's depot. I'm not complaining.

 

4. I think it was Boomshine Blowout, I was driving with Phil in his truck, he was saying something like, "Who do they think they are messing with me?" when I took a turn, hit the kerb and the truck rolled over. At that moment, a subtitle along the lines of "Yearrgh, that's some fancy driving" showed up, but instead of Phil saying that, his previous line was repeated.

 

Speaking of Boomshine Blowout, I took someone's advice on this here forum and first placed all the boomshine crates next to Phil's truck. However, the ground there isn't solid and one or two crates partially submerged into the ground and got stuck in there sideways so I wasn't able to pick them up anymore. During one attempt my forklift was propelled in the air and did a salto! Would've been hilarious except that I had to redo the mission... biggrin.gif

 

Also, the audio problem did a U turn on me today: after completing one of the missions the radio died on me while SFX kept playing (previously it was the other way around).

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To answer the above:

 

1) Hah, I guess if Mission Passed is triggered first, then it will play out, not really a bug, just extreme lucky timing to get that in first.

 

2) Police/Ped Audio hasn't been touched

 

3) At least you're able to finish the mission, most people have Phil drive into a wall and that's it tounge.gif

 

4) Might be related to audio SFX Packing Bug, already known, nothing can be done

 

5) Already known, nothing is wrong with the ground just on some games it spawns them to low, no reason is known

 

6) Again, Audio Packing Bug, this is a user side problem, we can't fix this, but for STREAMS we will be shipping them pre-packed inn future.

 

@Tranquil: Most likely you advanced to 5 Stars, FBI Vehicles are bugged on your build, causing a crash.

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To answer the above:

 

1) Hah, I guess if Mission Passed is triggered first, then it will play out, not really a bug, just extreme lucky timing to get that in first.

Hm, I'm not entirely convinced. As I said, I hit the last Cholo and Marty with the same shot, so why would "mission passed" be triggered before that? Of course, it could be that Marty was merely knocked out (I was using the pump gun from trailer park which doesn't kill everyone with one shot), but I have no way of knowing that.

 

Either way, I just replayed this mission and I don't think "extreme lucky" is a proper descriptive term for what happens. biggrin.gif It is if we're talking Tommy shooting Lance at the end of The Fastest Boat in VC because there you really do have only a fleeting moment to get that shot in, but not here. Here, you have all the time in the world to shoot Marty.

In this second attempt, I shot the last Cholo first, then the clerk said, "I'll pay, I'll pay!", then I shot Marty. A couple of seconds after that the cutscene was played and "mission passed" was flashed on screen. I'm not complaining, though. It feels good to shoot that sumbitch. Now I wonder what happens if I shoot Marty before the last Cholo... Anyhoo, the cutscene looks like this:

 

user posted image

 

Rather funny, I should think.

 

Incidentally, in Conduct Unbecoming, is there supposed to be a marker next to Mona? Currently there isn't but when I get to her the car stops by itself, which usually happens when there is a marker.

 

I also got Phil to say that "fancy driving" line. Perhaps the timing of when it's triggered also has something to do with it (he was quiet at the time as opposed to when he didn't say it).

 

Anyway, thanks for the answers. May I suggest you add a list of known and especially un-fixable issues to your website (and a mention of it to the first post)? That way you can yell at those who repeat those issues (me included)...

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OMG, WOT DO U GUYS EVEN DO NOW??? U SUCK!!

 

Well someone requested this a while back to get a bit of an insight to what we do in these quiet times, so, hell, sure I'll do one now for something quick we just changed up. I've been looking at our vehicle.txd and along with CP, we're trying to push as much out of this uncompressed archive as possible, VCS has more generic materials, so when doing this next one, we looked at SA Specific textures, and then replaced those and noted down what the file should originally be (SA tends to crash if you rename any of the default names in this archive), the good news is that we now have all VCS Generic materials in the archive along with a few other edits we wanted to make, the downside is, both vehicle model/texture and our own vehicle.txd are pretty unique, meaning if you do take a couple of the cars or bikes, etc, from the mod, if you put it on San Andreas, it will start to look wrong in places, and the same goes in reverse, if you place our vehicle,txd into San Andreas, things look pretty strange, the number plates look like some futuristic alien digits. tounge.gif

 

But the reason we wanted to do this was for a simple reason, we want as much generic materials uncompressed as possible, even DXT1 can produce some slight effects which I can notice, so if we can push more uncompressed generics onto the vehicles, they'll look better in their own ways and it just keeps the overall quality up, which is what we want to do. For most of the stuff we were able to keep the original file names but there was some stuff that HAD to remain with the SA name so we did a little txt just making it clear what's become what, etc:

 

 

VCS Name >>> San Andreas Name

 

xv_vcs_bikebits_generica_cs  >>> vehicledash32

xv_vcs_bikebits_genericb_cs  >>> platecharset

xv_vcs_bikebody_generica_cs  >>> plateback1

xv_vcs_bikechrome_generica_cs  >>> plateback2

xv_vcs_bikeenigines_generica_cs >>> plateback3

 

Just to show the changes in a picture, here's the current VCS one (you guys don't have) compared to the original SA one:

user posted image

 

This is just one of the side things done just to take a break away from OMG DO TEH MISSIONS, just to potimise the resources and make sure we get the best quality possible without as much stress. The game was loading vehicle.txd anyway so the SA textures were being loaded up, so we thought, why not put them to use? smile.gif

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Speaking about lights. Are you planning to try at least emulate VC lights system/make it close to it (especially talking about rear lights)? SA-style rear lights don't look good here IMO and it will be really nice addition to have this lights glow like in VC - visible stronger light when braking (now it is present too, but almost unnoticeable), reverse lights.

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Speaking about lights. Are you planning to try at least emulate VC lights system/make it close to it (especially talking about rear lights)? SA-style rear lights don't look good here IMO and it will be really nice addition to have this lights glow like in VC - visible stronger light when braking (now it is present too, but almost unnoticeable), reverse lights.

We've chosen to adapt it to the SA style, but if you look at the image above, it's been edited with the original VCS textures instead, the old VC style isn't that noticeable in the SA engine, and really, if we did somehow get it back fully, it would have that corona bug which I swear I'm the only one who noticed. tounge.gif

 

edit: And just to clarify on that BETA3 has a mixed style of vehicles, which CP has done an amazing job of going backwards and unifying every one of them, it may seem like a small thing to focus on, but including this within the vehicle updates is something we wanted to to make sure all of the vehicles have a matching style just like the original game, generic materials included, etc.

Edited by Ash_735
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it would have that corona bug which I swear I'm the only one who noticed.

Corona bug? You mean this square-like light texture which appears when braking in VC?

 

I only think there rear lights should have some glow when activated. Now on for example Taxi lights are almost unnoticeable when activated. But of course if it is impossible to do I wouldn't complain - this mod is great work anyway, but how about reverse lights. Will you bring them back?

 

Edit:

If someone is not sure what I meant before I did comparision pictures. On the left we have VCS on PS2 and on the right with PC Edition - on 2 pictures cars are "doing burnout", so the brake lights are activated.

user posted imageuser posted image

As we can see on the right lights are almost unnoticeable. If you would be able to give the lights at least a bit of the glow we see on the left pic it would be awesome (Silent is a master, he will find a way how to do it for sure tounge.gif ). And one more thing I forgot to mention - in VCS rear lights drop red shadow on the ground.

 

One more thing - in VCS NPC taxis sometimes drive around with taxi sign lighted up and look up for fares. Will you implement similar system (I think it was even present in Things To Do In San Andreas)?

Edited by Pawbrotm
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I can't answer on that one, it's scripting related, no one is working on that at the moment, and even when work is done, it's based around Mission Bugs rather than doing new features. tounge.gif

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Either way, I just replayed this mission and I don't think "extreme lucky" is a proper descriptive term for what happens. biggrin.gif It is if we're talking Tommy shooting Lance at the end of The Fastest Boat in VC because there you really do have only a fleeting moment to get that shot in, but not here. Here, you have all the time in the world to shoot Marty.

Actually that's how R* did this mission. They leave more bugs than you would expect! tounge.gif

 

 

 

Incidentally, in Conduct Unbecoming, is there supposed to be a marker next to Mona? Currently there isn't but when I get to her the car stops by itself, which usually happens when there is a marker.

No, there shouldn't be any markers.

 

 

 

I also got Phil to say that "fancy driving" line. Perhaps the timing of when it's triggered also has something to do with it (he was quiet at the time as opposed to when he didn't say it).

Yeah, that's actually a bug caused by audio system differences - I just rewrite these mission parts from scratch.

 

 

 

I only think there rear lights should have some glow when activated. Now on for example Taxi lights are almost unnoticeable when activated. But of course if it is impossible to do I wouldn't complain - this mod is great work anyway, but how about reverse lights. Will you bring them back?

The answer is maybe, I consider it a low priority thing but yeah, I'm sure I'll get into doing it sometime.

 

 

 

One more thing - in VCS NPC taxis sometimes drive around with taxi sign lighted up and look up for fares. Will you implement similar system (I think it was even present in Things To Do In San Andreas)?

Again, purely SCM-handled thing, will probably be ported when I'm bored or so tounge.gif

 

 

 

Ash revealed what he's working on, and I'm working on something too, but that thing has its own topic 'n stuff wink.gif

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