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Vice City Stories: PC Edition


Ash_735
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sharpie_eastern

What about VC on the VC engine?

 

 

What about VCS on III? II? I? RAGE? Source? Unity?

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What about VC on the VC engine?

 

 

What about VCS on III? II? I? RAGE? Source? Unity?

 

Now now, we can't forget the DOS root engine, can we?

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FunnySynchro

 

 

What about VC on the VC engine?

 

 

What about VCS on III? II? I? RAGE? Source? Unity?

And I guess you forgot the Unreal Engine 3.

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Igor Bogdanoff

 

What about VC on the VC engine?

 

 

What about VCS on III? II? I? RAGE? Source? Unity?

 

How about Mafia 2, Mafia 1, GTA 5

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sharpie_eastern

I'm actually porting VCS to tekken right now. Some pluses will be ps1, 800mb size, and beta untextured characters not from VCS

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I think it's enough of not needed comments here. :p Just sayin'.

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YYIvrot.png

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universetwisters

What about VCS on III? II? I? RAGE? Source? Unity?

 

 

This is exactly what I hate about the conversion culture, and every time a new topic pops up which is converting X to Y, this is how I react.

 

office-rage-o.gif

 

But yeah, if we can get VC running on Gamemaker: Studio, that would be great.

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What about VCS on III? II? I? RAGE? Source? Unity?

 

 

This is exactly what I hate about the conversion culture, and every time a new topic pops up which is converting X to Y, this is how I react.

 

office-rage-o.gif

 

But yeah, if we can get VC running on Gamemaker: Studio, that would be great.

 

Not all conversions are bad. I think that ones that bring an old GTA to a newer GTA are great to a point. When I say this, I'm talking about the III era, not III era games being brought to Rage.

 

For example GTA LC brought GTA III to VC. It shows off the game GTA III, but with the improved features of VC. Also, GTA United put in SA features into the mod in a way where they would fit with the two games.

 

And this mod. I see a lot of creativity here. For one, they have incorporated some features from SA into the game and implemented them in a way where they would fit into the game. They also are doing work on the east island so its quality matches the rest of the map. They also are planning to implement the Malibu, and Pole Position into the mod and alter them so they feel like the belonged in VCS in the first place. I can't wait to see how they are going to pull this off.

 

One thing I like seeing in conversions is improvements to the original product. Whether its a new resource offered by the better engine to offer more gameplay, or improvements on the original product where they screwed up or could of improved. For example, in the future when someone brings IV's LC to V, some interesting concepts applied in V can be used. Like using Brucie's Garage as a Los Santos Customs equivalent, or implementing character switching between Niko, Johnny, and Luis. Heck, they could use the code from Golf in GTA V to simulate mini golf at the mini golf coarse in Hove Beach.

 

I agree that generic conversion TC's that just port stuff over and don't do anything creative with the features are kinda dull.

 

Anyways, back on topic.

When you guys are improving the quality of the East Island, are you using VC textures to do so, and editing them to be more like VCS? For the textures that aren't in VC, are you just making newer higher quality ones? It seems that you guys are almost done with the map, as far as having the VCS map, with no placeholder stuff from VC goes. In the next build, if the missions don't enable us to get far enough to unlock the East Island, you guys should consider adding an unlock the whole map cheat. (I remember RDR having something like this, except I don't remember it working.) The cheat basically removes the barriers and lets traffic flow through, just as it would when you unlock the East Island. It could also make the locked safe houses enterable. However, the effects of the cheat don't save. I wish every GTA had this cheat, however, they are not doing the island unlocking crap anymore. They stopped that on EFLC.

 

Another idea instead of a cheat is to have a DLC that makes the islands be unlocked from the start.

 

Edit: What sections are left to work on? I saw some updates that tell me that the progress map is out of date.

Edited by nkjellman
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universetwisters

Not all conversions are bad. I think that ones that bring an old GTA to a newer GTA are great to a point. When I say this, I'm talking about the III era, not III era games being brought to Rage.

 

 

 

For example GTA LC brought GTA III to VC. It shows off the game GTA III, but with the improved features of VC. Also, GTA United put in SA features into the mod in a way where they would fit with the two games.

 

And this mod. I see a lot of creativity here. For one, they have incorporated some features from SA into the game and implemented them in a way where they would fit into the game. They also are doing work on the east island so its quality matches the rest of the map. They also are planning to implement the Malibu, and Pole Position into the mod and alter them so they feel like the belonged in VCS in the first place. I can't wait to see how they are going to pull this off.

 

 

You're right, not every single conversion is bad, but when the majority of original map mods around here are outnumbered by people converting GTA 3 to GTA 4 or the other way around. If you're doing it to get motorbikes in Liberty City, like in GTA LC, I can dig that, seeing as III didn't have motorbikes, or porting VCS to PC, seeing as it didn't have a PC release, that's understandable. But cheaply porting X to Y is the one thing that bewilders me. It bewildered me so much i made a video about it.

 

https://www.youtube.com/watch?v=wBHPUW_SF_I

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This was so cool but when i ride on a vehicle and slam it on somewhere or go to the pink marker if theres a mission i always crash here is the dump that i get every when i crash

 

gta-vcs-20140319160857.dmp

gta-vcs-20140319171416.dmp

gta-vcs-20140319171418.dmp

 

 

 

 

 

And this is my Specs

 

Windows 8 Pro

Nvidia GT 630

Intel Core 2 Quad at 2.33 Ghz

4 Gb of Ram

 

Pls respond to this i wanna finish all the missions of vcs because i hate my f*cking psp

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Windows 8 is un-tested by us. We don't support it as we have no way of bug checking with it or the constraints it forces on users.

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I don't know, I never had any problems with Windows 8. It even installs some needed stuff like DirectPlay and .NET Framework for me automatically. Maybe that feature was in W7, I'm not sure, but for me W8 isn't any worse.

 

To GTAExperty. Upload your dumps somewhere and post links here. Maybe it has nothing to do with your Windows installation.

Edited by Claude Liberty
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Aerotactics

I don't know, I never had any problems with Windows 8. It even installs some needed stuff like DirectPlay and .NET Framework for me automatically. Maybe that feature was in W7, I'm not sure, but for me W8 isn't any worse.

 

To GTAExperty. Upload your dumps somewhere and post links here. Maybe it has nothing to do with your Windows installation.

I have to agree with Claude Liberty on this one, I'm on windows 8 and it works just fine, restraint free. I was also able to add unstable mods to it, and make them more stable for this game, just by editing the included config:

 

 

Edited by Aerotactics
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Hello everyone,

I've just instaled Blue Hesper mode and i can't find how to chage language.

Can You help me, because Google can't :-(

 

.........................................................................

After update everything is OK. Sorry for spam.

Edited by mroofczak
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The only languages supported are English and Polish, Hungarian will be added in Silver Palmetto. You can change this in the Options/Language Setup screen once you have updated the game.

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You can make the game use more languages by implementing characters textures switching mechanism (like in anniversary versions, doesn't seem hard for a guy like Silent) or by using real fonts (I guess that's what DK22Pac's directFont does).

Edited by Claude Liberty
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CharlesVercetti

You can make the game use more languages by implementing characters textures switching mechanism (like in anniversary versions, doesn't seem hard for a guy like Silent) or by using real fonts (I guess that's what DK22Pac's directFont does).

Yes,absolutely.But the thing is,his mod doesn't support custom color tags(for now).So we have to wait for final version. :D

 

I am not sure,since it reads dialogues and other names from GXT. :/

Edited by TommyCJFaann
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You can make the game use more languages by implementing characters textures switching mechanism (like in anniversary versions, doesn't seem hard for a guy like Silent) or by using real fonts (I guess that's what DK22Pac's directFont does).

Upon shipping, Silver Palmetto actually has characters to support the following Languages:

- English*

- French

- Italian

- German

- Spanish

- Polish*

- Portuguese

- Hungarian*

 

We just don't have anyone to help with translating any remaining stuff for the other languages, and yes, we've asked, but no one took it serious enough when replying to us, we don't know those other languages, so we're not going to do them, but I've at least done the fonts for them and Silent has made sure the game knows it CAN support those characters. That's one question that annoys me, there's many people willing to shout at us and suggest to us that we should include more languages, but no one ever comes forward properly to do the translation work!

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The main focus is naturally EFIGS (English, French, Italian, German, Spanish) as the game is already translated to those languages, we just need someone to cover the additional text just to clear it all up.

 

Polish is next main focus for obvious reasons, majority of the team are from Poland so can naturally speak the language and again, get it out of the door quickly.

 

Hungarian was a request and the person approached us, let us know what characters would be needed and after checking with what slots we had available, we could do it, this person also had the advantage of working on the Max Payne 3 translation to Hungarian so was already familiar with the text and how it's supposed to be set up, this person did an amazing fast job and is always checking in and translating any text changes/updates.

 

Lithuanian isn't something we've had many requests for, depends on what characters would need to be done and how serious and well you can translate, because at this point, I don't see why I should waste my efforts completing the designs for them if they are going unused because people couldn't be bothered to translate properly.

 

And that reason rules out Russian, Chinese, Japanese, Korean, etc, I can only do so much in terms of font design and those type of characters just, well, you guys know. :p

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Ооо класс родной язык будет)

Yeah that stuff, ...I have no clue if that's even a sentence or just random characters. :p

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Ооо класс родной язык будет)

Yeah that stuff, ...I have no clue if that's even a sentence or just random characters. :p

 

He said "Oh cool, (my) native language will be there". Obviously he meant Russian. Right, Vitaly? Ash meant that Russian, which I mentioned earlier, will not be done in the near future, because no one in the team speaks it.

The same in Russian: Эш наоборот, сказал, что русского пока не будет, потому что нет поддержки кириллических символов и носителей языка.

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Well checking the font grid we have 15 slots available, divide by two, that's pretty much seven More Characters we can squeeze onto the grid (as both Upper and Lower cases are required), here's how it looks so far:

 

282124y.png

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vitalik2187836

Да я понял) просто написал до того как аш ответил)

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Да я понял) просто написал до того как аш ответил)

That means "I did get that, I just wrote before Ash replied."

 

EDIT: That's interesting, but what about those slots I marked with green mark:

2cpb6sw.png?

I guess there has to be at least one empty, for spaces between words, but are others already occupied? And these two (okay, one and eighth) rows, aren't they usable?

Edited by Claude Liberty
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