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Vice City Stories: PC Edition


Ash_735
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Anyway guys , i dont know if this is a bug or not , nor i don't know is this caused by any plugin i add ( dk normalmap and such ) , but , whenever i buy the bullet-proof sanchez , the game just exits , any ideas ?

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Anyway guys , i dont know if this is a bug or not , nor i don't know is this caused by any plugin i add ( dk normalmap and such ) , but , whenever i buy the bullet-proof sanchez , the game just exits , any ideas ?

Perhaps the vehicle ID was changed, so instead of spawning a sanchez, it was trying to spawn 1 of 2 or 1 of 3 corrupt vehicles (as there are corrupt vehicle IDs currently in the game). Wild guess though.

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Anyway guys , i dont know if this is a bug or not , nor i don't know is this caused by any plugin i add ( dk normalmap and such ) , but , whenever i buy the bullet-proof sanchez , the game just exits , any ideas ?

Perhaps the vehicle ID was changed, so instead of spawning a sanchez, it was trying to spawn 1 of 2 or 1 of 3 corrupt vehicles (as there are corrupt vehicle IDs currently in the game). Wild guess though.

 

thanks , but i think i've found the issue , on my save whenever i enter a vehicle with the ak-47 ( obtained with a cleo script ofc. ) it crashes.

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Do you think you'll re-texture the West Island along with the East? Or do you think that'll be unnecessary effort?

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Do you think you'll re-texture the West Island along with the East? Or do you think that'll be unnecessary effort?

There's a lot less stuff that needs re-textures on the West Island but yeah it would be a nice little noticeable boost in some areas, we already have Downtown S re-converted by CP because he wasn't happy with the original version, so in theory, that could be prepped for a re-texture right away, both DowntowS and DowntowN have been switched over to the new neons so you guys will see that little change right away.

 

The way I'm working it would be a reverse of the original, so if I were to carry on, once I've done all the East island, I'd move West and target Prawn Island and Starfish Island next and then back fully onto the West Island, just easier to work with that way. Right now I'm still messing with "mall" which is now up to 11 new textures having to be created by myself with help from Chris, that should be enough, so I'm working on packing them now and then I'll do some comparison shots and see if anything stands out.

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Hey, we need something to arrive in the future updates too ;)

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So do I*

 

*As I don't want Dropbox app to drain my precious interwebs my build still dates to July map-wise.

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So do I*

 

*As I don't want Dropbox app to drain my precious interwebs my build still dates to July map-wise.

You sir need to update your build.

And while you're at it, you should make that build public XD JK

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The sun rising over the buildings album cover looks like a random shot from VCS itself. Either that or San Andreas. The others besides the Phil Collins cover, I have no clue about. Also loving what has been done thus far.

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Anyone want to have a go at remaking this? I've done one but it looks a little flat compared to the original:

 

2pyvrsg.png

 

This is for the wall display outside Needle Traxs.

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@Ash, I could try.

 

edit: #YOLO (did this using my laptop mousepad thing)

2pyvrsg.png

Edited by Aerotactics
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Can you give us a list of all the things that will be in the next update ?

Sure, we can post the changelog again which is still being worked on, but as of now:

 

- NEW: Converted Map areas; WASHINTS, WASHINTN, OCEANDRV, OCEANDN, NBEACHBT, NBEACH, MALL

- NEW: VCS PC Edition now features an official "Project 2dfx" DLC (created by TheJAMESGM and ThirteenAG). You can grab it from the game menu DLC screen

- NEW: Criminal Rating in Stats menu

- NEW: Fontset support updated, game now has language support for English / French / Italian / German / Spanish / Polish / Portuguese / Hungarian

- NEW: Game now supports Mini SFX audio archives (code by LINK/2012), so GENRL and SCRIPT archives are now split into more smaller files

- NEW: Commandline argument -notimefix removes a CPU usage saving framelimiter and restores an old one - use this if your game FPS locks at a value lower than requested

- NEW: Advanced Display Options is now a separate menu called Graphics Options

- NEW: Expanded Graphics Options, Texture Filtering, MSAA type, etc can now be chosen by the player

- NEW: Reworked Shadow Rendering system (with help from _DK) to provide shadow options both lower and higher than the original game, taking cues from the Mobile Versions

- NEW: Added 21:9 Aspect Ratio option to the game

- NEW: Ambient taxis implemented

- NEW: Crashdumps are now created in 'minidumps' directory rather than in root game directory

- NEW: Added periodic checking options to the "Updates" Menu

- FIX: Remastered and Textures Fixed in the following Map areas; WASHINTS, WASHINTN, NBEACHBT, NBEACH, GOLF, BRIDGE, OCEANDN, MALL

- FIX: DOWNTOWS reconverted to be brought in line with other map areas

- FIX: Truck Stop issues fixed

- FIX: Futher fixes to improve Boomshine Blowout playability

- FIX: Game freezing after player got busted fixed

- FIX: News reports don't play on BMX anymore

- FIX: San Andreas police cars and cops will not spawn anymore

- FIX: Miscoloured lock pickup fixed

- FIX: Fixed Emergency Key (Pause/Break) not always terminating the game

- FIX: Relocated and rescaled OSD items (HUD, Radar, etc) to use 2007+ Display Safe Zones

- FIX: On foot FOV corrected to be closer to original game

- FIX: Fullscreen splashes now scale correctly

- FIX: Intro movie now takes chosen Aspect Ratio into concern when scaling (rather than basing the calculations only on actual resolution's aspect ratio)

- FIX: Removed forced 16:9 banners during gameplay

- FIX: Menu background is now displayed differently so it looks good on all resolutions

- FIX: Game now sets a correct keyboard layout for default keyboard sets being set to any EFIGSP language

- FIX: All resolutions available in the operating system are now selectable in game

- FIX: Corrected some Font errors

- FIX: Some leftover texts from San Andreas shouldn't appear anymore

- FIX: vehicle.txd is no longer used, expanded the system to use a similar method that Grand Theft Auto IV uses (vehshare.txd)

- FIX: Radio EQ bug on bikes should no longer occur

- FIX: Vehicles now have the correct Default Radio ID (No more Paradise FM playing by default everywhere)

- FIX: Blurred Helicopter Rotors restored to the game

- FIX: Sun path corrected

- FIX: Possible memory heap corruption fixed (a bug carried over from San Andreas)

- FIX: Minor Map bugs fixed

- REMOVED: Intro Logo Splash

 

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When it's ready, in the mean time you guys can play the rushed out VCS on VC Mod since they're aiming to beat us out on that.

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When it's ready, in the mean time you guys can play the rushed out VCS on VC Mod since they're aiming to beat us out on that.

really ? who is making it ?

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When it's ready, in the mean time you guys can play the rushed out VCS on VC Mod since they're aiming to beat us out on that.

really ? who is making it ?

 

http://gtaforums.com/topic/704426-relvc-grand-theft-auto-stories/
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When it's ready, in the mean time you guys can play the rushed out VCS on VC Mod since they're aiming to beat us out on that.

really ? who is making it ?

 

http://gtaforums.com/topic/704426-relvc-grand-theft-auto-stories/

 

LOL Looks cheap and rushed as f*ck just look at the trailers and they are limited by the vice city engine there mouths don't even move lol

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2ee10e0800.png

 

Yeah it's purely a port, no HD support, or advancements in any way. IMO it looks like [bLEEP]. I think they should just stop. I also think that Silent has some 'splaining to do, Mr. contributor.

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there mouths don't even move lol

u sure?



 

Edited by SaL_Leone
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there mouths don't even move lol

u sure?

 

 

 

 

 

 

its still pretty bad and besides i was referring to the older trailers at least have a stable frame rate lol

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Nice, not bad, just a minor correction, but the black on the most front left circle should be 10232b, and the red inside it should be 921720, also the record reflection should be south, would be cool if you could get the tint of 10232b in there too.

 

Here's the mock I done up but couldn't be bothered to do that record properly:

mocked.png

 

PS: Also noted Sal_Leone liked it, so I guess it's now in their mod too. :p

Edited by Ash_735
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Yeah it's purely a port, no HD support, or advancements in any way. IMO it looks like [bLEEP]. I think they should just stop. I also think that Silent has some 'splaining to do, Mr. contributor.

 

That's uncalled for. They have as much right to do this modification as the next guy, it's free territory .

 

Sure, but its still rushed and clearly shows lack of thought was put into the project.

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Fixed.

 

n9X0axq.png

 

As for the disc reflection, i can't really do anything about it since it is a pic i got from goggle. It would require making the texture again, you can edit it if you want, anyways here's the pic i used:

 

 

vinyl-record.jpg

 

 

EDIT: If you guys need help with some textures PM me and i will try to remake them, depending on the texture ofc.

Edited by StrafeBolt

jYzLR2j.png

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