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Vice City Stories: PC Edition


Ash_735
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Why some text missing ? Some missions don't working

Text was because I was redoing them and forgot to finish off some additional characters (most of that is done now). Missions because, well, we've been crystal clear on why the f*ck there's no more missions. :p

 

This answer fully satisfies me

 

Edited by betapl
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@Ash I'd give 5 stars for customer support :D

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if anything we'l code our own coronas, + these are VC ones VCS ones are different

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Ash, The "O, Brothel, Where Art Thou?" mission is not right. because its a gang empire building take over. and about Got Protection mission, the game just crashed for no reason.

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We're not working on missions, so it's possible that stuff is not right, sorry

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Yeah once again, no mobile = no missions, everything is just too much of a mess, the only thing we can do is improve the things we can right now thanks to people like guard3 cracking the DTZ.

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Yeah once again, no mobile = no missions, everything is just too much of a mess, the only thing we can do is improve the things we can right now thanks to people like guard3 cracking the DTZ.

But someone of you guys tell bout LCS is not too difficult: -" ..it was a copy paste to VC engine.. "- so whats wrong with VCS, its about new engine or maybe source of images? I see it is terrible coding so most of function be hide and secret. Archives was saving (burning) in old psx method so you could need good psx interpreter and assembler.

Its only my opinion, I m not coder so could be wrong.

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if anything we'l code our own coronas, + these are VC ones VCS ones are different

Well I remember they have small stretched object inside their the coloured smoke rings blinks in a few seconds dilate with each diffrent range

 

Edited by denis1379
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But someone of you guys tell bout LCS is not too difficult: -" ..it was a copy paste to VC engine.. "- so whats wrong with VCS, its about new engine or maybe source of images? I see it is terrible coding so most of function be hide and secret. Archives was saving (burning) in old psx method so you could need good psx interpreter and assembler.

Its only my opinion, I m not coder so could be wrong.

VCS is copy paste to VC too, that's correct (if you reconstruct the files correctly :evilgrin:)

The source files (IDE/IPL etc) work perfectly (and this is what LCS Mobile has)

The thing is (again) that LCS and VCS have everything stored in memory format, so playstation doesn't have any extra calculations and conversions to do. Reading the memory values and structures and reconstructing the actual files is the tricky (but somewhat manageable) part.

 

Well I remember they have small stretched object inside their the coloured smoke rings blinks in a few seconds dilate with each diffrent range

Coronas behave the exact same way (at least in Vice City), the only difference is the texture

Edited by guard3
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Yeah once again, no mobile = no missions, everything is just too much of a mess, the only thing we can do is improve the things we can right now thanks to people like guard3 cracking the DTZ.

But someone of you guys tell bout LCS is not too difficult: -" ..it was a copy paste to VC engine.. "- so whats wrong with VCS, its about new engine or maybe source of images? I see it is terrible coding so most of function be hide and secret. Archives was saving (burning) in old psx method so you could need good psx interpreter and assembler.

Its only my opinion, I m not coder so could be wrong.

And just to add on what guard3 said, LCS is pretty much copy/paste to VC BECAUSE we have the mobile version with ALL the files laid out. LCS on PS2 is much more difficult as it's the same as VCS where they pretty much used a different streaming style and stored most of the DATs inside the DTZ.
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DATs are the same format as VC though. Hell, handling format of stories games is 90% SA!

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There are areas which were changed though which throws us off, take the timecyc for example, for years we thought we had a correct version when it was actually just about 90% correct, since LCS/VCS use additional values for some effects which we never took into account originally, luckily The Hero solved that one.

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Yee, still 3 unknowns for object.dat

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https://www.gtamodding.com/wiki/Game.dtz

I have linked offzip utility there (useful for extracting compressed data within a file, like radar textures in GAME.DTZ in VCS)

zdrop is easy to use too (drag and drop any .ZLIB)

Still, without a hex editor or a self-made program you can’t read the resources

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So since we're all still waiting around I'll show off some of the more recent small work being done to keep things ticking over, we have vehicle improvements in the form of unifying textures, model corrections and bug fixes...

 

8YLiBMV.jpg

 

jQtNpxD.jpg

 

zaafvqj.jpg

 

WI3Qft9.jpg

 

Including a remade tyre texture done by myself using base textures given to me by SlyCooperGTA...

 

3MyXVUt.jpg

 

And good news for all of you who wanted to point out the weapon muzzle flashes...

 

hFKG00X.jpg

 

We're sorta there, we're asking the community though if anyone knows a way of editing the 2D muzzleflash starting point for weapons? It's not bad on some, but others...

 

GS7txAK.jpg

 

Another bug that was often reported, the fonts, yes, I've gone back and finished those and upgraded the quality of the other mainline font (EuroStile)...

 

TwrzxpK.jpg

 

And just because I feel like people here don't know how much work we do on vehicle textures, here's a comparison of a few, the original VCS ones on the left and the corrected.updated ones on the right...

 

wYAemEp.png

 

bmcp0f1.png

 

Aside from that we have the correct weapon stats now thanks to noskillX, correct vehicle dummies slowly being applied thanks to guard3, along with correct vehicle handling done by guard3 and noskillX (as it's extracted from the DTZ). The aim right now is to basically get weapons and vehicles looking as good as they can be and handling exactly the same as they do in VCS. We're hoping to start on sounds again next, which yes, will cover vehicles and weapons corrections and maybe, just MAYBE, pedestrian voices.

 

Map still requires further research and The Hero has a list of work to do (not just VCS PC but other projects he's committed to) so we're unsure when he'll get around to further that because it's a big task as we're hoping to do this sh*t properly this time, no more guessed names and random model numbers, etc.

 

Random question for all of you, we noticed that the beta Blista Compact (from early VC and seen in Manhunt 1) was meant to appear in this game (the texture for it has been left behind and it can be seen in an early magazine scan), would you guys be interested in having that replace the current Blista Compact?

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So since we're all still waiting around I'll show off some of the more recent small work being done to keep things ticking over, we have vehicle improvements in the form of unifying textures, model corrections and bug fixes...

8YLiBMV.jpg

jQtNpxD.jpg

zaafvqj.jpg

WI3Qft9.jpg

Including a remade tyre texture done by myself using base textures given to me by SlyCooperGTA...

3MyXVUt.jpg

And good news for all of you who wanted to point out the weapon muzzle flashes...

hFKG00X.jpg

We're sorta there, we're asking the community though if anyone knows a way of editing the 2D muzzleflash starting point for weapons? It's not bad on some, but others...

GS7txAK.jpg

Another bug that was often reported, the fonts, yes, I've gone back and finished those and upgraded the quality of the other mainline font (EuroStile)...

TwrzxpK.jpg

And just because I feel like people here don't know how much work we do on vehicle textures, here's a comparison of a few, the original VCS ones on the left and the corrected.updated ones on the right...

wYAemEp.png

bmcp0f1.png

Aside from that we have the correct weapon stats now thanks to noskillX, correct vehicle dummies slowly being applied thanks to guard3, along with correct vehicle handling done by guard3 and noskillX (as it's extracted from the DTZ). The aim right now is to basically get weapons and vehicles looking as good as they can be and handling exactly the same as they do in VCS. We're hoping to start on sounds again next, which yes, will cover vehicles and weapons corrections and maybe, just MAYBE, pedestrian voices.

Map still requires further research and The Hero has a list of work to do (not just VCS PC but other projects he's committed to) so we're unsure when he'll get around to further that because it's a big task as we're hoping to do this sh*t properly this time, no more guessed names and random model numbers, etc.

Random question for all of you, we noticed that the beta Blista Compact (from early VC and seen in Manhunt 1) was meant to appear in this game (the texture for it has been left behind and it can be seen in an early magazine scan), would you guys be interested in having that replace the current Blista Compact?

 

 

 

Replace? Why? Can't it be just added like the alternative to the existing one? For instance, "beta Blista Compact" would be parked only near the Sunshine Autos.

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We have to keep in mind that if map is going to be ported properly, we have to be tight on IDE IDs (generic stuff starts at 400 for example in original VCS), so we'll see how that will go. Unless were willing to shift the map IDs

Oh, and if the post is too big, don't quote it please :)

Edited by guard3
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EternalFlakko

Random question for all of you, we noticed that the beta Blista Compact (from early VC and seen in Manhunt 1) was meant to appear in this game (the texture for it has been left behind and it can be seen in an early magazine scan), would you guys be interested in having that replace the current Blista Compact?

I'd love to see that, it would be something different from the regular Blista Compact (in my opinion).

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As for me i would Say Replace.... because most of VCS Vehicles are actually Beta VC ones

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If actually added, the sunshine autos idea is the one I like

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