Jump to content

Vice City Stories: PC Edition


Recommended Posts

43 minutes ago, Edgrd said:

sorry if this sounds dumb or anything , is this progress going to make it possible to extract cutscene anims ?

They've been extracted at least since 2013, mocap cutscenes used fully original data ever since Blue Hesper.

1 hour ago, thalilmythos said:

So, i take it we are closer to finally getting the grappling animations and the grappling done huh?

I mean the animations will be there, but they'd still require code to implement since it's still a much more advanced system than both VC and SA.

12 hours ago, Ash_735 said:

I mean the animations will be there, but they'd still require code to implement since it's still a much more advanced system than both VC and SA.

For me it's really weird that at this point you haven't found someone to work on the script, best of lucks to this, i never lose hope on seeing it completed one day.

Wow, thanks a lot for this.

 

Installed latest version but my gamepad (Logitech gamepad F310) is not working. Option "Configuration Mouse and Keys / Joypad" doesn't even appear. In San Andreas it's working fine.

 

Any help?

Edited by Didi.Ribolho
fix typo

because this mod with VC Engine will be a lot of missions,new loading screens between islands and all the main and necessary for better feeling of the game and must be 100% accurate, which he said the code has a lot of changed and will be the best mod of the gta vice city than gta san andreas.

Edited by Achilleas
12 minutes ago, Achilleas said:

because this mod with VC Engine will be a lot of missions,

You have no idea what you're talking about, how does switching to VC engine magically make a scripter come work on the project?

1 hour ago, Ash_735 said:

You have no idea what you're talking about, how does switching to VC engine magically make a scripter come work on the project?

I have an idea. We can remake the mod on VC Engine better because the mod on SA Engine had Some unused SA Vehicles then playing missions will crash potientatly the game and it is unstable.So the mod will be in VC engine than the SA engine.

Edited by Achilleas
For an idea for the mod on VC Engine.
20 minutes ago, Achilleas said:

I have an idea. We can remake the mod on VC Engine better because the mod on SA Engine had Some unused SA Vehicles.So the mod will be in VC engine than the SA engine.

Trust me VCS on VC is not a good idea. It is not possible to convert some SA features to VC that is required on VCS like Drive By, Bicycle, Combat System, Forklift etc. Also they don't have any scripters to work on scripting and missions.

Edited by AshGamer007
13 minutes ago, Achilleas said:

I have an idea. We can remake the mod on VC Engine better because the mod on SA Engine had Some unused SA Vehicles then playing missions will crash potientatly the game and it is unstable.So the mod will be in VC engine than the SA engine.

I'll be honest. Your idea is trash.

59 minutes ago, Achilleas said:

I have an idea. We can remake the mod on VC Engine better because the mod on SA Engine had Some unused SA Vehicles then playing missions will crash potientatly the game and it is unstable.So the mod will be in VC engine than the SA engine.

First off, "we"?

 

Second, the amount of vehicle slots has nothing to do with the mission crashes, if anything we'd have to ADD slots to Vice City which could potentially cause crashes if we're not careful, so ehhh, I still don't get how moving to VC is going to make a scripter appear and work on the mod.

1 hour ago, Achilleas said:

I have an idea. We can remake the mod on VC Engine better because the mod on SA Engine had Some unused SA Vehicles then playing missions will crash potientatly the game and it is unstable.So the mod will be in VC engine than the SA engine.

please do keep in mind that they worked on this project with the SA engine since 2010 , there must be a reason why they haven't switched engine yet and instead did their own changes on the engine. and logically , even if it's better on VC engine , they would have switched years ago , idk just my opinion.

Edited by Edgrd
edited because i want the sentence to make more sense i guess ?
  • Like 2
1 hour ago, Ash_735 said:

First off, "we"?

 

Second, the amount of vehicle slots has nothing to do with the mission crashes, if anything we'd have to ADD slots to Vice City which could potentially cause crashes if we're not careful, so ehhh, I still don't get how moving to VC is going to make a scripter appear and work on the mod.

Ash_735 First off,we will need a clean and fresh Gta Vice City and then restart it on VC Engine,add loading screens between islands,weather,physics,vehicles,sounds,missions,new design main menu with loading screens and all the main we had planned to do(AND GUYS MUST BE CAREFUL FOR THIS MOD) And will refresh the first topic of the mod and will start in sometime on start of 2020.

Edited by Achilleas
for a mistake

Shut up.

28 minutes ago, Achilleas said:

Ash_735 First off,you will need a clean and fresh Gta Vice City and then restart it on VC Engine,add loading screens between islands,weather,physics,vehicles,sounds,missions,new design main menu with loading screens and all the main we had planned to do(AND GUYS MUST BE CAREFUL FOR THIS MOD) And will refresh the first topic of the mod and will start in sometime on start of 2020.

You keep saying "we", I'm not sure you know the meaning of that word.

Guest
This topic is now closed to further replies.
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.