MaestroMaior Posted March 6, 2024 Share Posted March 6, 2024 (edited) On 3/5/2024 at 3:57 PM, holodokk said: Have you finished your build yet?) Нужно придумать/создать/взять одежду из других модов и доработать под эстетику мода, также как и придумать более лучшее лого для мода https://imgur.com/Dwgus5x https://imgur.com/hwdf4bm https://imgur.com/LozYAEe Edited March 6, 2024 by MaestroMaior Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072354859 Share on other sites More sharing options...
D9fred95 Posted March 7, 2024 Share Posted March 7, 2024 (edited) So after watching more of English Ben's playthrough, I have to ask the question. How are you supposed to beat Rub Out? The first part with Lance basically needs to be exploited by using a golf cart since Lance kills himself too often. You might be able to get away with using a bike, but Ben was really struggling to keep Lance alive regardless. Secondly, when facing against Diaz, how are you expected to survive against all the guys in limos while also killing Diaz and not being able to sprint or jump? Keep in mind this is an extremely long mission and to slap that onto the player at the end unprepared is just lazy as hell. I don't understand the point of making these elaborate, easy-to-fail missions if the whole point of this mod is "Vice City but stupidly hard." No offense but this mod just looks like a bargain bin version of Tightened. Edited March 7, 2024 by D9fred95 MilesFox92 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072355082 Share on other sites More sharing options...
holodokk Posted March 9, 2024 Share Posted March 9, 2024 On 3/6/2024 at 10:30 PM, MaestroMaior said: Нужно придумать/создать/взять одежду из других модов и доработать под эстетику мода, также как и придумать более лучшее лого для мода https://imgur.com/Dwgus5x https://imgur.com/hwdf4bm https://imgur.com/LozYAEe Попробуйте написать в вк фан сообществ вайсы, может чем-нибудь помогут Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072356128 Share on other sites More sharing options...
MegaTop4ick Posted March 9, 2024 Share Posted March 9, 2024 Time for hell. Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072356377 Share on other sites More sharing options...
KingEddy Posted March 18, 2024 Share Posted March 18, 2024 I have issues with the mod itself not saving the game Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072359515 Share on other sites More sharing options...
D9fred95 Posted March 20, 2024 Share Posted March 20, 2024 (edited) So in the latest English Ben video, he was doing The Driver and apparently the mission can randomly fail if Hilary gets stuck or incapacitated at any point in the five race gauntlet. You could be on race 5 and fail if Hilary crashes his baggage handler for instance. English Ben also pointed out that if Hilary gets stuck in the vanilla version of Vice City, he will reset himself, something that Sniperbobb apparently removed in this mod in favor of an insta-fail. Keep in mind this mission has already been stretched out 5x it's normal length and you have to practice with six vehicles constantly to have a chance at succession. I fail to see how this is "challenge" considering Vice City can have sketchy AI, so you're basically failing the mission for no reason. This isn't skill based. Edited March 20, 2024 by D9fred95 nipless and Ivan1997GTA 2 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072360642 Share on other sites More sharing options...
jaydeedilla Posted March 20, 2024 Share Posted March 20, 2024 Okay dude, we get it. You and English Ben don't like the mod. You've made that very clear by now. Curtis, Ivan1997GTA and Polyvalord 2 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072360668 Share on other sites More sharing options...
Json Loads Posted April 1, 2024 Share Posted April 1, 2024 (edited) On 3/20/2024 at 10:46 PM, D9fred95 said: So in the latest English Ben video, he was doing The Driver and apparently the mission can randomly fail if Hilary gets stuck or incapacitated at any point in the five race gauntlet. You could be on race 5 and fail if Hilary crashes his baggage handler for instance. English Ben also pointed out that if Hilary gets stuck in the vanilla version of Vice City, he will reset himself, something that Sniperbobb apparently removed in this mod in favor of an insta-fail. Keep in mind this mission has already been stretched out 5x it's normal length and you have to practice with six vehicles constantly to have a chance at succession. I fail to see how this is "challenge" considering Vice City can have sketchy AI, so you're basically failing the mission for no reason. This isn't skill based. If Ben wasn't farming this mod for content - a mod that he clearly hates and is evident that it wasn't made for him - this wouldn't be a problem. But to address your point: This isn't skill based. You are so close to the truth! Nowhere (to my knowledge at least, feel free to correct me if I'm wrong) does it say that this mod is skill-based. It's not advertised as a skill-based mod. What I really can't wrap my head around is how is it that after the first few missions Ben (and people who mindlessly repeat his drivel) still continue to criticize not being skill-based when it's been made painfully obvious that this was not a goal for this mod. As for the creator's decision to fail you if Hillary gets stuck, it indeed seems like a dubious one, but I guess he did so to punish people who tried to cheese the mission by getting him stuck. Maybe the author was approaching the size limit of the script for this mission (if one exists in VC), maybe he couldn't be bothered to check if the player has interacted with Hillary as opposed to Hillary getting stuck on his own, maybe he just wanted to cause more suffering to the player. Either way for what this mod is trying to do, it fits. Edited April 3, 2024 by Json Loads Polyvalord 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072364708 Share on other sites More sharing options...
AlexIsTired__ Posted April 3, 2024 Share Posted April 3, 2024 On 4/1/2024 at 5:20 PM, Json Loads said: If Ben wasn't farming this mod for content - a mod that he clearly hates and is evident that it wasn't made for him - this wouldn't be a problem. But to address your point: This isn't skill based. You are so close to the truth! Nowhere (to my knowledge at least, feel free to correct me if I'm wrong) does it say that this mod is skill-based. It's not advertised as a skill-based mod. What I really can't wrap my head around is how is it that after the first few missions Ben (and people who mindlessly repeat his drivel) still continue to criticize not being skill-based when it's been made painfully obvious that this was not a goal for this mod. As for the creator's decision to fail you if Hillary gets stuck, it indeed seems like a dubious one, but I guess he did so to punish people who tried to cheese the mission by getting him stuck. Maybe the author was approaching the size limit of the script for this mission (if one exists in VC), maybe he couldn't be bothered to check if the player has interacted with Hillary as opposed to Hillary getting stuck on his own, maybe he just wanted to cause more suffering to the player. Either way for what this mod is trying to do, it fits. The mod author stated that "every single mission was playtested to a point where it could be consistently beaten if you're skilled enough" (page 3 of this topic). I guess this is where Ben got that this mod is supposedly skill-based. Of course, stuff like police and traffic is random. The way the game is designed allows this randomness to happen. It's just that the mod makes the results of randomness almost always extremely unfair. For example, getting police attention during Boomshine Saigon is random. Sure, getting a single star for getting caught drunk driving is managable, but the fact that you get 6 stars if you do in this mod is just flat out ridiculous. To get to the point, "consistently beaten" and the mod's mission design just make it out that either 1. the mod author is a gamer god, or 2. their statement is a lie. The goal for the mod is to be challenging and/or frustrating, which I guess it achieves. I can be as critical as I want, but frustration was ultimately reached. nipless and D9fred95 2 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072365535 Share on other sites More sharing options...
Json Loads Posted April 5, 2024 Share Posted April 5, 2024 On 4/4/2024 at 12:50 AM, AlexIsTired__ said: The mod author stated that "every single mission was playtested to a point where it could be consistently beaten if you're skilled enough" (page 3 of this topic). I guess this is where Ben got that this mod is supposedly skill-based. Of course, stuff like police and traffic is random. The way the game is designed allows this randomness to happen. It's just that the mod makes the results of randomness almost always extremely unfair. For example, getting police attention during Boomshine Saigon is random. Sure, getting a single star for getting caught drunk driving is managable, but the fact that you get 6 stars if you do in this mod is just flat out ridiculous. To get to the point, "consistently beaten" and the mod's mission design just make it out that either 1. the mod author is a gamer god, or 2. their statement is a lie. The goal for the mod is to be challenging and/or frustrating, which I guess it achieves. I can be as critical as I want, but frustration was ultimately reached. Interestingly that was said exactly about Boomshine Saigon, "if you learn how to drive the car properly". Maybe there is an actual consistent pattern to driving the Patriot which the creator of course knows about. Maybe utilizing bugs/glitches to cheese (possibly other) missions was also included in that statement. Then again mildly put that's a really dubious statement, I can agree on that. Especially if you consider the mod's overall design and how it was initially advertised. Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072365972 Share on other sites More sharing options...
Json Loads Posted April 5, 2024 Share Posted April 5, 2024 On 3/7/2024 at 4:57 AM, D9fred95 said: So after watching more of English Ben's playthrough, I have to ask the question. How are you supposed to beat Rub Out? The first part with Lance basically needs to be exploited by using a golf cart since Lance kills himself too often. You might be able to get away with using a bike, but Ben was really struggling to keep Lance alive regardless. Secondly, when facing against Diaz, how are you expected to survive against all the guys in limos while also killing Diaz and not being able to sprint or jump? Keep in mind this is an extremely long mission and to slap that onto the player at the end unprepared is just lazy as hell. I don't understand the point of making these elaborate, easy-to-fail missions if the whole point of this mod is "Vice City but stupidly hard." No offense but this mod just looks like a bargain bin version of Tightened. Part of the difficulty of the first half is killing the enemies before they aggro on Lance. It's not a coincidence he's given grenades. For the second half, what I've seen people do is making their way towards a ramp and hiding behind it letting Lance damage Diaz enough to get him in reach for you to finish off. Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072365973 Share on other sites More sharing options...
D9fred95 Posted April 10, 2024 Share Posted April 10, 2024 On 4/1/2024 at 11:20 AM, Json Loads said: If Ben wasn't farming this mod for content - a mod that he clearly hates and is evident that it wasn't made for him - this wouldn't be a problem. But to address your point: This isn't skill based. You are so close to the truth! Nowhere (to my knowledge at least, feel free to correct me if I'm wrong) does it say that this mod is skill-based. It's not advertised as a skill-based mod. What I really can't wrap my head around is how is it that after the first few missions Ben (and people who mindlessly repeat his drivel) still continue to criticize not being skill-based when it's been made painfully obvious that this was not a goal for this mod. As for the creator's decision to fail you if Hillary gets stuck, it indeed seems like a dubious one, but I guess he did so to punish people who tried to cheese the mission by getting him stuck. Maybe the author was approaching the size limit of the script for this mission (if one exists in VC), maybe he couldn't be bothered to check if the player has interacted with Hillary as opposed to Hillary getting stuck on his own, maybe he just wanted to cause more suffering to the player. Either way for what this mod is trying to do, it fits. Alexistired thankfully already pointed this out. The mod author themselves said that all the missions were playtested to the point they could be consistently beaten if you were skilled enough. The mod is supposed to be extremely hard, but still doable with skill. A reason I bring up Ben's playthrough is because he's played through Vice City more than anyone I know, so if he is struggling this badly with the mission layout, then it's ridiculously concerning for the mission design of this mod. One of the late targets in Autocide is an enemy who's gimmick it is to use cheats to blow up your car, spawn kill you with Sabre Turbo's at random and forcing four stars on you, all while driving his own Sabre Turbo at extremely high speeds. This is clearly not sufficiently playtested, since the cheats are random and it is extremely easy to get killed by them in rapid succession. This wouldn't be so bad if the mission wasn't an hour long. An hour wasted because of random RNG elements does not encourage better play and pattern learning, it discourages the player from trying again. As for the second point with Hiliary, considering that Hiliary is barely a threat given how slow his baggage handler is vs the cars that you drive, it is extremely overkill for the mod author to put in a fail state if he gets stuck, even if it's on his own. If it's because the mod author just wanted to make the mission harder, then basically that proves the mod author just wants to screw with the player, rather than a want of genuine challenge. If it's because of an issue with the game code then the mission is not "sufficiently playtested". The mission is already quite long and failing because of stuff like that is just going to frustrate the player to quit. It's just basic game design 101. On 4/5/2024 at 3:39 AM, Json Loads said: Part of the difficulty of the first half is killing the enemies before they aggro on Lance. It's not a coincidence he's given grenades. For the second half, what I've seen people do is making their way towards a ramp and hiding behind it letting Lance damage Diaz enough to get him in reach for you to finish off. The problem here is that the enemies are in blind spots in the mansion, Lance's aggro radius being bigger than the rooms the enemies are in. So he's just gonna throw grenades all over, likely killing himself before you can do anything. Keep in mind that you're supposed to use a pistol for this too, switching weapons via the golf course is clearly an oversight. It's a level of challenge that just becomes a slog and is no longer something enjoyable to overcome, like Dino's mods. Polyvalord, AlexIsTired__, Ivan1997GTA and 1 other 3 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072367848 Share on other sites More sharing options...
MOTI25 Posted April 11, 2024 Share Posted April 11, 2024 19 hours ago, D9fred95 said: Alexistired thankfully already pointed this out. The mod author themselves said that all the missions were playtested to the point they could be consistently beaten if you were skilled enough. The mod is supposed to be extremely hard, but still doable with skill. A reason I bring up Ben's playthrough is because he's played through Vice City more than anyone I know, so if he is struggling this badly with the mission layout, then it's ridiculously concerning for the mission design of this mod. One of the late targets in Autocide is an enemy who's gimmick it is to use cheats to blow up your car, spawn kill you with Sabre Turbo's at random and forcing four stars on you, all while driving his own Sabre Turbo at extremely high speeds. This is clearly not sufficiently playtested, since the cheats are random and it is extremely easy to get killed by them in rapid succession. This wouldn't be so bad if the mission wasn't an hour long. An hour wasted because of random RNG elements does not encourage better play and pattern learning, it discourages the player from trying again. As for the second point with Hiliary, considering that Hiliary is barely a threat given how slow his baggage handler is vs the cars that you drive, it is extremely overkill for the mod author to put in a fail state if he gets stuck, even if it's on his own. If it's because the mod author just wanted to make the mission harder, then basically that proves the mod author just wants to screw with the player, rather than a want of genuine challenge. If it's because of an issue with the game code then the mission is not "sufficiently playtested". The mission is already quite long and failing because of stuff like that is just going to frustrate the player to quit. It's just basic game design 101. The problem here is that the enemies are in blind spots in the mansion, Lance's aggro radius being bigger than the rooms the enemies are in. So he's just gonna throw grenades all over, likely killing himself before you can do anything. Keep in mind that you're supposed to use a pistol for this too, switching weapons via the golf course is clearly an oversight. It's a level of challenge that just becomes a slog and is no longer something enjoyable to overcome, like Dino's mods. Why you d-ride English Ben so hard? In most cases, he would blame everything and everyone before he would even point at himself. This is not only about the Hardline mod by the way. Autocide is a skill issue. Just wait until the player gets a weapon cheat and kill the guy with a sniper if you want to cheese due to insufficient skill. In English Ben playthrough, the thing with Hillary happened like 2 times total in his hundred attempts he failed due to a skill issue. It's BS, but ultimately irrelevant. The fact that English Ben had to resort to such cheese in Rub Out shows that he may not be really the GREATEST VICE CITY PLAYER you try to potray him as in your head and in this forum. That mission is easily beatable if you think about the strategy for 5 minutes. And the last thing, you sound very ungrateful. Just move on from this mod if you don't enjoy it. English Ben farms money from you suckas, and that's why he keeps on playing this mod. Polyvalord and Json Loads 2 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072368157 Share on other sites More sharing options...
Json Loads Posted April 13, 2024 Share Posted April 13, 2024 On 4/10/2024 at 11:37 PM, D9fred95 said: Alexistired thankfully already pointed this out. The mod author themselves said that all the missions were playtested to the point they could be consistently beaten if you were skilled enough. The mod is supposed to be extremely hard, but still doable with skill. A reason I bring up Ben's playthrough is because he's played through Vice City more than anyone I know, so if he is struggling this badly with the mission layout, then it's ridiculously concerning for the mission design of this mod. One of the late targets in Autocide is an enemy who's gimmick it is to use cheats to blow up your car, spawn kill you with Sabre Turbo's at random and forcing four stars on you, all while driving his own Sabre Turbo at extremely high speeds. This is clearly not sufficiently playtested, since the cheats are random and it is extremely easy to get killed by them in rapid succession. This wouldn't be so bad if the mission wasn't an hour long. An hour wasted because of random RNG elements does not encourage better play and pattern learning, it discourages the player from trying again. As for the second point with Hiliary, considering that Hiliary is barely a threat given how slow his baggage handler is vs the cars that you drive, it is extremely overkill for the mod author to put in a fail state if he gets stuck, even if it's on his own. If it's because the mod author just wanted to make the mission harder, then basically that proves the mod author just wants to screw with the player, rather than a want of genuine challenge. If it's because of an issue with the game code then the mission is not "sufficiently playtested". The mission is already quite long and failing because of stuff like that is just going to frustrate the player to quit. It's just basic game design 101. The problem here is that the enemies are in blind spots in the mansion, Lance's aggro radius being bigger than the rooms the enemies are in. So he's just gonna throw grenades all over, likely killing himself before you can do anything. Keep in mind that you're supposed to use a pistol for this too, switching weapons via the golf course is clearly an oversight. It's a level of challenge that just becomes a slog and is no longer something enjoyable to overcome, like Dino's mods. And I already addressed that, that statement is either not true or an exaggeration. This mod was not initially advertised as being reliant on skill or aiming to provide a fair and consistent experience. You (well, Ben) used that idiotic (or overly boastful) statement to construct a whole narrative that Hardlined is about skill and consistency, while everything shows that it's not (be it the advertisement or the mod's overall design). You can talk sh*t about the creator and call him a liar, but that still doesn't change the fact that this mod was not created with people like Ben in mind, who despite all of this chose to farm it for content. Quote Ben's playthrough is because he's played through Vice City more than anyone I know, so if he is struggling this badly with the mission layout, then it's ridiculously concerning for the mission design of this mod. Still not indicative of skill or how well he'd perform in that mod. Despite his experience it took him multiple streams to find out that you can down helicopters with the sniper rifle. He never found out that clothes pickups are still in the game. He barely used the trick that would stop a pursuing cop car if shot from the player's vehicle. Ben had ample opportunity to make his experience more consistent. I'd advice watching Crazy4Games' playthrough. Quote the cheats are random and it is extremely easy to get killed by them in rapid succession Cheats are not spammed in rapid succession. There is enough time between them, but feel free to correct me on this if you decide to time it. Quote This wouldn't be so bad if the mission wasn't an hour long. An hour wasted because of random RNG elements does not encourage better play and pattern learning, it discourages the player from trying again. That's also an exaggeration. Autocide doesn't take an hour, much less so up to 'Another player'. You can complete the whole mission and have enough time left on the clock. Quote Hiliary is barely a threat Ben literally lost to Hillary one time. Wtf? Quote It's just basic game design 101. This doesn't mean anything. It was already pointed out, but game design does not exist on its own. Game design is meant to implement the author's vision for the game. Therefore if Bob wanted to make an unfair, frustrating and trolly mod, he succeeded, his mod is designed well to achieve the goals he set out before him. Yes, these goals severely limit the people who'd be interested in this mod, but that's a conscious decision that the author has made. Quote The problem here is that the enemies are in blind spots in the mansion, Lance's aggro radius being bigger than the rooms the enemies are in. So he's just gonna throw grenades all over, likely killing himself before you can do anything. Keep in mind that you're supposed to use a pistol for this too, switching weapons via the golf course is clearly an oversight. It's a level of challenge that just becomes a slog and is no longer something enjoyable to overcome, like Dino's mods. Blind spots? The mansion has a simple layout. All it takes is you swinging the camera before entering a room/corridor to see the enemies. Wym? Lance aggros on you taking damage, I don't think there's a range. But feel free to correct me on this. It may not be something enjoyable to you, but like I said, there is a group of players that enjoys games being unfair. I don't want creative freedom being hurt because of Dino's mods being seen as a de facto standard for difficulty mods. AlexIsTired__ and Polyvalord 2 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072368727 Share on other sites More sharing options...
D9fred95 Posted April 14, 2024 Share Posted April 14, 2024 On 4/13/2024 at 8:08 AM, Json Loads said: And I already addressed that, that statement is either not true or an exaggeration. This mod was not initially advertised as being reliant on skill or aiming to provide a fair and consistent experience. You (well, Ben) used that idiotic (or overly boastful) statement to construct a whole narrative that Hardlined is about skill and consistency, while everything shows that it's not (be it the advertisement or the mod's overall design). You can talk sh*t about the creator and call him a liar, but that still doesn't change the fact that this mod was not created with people like Ben in mind, who despite all of this chose to farm it for content. If it's not designed to be about skill and such, then I'd advise Sniperbobb to clarify that in a future post down the line. If the mod is designed to be as unfair as possible rather than through skill, it would probably be good to make that more clear to anyone who wants to jump into it. As far as the OP worded, it makes the mod seem as if it's a Dinobytes-like mod where it's hard but fair. Like, if Bob didn't make that comment, then yeah, Ben would have no argument, but Bob did so here we are I guess. On 4/13/2024 at 8:08 AM, Json Loads said: Still not indicative of skill or how well he'd perform in that mod. Despite his experience it took him multiple streams to find out that you can down helicopters with the sniper rifle. He never found out that clothes pickups are still in the game. He barely used the trick that would stop a pursuing cop car if shot from the player's vehicle. Ben had ample opportunity to make his experience more consistent. I'd advice watching Crazy4Games' playthrough. I'll check out Crazy's playthrough in that case. As for Ben's experience, alot of the fails in his playthrough seem to either be from beginners traps or police RNG being highly aggressive. I know Ben has an extremely low tolerance for beginner traps so alot he might need to address that in a future video. I dunno if Sniperbobb tinkered with the police AI but they seem way, way more aggressive than they'd naturally be. If so, I can't blame Ben for failing quite a bit considering that the OP mentions nothing about more aggressive police AI. Given how many missions force stars on you, I assume that would throw even a person like him out of sync. On 4/13/2024 at 8:08 AM, Json Loads said: Cheats are not spammed in rapid succession. There is enough time between them, but feel free to correct me on this if you decide to time it. I was referring more to when he died to the enemy and it appears during that instance that the cheats ramped up there. The character spawned a Sabre Turbo, a weapon cheat, a health I believe and the Sabre Turbo that killed Ben, all within 30 seconds or so from each other. They weren't being spammed when Ben was chasing him around the map I'll admit. On 4/13/2024 at 8:08 AM, Json Loads said: That's also an exaggeration. Autocide doesn't take an hour, much less so up to 'Another player'. You can complete the whole mission and have enough time left on the clock. The issue here is that it won't take an hour once you know what to do. The mission is extremely long and has a ton of opportunities to fail. The base GTA games can have missions that are pretty hard the first time to fail them, but they're typically pretty short, ala Death Row. With this version of Autocide, what can potentially happen is that you fail 30 minutes in, restart, fail 35 minutes in, restart, fail 15 minutes in due to aggressive police, restart, etc. I can't speak for everyone but failing over a half hour in and needing to do half an hour of progress just doesn't seem fun. It feels like my time has been wasted. I think we can all agree that the police AI can be pretty aggressive in VC, so it's pretty easy to get busted or killed by them while also dealing with the M16-wielding targets for instance. You gotta do this balancing act of not being too close to get shredded by their guns but also not too far away and you have to deal with three stars the entire time and it looks like a major hassle. That's just one target too, half the mission appears to be dealing with targets like that so alot of that hour gets wasted. But yeah, once you figure out what you need to do then you can cut down on time, but failing a mission that's designed to be an hour-ish long just feels like the mod wasted your time. On 4/13/2024 at 8:08 AM, Json Loads said: Ben literally lost to Hillary one time. Wtf? I'm confused by your response. I said Hiliary is barely a threat and your response indicates that I'm wrong, since Ben lost to him. But like, Hiliary *is* barely a threat though. Ben lost to Hiliary because he had the car that gives you five stars and the FBI rammed him into next Tuesday, preventing him from moving. Once again, hyper aggressive police AI. Hiliary is too slow to beat you in the other cars. I don't think Ben lost to Hiliary in the other cars, mostly just fails from learning how the cars worked and that instant fail thing that occurred when Hiliary got stuck. So yes, he's not a threat in the baggage handler. On 4/13/2024 at 8:08 AM, Json Loads said: This doesn't mean anything. It was already pointed out, but game design does not exist on its own. Game design is meant to implement the author's vision for the game. Therefore if Bob wanted to make an unfair, frustrating and trolly mod, he succeeded, his mod is designed well to achieve the goals he set out before him. Yes, these goals severely limit the people who'd be interested in this mod, but that's a conscious decision that the author has made. I mean, if that's his intention then I guess yeah. Though this goes back to the point where Sniperbobb made that comment. Why say it was playtested and consistent if the mod wasn't intended to be that way. I know that comment is probably annoying to consistently be brought up, but it's still important. The the actual content of the mod and his statements about the mission structure is conflicting with eachother. As I said before, I hope Bob can clear it up if he posts again. On 4/13/2024 at 8:08 AM, Json Loads said: Blind spots? The mansion has a simple layout. All it takes is you swinging the camera before entering a room/corridor to see the enemies. Wym? Lance aggros on you taking damage, I don't think there's a range. But feel free to correct me on this. It may not be something enjoyable to you, but like I said, there is a group of players that enjoys games being unfair. I don't want creative freedom being hurt because of Dino's mods being seen as a de facto standard for difficulty mods. Blind spots are the hallways of the mansion, those tight areas with the staircase. It's a small area with not much room to maneuver, a great place for Lance to blow himself up in and not much one that a player can much about. That particular hallway is next to the loading zone near the pool, so putting distance between you and Lance before fighting isn't possible I don't think, unless leaving Lance behind the loading zone is possible? Otherwise you basically gotta kill the guys on the staircase while having Lance right next to you, making him throw grenades. All that with a pistol too, as I mentioned before. Like, if Sniperbobb wants to have a crazy unfair mod, then I guess that's his right, but if someone wanted to experience a crazy unfair version of Vice City, they could probably just give all the enemies M60's or something. But it is what it is, I guess. One thing I have to ask though, the group of players who like unfair games, do you know the names of some of the games so I can check out what they are? AlexIsTired__ 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072369051 Share on other sites More sharing options...
ashuchd Posted April 18, 2024 Share Posted April 18, 2024 How can I Install this mod to my GTA VC Steam version. i Dont know how to mod Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072370434 Share on other sites More sharing options...
Json Loads Posted April 20, 2024 Share Posted April 20, 2024 On 4/14/2024 at 4:35 PM, D9fred95 said: If it's not designed to be about skill and such, then I'd advise Sniperbobb to clarify that in a future post down the line. If the mod is designed to be as unfair as possible rather than through skill, it would probably be good to make that more clear to anyone who wants to jump into it. As far as the OP worded, it makes the mod seem as if it's a Dinobytes-like mod where it's hard but fair. Like, if Bob didn't make that comment, then yeah, Ben would have no argument, but Bob did so here we are I guess. I'll check out Crazy's playthrough in that case. As for Ben's experience, alot of the fails in his playthrough seem to either be from beginners traps or police RNG being highly aggressive. I know Ben has an extremely low tolerance for beginner traps so alot he might need to address that in a future video. I dunno if Sniperbobb tinkered with the police AI but they seem way, way more aggressive than they'd naturally be. If so, I can't blame Ben for failing quite a bit considering that the OP mentions nothing about more aggressive police AI. Given how many missions force stars on you, I assume that would throw even a person like him out of sync. I was referring more to when he died to the enemy and it appears during that instance that the cheats ramped up there. The character spawned a Sabre Turbo, a weapon cheat, a health I believe and the Sabre Turbo that killed Ben, all within 30 seconds or so from each other. They weren't being spammed when Ben was chasing him around the map I'll admit. The issue here is that it won't take an hour once you know what to do. The mission is extremely long and has a ton of opportunities to fail. The base GTA games can have missions that are pretty hard the first time to fail them, but they're typically pretty short, ala Death Row. With this version of Autocide, what can potentially happen is that you fail 30 minutes in, restart, fail 35 minutes in, restart, fail 15 minutes in due to aggressive police, restart, etc. I can't speak for everyone but failing over a half hour in and needing to do half an hour of progress just doesn't seem fun. It feels like my time has been wasted. I think we can all agree that the police AI can be pretty aggressive in VC, so it's pretty easy to get busted or killed by them while also dealing with the M16-wielding targets for instance. You gotta do this balancing act of not being too close to get shredded by their guns but also not too far away and you have to deal with three stars the entire time and it looks like a major hassle. That's just one target too, half the mission appears to be dealing with targets like that so alot of that hour gets wasted. But yeah, once you figure out what you need to do then you can cut down on time, but failing a mission that's designed to be an hour-ish long just feels like the mod wasted your time. I'm confused by your response. I said Hiliary is barely a threat and your response indicates that I'm wrong, since Ben lost to him. But like, Hiliary *is* barely a threat though. Ben lost to Hiliary because he had the car that gives you five stars and the FBI rammed him into next Tuesday, preventing him from moving. Once again, hyper aggressive police AI. Hiliary is too slow to beat you in the other cars. I don't think Ben lost to Hiliary in the other cars, mostly just fails from learning how the cars worked and that instant fail thing that occurred when Hiliary got stuck. So yes, he's not a threat in the baggage handler. I mean, if that's his intention then I guess yeah. Though this goes back to the point where Sniperbobb made that comment. Why say it was playtested and consistent if the mod wasn't intended to be that way. I know that comment is probably annoying to consistently be brought up, but it's still important. The the actual content of the mod and his statements about the mission structure is conflicting with eachother. As I said before, I hope Bob can clear it up if he posts again. Blind spots are the hallways of the mansion, those tight areas with the staircase. It's a small area with not much room to maneuver, a great place for Lance to blow himself up in and not much one that a player can much about. That particular hallway is next to the loading zone near the pool, so putting distance between you and Lance before fighting isn't possible I don't think, unless leaving Lance behind the loading zone is possible? Otherwise you basically gotta kill the guys on the staircase while having Lance right next to you, making him throw grenades. All that with a pistol too, as I mentioned before. Like, if Sniperbobb wants to have a crazy unfair mod, then I guess that's his right, but if someone wanted to experience a crazy unfair version of Vice City, they could probably just give all the enemies M60's or something. But it is what it is, I guess. One thing I have to ask though, the group of players who like unfair games, do you know the names of some of the games so I can check out what they are? Quote Like, if Bob didn't make that comment, then yeah, Ben would have no argument, but Bob did so here we are I guess. I'm asking you to consider context. This whole idea that it promised fairness, but never delivered, is based on one single statement that the author made 18 DAYS after the initial release. A statement that not even Ben bought, claiming something along the lines of "all mod creators saying this". What you need to understand is the statement does not change the mod. It doesn't prove Bob was trying to make a hard but fair mod (although to be fair it also doesn't disprove it). It doesn't change the fact that Hardlined was not advertised as a Tightened clone. The only thing it can prove is Bob being a liar, which if you wanna make that case, I won't have any objections to (although I personally think this is more likely bravado). "Autocide" won't take an hour on each attempt. The player will be learning and optimizing their strategy each (well, hopefully) time they attempt this mission. There are ways to make this mission easier and more consistent, for example the tank which is a reasonable strategy because even with it the mission is far from free. Quote I'm confused by your response. I said Hiliary is barely a threat and your response indicates that I'm wrong, since Ben lost to him. But like, Hiliary *is* barely a threat though. Ben lost to Hiliary because he had the car that gives you five stars and the FBI rammed him into next Tuesday, preventing him from moving. Once again, hyper aggressive police AI. Hiliary is too slow to beat you in the other cars. I don't think Ben lost to Hiliary in the other cars, mostly just fails from learning how the cars worked and that instant fail thing that occurred when Hiliary got stuck. So yes, he's not a threat in the baggage handler. I'm confused too, because this doesn't prove he's not (or a negligible) threat. The video you're referring to is called "Hilary Teleports??? - GTA Vice City Hardlined - Episode 9" which shows that: Hillary does teleport in which case he cannot be considered barely a threat Hillary does not actually teleport, but gives off that impression in which case he's still a threat Yes, you're not gonna lose to Hillary if you keep moving. However, if you're immobilized for long enough then he is a threat. That's part of the difficulty for choosing this car which is really strong, but makes the FBI pursue you. If the FBI is not supposed to kill you (and I'm saying this on account of being given a car with high health) then there could be no other threats other than Hillary and BUSTED (although BUSTED is a generic failure state that exists in every mission), thus in this scenario Hillary does become an actual threat. Quote I mean, if that's his intention then I guess yeah. Though this goes back to the point where Sniperbobb made that comment. Why say it was playtested and consistent if the mod wasn't intended to be that way. I know that comment is probably annoying to consistently be brought up, but it's still important. The the actual content of the mod and his statements about the mission structure is conflicting with eachother. As I said before, I hope Bob can clear it up if he posts again. Great question. I explained why in the context of this mod the statement is not as important - the statement came a while after the release; the statement is secondary to the mod. Then again I really doubt some missions can be beaten consistently and I have no good ideas on why such a claim was made. Maybe it's an exaggeration, maybe Bob wanted to troll/annoy people, maybe he meant something along the lines of "Yeah, I said every single mission, but I obviously meant just the ones which are more or less consistent. Yeah, Boomshine Saigon is not consistent, but it's short, so who cares?" There could be lots of (un)reasonable explanations to this, but to reiterate, this statement is on Bob, not the mod. AlexIsTired__ 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072371173 Share on other sites More sharing options...
RifLegend20 Posted April 22, 2024 Share Posted April 22, 2024 (edited) Hello Mr. Bob! I did play your mod and beat it.I liked it a lot, despite it being such a painful experience. I didn't want to spend a lot of time on a few extremely difficult/hard missions, so I went out of my way and used heavy glitches and special vehicles. It's completely possible to beat the mod without using any of that. But hey, who cares? It's still technically not cheating. I must admit I am not extremely good at the game, but still way better than your average Vice City player. You mentioned that "the mod can be consistently beaten with the right skill and planning." The part that I personally don't agree with is "consistently". Even if you come up with the best strategies, some missions just can never be consitently beaten even if you are the best/most skilled Vice City player because a lot of them are heavily luck reliant. This is my opinion of the worst missions in the mod: MISSION 1:Boomshine Saigon:easily the worst, due to the amount of luck involved. You have to drive at max speed to even have a chance to make it in time, but if you do, you'll fail every single time because the traffic is on the way, blocking both lanes most of the time, plus the walls, trees, so a crash is almost unavoidable. Furthermore, Phil is pulling you right and left unpredictably and it's impossible to react before and avoid the crash if there are objects or cars close by. To make things even worse, the random police spawns give you instant six stars wich makes the mission basically impossible. They can spawn multiple times during the same attempt,it's a coin flip. In this case,you fail the mission and it's not even your fault. Fix Suggestion: 1.Disable the traffic. 2.You only get 1 star upon being seen by the police. This will make it possible to control the car better as the player has more space to+You won't be bothered by random cops. The mission will be far less luck based. MISSION 2:The Driver:The mission concept is awesome,probably the most creative/best mission change in the mod. The races become progressively harder with worse effects stacking up and each race Hilary is(or at least as I noticed feels) faster. The cars have attached gimmicks to them, all the cars are terrible, but not equally bad. The player has to figured out the best ones to use through trial and error. This is my personal classification from the best cars to the worst:(Number 1 being the best and number 6 being the worst): 1.Paprika:easily the best, as being a skilled driver guarantees no crashes, unless the cops decide to screw you over. 2.Mr Bean:seems like the worst at first glance, but after a few attempts the player will be able to predict the timing. The only problem is again with the cops bumping your car and compelety ruining your farting trajectory. Extremely annoying especially at double speed, but doable if you don't stop for too long and let the cops catch up. You have to get lucky with the cop spawns. 3.Brake a Leg:this one honestly involves a lot of skill as you'll have to use objects effectively to slow you down, the only problem is that you can easily drive into walls and get stuck, or flip over if you aren't careful enough, or of course if the cops decide to screw you over. It's more likely to happen at double speed as the car is significantly harder to control. 4.Catfish:The car is pretty hard to control,not too bad to be the worst one,but it's completely unusable in double speed,a slight press of the left and right buttons would make the car completely lose control. The fact that some people completed the latter races with it is beyond me. 5. Widow Spider:While 5 stars might give the image that winning with this car is completely luck based, since the FBI are extremely aggressive and can screw you over quite easily, not to mention the random spike strips popping out of nowhere with no time for the player to react at all, it's actually slightly better than Junkie's Race Car in my opinion,because with Widow Spider you don't have a 100% chance of losing your tires (depending on the spikes strip spawns, cops shooting, hitting tires or not), and the FBI can be stopped on most occasions by shooting at them. Unless they suddenly hit you from corners or keep ramming you from the back. Whereas with Junkie's Race Car you have a 100% of getting popped tires. Sometimes,a sudden pop can flip your car over(happened to me multiple times), not to mention with popoed tires the player is helpless against the cops. That being said while there's a lot of skill involved in the mission,cops make it entirely luck based especially at double speed. At 2 times speed, the cop cars become like flies (extremely annoying) and winning this mission, even if you are have the required skill becomes entirely dependent on the cops. You fail the mission if Hilary flips over or gets stuck. How is that the player's fault? Fix Suggestion:Remove the wanted level except for the Widow Spoder of course car where it's gimmick itself. If Hilary gets stuck, he gets teleported to the nearest path instead of failing the mission. MISSION 3:Juju Scramble:this mission is very similar to the driver one, so not very much can be said. The mission itself is skill based, the skillful part involves collecting stashes before the cops bomb them. It's consistent if you get the PCJ600 and drive as quickly as possible. With cars, it's almost impossible, as the cops blow them up every single time (my experience). In my experience, in some stashes,especially the latter ones, if you crash once or slow down for a moment, it's basically over. So, you'd have to be perfect or near perfect to beat the mission. Speaking of car crashes, the cops are sometimes unavoidable especially from 3+ stars as the police drive at max speed, faster that the player(you can correct me on that) and a lot of times, crashes are unavoidable and completely are of control. Random police cars ramming you from the back or suddenly popping out of nowhere and ramming you into another dimension. Moreover, I almost didn't had a single attempt where I got out of the vehicle to collect the stash and didn't get ran over by random enforcemnent vehicles, or get my vehicle rammed so hard that it catches fire or gets thrown far away. This speaks a lot of how luck based this mission. Other than the wanted level, I personally don't have a problem with it. Fix Suggestion:1.Remove the wanted level. 2.Increase the time of bombing the stashes. MISSION 4:Phnom Penh'86:This mission is purely skill based, if you are a great aimer wich I am not. In theory, if you are good enough, you should be able to beat the mission consistently. The shooting part is the hard one, the second part is not really that hard in comparison. The problem with this mission is how long it takes to start it, the additional RC Baron unskippable cutscene+the long way to the mission(no problem with that since it's a vanilla thing) and of course the horrible audio that forces the player to mute the game. Additionally, the bad design of difficulty. The camera mouvement is limited and makes it impossible to prekill the target guys in a lot of occasions, forcing the RC Baron to take damage. The worst sections of the shooting in my opinion are 2 and 4. In the second section,the plane is constantly rotating and the player has only one chance to shoot, if you miss you'll have to wait until the next turn and by that short amount of time, you'll have taken a significant amount of damage,if you are good enough, you could clear them out earlier or take two guys at a single turn, but it's very difficult. In the fourth section, the camera mouvement limitation doesn't allow you to shoot the barrels earlier wich is the most logical thing a player would go for. You do get the right angle for a short moment later in the section, but by then you would have taken a lot of damage. While this does make the mission harder and more frustrating, I don't think it's the best way to design difficulty. Worth mentioning that I tried using the ammunition glitch and it didn't work. Fix Suggestion :1.Make the RC plane take the same paths as the normal maverick. 2.Do not limit the camera mouvement. MISSION 5:Naval Engagement:this mission is kind of similar to the previous one as it requires great aiming abilities. The problem is again with the design of difficulty, the boat is consistently moving up and down wich could cause motion sickness for those who suffer from it,and it's pretty difficult to hit anything as the boat goes pretty fast,you see rifles bullets coming at you before the guys even appear and if you don't kill the guys before reaching them you almost certainly won't kill them after you pass them(because it's way harder) and they will deal a lot of damage. Speaking of damage, the shotgun guys are lethal, if you don't kill them, the mission is basically over. So, you 'll have to prioritize them, and you' ll only figure that out through trial and error. The Hunter helicopter passes by from time to time,pretty fast, you don't know weither you'll have to shoot it or not, because even if you do, you won't be able to destroy it the first time you shoot at it, or be able to take out the driver,wich means that the player might give up shooting the Hunter later on. Turns out the Hunter has a lot of health. The player doesn't know weither he'll have to keep shooting the hunter or not in each occasion. If the player doesn't shoot it before and reduces it's health below a certain value, he'll reach a section where the game will consistently keep crashing. The only way a player could pass the mission is by randomly deciding to shoot at the Hunter so its health level goes down below that certain value and the game doesn't crash when he reaches that section. Or by looking at the game code (assuming the player understands it) and figuring out what's going on and what to do. Assuming the player has passed the shooting section and made it to the Cortez the boat. There's a glitch where the boat immediately after the police arrival cutscene, starts exploding over and over again killing the player instantly. Also, in the boat escape section, if the cops happen to spawn frequently near the player, there's a good chance he will get his boat destroyed by the frequent, constant firing of the police boats. The only way past this is by killing the cops driving the boats, or getting lucky with the spawns. However, the mission can be made easier through the use of ammunition glitch, but it's daunting and not a lot of players know about, wich means they won't use it. Fix Suggestion: 1.Stabilize the camera. 2.The enemies shouldn't have rifles. Rifles are long range weapons that give them the ability to shoot you before they even spawn in. Replace it with something like MP5's. 3.The cops arrival cutscene and wanted level in the last section should be removed, as the player's only escape method is by taking a boat nearby, and if unlucky enough gets destroyed by the police boats, it's over. No one wants to deal with that after a frustrating long shooting section. I didn't speak of missions like Autocide and Rub Out because while they are extremely difficult, there are startegies to make them easier, so they aren't as problematic as the ones mentioned above. Autocide can be made easier, by using a Rhino, Diaz's all proof admiral or a Hunter. Don't get me wrong, It's still a coin flip with the cops, but it's far less worse that it would normally be. Yes,it is possible to beat the mission normally if you are skilled enough, but it's definitely not consistent due to the cops and random paths taken by the targets that can cost you a lot of time. For Rubout, apart from the mansion crash, if you are skilled enough, it's entirely possible to beat it consistently, the intended way. I've seen people do it on Youtube. However, I had to cheese it by getting rid of the pistol and pushing the limos away. Because why would I take the hard path if there's an easier one? My purpose playing the mod was to strictly beat it, as fast as possible, not spend months with it, as I don't have a lot of free time on my hands. One note though:Worst doesn't necessarily mean the hardest. If I have to pick wich one is the hardest, then Autocide takes the lead and it's not even close. For example, The Shootist and Dildo Dodo are pretty difficult missions but they are purely skill based. If done the intended way, then the list would be different, Autocide would by far be the worst, as the luck accompagnied with the extreme difficulty and duration of the mission cannot be tackled in any way. Anyways, these are the 5 worst missions in the mod in my opinion,there's other bad ones, good ones, extremely good ones. Police are really that much of a problem when they interfere with the objectives and a slight screw from the police can cause the mission to fail. But, my purpose was to point out the flaws and give a critique as someone who played through the whole mod and have a personal good idea about it. No mod is perfect and opinions are subjective. They always involve a certain degree of bias,so take it with a grain of salt. If you feel like the mod doesn't match your imagination of what a hard mode should be like, or think that it's not enjoyable , then remember that no one forced you to play it! Good luck on your next projects Mr. Bob! I will definitely replay the mod sometime in the future following the so called intended way! And salutations Mr. English Ben if you read this! EDIT:At the end of the day, this is still an opinion subject to change the more I think about it, I took also the factor of the time it took me to beat these missions while using the best strategies I could think of and I now that I thought about I think Autocide could maybe be placed at number 4 since Naval Engagement with the ammunition glitch is almost 100 consistent (assuming the player knows about the glitch, wich most don't) while Autocide is still far from it even while using the ways mentioned above to complete it). Even Phnom'Pen is my opinion is more consitent despite the bad design( because it's highly skill based) assmuming the player is skilled enough. I think the degree of luck is a priority to take into account while choosing the worst missions. Cheers! Edited May 8, 2024 by RifLegend20 MegaTop4ick, iKitKat and sniperbobb 3 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072371847 Share on other sites More sharing options...
L_M_M_P Posted June 20, 2024 Share Posted June 20, 2024 can someone please help with this. when i play the "Back Alley Brawl" mission, when hitting the chef i always get the error unhandled exception c0000005 at address:0043d38f not sure what to make of it, tried all possibilities. Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072396019 Share on other sites More sharing options...
kazinak Posted June 27, 2024 Share Posted June 27, 2024 not bad! Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072400933 Share on other sites More sharing options...
Bilibili Pika Posted July 7, 2024 Share Posted July 7, 2024 2023 年 12 月 31 日晚上 7:11,哔哩哔哩 说: 将 1.3 版本加载到原始英文版本后,游戏正常启动,但我无法启动新游戏,并且游戏在加载大约 35% 的时间时变得无响应,以至于它会让我的电脑重新启动以重新获得控制权 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072405513 Share on other sites More sharing options...
szsjzhd Posted August 13, 2024 Share Posted August 13, 2024 On 12/10/2023 at 3:41 AM, sniperbobb said: GTA Vice City Hard-Lined Vice City Hard-Lined is a mod that aims to make every mission difficult and/or frustrating, targeted towards passionate Vice City players and for those looking for a challenge. The mission changes may vary to simple yet effective changes, all the way to reworks that make the mission almost unrecognizable. MOD DETAILS: * 36 Story missions made more difficult * 21 Side missions made more difficult * New Player models (Tommy is tired of these games) * Difficult accessibility to powerful weapons or tools. * Removed packages, bribes and natural weapon pickups as to remove easy advantage. * Weapon nerfs. * Tommy is more fragile. * Save game anywhere (when not on a mission) by typing in the cheat code "PPP" * Replays are a death wish now. * Minor map changes to make them compatible to certain missions. Download Link (v1.4): * https://www.dropbox.com/scl/fi/a78c01qr0bypbz1rtb7ls/GTA-Vice-City-Hardlined-Mod.rar?rlkey=pcj033s13m80njwtfcngrm4a9&dl=0 (与我同行,因为该模组是新的并且包含许多新的重代码,如果您在此处报告所有代码,您肯定会找到将得到修复的崩溃或软锁。 我击败了强硬派,Any% ,4:14:57。 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072419787 Share on other sites More sharing options...
Stack_Box Posted August 26, 2024 Share Posted August 26, 2024 I think why the game crash is something to with the data folder in the hardlined folder. When i put the data folder gta vc hardlined in gta vc, the game crashed after the loading bar stopped. Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072424653 Share on other sites More sharing options...
Backyard Brawler Posted September 4, 2024 Share Posted September 4, 2024 (edited) The Challenge San Andreas and Tightened Thrice, those two hard mods for GTA SA and GTA III which i've finished are just cakewalks compared to this. Edited September 4, 2024 by Backyard Brawler Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072427576 Share on other sites More sharing options...
Backyard Brawler Posted September 4, 2024 Share Posted September 4, 2024 I would rather called this mod as "Impossible-Lined" than "Hard-Lined". Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072427695 Share on other sites More sharing options...
RifLegend20 Posted September 10, 2024 Share Posted September 10, 2024 Mr Bob! Just wanted to let you know that if you ever make a GTA 3 Hardlined mod I am here for it! sniperbobb 1 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072430603 Share on other sites More sharing options...
bokajunior007 Posted September 27, 2024 Share Posted September 27, 2024 (edited) I'm stuck in the Love Juice mission, even if I arrive in time, seeing the mission failed Hard-Lined LOVE JUICE Mission Glitch Edited September 27, 2024 by bokajunior007 forgot put the link Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072438059 Share on other sites More sharing options...
Sol_501 Posted November 4, 2024 Share Posted November 4, 2024 On 2/9/2024 at 11:26 PM, Sol_501 said: Hello everyone, I've faced with a game crashing during mission "back alley brawl crash" when I tried to pick the phone up or in several seconds before it. The game crashes every time with unhandled exception c0000005 (address 0043d38f - unique every time). I've downloaded ddraw, tried to use other OS combabilities, turn off DEP for gta vc.exe, turn off/on system's swap, limited FPS to 45-90. Nothing has helped Also, I've passed this mission with original files - that was fine. Are there any ideas how to resolve? Thank you in advance! One year later, and nothing has changed Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072453801 Share on other sites More sharing options...
sniperbobb Posted November 30, 2024 Author Share Posted November 30, 2024 (edited) Hi, creator of this mod here after what seems to be a year long hiatus from the forums. I'm doing military service and I haven't found the time or even mental energy to keep replying to bug posts and such. I took the time to watch creators play this mod, from small to big, and I realized that there are a lot of issues that I, as the creator, didn't think through. Though I don't take seriously things like "How are you supposed to beat this? This is impossible, and the mod creator didn't test these at all", I do now realize that a lot of mission objectives are unclear to the average new player of this mod, which is why a lot seem confused and ultimately feel stuck on a mission. I also notice that some missions are boringly tedious. While it's not my focus to make balanced missions but rather make a "kaizo" version of the game as someone described it like that before, I wanted a frustrating but also rewarding experience, I really didn't intend to make certain missions feel like a chore or a bore. There's a lot of crashes too, which ruins the experience. I understand, and I apologize for not fixing them. It's my first time creating a mod for this game, and an ambitious one no less, so I'm sorry if you guys feel like the mod is super amateurish and clunky. I'm taking into consideration a lot of your guy's criticisms, especially the youtubers'. The code is honestly a little bit of a mess, added on the fact that there are things I wanted to add, so it would be awkward for me to go ahead and try to fix bugs and change mission mechanics on this Vice City mod. I am instead creating a seperate version, following closely to the concepts I made for this mod, but fixing a lot of issues and taking into consideration the critcisms I received that I think are totally valid, as well as adding new stuff to make the experience smoother, rewarding, still frustrating but most importantly fun. (hopefully with no crashes too) I hope you guys understand, and I apologize for the hiatus and lack of updates from me. Hopefully you'll like the new Hard-Lined experience that will be released in the future. Edited November 30, 2024 by sniperbobb _Rob_, rele, EiF0hn and 4 others 7 Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072465803 Share on other sites More sharing options...
Backyard Brawler Posted November 30, 2024 Share Posted November 30, 2024 1 hour ago, sniperbobb said: Hi, creator of this mod here after what seems to be a year long hiatus from the forums. I'm doing military service and I haven't found the time or even mental energy to keep replying to bug posts and such. I took the time to watch creators play this mod, from small to big, and I realized that there are a lot of issues that I, as the creator, didn't think through. Though I don't take seriously things like "How are you supposed to beat this? This is impossible, and the mod creator didn't test these at all", I do now realize that a lot of mission objectives are unclear to the average new player of this mod, which is why a lot seem confused and ultimately feel stuck on a mission. I also notice that some missions are boringly tedious. While it's not my focus to make balanced missions but rather make a "kaizo" version of the game as someone described it like that before, I wanted a frustrating but also rewarding experience, I really didn't intend to make certain missions feel like a chore or a bore. There's a lot of crashes too, which ruins the experience. I understand, and I apologize for not fixing them. It's my first time creating a mod for this game, and an ambitious one no less, so I'm sorry if you guys feel like the mod is super amateurish and clunky. I'm taking into consideration a lot of your guy's criticisms, especially the youtubers'. The code is honestly a little bit of a mess, added on the fact that there are things I wanted to add, so it would be awkward for me to go ahead and try to fix bugs and change mission mechanics on this Vice City mod. I am instead creating a seperate version, following closely to the concepts I made for this mod, but fixing a lot of issues and taking into consideration the critcisms I received that I think are totally valid, as well as adding new stuff to make the experience smoother, rewarding, still frustrating but most importantly fun. (hopefully with no crashes too) I hope you guys understand, and I apologize for the hiatus and lack of updates from me. Hopefully you'll like the new Hard-Lined experience that will be released in the future. Maybe, make it as a better and more creative version of "Tightened Vice". Link to comment https://gtaforums.com/topic/994416-gta-vice-city-hard-lined/page/5/#findComment-1072465820 Share on other sites More sharing options...
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