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 [WIP] Vice Cry 1.8

 
xXaerooff2Xx  
Posted: Monday, Mar 4 2013, 14:46
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Dayum! It looks sooo great!
Brilliant dżob, koledzy. biggrin.gif
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ThirteenAG  
Posted: Monday, Mar 4 2013, 15:42
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QUOTE (kowal125xr @ Monday, Mar 4 2013, 18:23)
We're trying to implement some new areas (like swamps in v1.7) but we're limited by VC engine and we can do it only in original VC boundaries.

We have also some other issues with IPL limits but we'll handle it somehow.

I suggest to use MVL limit adjuster, instead of editing limits inside exe. wink.gif
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kowal125xr  
Posted: Monday, Mar 4 2013, 19:43
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UPDATE

We present the Prominent Land!
Two weeks of work and we finally have it smile.gif

user posted image user posted image

We're still working on swamps and caves.


QUOTE
I suggest to use MVL limit adjuster, instead of editing limits inside exe.

@ThirteenAG - is it better than Limit Adjuster 1 & 2? Less bugs, more options to control?
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ThirteenAG  
Posted: Monday, Mar 4 2013, 19:53
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QUOTE (kowal125xr @ Monday, Mar 4 2013, 23:43)
@ThirteenAG - is it better than Limit Adjuster 1 & 2? Less bugs, more options to control?

I think so, check the limits list:
CODE
  <limits>
       <models>100000</models>
       <texdicts>50000</texdicts>
       <colfiles>1000</colfiles>
       <instances>
           <ptrnode>400000</ptrnode>
           <entryinfonode>10000</entryinfonode>
           <peds>280</peds>
           <vehicles>220</vehicles>
           <buildings>94000</buildings>
           <treadables>2</treadables>
           <objects>2000</objects>
           <dummys>20000</dummys>
           <audioscriptobj>220</audioscriptobj>
           <colmodel>8800</colmodel>
       </instances>
       <modelstore>
           <simple>10000</simple>
           <time>1500</time>
           <weapon>40</weapon>
           <clump>10</clump>
           <vehicle>200</vehicle>
           <ped>200</ped>
           <fx2d>2000</fx2d>
       </modelstore>
   </limits>

More info here(on latest pages) - http://www.gtaforums.com/index.php?showtopic=477801&st=0
QUOTE
We present the Prominent Land!

Looks great!
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Death2Drugs  
Posted: Tuesday, Mar 5 2013, 02:19
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Wanna milky?
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Now that's beautiful.
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Pawbrotm  
Posted: Tuesday, Mar 12 2013, 13:36
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If you are redoing buildings why not give some of them a VCS-style neons (at least add them to places where neons were in VCS). Personally I love VCS Vice much better, because this neons make the city much more colorful, give it much more "life" and it would be very nice to see them in original (much more colorless) Vice.
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kowal125xr  
Posted: Tuesday, Mar 12 2013, 14:20
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@ThirteenAG - it looks fantastic for me (no more tweaking engine directly) but... it's connected with applying MVL, right?
Is it the only way?

@Pawbrotm - that's a pretty good idea. I'll try to create some neons and test them.


Sorry for a lack of screenshots this time, but we're forcing some problems with high-poly models in game (somehow VC doesn't want to cooperate this time).

Dave has some problems with hardware, so now I can not blame anyone but myself for this issues. tounge.gif
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ThirteenAG  
Posted: Tuesday, Mar 12 2013, 15:55
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QUOTE (kowal125xr @ Tuesday, Mar 12 2013, 18:20)
@ThirteenAG - it looks fantastic for me (no more tweaking engine directly) but... it's connected with applying MVL, right?
Is it the only way?

Yes, i think so.
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Urban Legend  
Posted: Wednesday, Apr 10 2013, 13:51
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No, f*ck no.
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Great work guys. Is that large island uploaded yet?
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hhhhhhwwe  
Posted: Monday, Apr 29 2013, 13:45
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Awesome mod, can't wait for 1.8. When?
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Victor_Knight  
Posted: Tuesday, May 21 2013, 06:59
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Nice to see that you guys remodelling buildings, but roads normals (UV) still looks awful ;( Can we hope that roads will be updated and fixed? And little suggestion: would be interesting to make dark version of roads, like SRT for SA... Thanks in future...
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Sidoarjo_Modder  
Posted: Thursday, May 23 2013, 03:11
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on 1.7 i've found some duplicate files, is there any risk if i removes those one?
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