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Forum Rules Attention:

Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
Please take the time to read the pinned GTA:LC Forum Rules & Directory before progressing any further into the forum.

The following topics are of most importance here, and are outlined in the forum directory:

Download GTA:LC · Checklist For GTA: Liberty City Final · Help & Questions Topic · Bugs, Glitches, and Incompletes · Meet The Team · Screenshots and videos

IRC Modding Chatroom (Don't have an IRC client? Click here.)



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 New Checklist

 For Final release
 
Craig Kostelecky  
Posted: Wednesday, Apr 14 2010, 03:34
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I decided to redo the checklist here because the old one was far too picky. If we tried to do everything on the old list, we'd be working on this forever (as if we already haven't). So this will be the realistic list of things to accomplish before we release the "Final" version of GTA:LC. It won't be as pretty as the old topics made by Ben or SteaVor as I don't have the time, patience, or desire to make fancy tables or colors. If someone else wants to clean it up, go ahead and I'll edit the post.

This list can and will change as I do more testing. And I will upload my test files in the near future if other people want to help with the testing process. Of course if someone else sees something wrong with any of the files that isn't mentioned here and is willing to fix it, by all means go ahead and do it. I will not turn away any files that improve the mod. For example, the missions spaceeinstein has fixed lately did not change the way the mission played, but it greatly improved the visual aspect of the missions in subtle ways. Those were great fixes, but if I did not receive them, I wouldn't feel bad about the way the missions were before. As long as it plays close to the way GTA3 plays, I'm happy.


SCM/EXE Coding
The Plaster Blaster bodycast opcode should be converted - not vital, mission plays close enough to GTA3 as is
Fix the cars in Bait so they chase closer to like they do in GTAIII
The FW dodo from A Drop in the Ocean spawns in the airport after that mission is complete
Change Triads spawning density in Trial by Fire if possible
Modify the camera in the RC missions so it's angled lower like in GTAIII
Enable the scrolling text boards/clocks around LC
Enable the head models for the cutscenes

Modeling
Convert the peds/actors from the XBOX version

Other
I would like to get the paths completely redone from the original GTAIII files. There's a few missions that don't play quite right
Whatever else we can think of and finish in a reasonable amount of time

EDIT: Finally updated for the 3.3 Beta

This post has been edited by Craig Kostelecky on Friday, Aug 31 2012, 15:24
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XEPOMAHT007  
Posted: Friday, Apr 16 2010, 20:33
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Stupid Idiot
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What is the tentative release date of the final version GTA:LC?
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Craig Kostelecky  
Posted: Saturday, Apr 17 2010, 02:31
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I've never put dates on releases before, but with my situation it would be best if we could finish before July hits. And with what's left, that might be doable.

And we can also release a GTA:LC Final v1 and release updates along the way to improve that which we couldn't get done in time.

I will also try to upload my current files and call it Beta 3 in the next few days.
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Craig Kostelecky  
Posted: Tuesday, Apr 27 2010, 01:11
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I very slightly tweaked the checklist. Instead of leaving the done items with the strike-through, I've just deleted them. I also have including adding audio to the car crusher as that's what I'm currently working on right now.
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3niX  
Posted: Friday, Apr 30 2010, 09:42
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Well...

Maybe you should make a request for the icons in GFX chat because this part of the forum rarely gets visited nowadays.
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VinnyGouveia  
Posted: Sunday, May 9 2010, 02:54
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Imma be a ONE-MAN, CHEEZBURGA APOCALYPSE
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I don't know if I can mimmick the same effect of GTAIII, but I can try, if you want... Just need to find my GTAVC disc somewhere and I'll give it a shot.
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OnePiece  
Posted: Saturday, May 15 2010, 01:37
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It would by my pleasure to contribute something to this mod, Ill take care of the graphics section for you wink.gif

EDIT: do you want the raw files or in their TXDs?

This post has been edited by OnePiece on Saturday, May 15 2010, 01:56
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Craig Kostelecky  
Posted: Saturday, May 15 2010, 04:01
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I'd prefer the final product. I don't even have any txd software on my PC anymore so I couldn't do anything with it in its raw format.
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OnePiece  
Posted: Saturday, May 15 2010, 04:54
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Right man here you go, I tested them too and they work fine.

http://www.megaupload.com/?d=D3JWXONT
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Craig Kostelecky  
Posted: Saturday, May 15 2010, 06:16
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icon14.gif Well done. They look great!

Thank you for your contribution.

Checklist updated and Team page updated with OnePiece added as a contributor.

This post has been edited by Craig Kostelecky on Saturday, May 15 2010, 06:19
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Craig Kostelecky  
Posted: Friday, Aug 31 2012, 15:29
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I have finally updated this checklist for the current status of the mod.

If anybody can help with any of these items, I would greatly appreciate it. I am currently working on rewriting most of the scm into a high level format that is very similar to the original GTAIII source files. I have about 21 of 80 missions done.
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nkjellman  
Posted: Friday, Aug 31 2012, 21:12
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I have 6 other things I'm wondering if they will make it into the mod.

-Back side to Shore Side Vale
-Top Down Camera & higher up camera in the cars
-Dodo made more like III (maybe)
-Train sounds
-Better animated cut scenes like in Beta 3.2
-Menu highlight from III converted

This post has been edited by nkjellman on Friday, Aug 31 2012, 21:15
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Craig Kostelecky  
Posted: Saturday, Sep 1 2012, 02:49
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QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Back side to Shore Side Vale

What's that?
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Top Down Camera & higher up camera in the cars

Outside of fixing the camera for the RC missions, I do not see us focusing on this issue much. If someone knows how to fix it, we'll gladly use it though.
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Dodo made more like III (maybe)

Yes, that's something we'd like to figure out. It's not as simple as it may sound though.
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Train sounds

We may be able to attach the sound to that with the scm. Does anyone know where the wave file is for the train?
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Better animated cut scenes like in Beta 3.2

That is listed in the checklist already
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Menu highlight from III converted

I'm not sure what this is either.
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glenster  
Posted: Saturday, Sep 1 2012, 12:39
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True
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"Does anyone know where the wave file is for the train?"

I have the two files if you want me to send you copies. In my Audio folder
they're called:

sfx00466 (Train 1 - GTA3 sfx00030)
Steady volume sound of train rolling--less treble

sfx00467 (Train 2 - GTA3 sfx00031)
Steady volume sound of train rolling--more treble

"Menu highlight from III converted"

I think nkjellman means the part of the menu that lights up when you run the
cursor over an option. I don't remember if there's a difference.

ITBTD below: "The Pay'n'Spray/Ammunation radar icons tend to get in the
way...."

I ran into that problem, too.

This post has been edited by glenster on Sunday, Sep 2 2012, 08:04
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nkjellman  
Posted: Saturday, Sep 1 2012, 17:29
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Back Side of Shore Side Vale: As we can now fly Helicopters, the back side of shore side vale is the north part of it that isn't modeled yet. But you may want to try to fit Ghostown into it as well.

Menu Highlight: Yes, I'm talking about the highlight in the main menu. I played the latest beta, 3.3, and it still is the VC one. I mean the part that lights up when you hover over it with the mouse.



Also I have another idea (shouldn't be to hard) that you guys should implement. In GTA III 10th Anniversary Edition they added the pause map which showed the gang icons on it. You guys should put it in the pause map for your mod. Here is a pic.
user posted image
I liked how they put that in the game. It makes me wonder if they may put that in GTA V's pause map. Anyways, I have a jail broken iPod Touch, and I could get them off of it for you. I don't remember but I thought I saw them in there in a format that you could open normally on a PC with out any GTA tools.
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ITBTD  
Posted: Sunday, Sep 2 2012, 02:23
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I'm quite aware; my screen name SUCKS...
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QUOTE (Craig Kostelecky @ Friday, Aug 31 2012, 20:49)
QUOTE (nkjellman @ Friday, Aug 31 2012, 16:12)
-Back side to Shore Side Vale

What's that?

I believe they mean the back of SSV (where the ghost town is) is a huge open world hole to "blue hell" which could be modeled to be complete to make it look more professional.


My issues that I could see being fixed for a final release:

-MANY MANY rooftop collision issues/unfinished world holes. I have a collection of screenshots of where these are and potential fixes.

-it seems as if 60% of the Staunton Hospital doesn't have any collision at all

-The Pay'n'Spray/Ammunation radar icons tend to get in the way of some missions such as 'The Wife' and 'Grand Theft Auto'.


That's all I can think of for now. I'll post more later.

This post has been edited by ITBTD on Sunday, Sep 2 2012, 02:27
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Craig Kostelecky  
Posted: Sunday, Sep 2 2012, 02:38
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I do not know how to fix collisions, though I would gladly accept any fixes anybody can give us.
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Ash_735  
Posted: Tuesday, Sep 4 2012, 22:00
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QUOTE (nkjellman @ Saturday, Sep 1 2012, 17:29)
I liked how they put that in the game. It makes me wonder if they may put that in GTA V's pause map. Anyways, I have a jail broken iPod Touch, and I could get them off of it for you. I don't remember but I thought I saw them in there in a format that you could open normally on a PC with out any GTA tools.

All new stuff is PNG, so yeah, all works wonders and is piss easy to extract and import:

user posted image

user posted image

user posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted imageuser posted imageuser posted image
user posted imageuser posted image
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