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Forum Rules GTA: Vice City

GTA Vice City
Modding questions belong in the modding forums!
This sub-forum forbids discussion of or relating to the use of modifications. Creating a topic relating to modifications in the general VC sub-forum is often frowned upon, and more than likely will result in a locked topic. This link has been kindly provided, so adhere to it! Rules and pointers in full detail.

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 Downloads Database; the second coming!

 Collection of Saved games and Code tools
 
kishin888  
Posted: Saturday, Feb 6 2010, 14:52
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im sorry but im iliterate about these programming stuff
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Spuds725  
Posted: Saturday, Feb 6 2010, 22:17
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Wanderlust is hosted here.... http://www.freewebs.com/spuds725/gta/wanderlust.scm

I really can't explain it any clearer then I did before-- you are on PC correct?

If you still don't understand it, just upload the save you want the jumps completed in and I will complete them using wanderlust tomorrow afternoon (I need to leave shortly and will not have a chance again until tomorrow afternoon).... they are located in your my documents on your hard drive.... on my PC it is located

C:\Documents and Settings\Bill\My Documents\GTA Vice City User Files\

The file names are named... GTAVCsf1.b, GTAVCsf2.b, GTAVCsf3.b, etc

The number in the file names indicate which save slot they are in when you save in game...

you can upload a save file and temporarily (30 days) host it here...

http://gtasnp.com/

After you upload it, the site will give you a link-- copy and paste the link in your next post.

After I complete the jumps I will upload the save back to the same site.... for you to download.
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kishin888  
Posted: Monday, Feb 8 2010, 14:55
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QUOTE (Spuds725 @ Feb 6 2010, 22:17)
Wanderlust is hosted here.... http://www.freewebs.com/spuds725/gta/wanderlust.scm

I really can't explain it any clearer then I did before-- you are on PC correct?

If you still don't understand it, just upload the save you want the jumps completed in and I will complete them using wanderlust tomorrow afternoon (I need to leave shortly and will not have a chance again until tomorrow afternoon).... they are located in your my documents on your hard drive.... on my PC it is located

C:\Documents and Settings\Bill\My Documents\GTA Vice City User Files\

The file names are named... GTAVCsf1.b, GTAVCsf2.b, GTAVCsf3.b, etc

The number in the file names indicate which save slot they are in when you save in game...

you can upload a save file and temporarily (30 days) host it here...

http://gtasnp.com/

After you upload it, the site will give you a link-- copy and paste the link in your next post.

After I complete the jumps I will upload the save back to the same site.... for you to download.

heres the link thanks

http://gtasnp.com/21115
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Spuds725  
Posted: Thursday, Jul 8 2010, 14:32
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Since Demarest's archived site is back up.... I'm going to be posting some info for his various code tools off his site in the following few posts...
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Spuds725  
Posted: Thursday, Jul 8 2010, 14:35
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At the time of this post-- the following was archived here.. http://web.archive.org/web/20070520225528/...VCv1README.html

QUOTE

Timetwister VC by Demarest


WHAT DOES THIS MOD DO? back to top
This documentation was meant to be complete. But nothing says you have to read it all. If you're eager to get started, just follow the Simple Installation Instructions and play. The rest is provided to answer questions, provide information, etc. Vice City is wide open. All missions are available from the start. You can play them over and over without any side effects like gangs suddenly hating you, etc. This also includes Rampages, Unique Jumps, etc. I've also included main.scm.txt which is a text representation of the main.scm for use with Barton Waterduck's Mission Builder. The beauty of including this instead of making you decompile it yourself is twofold. For one, any notes I took (I don't take many) are intact including the notations for the parked cars which many will find helpful. Also, this was saved as text every step from the beginning. So any addressing you see is in accordance with a fresh main.scm. This means that if you'd like to take the work I've done to research how certain things worked or how I did something, it will be a lot easier. I was able to cut out about 14,000 lines of code (no exaggerations). Written for Mission Builder 0.22.

SIMPLE INSTALLATION INSTRUCTIONS back to top
Open up the folder where you installed VC. There are 3 files included in the ZIP you downloaded: main.scm, play12.txd and american.gxt. You will be replacing those 3 files, though replacing play12.txd is a bit more complex and IS optional. It is not only recommended, but REQUIRED that you back up your originals first. It is in your best interest to do so. So browse to your "data" folder where the main.scm file is and browse to your "TEXT" folder where american.gxt is. Take your originals and copy/paste them to a safe location OR rename them to something like mainORIGINAL.scm or americanBACKUP.gxt. Then put the main.scm and american.gxt into their appropriate folders of "data" and "TEXT" respectively. To replace the play12.txd, grab Spooky's IMG Tool. Use it to open up your gta3.img in your /models/ folder (again, back up first). Search for play12.txd and extract it to a safe backup place. Delet play12.txd in gta3.img and then import the one from Timetwister VC. Rebuild the archive. Launch Vice City and enjoy! (again, the play12.txd replacement is optional and if you do replace it, it replaces the Frankie clothes pickup in Vercetti Mansion)

MAP ADJUSTMENTS back to top
This section is designed to let you know what has changed from the standard Vice City. It was my goal to keep the game as close to what it was as possible so that those who are familiar with it will be comfortable with it while those who aren't will learn about the game as it normally is for the most part. So here goes. First of all, the islands are fully open. All gates are open. All interiors are available. The Haitian compound is destroyed from the beginning to make the Minigun pickup there accessible. It still functions as expected during the mission Trojan Voodoo. Likewise, the Tarbrush Cafe will always be pristine, but will function normally during Cop Land. The ladders that swivel down during G-Spotlight are down to begin with. Likewise, the elevator used during that misison is open from the start so you can do all Unique Jumps. All random articles in both Ocean View and Vercetti Estate are available.

CAR ADJUSTMENTS back to top
Just like above, this is to let you know what has changed as far as vehicle availability. I wanted to make just about every vehicle readily available for the sake of completeness and experimentation. So all vehicles that are parked in the game are unlocked and alarm-free. Those are the general rules. Here are some specific ones:

    * The Pizzaboy originally intended to be available from Vercetti Estate upon completion of Pizza Boy is available.
    * The Bloodring Banger parked at the Stadium after you complete Bloodring is available from the start.
    * The Stretch and Admiral that are parked together at Vercetti Estate were separated so that they both spawn and slightly moved to make sure they don't interfere with the Vercetti missions.
    * The Rhino, Sea Sparrow, and both Hunters are available from the beginning.
    * The Skimmer at the Film Studio is available from the beginning.
    * There is now a Maverick parked at one of the helipads beside the stadium.
    * There is now a Police Maverick at the helipad at the airport.
    * All the bonus vehicles at Sunshine Autos are available from the beginning.
    * The Lovefist limo is available from the start.
    * All boats that are parked in VC are available from the beginning.
    * All Sparrows are available from the start and trigger the corresponding Checkpoint mission.
    * The Zebra is available from the beginning.

ENVIRONMENT ADJUSTMENTS back to top
A lot of the rules have changed. Forgive me if this does not cover everything as I'm sure I'll overlook something.

    * You have infinite run, 200 health and armor, burnproof, taxi boost, fast reload, infinite ammo, and double vehicle health from the very beginning.
    * Anytime you save, the savegame will let you know that it belongs to this mod and not the game or any other modded versions you have installed.
    * All AmmuNations have all items for sale from the beginning.
    * You can get as many as 6 stars from the very beginning of the game.
    * Hatians do not hate you from the beginning, but will if you complete the right missions.
    * After most every location specific job (as well as the Pizza Boys), a Kaufman Cabe will be available to take you back to where you received the job for a fee of $9. This is optional and note that for some jobs (like Vice Point Chopper Checkpoint) the destination can leave you otherwise "stranded".
    * Because the taxiback's warping does not refresh parked cars in the immediate vicinity vehicles necessary for missions (such as Top Funs, Mr. Whoopee, Sparrow, etc) were removed as generators and replaced with manual spawners to make sure the vehicles are there any time you are. This does not apply to the boats at the Boatyard.
    * All pickups at the hideouts are present from the beginning.
    * All bosses on whatever island you are on will shop up on your radar. However, you get jobs by picking up the suitcases at their place. They are all presented in order from left to right. If you have any question as to which is which, I have provided pics in the ZIP of each one. The only real oddities is that Death Row is available with the Malibu missions because that's where you pick it up in the game. Also, 2 of the phone missions take place from the same phone block, but not the same phone. So there are briefcases here as well.
    * With the exception of gang hatred, passing and failing missions should not change the game in any way.
    * Information icons have been removed. So has tutorial style text on how to throw grenades and such. It is not only presumed that the user already knows these things, but they could get annoying if you should play a job repeatedly.
    * The asset acquired/completed cutscenes have been removed.
    * Mission points are not awarded. Your game will never say you have any percentage complete. It also won't keep track of how many jobs you've tried to do or any of your mission specific statistics such as pizzas delivered, best time in hotring, etc.
    * Bodyguards are available from Vercetti Estate from the beginning and cost nothing to employ.
    * The elevator from G-Spotlight is functional from the beginning.

MISSIONS ADJUSTMENTS back to top
This section will cover what was changed on various jobs not already covered above. I made every effort to keep things as close to original as possible, but this wasn't always possible. Jobs that change how a gang feels about you, how populous the gang population is, etc will no longer make such changes. Here's what's different:

    * Unique Jumps can each be done as many times as you'd like. Each one "counts" and you will be paid accordingly.
    * All Rampages are available. You can do each one as many times as you'd like. The original game's glitch of not allowing the Molotov Rampage on the west island to be done again has been fixed.
    * Due to their hard-coded nature, the Import/Export Garages will function EXACTLY as they did in the game except that no rewards are given as they are already available.
    * Paramedic gives you nothing more than a cash reward.
    * Firefighter gives you nothing more than a cash reward.
    * Vigilante gives you nothing more than a cash reward. Still fun to play though.
    * Taxi Driver gives you nothing more than a cash reward.
    * Death Row is available from The Malibu and not Diaz.
    * Missions like G-Spotlight and Cop Land that incur map changes as they unfold still behave as in the original game despite the status of map objects before and after.

THE BENEFITS "MENU" back to top
ALL NEW to the VC version... The benefits menu takes things like infinite run, the benefits of 100%, and even gang hatred and puts it all in control of the user. Any time you are on foot and not already on a misison, simply stand still and press sprint and aim at the same time and you will be warped atop the stadium. There, you will see 9 vehicles, each representing a different benefit in the game as follows:

    * Enforcer - set your max armor to 100, 150, or 200
    * Barracks OL - toggle the fast reload option
    * Firetruck - toggle the burnproof option
    * Ambulance - toggle the infinite run option
    * Pizza Boy - set your max health to 100, 150, or 200
    * Taxi - toggle the taxi boost jump option
    * Hunter - toggle the 100% bonuses of infinite ammo and double car health
    * Voodoo - toggle the Hatian's disposition towards you
    * bribes - set your max wanted level to 4, 5, or 6


For the options with 3 pickups, you have low, medium, and high. Simply walk into the one you want. For the ones with the pink spheres, walking into them will automatically toggle that option. Regardless of what change you make, text will appear on screen alerting you of the change and you will be warped back to the center. To go back to where you were, simply head north out of this alcove. Keep in mind that when you warp back, the car you were driving will probably be there, but parked cars in the vicinity will not be. Warp wisely.

CREDITS / THANK YOUS back to top
First and foremost, direct thanks go to Ka-BOOM for contributing the new shirt artwork for TTVC and to Craig Kostelecky both for moral support and for helping (he did 80% of the work) me to make the Rampages infinite. Additional thanks go to Barton Waterduck. Without his Mission Builder 0.22, none of this would've been possible. Also, huge thanks to Abyss for his creative input, playtesting, and hours of putting up with my obsession with GTA3. Thanks to the saracoglu and Delfi for Admin Console and DATA Tool. From a developer's standpoint, these applications saved me an immesureable amount of time. This mod will hopefully serve as a valuable companion to them. Thanks to TGR who has gone well out of his way time and time again to make me feel welcome in the GTA community. Thanks to gtaforums.com for providing one central location to talk about our favorite game. Without the wealth of information available there, I'm not sure where any of us would be. Thanks to gtawip.com for many reasons. Thanks of course go to CyQ who was responsible for cracking the code of GTA in the first place and who puts up with my constant yammering. Thanks to illspirit for admitting he was wrong about me and advocating for my reinstatement to GTAForums. Thanks for everybody who believed in me despite pressure to do otherwise, most notably being PatrickW, loseruser, and Big Vinny. There are too many members of the community who deserve my thanks either for being helpful or just being tremendous contributors to the community to name. Thanks to anybody who takes the time to help others by giving them assistance, giving them tools to mod with, or giving them quality mods to keep this community energized. And of course thanks to Rockstar Games. They haven't been extremely helpful, but they did provide us with the greatest game of all time and tolerate all of our modding it.

SUPPORT back to top
This mod has been playtested to some degree and is released to be free of bugs. However, nobody's perfect, especially with a project of this magnitude. So if you experience a bug, feel free to stop in at gtaforums.com and let me know. Same if you really like this mod and/or have recommendations for ways future releases could be better. But I'm interested in ANY feedback anybody is willing to put the time into.

ABOUT THIS MOD back to top
Still here? This section is only for those who may be wondering why somebody would make such a mod. The answer is simple. I have a collection of save games and I am constantly loading up different ones to research different aspects of the game or to take screenshots for others. I have shortcuts in the right folders to make this process as painless as possible. Nevertheless, it would take a lot less time if I could just jump in and do it. When I thought about the possibilities of making this, all of the useful side effects that others could get from it came rushing in. Once I realized how useful it would be, I HAD to make it. I'm just happier it was so much easier and quicker than I originally thought!

Timetwister VC was written and designed by Demarest. Find more of my creations at tfads.com.


This post has been edited by Spuds725 on Thursday, Jul 8 2010, 14:37
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glenster  
Posted: Friday, Aug 20 2010, 03:32
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Please add "Glenster's Some of Vice City Starter Saves" to the Downloads Database.
http://www.gtagarage.com/mods/show.php?id=12723

GTA Forums post:
http://www.gtaforums.com/index.php?showtopic=459733

In the first save, Tommy has 100 HPs, 150 for Health and Armor, has the infinite sprint, and is fireproof. He has a lot of ammo for the best weapons in each category but hasn't done any main missions. I recommend using that save for the main missions up to "Phnom Penh '86."

By the time of "Phnom Penh '86," missions have taken his .357, M4, and Minigun, so I replaced his ammo for those for a second save file. I recommend that as a belated starter save to base subsequent saves on.

I used Alper Saracoglu's GTA Vice City Adminstrative Console to add EP/DP/BP/FP vehicles to garages.

There's an optional handling.cfg file that mods the Sentinel (for "The Driver" and the "Sunshine Auto Races"), the Angel (it's also good for those races--it's like the competitors' bikes in "Alloy Wheels of Steel"), and RC Bandit (thanks to Demarest for the RC Bandit figures). The original handling.cfg is included for those who forget to make a copy of it first.

The ReadMe explains how you can modify handling.cfg for those and the Sub-mission vehicles.

8/31--special thanks to Klarnetist who let me add his 1957 Chevrolet Bel Air two door hard top.

This post has been edited by glenster on Thursday, Sep 23 2010, 14:50
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glenster  
Posted: Thursday, Sep 23 2010, 14:01
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Here's something else you might like. It's kind of obscure but I recently found it: Delfi's Dev Console:
http://gta.ag.ru/files/vc/programs/download/?97
http://www.gtaforums.com/index.php?showtopic=140279
http://web.archive.org/web/20061214212817/...icles&site=devc

This post has been edited by glenster on Thursday, Sep 23 2010, 14:51
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Ablqrq  
Posted: Tuesday, Nov 9 2010, 12:07
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Isn't there an unofficial patch that fixes reverse going in car?
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Florz  
Posted: Friday, Apr 6 2012, 23:16
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They dont work right for me. I Put it in the User Files and try to run them via Load the Game but it says me Load Failure and starts a new Game.
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Spuds725  
Posted: Monday, Apr 9 2012, 01:58
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QUOTE (Florz @ Friday, Apr 6 2012, 19:16)
They dont work right for me. I Put it in the User Files and try to run them via Load the Game but it says me Load Failure and starts a new Game.

What exactly are you trying to do??
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ZoomZoom  
Posted: Monday, Jul 9 2012, 14:14
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More likely the load is corrupted that's why it happens sarcasm.gif
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ZoomZoom  
Posted: Saturday, Jul 21 2012, 10:21
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Sorry for the double post. But

THE VC LIGHTS IS NOT WORKING.
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miromiro  
Posted: Saturday, Jul 21 2012, 10:49
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Why it's not working? The download link works perfectly for me.
About how it works in-game.
Download the file, and go to your Vice City models folder and back-up the generic.ide file. Then, place the downloaded generic.ide file from the Package / Rampage Finder in the models folder and start the game. It will tell you where you can find remaining Rampages / Hidden Packages with some huge rainbow lights. A tip would be, to see those lights better, simply fly slowly with a helicopter around the cities and look carefully. You won't see anything though if you have already collected all the Hidden Packages or completed all Rampages. Hope this helps. icon14.gif
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ZoomZoom  
Posted: Saturday, Jul 21 2012, 10:51
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Pff..... Sorry for my misunderstanding. I have done all rampages and hidden apckages. Sorry. whatsthat.gif
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