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Attention:
Beta 3.1 files released Help test so we can fix all the bugs!
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Craig Kostelecky  |
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GTA:LC Team Leader

Group: The Connection
Joined: Jan 28, 2004



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Download Beta 3.1 - Thanks Samutz and SteaVor 3.1 Updated files - a small download of all files forgotten or released after the upload of Beta 3.1 SFX Add-on: Mirror #1 | Mirror #2Please test these files thoroughly. Once all of the bugs are worked out of these files, we can release GTA: Liberty City Final. Stuff to note: To play the debug script, go into the launcher and check the box for using the debug. Or you can recompile the main.txt file with $MASTERLCDEBUG on. But then you'll want the launcher checkbox off so the game loads the MAIN.SCM and not the DBUG.SCM. There are now some rewards for completing 100% of the game. If you play the normal script, you should be able to accomplish this. I was able to verify the rewards worked with an older script. It should still work. There's a little surprise involving one car that's been in the mod for a while. I hope you like it. Sayonara Salvatore FINALLY works! Marco's Bistro has the San Andreas interior included. There's probably more, but I cannot remember at this time. Enjoy! Beta 3.1: All peds are converted and included. Please test them all to see if any need tweaking. Also the unused cars have been changed to some of the better Vice City ones. The conversion of these is not perfect as the wheels, engine sounds, and colors may be off. Update: The file was re-uploaded due to two corrupted files. The previously missing DeLorean file is now part of the archive. This post has been edited by SteaVor on Wednesday, Jan 12 2011, 18:41
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SteaVor  |
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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How to install GTA: Liberty City Beta 3.1If you have the GTA3 audio files: 0. Have a full install of GTA:VC ready, make a copy and rename it to GTA:LC or something similar. 0a. If you are running Windows 7 64-bit, you will need to have your LC directory outside of the Windows's protected folders. For best results, put it in C:\GTALC or something. Do not have it in Program Files. 1. Extract the contents of Beta3.1.rar into your LC directory, make sure to select "overwrite all files" when prompted. 2. Extract the contents of 31update.rar into your LC directory, make sure to select "overwrite all files" when prompted. 3. Copy everything in the GTAIII \audio folder to LC's audio folder EXCEPT FOR SFX.raw and sfx.SDT! Download and install the separate SFX package to inject the missing sound bits into the VC SFX file, but don't use the SFX files shipped with GTAIII as they're not going to work properly with GTA:LC (the game will play incorrect sounds instead). 3. Right-click on the LC directory, select "Properties" in the context menu and untick the "Read-Only" box. Apply this change and wait for Windows to change the attribute on all the files inside the LC dir. 4. Run FinishInstall.bat and you're done! If you don't have the GTA3 audio files: 0. Have a full install of GTA:VC ready, make a copy and rename it to GTA:LC or something similar. 1. Extract the contents of Beta3.1.rar into your LC directory, make sure to select "overwrite all files" when prompted. 2. Extract the contents of 31update.rar into your LC directory, make sure to select "overwrite all files" when prompted. 3. You'll now find an archive called "Blank audio.rar" inside your LC directory. Extract its contents to the \audio dir, overwriting all files when prompted. 4. Right-click on the LC directory, select "Properties" in the context menu and untick the "Read-Only" box. Apply this change and wait for Windows to change the attribute on all the files inside the LC dir. 5. Run FinishInstall.bat 6. Click on the "Show Config" shortcut in your main LC folder. Then click on the Advanced button. This gets you into the launcher's interface. Once there, click on the Audio tab. Now choose the first entry and click the "Restore" button. Repeat for the following 8 entries. Now you should click the "Verify paths" button and it should say that all files are valid now. Click "Apply" to save the changes. Before:  - After:  7. That's it - you're done! ___________________________ Additional steps for 64-bit versions of WindowsIf the game silently crashes right at the beginning, before the R* intro movie starts playing, this may be due to the Windows "Data Exexution Prevention" interfering with the launch of the game. As DEP is enabled by default for all applications on 64 bit versions of Windows, you'll need to add an explicit exception for gta-vc.exe (NOT gta-lc.exe). Instructions (borrowed from the Microsoft Knowledge Base) on how to do that: | QUOTE | The following procedure describes how to manually configure DEP on the computer:
1. Click Start, click Run, type sysdm.cpl, and then click OK. 2. On the Advanced tab, under Performance, click Settings. 3. On the Data Execution Prevention tab, use the following procedure: * Click Turn on DEP for all programs and services except those I select to select the OptOut policy, and then click Add to add the programs that you do not want to use the DEP feature. 4. Click OK two times. | This post has been edited by Craig Kostelecky on Wednesday, Feb 8 2012, 04:19
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spaceeinstein  |
Posted: Tuesday, Apr 20 2010, 00:41
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巧克力

Group: Members
Joined: Jul 17, 2003



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| QUOTE (ModelingMan @ Apr 19 2010, 03:21) | | I'm wondering did someone revert back to the original III models? |
I had reverted most models years ago but I have to check again to see if they are in this update.
Nice to finally see another beta release. I just had a weird glitch while fooling around at the beginning of the game. Start Luigi's Girls. Head to Marcos Bistros and enter it. The audio "Hi, I'm Misty" plays. Now exit it and pick up Misty. She enters the car and the mission cannot be completed. Solution:
Find
| CODE | | 03CF: load_wav 'BISTRO' as 1 |
Change to
| CODE | | 03CF: load_wav 'BISTRO' as 2 |
Find
| CODE | | 0050: gosub @LabelLoadAudioGosub |
Change to
| CODE | :BistroSoundCheck wait 0 if 03D0: wav 2 loaded jf @BistroSoundCheck 03D1: play_wav 2 |
Find
Change to
Find
Change to
All the changes happen within the thread. This post has been edited by spaceeinstein on Tuesday, Apr 20 2010, 01:32
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NTAuthority  |
Posted: Tuesday, Apr 20 2010, 06:48
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member_title

Group: Members
Joined: Sep 9, 2008



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| QUOTE (ModelingMan @ Apr 19 2010, 10:21) | | That would be brutal. Some sort of tool should be made which makes a save file compatible with a new SCM (if it hasn't already), or at least generate a save file with the completed missions, etc. of your choice. I've never looked at the save file format in great detail so I wouldn't know if it was possible or not, it would be handy nonetheless. | I once tried to plan making a compatibility tool performing matching between two scripts, but then I thought that if the code at the current execution pointer had changed too much it would be completely lost... even more so without 'checkpoint' flags in the save data. Note that the idea was purely theoretic, I still don't know too much about III/VC's save data, I was just speculating about the CRunningScript data.
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Craig Kostelecky  |
Posted: Wednesday, Apr 21 2010, 04:29
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GTA:LC Team Leader

Group: The Connection
Joined: Jan 28, 2004



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89% in almost 12 hours of playtime (not counting reloaded missions). All I have left is 11 rampages, 12 unique jumps, 91 taxi drop offs, 40 fires, Ride in the Park, Multistory Mayhem, Gripped!, and Kingdom Come. All the sh*tty missions. I did get one crash when I returned the last emergency vehicle. When I tried it again, I left the area before the pickups were created. I'll test more in debug mode later. | CODE | Exception at address: 0x0043D38F EXE Version: gta-vc.exe 1.0 US Last opcode executed: 032B create_pickup_with_ammo In thread: m_crane
Registers ----------------------------------------------------- EAX: 0x0000BE23 EBX: 0x0000BE23 ECX: 0x000043AE EDX: 0x0009A7C7 ESI: 0x00000021 EDI: 0x00000000 EBP: 0x0000032B ESP: 0x0017FA50 EFLAGS: 10000001000000010
...Last few scm lines... 0001357C: is_player_in_rect $var0008, 1216.0000, -671.0000, 1256.0000, -721.0000, 0 00013597: jf @00013563 0001359E: create_pickup_with_ammo 223, 3, 39, 1236.0000, -687.0000, 17.7500, 8 000135B8: create_pickup_with_ammo 223, 3, 35, 1236.0000, -691.0000, 17.7500, 9 000135D2: create_pickup_with_ammo 223, 3, 36, 1236.0000, -694.0000, 17.7500, 10 000135EC: create_pickup_with_ammo 223, 3, 37, 1236.0000, -697.0000, 17.7500, 11 00013606: create_pickup_with_ammo 223, 3, 38, 1236.0000, -700.0000, 17.7500, 12 00013620: create_pickup_with_ammo 223, 3, 34, 1236.0000, -703.0000, 17.7500, 13
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Edit: Now at 96%. Down to 11 rampages, 91 taxi drop offs, Ride in the Park, Gripped!, and Kingdom Come. This post has been edited by Craig Kostelecky on Wednesday, Apr 21 2010, 16:30
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spaceeinstein  |
Posted: Wednesday, Apr 21 2010, 20:04
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巧克力

Group: Members
Joined: Jul 17, 2003



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Hey, can you implement a new opcodes similar to CLEO's 0A8C,0A8D? I have an idea on how to correctly create proper wasted/busted spawn points using a mix of SCM coding and memory editing. If only Portland is available, set wasted/busted spawn points as usual. If Staunton is unlocked, use SCM coding check to see if the player is within Staunton. If it is, use memory editing to change the address that handles the spawn points to Staunton's spawn points. If the player returns to Portland, edit the same address for Portland's spawn points. In this way, this will prevent the player from spawning in Portland if death/bust occurs in Staunton. Same idea with Shoreside. In the end, only define 1 spawn point. Use memory editing to change spawn points depending on which island the player is in.
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NTAuthority  |
Posted: Thursday, Apr 22 2010, 05:51
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member_title

Group: Members
Joined: Sep 9, 2008



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| QUOTE (ModelingMan @ Apr 21 2010, 21:07) | | (I'm not sure if the last opcode info on the crash report actually includes the current opcode that is being processed). | It apparently doesn't, but this function is only being called from pickup creation commands. Also, a bit off-topic, I've been working on the 038F and nearby code (finally!) but it seems like I never noticed the used registers having changed too much from III when rewriting the code, nearly every time one of them was used caused a crash.  Also, I couldn't get to trigger the bodycast object, as the second hit on the ambulance the game decided to crash while processing an unrelated command.  Sadly, I don't have any logs on which command it was (but it could be using an undefined car in 01B0, I can't fully remember, could also be inconsistent files).
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