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 BUGS, GLITCHES, and INCOMPLETES

 Report stuff to be fixed (read 1st post)
 
Konstantinos  
Posted: Thursday, Dec 28 2006, 16:26
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Well, isn't that the polygon corruption bug that can be fixed by upgrading VC to 1.1 ?

Another thing: the bug where game crashes when you deliver the last vehicle to the EV crane still occurs randomly.
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: 0x00009FC0 EBX: 0x00009FC0 ECX: 0x000044A4 EDX: 0x00081CC0
ESI: 0x00000021 EDI: 0x00000000 EBP: 0x0000032B ESP: 0x0012FA74
EFLAGS: 10000001000000110
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Ben  
Posted: Saturday, Dec 30 2006, 01:26
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QUOTE (space_einstein @ Dec 28 2006, 14:03)
It does that to every object models, including the GTA3 Guy model. The only things that are normal are the cars and the peds. I can take more screenshots of it if you want.

Hmmm, weird confused.gif. It looks as though it might be a problem on your end though (although a couple of other people have reported dodgy models in the past). It could be some sort of graphics card incompatibility - it wouldn't be something with the models I don't think because it doesn't happen to everyone.

My only suggestion would be to try updating your drivers, but if you've already done that, I'm a bit stumped. I know you mentioned you were using an older SCM - you could try updating to the latest package of LC and see if the problem still occurs (in another directory if you're playing through the game).

Aside from that, I really don't know what to suggest. MM would have a better idea, but until he gets a break from uni, I'm not sure you're going to get an answer from him confused.gif. Sorry mate.

@Kon - I don't think that's the same graphics corruption issue. From what I've heard, it's more like random lines going everywhere. Besides, according to Fuzzy, most graphics manufacturers have updated their drivers to fix the issue anyway, basically rendering the patch useless.

As for the other bug - hopefully that can be fixed too.

Thanks smile.gif.
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space_einstein  
Posted: Saturday, Dec 30 2006, 01:53
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I told you, that ASI file caused that problem. If I delete that, the problem disappears. I don't know how to update my driver.

This post has been edited by space_einstein on Saturday, Dec 30 2006, 01:58
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Ben  
Posted: Saturday, Dec 30 2006, 02:24
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Oh blush.gif. I forgot about that bit.

The only problem with deleting the ASI file is that it's needed for the pager (among other things). I guess MM could re-enable culling (as you suggested), but that'd cause a few minor problems with some models. And I still don't know why it only happens on a few PCs confused.gif. Which EXE are you using (which version, I mean)?

And to update your drivers, right click on My Computer and select Properties. Go to the Hardware tab, and select Device Manager. Click on Display Adapters and select your video card - double click on it. Click on the Driver tab, and select Update Driver. Then follow the prompts smile.gif. I'm not sure it'll fix your problem, but it's worth a shot.

Good luck smile.gif.
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space_einstein  
Posted: Saturday, Dec 30 2006, 03:00
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I got all the latest files. Make it as an option then.
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Ben  
Posted: Saturday, Dec 30 2006, 08:06
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Weird confused.gif.

I'll see what I can organise for you smile.gif.
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Konstantinos  
Posted: Friday, Jan 5 2007, 20:31
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What the- ?
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Similar thing happens with the maverick on airport helipad.
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Craig Kostelecky  
Posted: Friday, Jan 5 2007, 22:51
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That was set up in the beginning so we could easily toggle between the GTA3 setup of the static helicopters, and the way it should be with an actual helicopter. One of the recent updates must have switched that back (either accidently or intentionally). This should obviously be switched back. But I don't remember what specific files need to be changed though.
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Ben  
Posted: Saturday, Jan 6 2007, 00:39
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Wouldn't it just be somewhere at the beginning of the SCM when you spawn all parked vehicles? Doing a coordinate search should find it fairly easily, shouldn't it?

I don't know - I'm just clutching at straws here, but that seems logical to me smile.gif.

EDIT - simplyunkillable mentioned to me that there is a problem with the convertable cars. Apparently they have side windows (which can sustain damage), but Claude jumps right through them.

Anyone up to fixing the models?


This post has been edited by Ben on Saturday, Jan 6 2007, 00:58
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Konstantinos  
Posted: Saturday, Jan 6 2007, 12:04
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QUOTE (Craig Kostelecky)
That was set up in the beginning so we could easily toggle between the GTA3 setup of the static helicopters, and the way it should be with an actual helicopter. One of the recent updates must have switched that back (either accidently or intentionally). This should obviously be switched back. But I don't remember what specific files need to be changed though.

Ok, I need to get this straight. This code:
CODE
00D6: if 0
0038:   $MASTERLCEXTRAS1 == 1;; integer values
004D: jump_if_false ££LabelLCSubSDOReturn
0363: toggle_model_render_at -1888.1 -906.715 21.749 radius 80.0 object #HELIPOLICE 0
03B6: replace_model_at -1888.1 -906.715 21.749 radius 80.0 from #HELIPOLICE to #LOD_LAND014
0363: toggle_model_render_at 109.188 -1446.1 51.5171 radius 80.0 object #HELIROCK 0
03B6: replace_model_at 109.188 -1446.1 51.5171 radius 80.0 from #HELIROCK to #LOD_LAND014

is supposed to disable the static copters if MASTERLCEXTRAS1 is on, right? But it doesn't seem to work. Only thing that works is to delete them from the map - comSE.ipl and landSW.ipl. Why not just get rid of them?

This post has been edited by Konstantinos on Saturday, Jan 6 2007, 23:21
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SteaVor  
Posted: Saturday, Jan 6 2007, 20:37
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I'm back! Same thing as every time:
Using vc_weather.asi results in a crash back to desktop. (Last time I reported it was gta-lc.asi. tounge.gif )
Reason: I'm not using version 1.0 US gta-vc.exe. The ASI doesn't make use of vcversion.dll to check the version and change the memory offsets accordingly.
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Craig Kostelecky  
Posted: Saturday, Jan 6 2007, 22:08
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QUOTE (Ben @ Jan 5 2007, 19:39)
EDIT - simplyunkillable mentioned to me that there is a problem with the convertable cars.  Apparently they have side windows (which can sustain damage), but Claude jumps right through them.

Anyone up to fixing the models?

That was discussed when the cars were first converted. There are three options that we can go with. First is to leave it like it is and have Claude jump through the windows. Or we can remove the windows from the models. And finally we can make it so Claude never jumps over the doors. I think the best choice would be to remove the windows and keep the jumping animation. If no one is willing to alter those models, then I suggest keeping it as it is.

But since I've taken myself out of the loop a bit, I'll let Ben decide what the best option is (that is if he can find someone to clean up the models)

This post has been edited by Craig Kostelecky on Saturday, Jan 6 2007, 22:10
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Ben  
Posted: Sunday, Jan 7 2007, 00:38
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QUOTE (Konstantinos @ Jan 6 2007, 23:04)
QUOTE (Craig Kostelecky)
That was set up in the beginning so we could easily toggle between the GTA3 setup of the static helicopters, and the way it should be with an actual helicopter. One of the recent updates must have switched that back (either accidently or intentionally). This should obviously be switched back. But I don't remember what specific files need to be changed though.

Ok, I need to get this straight. This code:
CODE
00D6: if 0
0038:   $MASTERLCEXTRAS1 == 1;; integer values
004D: jump_if_false ££LabelLCSubSDOReturn
0363: toggle_model_render_at -1888.1 -906.715 21.749 radius 80.0 object #HELIPOLICE 0
03B6: replace_model_at -1888.1 -906.715 21.749 radius 80.0 from #HELIPOLICE to #LOD_LAND014
0363: toggle_model_render_at 109.188 -1446.1 51.5171 radius 80.0 object #HELIROCK 0
03B6: replace_model_at 109.188 -1446.1 51.5171 radius 80.0 from #HELIROCK to #LOD_LAND014

is supposed to disable the static copters if MASTERLCEXTRAS1 is on, right? But it doesn't seem to work. Only thing that works is to delete them from the map - comSE.ipl and landSW.ipl. Why not just get rid of them?

I don't know. The map fix is how I'll be removing them - see here for details on how (thanks to Craig for the link). space must've re-enabled the choppers with his IDE updates (either intentionally or accidentally).

QUOTE (SteaVor @ Jan 7 2007, 07:37)
I'm back! Same thing as every time:
Using vc_weather.asi results in a crash back to desktop. (Last time I reported it was gta-lc.asi. tounge.gif )
Reason: I'm not using version 1.0 US gta-vc.exe. The ASI doesn't make use of vcversion.dll to check the version and change the memory offsets accordingly.

I'll mention this to AK and see if he can make it work with vcversion.dll.

Also, is there a problem with any of the other ASIs, or do they all work for you now?

QUOTE (Craig Kostelecky @ Jan 7 2007, 09:08)
QUOTE (Ben @ Jan 5 2007, 19:39)
EDIT - simplyunkillable mentioned to me that there is a problem with the convertable cars.  Apparently they have side windows (which can sustain damage), but Claude jumps right through them.

Anyone up to fixing the models?

That was discussed when the cars were first converted. There are three options that we can go with. First is to leave it like it is and have Claude jump through the windows. Or we can remove the windows from the models. And finally we can make it so Claude never jumps over the doors. I think the best choice would be to remove the windows and keep the jumping animation. If no one is willing to alter those models, then I suggest keeping it as it is.

But since I've taken myself out of the loop a bit, I'll let Ben decide what the best option is (that is if he can find someone to clean up the models)

Provided I can find someone willing to fix all the models (as well as another SCM'er), I'll go with that - otherwise it's fine as is. I personally like the jumping animation, so I don't really want to remove that. And from the sounds of things, neither does Craig.

smile.gif
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Craig Kostelecky  
Posted: Sunday, Jan 7 2007, 02:01
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QUOTE (Konstantinos @ Jan 6 2007, 07:04)
CODE
00D6: if 0
0038:   $MASTERLCEXTRAS1 == 1;; integer values
004D: jump_if_false ££LabelLCSubSDOReturn
0363: toggle_model_render_at -1888.1 -906.715 21.749 radius 80.0 object #HELIPOLICE 0
03B6: replace_model_at -1888.1 -906.715 21.749 radius 80.0 from #HELIPOLICE to #LOD_LAND014
0363: toggle_model_render_at 109.188 -1446.1 51.5171 radius 80.0 object #HELIROCK 0
03B6: replace_model_at 109.188 -1446.1 51.5171 radius 80.0 from #HELIROCK to #LOD_LAND014

is supposed to disable the static copters if MASTERLCEXTRAS1 is on, right? But it doesn't seem to work. Only thing that works is to delete them from the map - comSE.ipl and landSW.ipl. Why not just get rid of them?

You must have edited your post after I replied to it. Now I remember seeing that in the code. That should still work, even if the models are enabled in the ipl files. Someone with more time may want to play around with the files and see if they can get it working this way. Because when it's set up this way, the setting can easily be toggled for the individual user.
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Ben  
Posted: Sunday, Jan 7 2007, 02:46
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Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs. At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).
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SteaVor  
Posted: Sunday, Jan 7 2007, 10:46
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QUOTE (Ben @ Jan 7 2007, 01:38)
Also, is there a problem with any of the other ASIs, or do they all work for you now?

The new weather.asi is the only one preventing the game from even starting a new game.
BUT: when weather.asi is deactivated (I changed the extension to ._asi) , starting a new game (and loading those that had been created with that scm version) works fine, but the pager doesn't work. It simply doesn't appear, I don't hear the sound either. I tested this by collecting 10 hidden packages in both normal and debug mode.
I know it _did_ work previously, but IIItoVC.asi has been updated in the meantime.
I will try the older version of IIItoVC.asi now and report back.

EDIT:
I was right, the pager appears when I use the august 25 version of IIItoVC.asi, but it looks like this. Should it be half transparent? I really don't remember.

This post has been edited by SteaVor on Sunday, Jan 7 2007, 11:00
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Konstantinos  
Posted: Sunday, Jan 7 2007, 11:25
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QUOTE (Ben @ Jan 7 2007, 03:46)
Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs.  At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).

You know sometimes I get the feeling that the game is just screwing with me... The scm switch DOES work. When I start a new game the copters are gone. Only my current saved game has them, like the code didn't execute for some damn reason. I made no changes to scm or anything else between the games. It's just a bloody random bug that probably can't be fixed. mad.gif Alright, enough of this.
---
I noticed a funny thing - space made the roads get wet everywhere, even inside the Porter tunnel. Sorry if it's like that in GTA3, coz you know I never played that ph34r.gif

This post has been edited by Konstantinos on Sunday, Jan 7 2007, 21:04
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Ben  
Posted: Sunday, Jan 7 2007, 23:44
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QUOTE (SteaVor @ Jan 7 2007, 21:46)
QUOTE (Ben @ Jan 7 2007, 01:38)
Also, is there a problem with any of the other ASIs, or do they all work for you now?

The new weather.asi is the only one preventing the game from even starting a new game.
BUT: when weather.asi is deactivated (I changed the extension to ._asi) , starting a new game (and loading those that had been created with that scm version) works fine, but the pager doesn't work. It simply doesn't appear, I don't hear the sound either. I tested this by collecting 10 hidden packages in both normal and debug mode.
I know it _did_ work previously, but IIItoVC.asi has been updated in the meantime.
I will try the older version of IIItoVC.asi now and report back.

EDIT:
I was right, the pager appears when I use the august 25 version of IIItoVC.asi, but it looks like this. Should it be half transparent? I really don't remember.

Hmmm, that's weird. Perhaps MM forgot to reactivate his ASI with the VC versioning module when he updated it confused.gif.

As for the pager, yep, that's what it should look like. The font looks a bit screwy, but that could be fine - I'm only used to seeing it in English.

QUOTE (Konstantinos @ Jan 7 2007, 22:25)
QUOTE (Ben @ Jan 7 2007, 03:46)
Kon, if you want to have a go at getting that to work, I'm happy to wait and see how you go before changing the IDEs.  At least if it's done through the SCM, toggling is easier/more effective (not sure if those are the right words, but I know what mean, and that's all that matters tounge.gif).

You know sometimes I get the feeling that the game is just screwing with me... The scm switch DOES work. When I start a new game the copters are gone. Only my current saved game has them, like the code didn't execute for some damn reason. I made no changes to scm or anything else between the games. It's just a bloody random bug that probably can't be fixed. mad.gif Alright, enough of this.
---
I noticed a funny thing - space made the roads get wet everywhere, even inside the Porter tunnel. Sorry if it's like that in GTA3, coz you know I never played that ph34r.gif

Alrighty - I think the best thing to do would be to disable it through the SCM AND the IDEs. That way, they shouldn't show up at all wink.gif.

I don't recall the roads being wet in the Porter tunnel in GTA3, but they could've been. Could someone please check that (I'll probably forget)? smile.gif
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Konstantinos  
Posted: Monday, Jan 8 2007, 00:38
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QUOTE (Ben @ Jan 8 2007, 00:44)
Alrighty - I think the best thing to do would be to disable it through the SCM AND the IDEs. That way, they shouldn't show up at all wink.gif.

Actually, it's IPLs that would be changed, not IDEs. IDEs store objects definitions, while IPLs their actual placement. Sorry for that, but I just love to play smartass tounge.gif
If you delete an object from the map, there's no need to disable it through the SCM. I would go ahead do it. I don't see why anyone would want to play with the GTA3 setup of dummy copters instead of real ones (which would require them to edit the SCM). But I'm not sure I have the right to scrap a feature just like that.
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Ben  
Posted: Monday, Jan 8 2007, 02:45
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That's what I said tounge.gif.

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My bad.

You've got a fair point though - I'm happy enough to remove them. Seeing as Craig is technically still the leader, I'll ask his input before doing anything though wink.gif. Craig...
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