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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
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 MISSION CODING IV

 Official main.scm discussion, releases
 
Ben  
Posted: Thursday, Jan 5 2006, 21:36
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@Craig - There's one other thing I noticed with Sayonara that might be difficult to fix. The text that is supposed to play as soon as the cutscene is finished, telling you to get to the Red Light District, doesn't show up. But, it should because it's in the code - I checked; and I even checked the gxt to make sure that the line wasn't missing or anything, but it's there too. Everything looks fine (to a coding n00b like me!), so I don't get why it won't show up in-game.
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Konstantinos  
Posted: Thursday, Jan 5 2006, 22:59
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Allright, this is getting very confusing. Here's my experience with SS in the latest SCM.

1/ The text ben talks about displayed correctly - it was probably a random glitch. Don was supposed to leave at 11:30. I took vantage point at the roof of Woody's. No flickering occured. The mafia cars didn't arrive! At 12:00 mafia guys walked out of the club and immediately ran to the front wall of woody's. They started blasting their shotguns at me THROUGH THE WALL AND ROOF and actually hit me! I shot one who was still standing in front of Luigi's with my M60. This is where I got the message "You have been spotted" , although 3 mobsters were already shooting at me for some time. The game froze.

2/ The 2nd time was much like above except I wasn't hurt by the goons fire, it just made a ricochet effect on the roof! This time I shot the guy at the front with my PSG-1, got the "spotted" message but game continued. Leone walked out of the club correctly, I sniped him and voila - mission passed.

EDIT: And I almost forgot - the mid-mission cutscene (Don walking out of the door) didn't play.

Phew!

This post has been edited by Konstantinos on Thursday, Jan 5 2006, 23:55
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Craig Kostelecky  
Posted: Thursday, Jan 5 2006, 23:27
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I came to the conclusion long ago that I REALLY hate Sayonara Salvatore. die.gif
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Ben  
Posted: Friday, Jan 6 2006, 00:47
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Hahaha biggrin.gif! Oh well, look how far you've brought it.

Anyhow, back to my obsession with getting the Staunton Lift Bridge ringing - I had a thought. Since some of the car horns sound similar, would it be possible to replace one of them with the bridge alarm, and then just revert the cars affected to a similar sounding horn? I was going to have a look into this myself when, after staring at the code last night for about 20 mins, I thought I started to understand some of it. But, reality brought me back down to size when I realised I didn't even know where to start confused.gif! I mean, it is possible to do, but would it be done?
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Stuff_of_Legends  
Posted: Friday, Jan 6 2006, 08:39
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QUOTE (benisablink182fan @ Jan 5 2006, 17:47)
I mean, it is possible to do, but would it be done?

I think it is quite possible, I have come across an opcode that plays a sound at coordinates x,y,z. It is usually set to 0,0,0, to play sound full volume no matter where you are in the game. If you specify x,y,z (the bridge location) I would think the sound would decrease in volume as you got further away. I haven't seen any examples in working code yet so not 100% sure. A little more code to play only when bridge isn't down, placed in the thread and you will have that dinging sound forever stuck in your head.
Note to self (Gotta have option to turn it off). Then there's the flashing red lights at the approach to the bridge. Now you've got me thinking...
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--Cole--  
Posted: Friday, Jan 6 2006, 21:09
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Hey, I'm back!

Yeah, its been a while- I took a break over the holidays...and then my internet went down...but anyway...

Reading through this topic, I remembered that the last time I played GTAIII (PS2), there were all these electronic signboards, and they said stuff. Theyre blank in LC. Its probably hardcoded, but at any rate could it be scripted in...?
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Y_Less  
Posted: Friday, Jan 6 2006, 23:12
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QUOTE (Stuff_of_Legends @ Jan 6 2006, 08:39)
QUOTE (benisablink182fan @ Jan 5 2006, 17:47)
I mean, it is possible to do, but would it be done?

I think it is quite possible, I have come across an opcode that plays a sound at coordinates x,y,z. It is usually set to 0,0,0, to play sound full volume no matter where you are in the game. If you specify x,y,z (the bridge location) I would think the sound would decrease in volume as you got further away. I haven't seen any examples in working code yet so not 100% sure. A little more code to play only when bridge isn't down, placed in the thread and you will have that dinging sound forever stuck in your head.
Note to self (Gotta have option to turn it off). Then there's the flashing red lights at the approach to the bridge. Now you've got me thinking...

I have thought about the bridge before (as have others), I even timed the original to get it right (the LC one is WAY off but meh, so are my cranes). The sound, as you say, isn't hard to do, the lights are a little more difficult as I don't know of an OpCode (if there is one, that won't be hard though). The only hard part is making the cars stop like at lights, the current version just doesn't allow cars near.

And the scrolling text is hardcoded, changing it won't be hard, but changing its position in the world may be.
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Ben  
Posted: Saturday, Jan 7 2006, 01:41
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I've come across that opcode too. I tried it out yesterday (pretty unsuccessfully initially due to my coding (and possibly overall) n00bishness!) but there's still the problem (which I forgot about) of knowing what number to put in the scm to make the sound play. For those of you who are completely lost, like I was, each sound in the sfx has a number, like sfx00001.wav, etc. But, in order to get it to play through the scm, you need to use the create_sound sound <insert number> ... opcode, and that's where the problem comes in. The bridge is a bit out of time, but that isn't hard to change - I think it just involves changing the amount of time after the wait opcode under the SSV Bridge code part of the scm. There's even a section to insert code for the ringing when it gets done.

The main reason I'd like this fixed is because I've lost count of the number of times I've crashed (and sometimes died) into the bridge as it goes up without warning. The lights aren't too much of an issue - getting the sound to work solve the main part of that issue.

Another possibility is extracting the wav from the scm, putting it in the audioLC folder, and using a play_wav (or whatever it is) opcode if the sound number variable thingy can't be found. I don't know, just another suggestion to ponder.

But, this leads me to my question - how did you find the numbers already used in the scm? - like 91 (from Craig's example earlier), the sound played when Joey is "visiting" Misty. And, do all of the other sfx sounds play automatically because they are coded into the EXE?
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Y_Less  
Posted: Saturday, Jan 7 2006, 16:12
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They found the other sounds through trial and error.
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Craig Kostelecky  
Posted: Sunday, Jan 8 2006, 01:57
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Actually I think they were just left as they were in GTA3 (and therefore they don't work right now either).
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Y_Less  
Posted: Saturday, Mar 11 2006, 15:58
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QUOTE (Craig Kostelecky @ Mar 10 2006, 20:06)
The opcode 3F8 needs to be reenabled for it to work. And Hammer said several times that he didn't think it could be done.

Here's what is supposed to happen. The body cast is thrown from the ambulance. It's meant to be bulletproof and fire proof. So to damage it, you should either run it over with a car repeatedly, or try and blow it up. Only exploding it will work at this point.

[color=#12bd72]I assume you can physically get on top of the thing with your car (as in can drive over):

0366/db

Is used in conjunction with other codes in the cone-crazy missions to detect if the car has hit the cone.

Also, it works for shooting it with the 9mm as well (only the 9mm though), but that can be corrected

Edit: It can be corrected due to the fact that at any one point you can only be driving OR firing a 9mm, you can't do both at once.

Sorry, I would code it myself but as you know I'm down atm so I'm just trying to help as much as I can.


This post has been edited by Y_Less on Saturday, Mar 11 2006, 16:00
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ThunderPower  
Posted: Friday, Apr 21 2006, 12:19
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I think you should know there is something wrong with The Exchange. The two mavericks spawn, but they are both unlocked. (One should be locked and a new one, unlocked should spawn for Catalina) You can easily just get into the Maverick, bail out, and push it off the dam. I think you should fix that.
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Konstantinos  
Posted: Friday, Apr 21 2006, 17:52
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QUOTE (ThunderPower @ Apr 21 2006, 14:19)
I think you should know there is something wrong with The Exchange. The two mavericks spawn, but they are both unlocked. (One should be locked and a new one, unlocked should spawn for Catalina) You can easily just get into the Maverick, bail out, and push it off the dam. I think you should fix that.

You gotta be kidding me. I reported this, and we even had a discussion over it in the Bugs, glitches and incompletes topic. Just *what* were you thinking, posting it here and making it sound like YOU found it? FYI, Craig read my original post and said it will be fixed. I thank you, you may f*ck off now.

This post has been edited by Konstantinos on Friday, Apr 21 2006, 17:56
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Craig Kostelecky  
Posted: Friday, Apr 21 2006, 19:34
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I don't think you needed to take offense to his post Konstantinos. He most likely didn't see your initial post. Plus it's not a problem to hear about the same bug twice. And finally since it's been a while since the last major update, we're going to get a lot of out-of-date bug reports.

If you have a problem with that particular poster from other parts of the forum, I'd appreciate it if it wasn't brought here. You've been an awesome help for this mod, and replies like that don't seem like the posts we've seen from you in the past.
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Konstantinos  
Posted: Friday, Apr 21 2006, 20:45
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QUOTE (Craig Kostelecky @ Apr 21 2006, 21:34)
...
He most likely didn't see your initial post.
...

He did. He even commented on it right there - that's what I meant by "we even had a discussion over it." So it's definitely a misdemeanor on his part. It just made me a bit mad.
But you're right, of course. I'm sorry for that post... and this one, too tounge.gif I promise to stay clear of offtopicness in the future.

All is forgiven

This post has been edited by Craig Kostelecky on Saturday, Apr 22 2006, 04:47
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ThunderPower  
Posted: Saturday, Apr 22 2006, 20:06
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Oh..sorry. I didn't know it was already that widespread, and, uh, I should read the red text in your sig more.
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Konstantinos  
Posted: Saturday, Apr 22 2006, 21:05
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No probs. I should've gone easy on that asterisk word, too. blush.gif
But in the future, if you feel the need to repeat something you know someone else found before, you should give him some credit. So it won't look like you're claiming authorship.[/offtopic]

And now to something completely different... Craig, I'd like to know how exactly will the planned spawning of VC weapons as a 100% reward look. Have you given any thought to the idea of a new DebugVariable to enable them from the start? I think this could be in the official release, and then there won't be a need for my tiny VC weps mod. Of course, you are free to use my code (if it's any use to you). Right now I got spawning at hideouts, 7 weps at each, which IMO is pretty neat and could work for the official version...

This post has been edited by Konstantinos on Saturday, Apr 22 2006, 21:23
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Ben  
Posted: Sunday, Apr 23 2006, 02:00
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I can't speak for Craig, but I like the sound of using your mod. I'll have to check it out in-game at some stage though wink.gif.
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Craig Kostelecky  
Posted: Sunday, Apr 23 2006, 03:11
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I'm still open to ideas about the VC weapons at 100%. And I think a debug variable is a must.
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Ben  
Posted: Sunday, Apr 23 2006, 03:27
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There's some basic stuff in the poll results (link in the checklist, which can be found in the download topic wink.gif!).

Just had a browse through here - I think pretty much everything's up-to-date because Craig and Alex have been looking after it nicely icon14.gif. The first post needs to be tweaked a little though smile.gif.

Anyway, I found a few links to posts/pages throughout the topic which may be useful:
  • Page 10 and Page 11 - a variety of stuff including opcodes info, crusher stuff, and bridge times/audio stuff, other audio stuff, etc.
  • Full crusher code (ide update a bit further down)
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