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 BUGS, GLITCHES, and INCOMPLETES

 Report stuff to be fixed (read 1st post)
 
Ben  
Posted: Thursday, Feb 1 2007, 07:15
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QUOTE (SteaVor @ Feb 1 2007, 05:08)
And I assumed it was self-evident that porting III over to VC also offered the chance to correct R*'s mistakes. So I would definitely want the tunnels to be dry. Porting the bugs just to stay true to an 'unaltered III experience' would just be stupid.

That's always been my thoughts too. We're going for authenticity to a degree, but it's nice also to fix some of the bugs from GTA3 as well.

I actually prefer SteaVor's brassknuckles icon - for no reason other than I think it just looks better centred. Unless there's any serious objections to me leaving it in instead of space's, I think we'll use it. Remember though that it's nothing serious - the only way you can get brassknuckles (at this stage) is to use a weapon cheat.

Regarding the wet roads fix - my word perhaps isn't the best to trust, but that's another good example of something we can fix for LC. There's no logical reason for the tunnels to be wet in LC - plus it's less work for me to restore space's IDE file tounge.gif. I think we might just leave it in (again, unless there's any serious objections).

@space - if you'd like your brassknuckles icon to be put on the unofficial list, just let me know and I'll fix it up for you smile.gif.

EDIT - space, I'm not sure what happened, but I just checked my uncompiled IMG (from which I compiled the IMG in the latest package), and I've got all the TXD updates you released in there confused.gif.


This post has been edited by Ben on Thursday, Feb 1 2007, 07:17
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SteaVor  
Posted: Friday, Feb 2 2007, 20:26
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OK, that's a fix for the St. Marks collision file, which fixes the block north of the hospital. Added 3 boxes to ind_mainten3 for proper collision.
industNE.col

Building at hospital reverted to remove the 'platform'. Files changed are iten_block96.dff and temppart.col
itenblock06.zip


This post has been edited by SteaVor on Saturday, Feb 3 2007, 15:14
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space_einstein  
Posted: Saturday, Feb 3 2007, 16:31
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O crap, I'm so sorry. I was using my old gta3.img. Ignore anything I said about that.
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insomniacnumba1  
Posted: Saturday, Feb 3 2007, 16:39
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mines is really annoying when i load up LC there is a hybrid between LC and VC graphics plus when i start a game it starts the VC way
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Serafim  
Posted: Sunday, Feb 4 2007, 03:19
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Here it comes, more serafim reports tounge.gif

Bugs and Incompletes:

*** In the mission “Chaperone”, if you skip the cutscene before claude finishes going upstairs, after the mission, you get stuck walking until it reaches the stairs;

*** In the mission “Paparazzi Purge”, when the boat goes until the end of his way, the mission crashes, instead of give a Mission Failed;

*** If you get in Newport, it points as Stauton Island;

*** In the mission “Gone Fishing”, sometimes the grenades stay in the boat, making the target die and pass the mission;

*** In the mission “Rumble” from D-Ice, if you kill the purple nines with fists, the mission fails;

*** In gta3, when you blow up a car, you earn a certain ammount of money (not sure how much);

*** In gta3, when you damage a car strongfully, you earn money (it’s a formule, I think it’s like the addiction of the damages taken in both cars);

*** In the newest v7 test, the sniper and rocketlauncher “clicks” were removed, but they happen in gta3 too;

*** You need to take 2x more damage than gta3 to the van in “Van Heist” mission to make the security leaves it;

*** If you turn the sound on and leave the Mr.Whoopee, the sound stops (In gta3, the sound continues playing);

*** The noise when you get the hidden package is wrong (it’s converted, but wrong file);

*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc;

*** In the mission “Chaperone”, after Chico’s cutscene, he jumps into the water (which doesn’t happen in gta3 of course hahaha);

*** In the mission “Chaperone”, the warehouse should have smoke in the door (as dry ice);

*** In the mission “Bomb Da Base Act II”, the explosion particles are different from gta3, and the ship sinking particles on water don’t work;


Bugs reported that aren't actually bugs:

Modeling #9: That’s a bug, but same happens in gta3;

*** The animation in “Van Heist” mission doesn’t work (It doesn’t happen in gta3 either);

SCM#10: Same gta3; (You've already unmarked, Ben)

*** After rain, rainbow appears (same gta3);

SCM #24: Same in gta3, even thought it was supposed (or not?) to reach 6 stars, but doesn't due a gta3 bug;



I finally got gta3 back, so I could confirm them

This post has been edited by Serafim on Monday, Feb 5 2007, 03:50
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Ben  
Posted: Monday, Feb 5 2007, 00:04
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QUOTE (SteaVor @ Feb 3 2007, 07:26)
OK, that's a fix for the St. Marks collision file, which fixes the block north of the hospital. Added 3 boxes to ind_mainten3 for proper collision.
industNE.col

Building at hospital reverted to remove the 'platform'. Files changed are iten_block96.dff and temppart.col
itenblock06.zip

Thanks mate, I've got them. Nice work icon14.gif.

QUOTE (space_einstein @ Feb 4 2007, 03:31)
O crap, I'm so sorry. I was using my old gta3.img. Ignore anything I said about that.

No worries mate smile.gif.

QUOTE (insomniacnumba1 @ Feb 4 2007, 03:39)
mines is really annoying when i load up LC there is a hybrid between LC and VC graphics plus when i start a game it starts the VC way

I'm not exactly sure how it could possibly be doing that confused.gif. Are you running gta-lc.exe (NOT gta-vc.exe)? Do you have the latest package installed?

QUOTE (Serafim @ Feb 4 2007, 14:19)
*** If you get in Newport, it points as Stauton Island

If you get what in Newport? tounge.gif

QUOTE (Serafim @ Feb 4 2007, 14:19)
*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc

Are you absolutely sure? I seem to remember it varying (as in, two of the robbers didn't always die).

QUOTE (Serafim @ Feb 4 2007, 14:19)
*** The crane animation is buggy, it closes too fast (That’s not a bug, same happens in gta3)

Which bug exactly are you talking about here? A section and number would be really helpful smile.gif.

QUOTE (Serafim @ Feb 4 2007, 14:19)
*** The animation in “Van Heist” mission doesn’t work (It doesn’t happen in gta3 either)

Again, a section and number please. I don't follow with this one either.

QUOTE (Serafim @ Feb 4 2007, 14:19)
*** After rain, rainbow appears (same gta3)

I think you've read this one wrong. It says a rainbow appears after sunset sometimes, not after rain wink.gif.

Great work on the others though - I've added them to and/or crossed them off the checklist as applicable icon14.gif.
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Serafim  
Posted: Monday, Feb 5 2007, 16:35
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Sorry Ben, I was adding all the bugs in a doc file and then posted it, but I didn't check out before. It's edited now! I didn't find the number of the security guards animation confused.gif


Anyways, I've just noticed that the Rocket Launcher is flipped by horizon AND vertically:

In gtaLC it's like this:

user posted image

And in gta3 it's in this position:

user posted image


It can be related to the animation difference too, I don't know.

Just something adding, the flamethrower animation is the same as shotgun in gta3, so you don't need to convert both and accidentally mess with minigun animation =)

QUOTE
*** If you get in Newport, it points as Stauton Island;


Explaining: When you get in Newport area, it was supposed to say "Newport", but it says "Stauton Island" (probably a gxt bug)

QUOTE
*** In the mission “Paparazzi Purge”, when the boat goes until the end of his way, the mission crashes, instead of give a Mission Failed;


Actually, the mission doesn't fail. The game is possibly crashing when the guy tries to leave the boat and get his car

QUOTE
*** In gta3, at the mission “The Getaway”, two of the robbers die in the bank, what doesn’t happen in gtalc;


My mistake, sorry. It's random, or maybe just a gta3 bug.



Also, the particles need to be converted, if it wasn't mentioned yet. The black smoke in "Grand Theft Aero" has to do with the particles (in the cutscene, the black smoke appears too, but the real particle is blood going out of Miguel when Catalina shoots him).



This post has been edited by Serafim on Monday, Feb 5 2007, 16:46
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Ben  
Posted: Tuesday, Feb 6 2007, 00:05
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Thanks mate smile.gif. I've fixed up the checklist icon14.gif.

Also, just a quick note to everyone - there's a new v7test package out (see the pinned updates topic for the download link).
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Serafim  
Posted: Tuesday, Feb 6 2007, 02:39
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Some guns have some issues with crouching. The ak47 and M16 shoots slower crouching, the Uzi shoot as fast as gtavc's uzi when crouching and the shotgun double-shots when crouching (it shots once when the gun is aiming and again when it's back to the non-shooting position, so it shoots double faster).

The shotgun is a bit different between gtalc and gta3. In gtalc, you can switch the shotgun faster (like the mta switching, but in default timing of course), but in gta3, he reloads the gun before you're able to switch or walk (You can jump, like with all guns, but that's a gta engine glitch or something)

-------------------------------------------------------------------------------------------------------------------------

The cameras from gta3 need to be converted, their position between close, middle and far are different (in gta3 they don't go much far, they move a bit behind and higher), and the gta2 camera needs to be converted (Is this even posible? I think so. Otherwise, cam hacks wouldn't exist tounge.gif)

This post has been edited by Ben on Tuesday, Feb 6 2007, 04:56
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Ben  
Posted: Tuesday, Feb 6 2007, 05:01
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Oops, my bad - I must've overlooked the vertical bit blush.gif. Fixed now anyways.

I've also added the other issues to the checklist - you'll notice I've edited your post so I can link directly to it (the weapons animation is the top section, and the camera positioning is the bottom).

And thanks a bunch for helping out with the checklist. It makes my job a lot easier smile.gif.
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SteaVor  
Posted: Tuesday, Feb 6 2007, 11:32
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Checklist issues 6-6 and 6-8 both refer to the same apartment block and have been fixed by my updates, because I added the proper collision boxes.
------------
To revisit a comment of spaceeinstein regarding the issues with the fences (one-sided textures):
He thought the asi would've fixed it, and I do remember that someone(most
probably Modeling Man?) was working on re-enabling that via memory hacking.
Does he still work on that issue, i.e. could we have a solution for that issue in the
near future or should these objects be reverted? (I did revert my installation to the old fence model.)

This post has been edited by SteaVor on Tuesday, Feb 6 2007, 16:43
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Konstantinos  
Posted: Tuesday, Feb 6 2007, 16:49
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Help needed!
I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then: tounge.gif
I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

This post has been edited by Konstantinos on Tuesday, Feb 6 2007, 16:55
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Ben  
Posted: Tuesday, Feb 6 2007, 21:28
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QUOTE (SteaVor @ Feb 6 2007, 22:32)
Checklist issues 6-6 and 6-8 both refer to the same apartment block and have been fixed by my updates, because I added the proper collision boxes.

Thanks - it seems I overlooked that too blush.gif. I'll fix that up pronto.

QUOTE (SteaVor @ Feb 6 2007, 22:32)
To revisit a comment of spaceeinstein regarding the issues with the fences (one-sided textures):
He thought the asi would've fixed it, and I do remember that someone(most
probably Modeling Man?) was working on re-enabling that via memory hacking.
Does he still work on that issue, i.e. could we have a solution for that issue in the
near future or should these objects be reverted? (I did revert my installation to the old fence model.)

I'm not sure exactly what's happening with this issue. We'll have to wait til MM comes back on a more regular basis before we can get a definite answer.

space's last update had a lot of model updates with it - I didn't check whether they were from an old installation or from GTA3 directly. But the ASI SHOULD enable us to use GTA3 world model DFFs directly in LC - I'm not sure why it's not working confused.gif.

QUOTE (Konstantinos @ Feb 7 2007, 03:49)
Help needed!
I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then:  tounge.gif
I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

I would check it for you, but I can't right now.

Also, it's good to hear you're finally going to get GTA3... icon14.gif
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Serafim  
Posted: Tuesday, Feb 6 2007, 23:01
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QUOTE (Konstantinos @ Feb 6 2007, 13:49)
Help needed!
I know I'm terrible, and I promise to get my own copy of GTA3 ASAP. But until then: tounge.gif
I need someone to check whether during the "Busted info" cutscene in GTA3 (you start it by picking up the (i) symbol outside of Portland police station) one or both of the SWAT guys carry an Uzi? The scene has a bug in LC, and I can fix that, just need to know with certainty how it's supposed to be. A screenshot would be nice. Thanks in advance!

No, they carry shotguns actually. In gtalc they carry nitestick, thanks for reminding me that tounge.gif

Anyways, Ben, you can unmark the police help bugs I reported (about the path bug), it happens even worse in gta3 biggrin.gif
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Ben  
Posted: Tuesday, Feb 6 2007, 23:47
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Done icon14.gif.

And here's a screenie showing only ONE of the SWAT guys carrying a SHOTGUN. How'd that be Kon? smile.gif
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Konstantinos  
Posted: Wednesday, Feb 7 2007, 15:24
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QUOTE (Ben @ Feb 7 2007, 00:47)
And here's a screenie showing only ONE of the SWAT guys carrying a SHOTGUN.  How'd that be Kon? smile.gif

That's exactly what I needed, thanks a lot. I got it fixed now, check Mission Coding.

Another thing: checklist issue 3-3b (EV crane crash) is ticked off as fixed, but it's not. It still happens randomly, regardless of which vehicle you deliver as the last one.
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: 0x0000C9B5 EBX: 0x0000C9B5 ECX: 0x00003EFA EDX: 0x000A3E31
ESI: 0x00000021 EDI: 0x00000000 EBP: 0x0000032B ESP: 0x0012FA74
EFLAGS: 10000001000010010


This post has been edited by Konstantinos on Wednesday, Feb 7 2007, 17:52
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Konstantinos  
Posted: Friday, Feb 9 2007, 11:42
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The game crashes during Big 'n Veiny, just as you enter the rumpo, the camera goes into cinematic mode and starts zooming in on the road ahead.
CODE
Exception at address: 0x006616B7
EXE Version:          gta-vc.exe 1.0 US
Last opcode executed: 0001 wait
In thread:            noname

Registers -----------------------------------------------------
EAX: 0x00000000 EBX: 0x00789C8C ECX: 0x00000001 EDX: 0x0462BD40
ESI: 0x0462BD3C EDI: 0x00000B60 EBP: 0x0012FCAC ESP: 0x0012FC74
EFLAGS: 10000001000000010

. . .

// THREAD "noname"
0001C0A9: if                                       0
0001C0AD:   egi                                    $var07C0, 1
0001C0B4: jf                                       @0001C0BD
0001C0BD: if                                       0
0001C0C1:   is_defined                             $var0008
0001C0C6: jf                                       @0001C1D4
0001C0CD: if                                       0
0001C0D1:   is_player_near_point_3d_on_foot        $var0008, -296.7500, -725.3750, 28.7500, 1.1875, 1.1875, 2.0000, 0
0001C0F6: jf                                       @0001C1D4
0001C1D4: jump                                     @0001C0A5
0001C0A5: wait                                     0
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SteaVor  
Posted: Saturday, Feb 10 2007, 11:50
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To extend the scope of the missing ZONES bug (listed as 2-25):

3 areas at the east side of Staunton are not displayed (i.e. displayed as 'Staunton island'):
Rockford, Fort Staunton and Newport.

It has nothing to do with gxt entries (they are all correct and show up if you swap around the respective identifiers in navig.zon)
And, strangely enough, I couldn't find an error in the ZON files which would cause such behaviour(Zone cubes are OK). So I really have no idea why it won't work. sad.gif
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space_einstein  
Posted: Saturday, Feb 10 2007, 13:12
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Vice City aren't meant to have that much zones. That's probably the reason.

3-32 is not a glitch. It's like that in GTA3. They told you to use the bat only.
3-36 is not a reproducable error.

This post has been edited by space_einstein on Saturday, Feb 10 2007, 13:21
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Ben  
Posted: Sunday, Feb 11 2007, 02:05
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Thanks guys - I've crossed those off as well icon14.gif.

With the ZON bug, I've made a note that we'd ideally like to have an EXE hack to support the extra ZONs used in LC.
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