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Attention:
GENERAL GTA:LC CHAT Discuss anything related to this mod!
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SteaVor  |
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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Ben, I just wanted to say that your modding comparison guide is really great, especially because it's very detailed and strucutured logically. It should be a great help for mod makers.
2 short comments: What about the one-sided textures fix - it doesn't seem to work properly at the moment (fences...), so you can't use some GTAIII dffs without modifications at the moment.
And why should the 1.1 patches for the German version of GTA3 and VC be illegal? They're just implementing the same bug fixes as their standard US counterparts, as far as I was aware. For every specific v1.0 out, there has to be the patched counterpart. (as R* couldn't release one patch for all versions, as this would circumvent the censorship) There are no special blood patches out there I think. Someone who wants to restore the gore would simply download the US NoCD exe, as he would kill two birds with one stone that way.
And I wasn't aware that the french versions of both GTA3 and VC were censored. I couldn't find any infos regarding this, so what's your source?
---------- And a suggestion for an old topic: Should the Debug Mode be expanded, so that you can start every mission everytime, not just the first one of each mobster? Different coronas for every mission would be one possibility.
I've got that idea when I came in contact with mission trigger threads (see BUGS topic). If every monitoring thread would be active from the start and never ended, it would be more simple to test mission fixes (yes, I know that it is already simple with the current system) and it would eliminate the need to look after undesired effects in DBG mode (is this trigger already active? etc.)
This post has been edited by SteaVor on Friday, Feb 16 2007, 13:51
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Ben  |
Posted: Saturday, Feb 17 2007, 02:07
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Retired

Group: Members
Joined: May 12, 2005



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| QUOTE (SteaVor @ Feb 16 2007, 19:16) | Ben, I just wanted to say that your modding comparison guide is really great, especially because it's very detailed and strucutured logically. It should be a great help for mod makers.
2 short comments: What about the one-sided textures fix - it doesn't seem to work properly at the moment (fences...), so you can't use some GTAIII dffs without modifications at the moment.
And why should the 1.1 patches for the German version of GTA3 and VC be illegal? They're just implementing the same bug fixes as their standard US counterparts, as far as I was aware. For every specific v1.0 out, there has to be the patched counterpart. (as R* couldn't release one patch for all versions, as this would circumvent the censorship) There are no special blood patches out there I think. Someone who wants to restore the gore would simply download the US NoCD exe, as he would kill two birds with one stone that way.
And I wasn't aware that the french versions of both GTA3 and VC were censored. I couldn't find any infos regarding this, so what's your source?
---------- And a suggestion for an old topic: Should the Debug Mode be expanded, so that you can start every mission everytime, not just the first one of each mobster? Different coronas for every mission would be one possibility.
I've got that idea when I came in contact with mission trigger threads (see BUGS topic). If every monitoring thread would be active from the start and never ended, it would be more simple to test mission fixes (yes, I know that it is already simple with the current system) and it would eliminate the need to look after undesired effects in DBG mode (is this trigger already active? etc.) | Thanks. It took a lot of work, although it's not finished yet. Unfortunately I don't think I'll be able to do anything else on it for a while now (since uni is about to start - I didn't want to hold it back til it was complete, so I figured I might as well post it now). The one-sided problem is a bit weird - I still don't understand what the problem is. It SHOULD work, but it doesn't seem to (at least not with all models) - it DOES work with some though (I remember AK had to fix his Claude model because it flickered after MM released the ASI). I'll wait til MM comes back and see if he can figure out the problem, but I'll make a note in the guide in the meantime  . You might be right about the patches issue - I wrote that ages ago, so I don't remember where I got all the info. I'll fix that up  . As for the French version - again, I wrote that a while ago, but I'm pretty sure it's right. I may have asked Demarest about it actually - I've yet to hear of anyone who knows more about GTA3 than him, so I consider him pretty reliable. Not perfect though, so it could be wrong. For the time being, I'll just leave it (it's not as though it matters a whole lot in the grand scheme of things)  . Thanks a bunch for the feedback  . Regarding your debug mode suggestion - that could be useful. It'd make it more like Dem's Timetwister mod, which I'm sure would please some people. On the other hand, it's mostly meant for testing, and it's not too hard to switch which mission comes first in the SCM (Craig posted an explanation of how to somewhere a long time ago). space and Kon seem to be our main SCM'ers at the moment, so I'll leave the decision up to one of them - I'm happy either way  .
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SteaVor  |
Posted: Saturday, Feb 17 2007, 11:29
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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Hey, you won't get far, coward! *shoots Kon in the back* I'm not very experienced in SCM coding either, my general experience in coding is only a slight advantage as the GTA code is fairly low level and not at all comparable with other programming languages. And beware, the rocket launcher orientation should be fixed now (even though I'm not completely sure, if it doesn't overlap Claude's hand while running), but it looks slightly unhealthy when Claude is tired from running and stops to recover. I will now try to complete the game 100% with the latest SCM (in NORMAL mode  ). ----------- Regarding the changes not being applied by the launcher: I can't compile the code to test my speculation, but it seems as if the ini would be updated properly when clicking apply, but the launcher doesn't read the ini a second time when 'Launch' is clicked. (The launcher reads the ini values the first and - at the moment - only time when the launcher is started.) I would change a line in uLCLaunch.pas (it controls what happens when you click the button) from to | CODE | | if Ini.ReadBool('Debug', 'UseDebugSCM', True) then |
That would fix it for that checkbox only, but some other options aren't rechecked on launch as well (IsRussian?), so complete re-processing of the ini would be better. This post has been edited by SteaVor on Saturday, Feb 17 2007, 13:54
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space_einstein  |
Posted: Saturday, Feb 17 2007, 22:43
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Snitch

Group: Members
Joined: Oct 28, 2006

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More UpdatesScm_vice.ini update Some model fixes Missing containers in the Portland docks added in (I think someone removed that for testing the EV Crane) Some garages' camera position is fixed Weapon pickups problem in "Arms Shortage" fixed (3-5) 3-22 doesn't seem to be reproducable 3-17b first part is fixed, second part is not a glitch ^No 3D GTA game has a mission with a wanted level of 6. Those Rhinos can blow you up too fast. Weapons assignment problem in "Decoy" fixed EV Crane's unexpected crash when leaving the area should be fixed I hope someone is compiling all my updates. There are 5 updates released so far. This post has been edited by space_einstein on Saturday, Feb 17 2007, 22:53
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Ben  |
Posted: Wednesday, Feb 21 2007, 05:25
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Retired

Group: Members
Joined: May 12, 2005



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| QUOTE (space_einstein @ Feb 17 2007, 18:04) | | I can implement Barton's mission chooser. But you have to edit the missions a lot to prevent the missions from conflicting each other and crashing the game. |
I think that's a lot more effort than it's worth (at this stage anyway). I'd prefer it if we could concentrate on bugs for now - if you're keen to do that at some stage, then I think it'd be better suited as a final touch-up to the SCM (like a finishing touch before a final release of the mod). | QUOTE (SteaVor @ Feb 19 2007, 05:43) | | Regarding the mission bugs about car immunities (3-25/26/27) it would be neccessary to decide in which way the cars should be made proof and how much of VC's features (windscreens/tyres) are left, even if it would make the mission easier. At least popping the tyres has no great impact on difficulty, especially if the Forelli's get alarmed then and are after you... |
Obviously we can't control all VC features, but I think where possible in missions, we should. For example, in several missions we've already implemented the opcode that makes actors immune to headshots to combat the VC feature of shooting drivers through windscreens. So I think it's only logical we do all we can to aim for authenticity with missions in this sense. On the other hand, you have the issue of being able to use the Hunter for missions later in the game - I'm fine with leaving this in because getting the Hunter isn't part of completing the mission (and it adds more options for our players). As you can see though, the issue at hand is different to the Hunter one (I just thought I'd clarify that now)  .
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Ben  |
Posted: Wednesday, Feb 21 2007, 06:11
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Retired

Group: Members
Joined: May 12, 2005



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Well, I'm open to suggestions about it. Since LC is a community project, I think input from the players is important. So I'd like some more opinions before any final decision is made - what do people think? EDIT - At Craig's request, I've compiled an update package and sent it to him (as he's been busy). I'm ALMOST CERTAIN I've got everything, but I MAY have missed something - space, SteaVor and Kon, can you guys all check please and make sure I haven't (and let me know, preferably with a link, if I have) when Craig posts it? I think you guys are the only ones with updates in the package (aside from AK, who's latest weather module I've included, complete with CFG customisation that I did for LC).
Craig's gone to bed now, so I expect he'll have the package up sometime within the next 24 hours, depending on how busy he gets .
This post has been edited by Ben on Wednesday, Feb 21 2007, 07:04
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Ben  |
Posted: Thursday, Mar 1 2007, 00:43
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Retired

Group: Members
Joined: May 12, 2005



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Alrightio. You may have noticed a bunch of changes around the forum - in conjunction with the rest of GTAF, I've locked the topics with more than 1000 posts and made new ones. I've also locked a couple of other obsolete topics as well. Furthermore, I've updated the forum directory for the first time in AGES - it's now up-to-date for everyone. I've also sent Craig the latest files in a package, so hopefully he'll have them up soon. The only thing that leaves that's not updated is the forum banner - I've updated the code and asked an admin to fix it up, so it's just a matter of time til that's done too  . Then everything in the forum will be pretty much up-to-date  . EDIT - DigitalD has fixed the banner, so everything's up-to-date now.
This post has been edited by Ben on Thursday, Mar 1 2007, 01:16
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