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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
Please take the time to read the pinned GTA:LC Forum Rules & Directory before progressing any further into the forum.

The following topics are of most importance here, and are outlined in the forum directory:

Download GTA:LC · Checklist For GTA: Liberty City Final · Help & Questions Topic · Bugs, Glitches, and Incompletes · Meet The Team · Screenshots and videos

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SteaVor  
Posted: Monday, Feb 12 2007, 18:51
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The Misty bug (and the Chaperone one) was just about stopping the actor's current animation (with 0579/011C), the path wasn't tweaked at all. So I really don't think it will work without extra waypoints.

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May I recommend the inclusion of VC:Weather AND VC:Traffic for the next update package, as they're both stable and do work with all possible .exe versions. (I left a confirmation remark in AK-73's release topic.)
This would allow us to increase the vehicle density, so that the old NYC feeling could return once again.

This post has been edited by SteaVor on Monday, Feb 12 2007, 18:55
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Ben  
Posted: Monday, Feb 12 2007, 21:04
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Yeah, I passed VC:Weather on to Craig when AK sent them to me - he hasn't had a chance to do anything with it just yet.

As for VC:Traffic - I'm going to wait until AK has more things supported in it. It'd be nice to see the drivers go crazy when shot at, and, seeing as it deals with PED spawning behaviour, hopefully it can address some of the issues in the checklist (with the gangs spawning in circles, etc.). I'll talk to AK about it and see what he thinks smile.gif.
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SteaVor  
Posted: Friday, Feb 16 2007, 08:16
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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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insomniacnumba1  
Posted: Friday, Feb 16 2007, 14:04
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i didn't know where to post this

the stopping way too early problem could be that the traffic lights in VC are on the far side whereas in gta3 they are on the near side. the gap for the junction is why the cars stop too early rolleyes.gif
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Ben  
Posted: Saturday, Feb 17 2007, 02:07
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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 wink.gif.

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 icon14.gif.

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) wink.gif.

Thanks a bunch for the feedback smile.gif.

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 smile.gif.
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space_einstein  
Posted: Saturday, Feb 17 2007, 07:04
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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.

Do you remember that building glitch with the extended anomaly just west of the Portland hospital? It was an unintentional glitch created by someone who was trying to make roofs for the buildings in LC. The problem is that the person tried to make a roof on a generic building. That building is also used just north of the Portland Ammunation. Now that I reverted it back to the oroginal DFF file, there is a hole there. Can someone fix that without using a generic building?
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Konstantinos  
Posted: Saturday, Feb 17 2007, 10:22
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QUOTE (Ben @ Feb 17 2007, 03:07)
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 smile.gif.

OMG! You're giving me way too much credit ben! I'm still a complete beginner in SCM coding. I've fixed a couple of simplistic bugs, but that certainly doesn't make me the scm authority here tounge.gif SteaVor is more advanced in that field, and he's contributed a lot - so I'd say space or him. *flees from responsibility* ph34r.gif
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SteaVor  
Posted: Saturday, Feb 17 2007, 11:29
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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 turn.gif ).


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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
CODE
if UseDebugSCM then

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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Craig Kostelecky  
Posted: Saturday, Feb 17 2007, 15:47
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When I started coding for this project, I hardly knew anything either. If you can read and follow code, then you're probably qualified to help out with this project.
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space_einstein  
Posted: Saturday, Feb 17 2007, 22:43
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More Updates
Scm_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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SteaVor  
Posted: Sunday, Feb 18 2007, 12:46
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I fixed another one of the signs that were sliced in half in the game. Fix for emergency sign on Punk Noodles builing in SSV
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SteaVor  
Posted: Sunday, Feb 18 2007, 18:43
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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...

This post has been edited by SteaVor on Sunday, Feb 18 2007, 18:50
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Ben  
Posted: Monday, Feb 19 2007, 22:38
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I'll fix all ths stuff here up sometime over the next few days. I don't have the time to do it right now - heading off for my second day of uni in about an hour or so...

@space - Craig's got all except this one I think. I had some stuff I had to send him, so I sent him all yours and everyone elses.
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AK-73  
Posted: Tuesday, Feb 20 2007, 14:58
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QUOTE (SteaVor @ Feb 18 2007, 18:43)
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...


Right. Plus it would be much more difficult than just grilling them with grenades from Greasy Joe's roof. smile.gif

Perhaps it would also be possible to make tires bulletproof with a new opcode. smile.gif

Alex

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Ben  
Posted: Wednesday, Feb 21 2007, 05:25
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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) wink.gif.
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Craig Kostelecky  
Posted: Wednesday, Feb 21 2007, 06:02
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Regarding which missions to use the immune_to_headshots opcode: I always tried to think of it from a logical standpoint. If you can logically kill someone by shooting them through the windshield, then it should be allowed. But if the drivers are in bulletproof cars (like the securicar or maybe even the mafia cars in Sayonara Salvatore) then the actors should be immune. I tried to think of it from the perspective of the game's designers. But since you're in charge now Ben, I'll let you make these decisions.
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Ben  
Posted: Wednesday, Feb 21 2007, 06:11
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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 smile.gif.


This post has been edited by Ben on Wednesday, Feb 21 2007, 07:04
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Konstantinos  
Posted: Wednesday, Feb 21 2007, 09:07
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My scm fixes (both of them tounge.gif ) should be in every update after Feb 7.
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Ben  
Posted: Thursday, Mar 1 2007, 00:43
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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 icon14.gif. Then everything in the forum will be pretty much up-to-date smile.gif.

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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space_einstein  
Posted: Friday, Mar 9 2007, 03:40
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Damn, I hate how Demarest boast how bad I am and how good he is. He is very self-centered. Even his website made me look bad. Is there anyone that can do something about this?
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