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Attention:
BUGS, GLITCHES, INCOMPLETES report them or check on their status
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killer.ip  |
Posted: Tuesday, Feb 24 2004, 21:05
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GTA:LC Moderator

Group: Members
Joined: Aug 30, 2003

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| QUOTE (spaceeinstein @ Feb 23 2004, 23:35) | While I was kocking light poles around Chinatown for no reason, I found this gtlich.
More sunken poles. |
Most of the poles in the city are going to need a little tweaking, very do-able but it will take a little time due to the sheer number of them... should be dealt with in the next mapfix update. Steve, it look as though most of the bugs that R* left in GTA3 are going to... er, have to be left in the game. Every object we edit (at the moment) is tending to lose it's light data, in other words it still ends up having a bug, just a different one. If anything this shouldn't be a problem, this way we couldn't be any more authentic if we tried.
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killer.ip  |
Posted: Tuesday, Feb 24 2004, 23:22
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GTA:LC Moderator

Group: Members
Joined: Aug 30, 2003

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The current 2D fix is at best temporary, once the SCM is ready and savegames are implemented we'll be starting to drive through the city around the clock, so it's going to become a lot more obvious that the light data's missing. There's possibly two way's left to fix the issue: Simple way - change the render flag of an object to allow textures to be displayed on both sides of poly's face. GoDK's done some fantastic research in this area, for more info check out this thread. As the effect is seen throughout VC the engine should be capable of this. Not so simple way - add the reoriented faces as a separate object at the same coords as it's parent object. Fair bit of work with this one, but it would just be a matter of time to get it done. Works a treat, there's plenty of room in the map files, but I can't pin down why LC's crashing after I add more than 20 custom .dff's into the gta3.img. Most of R*'s original model's will need to be reintroduced at some point as we can't replicate the original light data. Hopefully by that time we'll have found a way to address the 2D issue conclusively. This post has been edited by killer.ip on Tuesday, Feb 24 2004, 23:43
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killer.ip  |
Posted: Wednesday, Feb 25 2004, 14:42
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GTA:LC Moderator

Group: Members
Joined: Aug 30, 2003

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| QUOTE (Demarest @ Feb 25 2004, 05:15) | | For this reason, we should really consider taking out the bikes, helis, skimmer, and packer for the official release and then make an official vehicles add-on. Hmmm... |
That's not a bad idea, for them to be removed it would be a simple case of a few edited entries in default.ide, an updated SCM with their entries removed and a few edit's to the existing .ipl's. I don't even think it would be necessary to change back the collision file at Kenji's as the old helirock model has it's own. To re-add them it would just be a case of keeping the original files and packaging them for release, no need to even go anywhere near the gta3.img as their files would still be there. Choice is officially a Good Thing™.
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karlneil  |
Posted: Saturday, Feb 28 2004, 17:54
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Square Civilian

Group: Members
Joined: Dec 20, 2002

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