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 BUGS, GLITCHES, INCOMPLETES

 report them or check on their status
 
spaceeinstein  
Posted: Monday, Feb 23 2004, 23:35
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This post has been edited by spaceeinstein on Wednesday, Mar 3 2004, 22:11
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SteveM  
Posted: Tuesday, Feb 24 2004, 20:32
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okay i havent posted anything for a while since to all the bugs that have been cleared up but i have indeed found a small little glitch:

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it's in ssv the other side is fine though
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killer.ip  
Posted: Tuesday, Feb 24 2004, 21:05
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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. wink.gif

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. smile.gif

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Blunted1  
Posted: Tuesday, Feb 24 2004, 22:15
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I hope the light issue can be resolved somehow confused.gif

Leaveing bugs and glitches for the sake of authenticity doesn't sound so appealing to me.

Maybe as a last resort if we had no other option and the light bug looked worse than the one being fixed.... but if we had a choice I would be much more in favor of fixing "authentic bugs"

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JamesSHF  
Posted: Tuesday, Feb 24 2004, 22:24
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The "authentic" bugs add a nice charm and realism.
I think fixing the bugs that aren't there originally should be a priority.
Personally, I'd love to see the GTAIII bugs left in smile.gif.
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killer.ip  
Posted: Tuesday, Feb 24 2004, 23:22
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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. sneaky2.gif

This post has been edited by killer.ip on Tuesday, Feb 24 2004, 23:43
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Demarest  
Posted: Wednesday, Feb 25 2004, 05:15
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I treat this like I treat decisions in life: when faced with the choice of 2 things equally agreeable, I go with the one that's more reversible. So I say we keep the authentic bugs in. Not only does this cut down on the work load, it give people the opportunity to come up with an unofficial add-on that corrects them. That way every has the option of which way to go. This will be true of most "authentic or not" changes. 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...
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karlneil  
Posted: Wednesday, Feb 25 2004, 09:23
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ok another one , this time a 2d bug , the railings are missing.
http://www.hot.ee/karlneil/bug2d.jpg

This post has been edited by karlneil on Wednesday, Feb 25 2004, 09:24
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killer.ip  
Posted: Wednesday, Feb 25 2004, 14:42
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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™. smile.gif
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Outback  
Posted: Wednesday, Feb 25 2004, 19:40
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You know, we could always bug Oleg to update the filter....
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killer.ip  
Posted: Wednesday, Feb 25 2004, 20:10
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I get the feeling Oleg was done with ZModeler1 at the end of last summer, we were lucky to get the current filter working at all as the first one he released had a real showstopper bug.

Wouldn't hurt to ask, but I think he's in ZModeler2 development hell at the mo. ph34r.gif
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karlneil  
Posted: Thursday, Feb 26 2004, 11:30
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http://www.hot.ee/karlneil/gtabug.JPG

there still are a lot of bugs around liberty
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Demarest  
Posted: Thursday, Feb 26 2004, 12:00
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The one in the bottom left corner is not a bug.
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karlneil  
Posted: Thursday, Feb 26 2004, 12:18
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ok i took it away from the picture. but i belive the kenjs casino railings and the textureless dirt mounds are bugs. alien.gif

E: the only bug is the dirt mounds , the 2d fix helped to solve kenjs casino bug.

This post has been edited by karlneil on Thursday, Feb 26 2004, 13:49
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killer.ip  
Posted: Thursday, Feb 26 2004, 14:04
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QUOTE (karlneil @ Feb 26 2004, 12:18)
...the 2d fix helped to solve kenjs casino bug.

For some reason I don't think the Staunton 2D fixes were included in the last unofficial installer, but they should be included in the upcoming official ones until a better solution presents itself. smile.gif
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Teancum  
Posted: Friday, Feb 27 2004, 12:47
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QUOTE (killer.ip @ Feb 25 2004, 20:10)
I get the feeling Oleg was done with ZModeler1 at the end of last summer, we were lucky to get the current filter working at all as the first one he released had a real showstopper bug.

Wouldn't hurt to ask, but I think he's in ZModeler2 development hell at the mo. ph34r.gif

Oleg may not want to update the filter, true, but maybe we can ask for the source and update it ourselves.
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karlneil  
Posted: Saturday, Feb 28 2004, 17:54
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few light bugs aswell
http://www.hot.ee/karlneil/gta.JPG
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killer.ip  
Posted: Saturday, Feb 28 2004, 21:03
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We're working on a couple of solutions for the general lighting problem. It's still early days yet with both of them, as such it's difficult to estimate how long it's going to take, but it is being addressed.
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GT-1  
Posted: Monday, Mar 1 2004, 19:24
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I downloaded the newest version of the wheel.txd file and the stallion wheel looks very strange. dontgetit.gif
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Craig Kostelecky  
Posted: Monday, Mar 1 2004, 21:45
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Here's how the Stallion looked in GTAIII:

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And here's how it looks in GTA:LC:

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If it looks different for you, then something's wrong.
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