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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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Pages: (27) « First ... 24 25 [26] 27   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 VEHICLES

 general vehicles discussion
 
Jony.  
Posted: Wednesday, Aug 22 2007, 08:31
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(ノゝ∀・)~キラ☆
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whaatboy  
Posted: Monday, Feb 4 2008, 02:29
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--FULL QUOTE SNIPPED----
- SteaVor


general lee and both the deloreans can been accessed if you press the mouse wheel while pressing shift

This post has been edited by SteaVor on Monday, Feb 4 2008, 19:24
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SteaVor  
Posted: Monday, Feb 4 2008, 19:29
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This discovery of yours is not a reason to quote the entire first post... And it should be noted that the key combo you mentioned only works in Debug Mode.
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killer kid  
Posted: Sunday, Jun 22 2008, 05:52
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hi guys just wondering if in gta lc we could add a standerd police/taxi call it crown premier and a standerd cabbie call it
wayfair
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Ben  
Posted: Sunday, Jun 22 2008, 05:54
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You could, but it would only be an unofficial add-on - something like that doesn't tie in with the aims of the project and would thus never be official.

In case you're wondering about the General Lee and the DeLorean - those were included in Debug mode only, as a way of spicing up the testing process. Or something like that. tounge.gif
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The Doc734i  
Posted: Friday, Nov 7 2008, 05:26
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I heard the vehicles in GTA-LC can't be replaced by GTA VC mods, or not all of them, but my question is why? And what is different from the LC cars and VC mods, in case I wanted to install car mods and is the ENB series compatible with this and where is the 100% Save File available at? The download link says 409 Not Found.
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vinicius00011  
Posted: Friday, Nov 28 2008, 19:57
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how to i use Debug Mode?????????
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gta111  
Posted: Tuesday, Feb 3 2009, 22:21
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but wat about the trains angry.gif
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Gundog  
Posted: Sunday, Mar 8 2009, 23:12
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LCS PCJ 600?

It fits the mood/timeline better than the VC one IMO.
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MiniMeOSC  
Posted: Monday, Apr 13 2009, 00:08
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QUOTE (The Doc734i @ Nov 7 2008, 05:26)
I heard the vehicles in GTA-LC can't be replaced by GTA VC mods, or not all of them, but my question is why?

My question is: Where did you get that info from? Sure, you can replace them by any GTA VC Mod-Car - at least I could biggrin.gif
QUOTE (gta111 @ Feb 3 2009, 22:21)
but wat about the trains  angry.gif

Yeah, what about them? They drive around Liberty City, didn't you never see them? Stay for some minutes at the station and they'll appear somewhen.
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killer kid  
Posted: Saturday, Jan 23 2010, 22:02
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i was playing around with whit gta lc and found u can drive left over vc cars
but theres a bug theres no more colours on car they all turn black
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Craig Kostelecky  
Posted: Sunday, May 16 2010, 01:12
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I've been thinking about the extra unused Vice City vehicles for a bit (as I'm running out of things I am capable of doing). And I know that SteaVor or Ben did something like this, I wanted to include more of the better Vice City cars as usable extra vehicles.

I am proposing that we remove the Oceanic, Hermes, SpandEx, Kaufman Cab, Hotring A, Hotring B, and Bloodring B. I would then replace those cars with the Blista Compact, Comet, Sandking, Zebra Cab, Mesa Grande, Phoenix, and Admiral.

These unused VC cars would be left alone: Hotring Racer, FBI Rancher, Washington, Cuban Hermes, Pizza Boy, Caddy, Glendale, Lovefist, Sabre Turbo, Walton, Regina, Burrito, Rancher, Virgo, Greenwood, and Bloodring A.

Any objections?
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SteaVor  
Posted: Sunday, May 16 2010, 20:53
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No objections, sounds good. icon14.gif
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ModelingMan  
Posted: Sunday, May 16 2010, 21:43
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Those should fit in well with LC.
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Craig Kostelecky  
Posted: Monday, May 17 2010, 00:53
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To clarify, each of these vehicles are set to ignore in the default.ide.

In case there was confusion.

Oh, are we able to change the comet so Claude jumps over the doors?

This post has been edited by Craig Kostelecky on Monday, May 17 2010, 00:55
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OnePiece  
Posted: Monday, May 17 2010, 05:07
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Does he jump over the doors of the banshee and stallion at the moment?
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ModelingMan  
Posted: Monday, May 17 2010, 13:49
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QUOTE (Craig Kostelecky @ May 17 2010, 01:53)
Oh, are we able to change the comet so Claude jumps over the doors?

Should be a simple hack.
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Craig Kostelecky  
Posted: Monday, May 17 2010, 17:13
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QUOTE (OnePiece @ May 17 2010, 00:07)
Does he jump over the doors of the banshee and stallion at the moment?

Yes. The animations are correct for all convertibles currently in the game. In fact we had to hack the Stinger so it had the "sometimes a convertible" animation way back when. I thought it was in the launcher, but I didn't see it anywhere.
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Ben  
Posted: Tuesday, May 25 2010, 06:24
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QUOTE (Craig Kostelecky @ May 16 2010, 11:12)
I've been thinking about the extra unused Vice City vehicles for a bit (as I'm running out of things I am capable of doing). And I know that SteaVor or Ben did something like this, I wanted to include more of the better Vice City cars as usable extra vehicles.

I am proposing that we remove the Oceanic, Hermes, SpandEx, Kaufman Cab, Hotring A, Hotring B, and Bloodring B. I would then replace those cars with the Blista Compact, Comet, Sandking, Zebra Cab, Mesa Grande, Phoenix, and Admiral.

These unused VC cars would be left alone: Hotring Racer, FBI Rancher, Washington, Cuban Hermes, Pizza Boy, Caddy, Glendale, Lovefist, Sabre Turbo, Walton, Regina, Burrito, Rancher, Virgo, Greenwood, and Bloodring A.

Any objections?

The only issue you might face with this is that the SFX vehicle sounds mightn't line up (as per their original VC sounds). Bear in mind that I haven't looked at any of this for 2 and a half years (or something like that), but I do remember that I had to juggle a lot of the SFX numbers around because we didn't have anyone capable of hacking the EXE with enough time to work a fix that way.

I mean, it's only a minor issue anyway, and it's not going to affect gameplay in any way other than the extra VC vehicles won't necessarily sound correct (although they might - I don't know, it's just very likely that they won't) - but you might be able to engineer a hack through the EXE to realign an INDIVIDUAL vehicle's SFX ID. I emphasise individual because if you change the sound for a group of vehicles - well, it's not really any different to changing the numbers of the actual SFX WAVs, which would essentially just mess the whole lot up.

If that makes sense. tounge.gif

But no, no objections from me (not that my opinion counts anymore, though).
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Craig Kostelecky  
Posted: Wednesday, May 26 2010, 02:51
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The SFX doesn't bother me, but if we can fix it I'm all for it. There are also two other issues with the extra cars. First the wheels are not the same as they were in Vice City as they were all replaced with LC wheels. It's noticeable on some of them. Secondly, I think the carcols isn't quite right. I didn't compare in depth, but I'm guessing color 84 isn't the same for VC and LC. So to redo it, we may have to add more colors. I may do that if I get some time in the near future.

My next step will likely be to upload Beta 3.1 since I changed so many files to get those extra cars in the game.
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