Attention:
VEHICLES general vehicles discussion
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Jony.  |
Posted: Wednesday, Aug 22 2007, 08:31
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(ノゝ∀・)~キラ☆

Group: Members
Joined: Feb 24, 2007


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Craig Kostelecky  |
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GTA:LC Team Leader

Group: The Connection
Joined: Jan 28, 2004



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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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Ben  |
Posted: Tuesday, May 25 2010, 06:24
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Retired

Group: Members
Joined: May 12, 2005



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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.  But no, no objections from me (not that my opinion counts anymore, though).
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