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Pages: (164) [1] 2 3 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 GTA Lib & Vice City Project:

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X-Seti  
Posted: Tuesday, Jun 28 2005, 20:20
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Old thread from the past: Archived


user posted image
Please post only content related to this mod, if you need modding help, please start a new post in the relevant forum, Thank you.


user posted imageSOL Beta 46v5 Click Here to download, released 30/October/06.

SOL Beta 47.2v5 Click here to download, released 12/Jan/07.
PC specs:
1. Running Windows Win2k/SP4 - XP/SP2
2. Latest version of Direct X (Dec 2005)
3. P4/AMD 1.9 Ghz or better
4. ATI/GForce (128Mb/256Mb)
5. 512Mb+ of Ram
6. 2.5Gigs of Harddrive space.
7. Have both original VC game disks.
8. Own the original LC and SA disks.



*.:Features:.
Welcome to official thread, GTA: State of Liberty.
*
*.:The Plan:. GTA: SOL will be running on an enhanced version of the Vice City game engine with a lot of added functionality taken from San Andreas and Liberty City with some new ideas I soon plan to add to improve overall game play such as the player/actor being able to crawl, swim, and climb.

My main goal is to place all 3 GTA Game maps onto 1 single map and I have almost reached this goal with the help of those contributing towards this mod's progress, now helping me add San Andreas along side Mainland Liberty, Liberty City and Vice City.

The other important factor to any game is the creating of a storyline with the help of Beermuda and Tux Coder who has been helping me with the SCM coding side and the game play features that will make this game even more enjoyable. I also have plans for 7 new online modes but this will come after I finalize the map plan.

Other contributions towards the mod have been the Statue of Liberty and Chickenflucker's Floaty Islands. PortLand North, Washington State, Cancer City, Capital Island (based on Washington DC), and Waterfall Island will soon follow as this mod progresses.

If you like this mod and you wish to add something towards this project, I suggest you download the latest version of the mod from GTAGarage, have a good look around to get the layout of the land, as there is always going to be something on the map that's unfinished. You may have an idea that you would like to add, you have the freedom to contribute towards this project anyway you can as there is no need to ask as this is a community project.

File Release: 12/JAN/2006

Beta0.47.2v5 (296Megs)

Overall Progress: 39%

Mapping Progress: 58%

SCM/Mission Prog: 03%

Vehicles Process: 72%

Coding Progress: 24%
*.:Online Play:. We have plans for 7 online modes, such as Co-Op missions (With AI Peds), Tag Team, Death Match, Stunt and Capture the Flag, Online modes will allow the player can host a game or connect as a client to a hosted game of 128 or more players (Pending their CPU and connection speed).
*.:Story line:. A new story line will consist of 200 missions, between 1-20 selectable player models that will hold true to the GTA story format.
*.:Website:. We have a new site at: http://www.gtastateofliberty.com.
*.:Fan Feedback:. All input/feedback is welcome, I need all kinds of support, this can include hosting, aswell as those who would like to contribute their own way, maybe allowing us to use your mods within our project.
*.:IRC Chat:. You can chat to us about this project on irc.gtanet.com in #GTA-modding and #GTA-SOL.
*
*.:ID Range Used.:New ID list - ID.txt - Readme file. This file now contains ID listings for LC,VC and SA.
*.:Notice:. If you would like to use anything in this Mod 'GTA: State of Liberty' please write to me: Mc-Kay (Keithvc1972(At)hotmail.com), I state that no content from GTA-SOL will be allowed for your own use without my consent, thus if I would like to use other mods within this project, in no shape or form will I use content without the original authors consent.
.:We Credit.:Kind thanks for your contributions:.
Mc-Kay;Concept for SOL; Combining LC/MLL with Vice City.
Mick T;IPL/IDE Renamer and Cords Scripts.
Steve-M;The Col Renamer Script.
Mark; Kind use of Fun Islands within SOL.
PlatinumSerb, MasterK; Help in converting the SA MAP into SOL.
Jonny52002;Kind use of the GTA Rally mod.
Andy80586;the EXE patch and Limit Adjuster 2.
Odie;In rememberance, The Statue Of Liberty.
Kam;This mod's progress made possible by Kam's scripts created for 3Ds Max.
PatrickW;Allowing us to use the train SCM code.
WiredWizardz, Tux Coder;Mission Coding for Vice City and Liberty, Storylines for GTA: SOL
Craig Kostelecky; The GTA: LC Team, Assisting Teun with the LC Peds/Vehicles paths and allowing us to use the col files.
Teun Steenbekkers;kindly doing the SA Vehicle convertions.
We hope we have informed you enough about our mod and its progress, and we hope you'll join us and/or play the mod with great fun! biggrin.gif

.:Screens:.
user posted image
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This post has been edited by X-Seti on Friday, Feb 17 2012, 18:31
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Mr. Someguy  
Posted: Tuesday, Jun 28 2005, 20:50
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I dont know how to mod but here are my ideas:

QUOTE

Can someone put Liberty City north of Vice City, connected via tunnel. & use NYPD style cruisers for LC (SWAT Vans too). & a LCPD heli. & the planes that takeoff & land fly back & forth to & from the cities. & LC fire/ambulances. & have the LC cops & fire fighters remade into the game. Relocate the loading screens between the cities.

(The tunnel should be located north of VC, 4-6 lanes wide & connect to the porter tunnels). 


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teun.steenbekkers  
Posted: Tuesday, Jun 28 2005, 21:08
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Deleted

This post has been edited by teun.steenbekkers on Saturday, Feb 4 2006, 16:33
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Andy80586  
Posted: Wednesday, Jun 29 2005, 05:46
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We really don't need another one of these going on... everybody needs to work on the same team or all of these mods will be on a one-way trip to nowhere fast.
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teun.steenbekkers  
Posted: Wednesday, Jun 29 2005, 07:13
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Why do you think I asked multiple of these mods to join us or the other way around. As long as I get an important function in the mod, I'm OK with everything!
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X-Seti  
Posted: Wednesday, Jun 29 2005, 10:40
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Andy, What a negative view?.

I can be a team player too, but i'm already 40% into this project..

I do have the time and tools to get this done, As for VC, i've made a script for when
I get to the SA stage of this project, but thats along way of yet!..
user posted image

(I've set goals and stages)

I also need to set up a website.. (So I can take ideas and maybe add new stuff into the
game), bring on some other people for ped paths (Single), And Multiplayer missions!.

Even have Multiplayer with AI Peds and missions.

''Qu from: I want to listen to others and do whats important, So I can add the functions
that other people would want!", Any good developer will tell you this...

I've seen alot of good projects out there...... Reading these forums last night..

There is one project waiting for the SA tools to be released, Well this is why i'm staying
with the VC engine for now..

(Players will just have to drawn, LOL), Narh i'm kidding, there is a way around that. smile.gif

Most projects are almost the same as what I set out to do, but does that really matter?

I've seen alot of projects start, (Remember GTAWO?) but are sadly unfinished..

Well least someone will make it happen, Weither its me or someone else..

Peace...

This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:00
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teun.steenbekkers  
Posted: Wednesday, Jun 29 2005, 11:10
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Hmm, too bad you aren't gonna put it into the GTA SA yet, but could you at least tell me how you made it move every model and texture in the right data\maps folder? Because this would be a great start. And ped paths I think (know nothing about it)are just coords and the .scm makes peds walk from one coord to another. Dunno really.
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X-Seti  
Posted: Wednesday, Jun 29 2005, 13:09
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"Hmm, too bad you aren't gonna put it into the GTA SA yet"

I will be when I have both VC and LC working together perfectly. (Step 1)

I've noticed that Moo-Kow's, (KCow's) Moo-mapper is now open source on Sourceforge..

http://sourceforge.net/projects/moomapper

So the code is there to be updated for SA.. HEHEHA (But one thing at a time through!)

VC and LC Will be just one map. with new bridges, Hiways, Tunnels, and updated
city areas (Year 2005) not 1985..... lots of new buildings to be created.

I'll be moving things into SA (Hoping there will be mapping tools for SA) soon..

As for the scripts, You extract all the images from the gta3.img file into a single folder.
i've done this both with gta3 and VC.

All i've really done is make a simple script to read the 15 GTA3 maps or 32 GTA-VC map
folders and look for the IPL files within them. (Same will work for SA)

example shell output:

AmiOS4.5:> /RX imgcopy.rexx

Counted 32 folders, Starting with \airport\

Open Target: E:\GameDev\maps\VC.maps\airport

Dest Folder: E:\GameDev\SortedVC\airport - has been created in the Destination folder.

Looking for the IPL file: airport.ipl found.

Searching for the 2nd word in the file.

copy file: ap_tower - dff/txd/col To Dest: E:\GameDev\SortedVC\airport\ap_tower

copy file: ap_terminAchek1_01 - dff/txd/col To Dest: E:\GameDev\SortedVC\airport\ap_terminAchek1_01

copy file: ap_terminAchek1_02 - dff/txd/col To Dest: E:\GameDev\SortedVC\airport\ap_terminAchek1_02

and so on till it reaches the end of the file, and goes to the next map folder.

So when the IPL files are being scanned by the script, the image file is being copied to the right
folder.

Now it doesn't say in the IPL file if the names belong to an txd or dff.

865, ap_tower, 0, -1685.179443, -923.3638916, 13.48704815, 1, 1, 1, 0, 0, 0, 1
866, ap_terminAchek1_01, 0, -1398.51709, -868.3939819, 14.40732002, 1, 1, 1, 0, 0, 0.7071067691, 0.7071067691
867, ap_terminAchek1_02, 0, -1472.896484, -868.3939819, 14.40732002, 1, 1, 1, 0, 0, 0.7071067691, 0.7071067691

so i made it copy them as ap_tower.txd, ap_tower.dff and now ap_tower.col

(becuase i've noticed there are some col files)

so the files would be copied one way or another.

Now I choose to use Arexx, becuase I dont know a way to do it with windows bat files.

So there you have it..

Now who is smart enough to make the windows version of the script. biggrin.gif

Peace

This post has been edited by Mc-Kay on Wednesday, Jun 29 2005, 13:28
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Urban Legend  
Posted: Wednesday, Jun 29 2005, 13:21
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What kind of modders do you guys need?
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teun.steenbekkers  
Posted: Wednesday, Jun 29 2005, 13:25
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Well, I'm okay with putting it into the Vice City engine first, but I do have a storyline ready which is optimal for GTA SA but we could use it for Vice City too maybe.

Well Mc-Kay, what kind of modders? Modellers, texturers, coders, website builders. You tell me, I have some coding experience with Vice City?


EDIT: Lol, I take it you are OK with me helping you anyway I can, aren't you?
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Andy80586  
Posted: Thursday, Jun 30 2005, 04:52
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Well sorry about the negative comment but it just seems that bringing the two cities together can become quite complicated if you want it done right.
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teun.steenbekkers  
Posted: Thursday, Jun 30 2005, 08:41
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Sorry for nagging so much, but could you tell me where to get Arexx (don't know if I need it) and could you send me your script for Vice City so I could experiment a bit allready? Thanks in advance!

EDIT: I've got an idea now: Maybe we could add (when the Vice City version is done, I'll try to help?) Liberty City and Vice City to the GTA San Andreas engine but delete San Andreas. I think we wont have any limit problems, since SA is much bigger then the both of Vice and Liberty. That way we could add a nice criminal background and maybe add an island with a casino (to use the casino features of SA) or edit some existing buildings and add interiors so you can rob too. But this will require a team, badly.

This post has been edited by teun.steenbekkers on Thursday, Jun 30 2005, 10:35
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X-Seti  
Posted: Thursday, Jun 30 2005, 20:40
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I should really write my scripts in a more Windows friendly way..

Arexx is standard for the Commodore Amiga, I'm looking for someone
who can maybe do a pc windows version.

I've got many other usful scripts which I used for GTA modding.

Tools i've made in Arexx.

ChangeCords.rexx:

This allows me to change the position of a whole map section:

Which means I can move a whole map section by adding +/- 1000 on the X,Y or
Z axis. (Script reads the lines in the IPL file and recalculates them)

This saves me alot of time, other then editing the file, line by line
converting the cords by hand.

Copyimgfile.rexx:

This copies img-files that have been extracted in a single folder (Using Imgtool),
by reading the IPL files the script will copy or move the img files belonging to the
map IPL, into there own folder.

RenameImgfile.rexx:

this does the same thing as Copyimgfile.rexx but renames all the files copied, and
changes the IPL and IDE files to match.

And many other scripts for texture convertion, but i'm totally stumped on importing
VC car txds and into SA...

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teun.steenbekkers  
Posted: Friday, Jul 1 2005, 08:50
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Dude, that's so cool! Otherwise, if you wouldn't have it, you'd be still adding dff's and txd's in 3 months. biggrin.gif
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X-Seti  
Posted: Friday, Jul 1 2005, 19:19
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Quick Update:),

I've have re-edited the start of this forum block, as there are now 2 outputs scripts, both for VC and LC, that can easly be made into a Windows BAT file.

I've also posted the code thats generated the 2 scripts..

You said something about removing the boundry?

.. Well yeah that would help and speed things up.

moving on.....
2795, wshbuildws02, wshsthbuild1, 1, 110, 128
^
One other thing?, Every img (dff/txd) has an ID, I need to know how many IDs are free
or if there is anyway to increase the limit, GTA-VC limit by default is about 6500..

Here is the first map plan. (Subject to change)

Picture 1 (Gta Radar map, for VC and LC)
user posted image


Feedback needed smile.gif

This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:21
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teun.steenbekkers  
Posted: Sunday, Jul 3 2005, 19:18
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Hey, Mc-Kay, got your message, luckily I checked! There's a tool called GTAVC Limit Adjuster, but don't know where to dl it. Everything looks great so far. But I'm not talking about the pic, can't see it lol! Maybe you should upload it again, love to see what you thought up. Question: Are you planning on making some custom stuff for Liberty to modern it up? (modern something up, that's new biggrin.gif ) What year is it anyway, didn't pay attention, school stuff you know. I think making some new houses/buildings and maybe a tiny island or two would be totally cool, I could help with that. Will be online Friday again.
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X-Seti  
Posted: Monday, Jul 4 2005, 08:47
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Ive edited the file path for those pictures..

If they still dont show.. i'll be in need of a webhost..

other then that. it's the year 2005

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teun.steenbekkers  
Posted: Monday, Jul 4 2005, 13:00
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Great plan, Mc-Kay! Maybe some custom islands? An Odie memorial statue? I love this already! But texture updates will have to be made and stuff. Oh, the links to the scripts don't work smile.gif But when Liberty really gets in Vice City, I could do the coding. It would be the story before the story of my custom city which I started.
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denracer  
Posted: Monday, Jul 4 2005, 13:10
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QUOTE (teun.steenbekkers @ Jul 4 2005, 13:00)
Great plan, Mc-Kay! Maybe some custom islands? An Odie memorial statue? I love this already! But texture updates will have to be made and stuff. Oh, the links to the scripts don't work smile.gif But when Liberty really gets in Vice City, I could do the coding. It would be the story before the story of my custom city which I started.

yeah its a good idea but why do you get furder on Vice city and not on SAN ANDREAS ?? Maybe LC and VC in SA ?
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X-Seti  
Posted: Monday, Jul 4 2005, 19:33
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QUOTE (denracer @ Jul 4 2005, 13:10)
QUOTE (teun.steenbekkers @ Jul 4 2005, 13:00)
Great plan, Mc-Kay! Maybe some custom islands? An Odie memorial statue? I love this already! But texture updates will have to be made and stuff. Oh, the links to the scripts don't work  smile.gif But when Liberty really gets in Vice City, I could do the coding. It would be the story before the story of my custom city which I started.

yeah its a good idea but why do you get furder on Vice city and not on SAN ANDREAS ?? Maybe LC and VC in SA ?

Ummmm,

Yeah we are going to include SA in time smile.gif

But for now i'm working on LC and VC, by the time we have finished this stage, alot of problems with SA
would have been solved and maybe a good mapping tool would have been released.

smile.gif
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