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Pages: (164) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 GTA Lib & Vice City Project:

 Old thread from the past: Archived
 
NathanHenry  
Posted: Wednesday, Jul 6 2005, 11:44
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Homeboy
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Well I for one would do the snow mod because it gives a new look to LC and makes it cooler with the snow. If you are looking for a Vice City snow mod just ask if you are interested in the location of the Vice City snow mod. And you should seperate LC and VC because LC is based on New York and VC is based on Miami and everbody knows that New York and Miami are not connected by tunnels or bridges and New York is north and Miami is south. Just saying
PMMSN
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X-Seti  
Posted: Wednesday, Jul 6 2005, 12:14
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Ahhi!!
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I know what your saying, and it's cool, but that's being done already.

I can't rain on someone elses project, I'll leave the snow mod for a theme
pack sometime in the future, or if the GTA engine can even handle seasonal
weather changes.

(thats an idea there). col zones smile.gif

here is an update.. and i'm in need of a voting poll?
user posted image

Downtown construction, note the map above.
user posted imageuser posted image

This post has been edited by Mc-Kay on Tuesday, Dec 6 2005, 19:37
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teun.steenbekkers  
Posted: Wednesday, Jul 6 2005, 13:33
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It's me again, from home now, Mc-Kay, did you mean my storyline with this:

QUOTE
(The Story line I see is a good one), I want things to fit in with GTA only.


If so, I'll create the third one too. But I understand the islands have to be merged at first offcourse. And I totally love the Vice Engine too but here are some ideas of mine:

1. Custom Player selection:
After playing through all missions and episodes, you can pick one of the player models used in the episodes. Every player will have his own custom weapons and HUD. If possible, an other voice also, but I think this isn't possible, not even in SA where different voices are defined in peds.ide. Also a safehouse (for example a church or tall building) would feature the player selection screen and give the player predefined weapons from some weapon groups (pistols, melee, etc.) and when the player comes back to select another player I could make a piece of code which checks which weapon groups the player posesses and if you posess a weapon group, it will give you the predefined weapon from the character from that weapon group. This way you'll never get extra's and it will look more professional.

2. Radio Stations
New radio stations, this would require voice actors and songs. Also maybe the player can predefine a radio station so every time you'd get into a car you would have to press a button to get your favourite radio station on. Not actually needed, but still...

3. Modernize shops, billboards
I presume the storyline will feature Liberty City and Vice City in 2006, so then billboards, shops, car textures maybe, clothing, fashion would have to be updated.

4. Indeed a bruising third island!
Cool roads, a mountainvillage with alot of nature and industrial stuff.

EDIT: Edited the storyline post!

EDIT: Wow! Now I see the bridge in the corner of your pic. Really cool, but me and my shortterm mind: Is there anything else different? Don't remember Downtown so well.

This post has been edited by teun.steenbekkers on Wednesday, Jul 6 2005, 16:22
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X-Seti  
Posted: Wednesday, Jul 6 2005, 16:53
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Ahhi!!
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Hi mate, is it possible to have your MSN addy..

I need to exchange some ideas.. and send you stuff so you can start moduling

smile.gif

This post has been edited by Mc-Kay on Wednesday, Jul 6 2005, 17:12
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teun.steenbekkers  
Posted: Wednesday, Jul 6 2005, 17:31
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My msn is: teuntjuh_steenbekkers@hotmail.com. Cool, but how'd you like my storyline?

Talk to you on msn...

This post has been edited by teun.steenbekkers on Thursday, Jul 7 2005, 04:54
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X-Seti  
Posted: Friday, Jul 8 2005, 20:34
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Ahhi!!
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Nothing much to write home about this time around..

Just moving all the images that belong to LC into there respective map folders
and renaming them on the fly, (Even editing the IPL and IDE files)

this way they will not conflict with existing VC file names.
when building them into the map.

smile.gif


CODE

/*
  GTA Universal Data Sorter v0.04
  ©2005 Keith Capel (AKA MC-Kay) &
  Michael Trebilcock (AKA Zenithousity)

  $VER: GTA-DS.rexx 0.04 (09.Jul.05) GTA Universal Data Sorter 0.04

  Coder's system specs (Michael):

  Processor    Hard Disk Drives
  =========    ================

  AMD Athlon 64 3000+   80GB Seagate (ST380011A)
  (Winchester) @ 1.8ghz  120GB (WDC WD1200JB-00GVA0)

  Operating System   Experience
  ================      ==========

  Custom made WinUAE1.0   9 years AREXX coding
  installation. AmigaOS3.9 w/
  BoingBag-2 upgrade

  Coder's system specs (Keith):

  Processor    Hard Disk Drives
  =========            ================

  Twin P4 @ 2 x 1.8ghz            4 x 200GB Segate

  Operating System      Experience
  ================   ==========

          6 years of AREXX coding
  Direct boot to WinUAE1.0   4 years of GFX design
  installation / WinXP pro      Texture mapping
  AmigaOS3.9 w/ BoingBag-2   Game level designer
       
  2 years with Moo Mapper
*/

Parse Arg Args

SAY "GTA Universal Data Sorter 0.04"
SAY "©2005 Keith Capel (AKA MC-Kay) &"
SAY "Michael Trebilcock (AKA Zenithousity)"
SAY ""

ADDRESS COMMAND 'RequestFile TITLE="Please browse to your data/maps/ folder" >T:RFOut.tmp'

Call Open(File,"T:RFOut.tmp","R")
MFld=Strip(ReadLn(File),,d2c(34))
Call Close(File)

ADDRESS COMMAND 'LIST "'MFld'" DIRS QUICK >T:LOut.tmp'

Call Open(File,"T:LOut.tmp","R")

i=1
DO UNTIL EOF(File)
MDir.i=ReadLn(File)
i=i+1
End

MDirs=i-3

Call Close(File)

ADDRESS COMMAND 'RequestFile TITLE="Select path of your txd/dff/col files" >T:RFOut.tmp'

Call Open(File,"T:RFOut.tmp","R")
IMGFld=Strip(ReadLn(File),,d2c(34))
Call Close(File)

ADDRESS COMMAND 'RequestFile TITLE="Select an empty directory" >T:RFOut.tmp'

Call Open(File,"T:RFOut.tmp","R")
STFld=Strip(ReadLn(File),,d2c(34)) /* ST = Store */
Call Close(File)

SAY "Caching all maps data, please wait approximately 2 minutes.."
SAY ""

Call Open(EXEFile,"T:ExecuteThis.script","W")

DO i=1 TO MDirs
CDir=MDir.i
Call WriteLn(EXEFile,'MakeDir "'STFld''CDir'"')
ADDRESS COMMAND 'LIST "'MFld''CDir'" QUICK >T:LOut.tmp'
Call Open(File,"T:LOut.tmp","R")
i2=0
DO UNTIL EOF(File)
 Out=ReadLn(File)
 IF Right(Out,4)=".ide"|Right(Out,4)=".ipl" THEN DO
  i2=i2+1
  MFile.CDir.i2=Out
 End
End
MFiles.CDir=i2
Call Close(File)
DO i3=1 TO MFiles.CDir
 SAY "Processing file "MFld""CDir"/"MFile.CDir.i3
 Call Open(DFile,MFld""CDir"/"MFile.CDir.i3,"R")
 DO UNTIL EOF(DFile)
  Out=ReadLn(DFile)
  Words=Words(Out)
  DO i4=1 TO Words
   MWord=Word(Out,i4)
   IF MWord.MWord~="MWORD."MWord&Find(MWord.MWord,CDir)="0" THEN MWord.MWord=MWord.MWord""CDir" "
   ELSE IF MWord.MWord="MWORD."MWord THEN MWord.MWord=CDir" "
  End
 End
 Call Close(DFile)
End
End

SAY ""
SAY "Maps data has been cached"
SAY ""
SAY "Storing a list of all files extracted from the .img"

ADDRESS COMMAND 'LIST "'IMGFld'" QUICK >T:LOut.tmp'

Call Open(File,"T:LOut.tmp","R")

i5=1
DO UNTIL EOF(File)
IFile.i5=ReadLn(File)
i5=i5+1
End

IFiles=i5-3

Call Close(File)

SAY "Done, there are "IFiles" stored in "IMGFld
SAY ""
SAY "Matching "IFiles" files to their respective maps folders"
SAY ""

DO i6=1 TO IFiles
IMatch=IFile.i6
IMatch=Left(IMatch,Length(IMatch)-4)","
Match=MWord.IMatch
DO i7=1 TO Words(Match)
 CDir=Word(Match,i7)
 IF Left(CDir,6)~="MWORD." THEN DO
  Call WriteLn(EXEFile,'Copy "'IMGFld''IFile.i6'" TO "'STFld''CDir'/'Args''IFile.i6'"')
  IF Args~="" THEN DO i8=1 TO MFiles.CDir
   MPath=CDir"/"MFile.CDir.i8
   IF MPath.MPath~="MPATH."MPath&Find(MPath.MPath,IMatch)="0" THEN MPath.MPath=MPath.MPath""IMatch" "
   ELSE IF MPath.MPath="MPATH."MPath THEN MPath.MPath=IMatch" "
  End
 End
End
End

Call Close(EXEFile)

IF Args~="" THEN DO
SAY "(!RENAME MODE!)"
SAY ""
DO i9=1 TO MDirs
 CDir=MDir.i9
 DO i10=1 TO MFiles.CDir
  MPath=CDir"/"MFile.CDir.i10
  TWords=MPath.MPath /* Texture Words */
  SAY "Renaming textures in "MFld""CDir"/"MFile.CDir.i10
  Call Open(OFile,MFld""CDir"/"MFile.CDir.i10,"R") /* OFile = Original File */
  Call Open(NFile,MFld""CDir"/"Args""MFile.CDir.i10,"W") /* NFile = New File */
  DO UNTIL EOF(OFile)
   Out=ReadLn(OFile)
   OWords=Words(Out)
   DO i11=1 TO OWords
    OWord=Word(Out,i11)
    FindR=Find(TWords,OWord)
    IF FindR>0 THEN DO
     FindR2=Find(Out,OWord)
     Done=""
     DO i12=1 TO FindR2-1
      Done=Done""Word(Out,i12)" "
     End
     Done=Done""Args
     DO i12=i12 TO OWords
      Done=Done""Word(Out,i12)" "
     End
     Done=Left(Done,Length(Done)-1)
     Out=Done
    End
   End
   IF ~EOF(OFile) THEN Call WriteLn(NFile,Out)
  End
  Call Close(NFile)
  Call Close(OFile)
 End
End
End

SAY "An executeable file has been stored in T:ExecuteThis.script"
SAY "Please now type C:Execute T:ExecuteThis.script"
SAY ""
IF Args~="" THEN DO
SAY "In addition to matching up the textures with their map folders, you"
SAY "have opted to prefix all textures and texture names inside of the .ide"
SAY "and .ipl files with '"Args"', please check to see this has been done."
End
Exit


user posted image

I may be renaming and moving stuff.. but i've overlooked the data stored in the col files, and i'm not sure if I can mass edit these files just yet, for all my shortcuts, saving time it looks like I will be doing alot of stuff by hand..

UQID, Texture changed - Comnbtm.ide

12075, lc_Jetty, lc_compark, 1, 163, 0
12076, lc_tenmnt6ad, lc_comtenblock6b, 1, 120, 0
12077, lc_tenament1ad, lc_tenblock6aa, 1, 152, 0
12078, lc_tenament3ad, lc_tenblock6a, 1, 144, 0
12079, lc_plyrsv_htl, lc_tenblock6a, 1, 150, 0

UQID , Textures changed with prefix lc_ - Comnbtm.ipl

12075, lc_Jetty, 53.6399, -605.708, 23.1283, 1, 1, 1, 0, 0, 0, 1
12076, lc_tenmnt6ad, 174.219, -439.071, 41.2535, 1, 1, 1, 0, 0, 0, 1
12077, lc_tenament1ad, 33.8497, -429.853, 34.4108, 1, 1, 1, 0, 0, 0, 1
12078, lc_tenament3ad, 21.764, -460.2, 42.5043, 1, 1, 1, 0, 0, 0, 1
12079, lc_plyrsv_htl, 131.17, -503.107, 64.5708, 1, 1, 1, 0, 0, 0, 1

Now the UQID asfar as I know is only used in theses files, what I would like to know is where esle they could be called apon. ???

This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:10
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the.GTA3.man  
Posted: Monday, Jul 11 2005, 00:30
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Well, I had the idea to do this a while ago, I had the whole thing worked out in my head.... but I don't know how to mod so i didn't. My idea was that the citys would be joined like you said. However, in my mind I thought the mod should be of the original two games, un-modded citys (of best ability... if nesesarry). And a third island would be nice. But in keeping with that feel, the citys should retain their own cars and fonts, though this would mean two sentinals.. etc. but they would spawn in their own citys respectively, but you could drive one to the other.... I know it would be hard, but i think since the atmosphere or 'feel' of a city in gta is so important it would be nice to have.
PMAOL
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Dan!  
Posted: Monday, Jul 11 2005, 03:43
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If the font is anything like VC's font, it shouldn't be changable on a car by car basis, if I remember correctly. I think if the font is changed, you should go with something neutral to all 3 cities. Pricedown, perhaps? I like the idea of player selection. The custom voices for each one wouldn't work, I don't think. I'd prefer no voices at all for the player =P But I'm just a GTA3 lovin' guy. I'll be keeping my eye on this mod. colgate.gif
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teun.steenbekkers  
Posted: Monday, Jul 11 2005, 21:08
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So, Mc-Kay, what's the progress so far? When it's done I can code the stuff. Damn, if someone would just post the gta-vc.exe file here, I get a memory allocation error (not for SA).
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X-Seti  
Posted: Tuesday, Jul 12 2005, 13:36
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Ahhi!!
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Removed.. this post came up twice.

Mc-Kay smile.gif

This post has been edited by Mc-Kay on Tuesday, Jul 12 2005, 13:39
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X-Seti  
Posted: Tuesday, Jul 12 2005, 13:37
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Ahhi!!
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QUOTE (teun.steenbekkers @ Jul 11 2005, 21:08)
So, Mc-Kay, what's the progress so far? When it's done I can code the stuff. Damn, if someone would just post the gta-vc.exe file here, I get a memory allocation error (not for SA).

Est: 54% until job done.

But i'm running into unforseen problems...

[QUOTE]
I may be renaming and moving stuff.. but i've overlooked the data stored in the col files, and i'm not sure if I can mass edit these files just yet, for all my shortcuts, saving time it looks like I will be doing alot of stuff by hand..

UQID, Texture changed - Comnbtm.ide

12075, lc_Jetty, lc_compark, 1, 163, 0
12076, lc_tenmnt6ad, lc_comtenblock6b, 1, 120, 0
12077, lc_tenament1ad, lc_tenblock6aa, 1, 152, 0
12078, lc_tenament3ad, lc_tenblock6a, 1, 144, 0
12079, lc_plyrsv_htl, lc_tenblock6a, 1, 150, 0

UQID , Textures changed with prefix lc_ - Comnbtm.ipl

12075, lc_Jetty, 53.6399, -605.708, 23.1283, 1, 1, 1, 0, 0, 0, 1
12076, lc_tenmnt6ad, 174.219, -439.071, 41.2535, 1, 1, 1, 0, 0, 0, 1
12077, lc_tenament1ad, 33.8497, -429.853, 34.4108, 1, 1, 1, 0, 0, 0, 1
12078, lc_tenament3ad, 21.764, -460.2, 42.5043, 1, 1, 1, 0, 0, 0, 1
12079, lc_plyrsv_htl, 131.17, -503.107, 64.5708, 1, 1, 1, 0, 0, 0, 1

Now the UQID asfar as I know is only used in theses files, what I would like to know is where esle they could be called apon. ???

????

I'm also interested in Andy's boundry hack, So Andy, if you have read this thread drop me a line smile.gif
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X-Seti  
Posted: Wednesday, Jul 13 2005, 20:52
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Ahhi!!
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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

Beta testing bench for SA:

Picture 1 - VC side.
user posted imageuser posted image

Picture 2 - LC Side. 12% ported
user posted imageuser posted image


This does not show what the final version will look like. 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

This post has been edited by Mc-Kay on Tuesday, Dec 6 2005, 19:38
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SMGbab16  
Posted: Saturday, Jul 16 2005, 02:22
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There is no more problem with Col smile.gif (I Think)
I've helped Mc-Kay to make the "Col Renamer"

I hope Andy will be able to hack the Boundaries and also the 20000 ID limit, So Mc-Kay will be able to put SA,VC ans LC into the same map biggrin.gif
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homer_simpson  
Posted: Saturday, Jul 16 2005, 02:41
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QUOTE
Right!!, Yeah, Sure...

I've been reading all your comments on the forum, with great amusement.

Maybe you can help with storylines and missions..

Show me what you know homer.

LMFAO alrite
k lets see i made this
CODE
:lighttest
0001: wait 0 ms
00D6: if 0
00DE: player $me driving_vehicle_type #PEREN;
004D: jump_if_false ££lighttest
03C1: $bttfcar = player $me car
02E3: $timespeed = car $bttfcar speed
0011: $timespeed *= 4.0;; floating-point values
00D6: if 1
0020:   $timespeed >  141.6;; floating-point values
00E1:   key_pressed  0  18
004D: jump_if_false ££lighttest
004F: create_thread ££makesparks
0001: wait 4500 ms
0459: end_thread_named: "SPARKS"
0169: set_fade_color  255  255  255
02E3: $timespeed = car $bttfcar speed
016A: fade  0 ()  200 ms
0001: wait 200 ms
0055: put_player $me at  -449.118  -482.38  10.5
0175: set_car $bttfcar z_angle_to 90.0
04BA: set_car  $bttfcar speed_instantly  $timespeed
016A: fade  1 (back)  200 ms
0001: wait 2000 ms
0002: jump ££lighttest

:makesparks
03A4: name_thread "SPARKS"

:sparking
0001: wait 0 ms
0174: $bttfangle = car $bttfcar z_angle
0009: $bttfangle +=  90.0;; floating-point values
02F7: $xvar = sinus $bttfangle;; cosine swapped with sinus
; divgf                               $xvar, 2.0
02F6: $yvar = cosine $bttfangle;; sinus swapped with cosine
;  divgf                               $yvar, 2.0
0208: $zspeed = random_float  -0.5  0.5
0407: create_coordinate $parx $pary $parz from_car $bttfcar offset 0.0 3.0 0.0
0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary $zspeed
0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary 0.0
0208: $zspeed = random_float  -0.5  0.5
0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary $zspeed
0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary 0.0
0011: $varx *= -1.0;; floating-point values
0011: $vary *= -1.0;; floating-point values
0208: $zspeed = random_float  -0.5  0.5
0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary $zspeed
0437: scatter_particle 12 0.5 at $parx $pary $parz $varx $vary 0.0
0208: $zspeed = random_float  -0.5  0.5
0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary $zspeed
0437: scatter_particle 1 0.05 at $parx $pary $parz $varx $vary 0.0
0002: jump ££sparking

and this with some help
CODE
:RaceDrag
0001: wait 0 ms
00D6: if 0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££RaceDrag
00D6: if 0
00F9:   player $PLAYER_CHAR stopped  1 (in-sphere)near_point_on_foot -1436.41  980.38  15.66 radius  1.0  1.0  1.0
004D: jump_if_false ££RaceDrag

:createcar
0247: request_model #MULE
0247: request_model #WMOCA
0247: request_model #OCEANIC

:carloop
0001: wait 0 ms
00D6: if 2
0248:   model #MULE available
0248:   model #WMOCA available
0248:   model #OCEANIC available
004D: jump_if_false ££carloop
0395: clear_area  1 at  -1448.07  958.34 range  10.78  5.0
00A5: $car = create_car #MULE at -1448.07  958.34  15.7
0175: set_car  $car z_angle_to 180.0
02AC: set_car  $car immunities  1  1  1  1  1
0423: car $car improve_handling  1.5
00A9: set_car $car to_normal_driver

00A5: $car2 = create_car #OCEANIC at -1460.86  956.34  15.7
0175: set_car $car2 z_angle_to 180.0
02AC: set_car  $car2 immunities  1  1  1  1  1
036A: put_actor $PLAYER_ACTOR in_car $car2
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0129: $DRIVER = create_actor  4 #WMOCA in_car $car driverseat
0249: release_model #MULE
0249: release_model #WMOCA
0249: release_model #OCEANIC

018A: $xEDC = create_checkpoint_at -1416.92  644.312  15.66

; 00A7: car $car drive_to -1416.92  644.312  15.66
039F: car $car race to -1416.92  644.312
00AD: set_car $car max_speed_to  55.0
0002: jump ££start

:start
03D1: play_wav  1
00D6: if  0
0038:   $car ==  9;; integer values
004D: jump_if_false ££start1
00BA: text_styled "RACE1"  1200 ms  4;; ~g~3..2..1.. GO GO GO!
0002: jump ££dead

:dead
00D6: if  0
0119:   car $car wrecked
004D: jump_if_false ££timer

:timer
0161: tie_marker $ECC to_car $car  0  1
03CC: car $car add_to_stuck_car_check  .1 =  1000
03C3: set_timer_with_text_to $E81 type  0 text "R_TIME";; RACE TIME:
0002: jump ££won

:start1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00BA: text_styled "RACE2"  1500 ms  4;; ~g~3
018C: play_sound  7 at  0.0  0.0  0.0
0001: wait  1500 ms
0395: clear_area  0 at  -1460.86  956.34 range  10.9  1.0
00BA: text_styled "RACE3"  1500 ms  4;; ~g~2
018C: play_sound  8 at  0.0  0.0  0.0
0001: wait  1500 ms
0395: clear_area  0 at  -1460.86  956.34 range  11.167  1.0
00BA: text_styled "RACE4"  1500 ms  4;; ~g~1
018C: play_sound  9 at  0.0  0.0  0.0
0001: wait  1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
022F: set_actor $PLAYER_ACTOR stop_looking
00D6: if  0
8118:   NOT   actor $DRIVER dead
022F: set_actor $DRIVER stop_looking
0002: jump ££gogo

:gogo
00BA: text_styled "RACE5"  800 ms  4;; ~g~GO!
018C: play_sound  10 at  0.0  0.0  0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump ££check

:check
0001: wait 0 ms
00D6: if 0
0256:   player $PLAYER_CHAR defined
jf ££check
00D6: if 23
81AD:   NOT   car $car  0 ()near_point -1416.92  644.312  15.0  15.0
8119:   NOT   car $car wrecked
8119:   NOT   car $car2 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
jf ££lost
00D6: if 0
81AD:    NOT  car $car2  0 ()near_point -1416.92  644.312  15.0  15.0
jf ££won
0002: jump ££check

:lost
00BA: text_styled "M_FAIL"  5000 ms  1;; MISSION FAILED!
0002: jump ££end

:won
00BB: text_lowpriority "FIRST"  100 ms  1;; ~b~1st
0109: player $PLAYER_CHAR money += 5000

:end
009B: destroy_actor_instantly $DRIVER
00A6: destroy_car $car
0002: jump ££Racedrag


and this
CODE
:Mysave
03A4: name_thread "Mysave"

:Save1
0001: wait  250 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Jumpthing
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ££Jumpthing
00D6: if  0
0038:   $ONMISSION ==  0;; integer values
004D: jump_if_false ££Destroy
00D6: if  0
0038:   $194 ==  0;; integer values
004D: jump_if_false ££Save2
0213: $195 = create_pickup #PICKUPSAVE type  3 at  X Y Z
0004: $194 =  1;; integer values

:Save2
00D6: if  0
0214:   pickup $195 picked_up
004D: jump_if_false ££Jumping
0050: gosub ££Frozen
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Gofish
0215: destroy_pickup $195
0213: $195 = create_pickup #PICKUPSAVE type  3 at  X Y Z
016A: fade  1 (back)  1000 ms
0395: clear_area  1 at  X Y range  10.2  1.0
0055: put_player $PLAYER_CHAR at  X Y Z
0171: set_player $PLAYER_CHAR z_angle_to  270.0

:Gofish
0050: gosub ££Savedone

:Jumping
0002: jump ££Jumpthing

:Destroy
00D6: if  0
0038:   $194 ==  1;; integer values
004D: jump_if_false ££Jumpthing
0215: destroy_pickup $195
0004: $194 =  0;; integer values

:Jumpthing
0002: jump ££Save1

:Frozen
0004: $ONMISSION =  1;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen
0001: wait  0 ms

:Savedone
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Savedone2
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Savedone2
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££Return
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ONMISSION =  0;; integer values

:Return
0051: return

and this
CODE
:FlyPort
0001: wait  0 ms
00D6: if  0
00E4:   player $PLAYER_CHAR  1 (in-sphere)near point on foot  -1389.29  -881.521 radius  0.6  1.3
004D: jump_if_false ££FlyPort
03BC:  0@ = create_sphere  -1389.29  -881.521  21.9  1.5
03E5: text_box "TP1"; Stand here for 3 seconds to fly to Paradise Island
0001: wait  1000 ms
00D6: if  0
00E4:   player $PLAYER_CHAR  1 (in-sphere)near point on foot  -1389.29  -881.521 radius  0.6  1.3
004D: jump_if_false ££FlyPort
0001: wait  1000 ms
00D6: if  0
00E4:   player $PLAYER_CHAR  1 (in-sphere)near point on foot  -1389.29  -881.521 radius  0.6  1.3
004D: jump_if_false ££FlyPort
0001: wait  1000 ms
00D6: if  0
00E4:   player $PLAYER_CHAR  1 (in-sphere)near point on foot  -1389.29  -881.521 radius  0.6  1.3
004D: jump_if_false ££FlyPort
0169: set_fade_color  255  255  255
016A: fade  0 ()  200 ms
0001: wait 200 ms
016A: fade  1 (back)  200 ms
0055: put_player $PLAYER_CHAR at  X Y Z
0001: wait  0 ms
0002: jump ££FlyPort

oh and and this
user posted image
and im working on gta sc with a team
and you can find more of my work here http://s9.invisionfree.com/future_gamerz/i...hp?showforum=42

Now if your going to say something make it smart
cause all the bullsh*t youve been blabbing away just backfired at your ass

This post has been edited by homer_simpson on Saturday, Jul 16 2005, 02:47
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dertyjerzian  
Posted: Saturday, Jul 16 2005, 04:10
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X-Seti  
Posted: Sunday, Jul 17 2005, 11:08
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Ahhi!!
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OK smile.gif

I've reached a point where i've got both maps into the VC engine..

but LC and VC are to packed together.

Picture 1.

user posted image

CODE

rx sys:GTA-IPLHack.rexx yacht/yacht +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx washints/washints +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx washintna/washintna +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx washintn/washintn +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx stripclb/stripclb +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx starisl/starisl +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx stadint/stadint +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx oceandrv/oceandrv +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx oceandn/oceandn +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx nbeachw/nbeachw +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx nbeachbt/nbeachbt +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx nbeach/nbeach +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx mansion/mansion +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx mall/mall +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx littleha/littleha +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx lawyers/lawyers +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx islandsf/islandsf +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx golf/golf +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx haiti/haiti +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx haitiN/HaitiN +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx hotel/hotel +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx docks/docks +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx downtown/downtown +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx downtownn/downtownn +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx downtows/downtows +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx concerth/concerth +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx club/club +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx cisland/cisland +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx bridge/bridge +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx bank/bank +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx airportN/airportN +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx airportB/airportB +0 -100 -800 +0 1 @
rx sys:GTA-IPLHack.rexx airport/airport +0 -100 -800 +0 1 @




Using Andy's boundry expander, there is still not much space on the (X axis). +/- (3000)

Moving GTA3 (Lib City), (X) -1300, (Y) +800, (Z) 0

and VC, (X) +1000, (Y) 0 , (Z) 0

user posted image

CODE

rx sys:GTA-IPLHack.rexx comnbtm/comnbtm +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx comntop/comntop +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx comroad/comroad +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx comse/comse +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx comsw/comsw +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx indroads/indroads +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx industne/industne +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx industnw/industnw +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx industse/industse +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx industsw/industsw +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx landne/landne +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx landsw/landsw +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx subroads/subroads +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx temppart/temppart +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx making/making +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx props/props +0 +0 +500 +1 1 @
rx sys:GTA-IPLHack.rexx overview/overview +0 +0 +500 +1 1 @


I need some input here..

as my only option now is to move VC by (Y axis) -800 ??[CODE]

This post has been edited by Mc-Kay on Thursday, Jul 21 2005, 20:15
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teun.steenbekkers  
Posted: Monday, Jul 18 2005, 15:13
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Hello people, as you can see in Mc-Kay's post, we're making progress but the limits are hardcoded I think, so we need someone who can help us with the boundaries. If Andy reads this, how did you adjust the limits? We just need to figure that out and an easy way to rename all files in the COL-files. If we get these two things right, we would be ready for the next step I think.
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the.GTA3.man  
Posted: Monday, Jul 18 2005, 23:11
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looks very nice, i cant wait to see the finished map
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NathanHenry  
Posted: Tuesday, Jul 19 2005, 01:07
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Homeboy
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I just need to ask 2 questions about this mod

1. Is this mod gonna be for SA?

2. If it is for SA is there gonna be a way to seperate VC and LC because I like the fact that you have to take a flight from LC to VC and Vise-versa but connecting VC and LC is just kind of weird no effense but that like connecting Miami and New York they are not connected together so you have to fly the distance to get to either.

Thanks for reading
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X-Seti  
Posted: Tuesday, Jul 19 2005, 10:01
Quote Post


Ahhi!!
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Joined: Jun 28, 2005

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Member Award




QUOTE (SMGbab16 @ Jul 16 2005, 02:22)
There is no more problem with Col smile.gif (I Think)
I've helped Mc-Kay to make the "Col Renamer"

I hope Andy will be able to hack the Boundaries and also the 20000 ID limit, So Mc-Kay will be able to put SA,VC ans LC into the same map biggrin.gif

yep.. Renaming col files is still a problem.

I'm not able to run that script, nor am I able to come up with everything on my native platform that will do the job.

Now I need to list what files the have X, Y and Z cords..
because i've overlooked stuff. sad.gif

1. the (IDE 2dfx images)
2. Zon files.
3. Cull files. ?????????????
4. Any other files I should be considering?

I've only renamed the DFF and changed the UNIDs in the IDE files.
CODE

9075, 1Jetty, 1compark, 1, 163, 0
9076, 1tenmnt6ad, 1comtenblock6b, 1, 120, 0
9077, 1tenament1ad, 1tenblock6aa, 1, 152, 0


Changed both the IDs, Cords, Dff, and Txd's in the IPL files.
CODE

9075, 1Jetty, 0, 1353.64, 694.292, 43.1283, 1, 1, 1, 0, 0, 0, 1
9076, 1tenmnt6ad, 0, 1474.22, 860.929, 61.2535, 1, 1, 1, 0, 0, 0, 1
9077, 1tenament1ad, 0, 1333.85, 870.147, 54.4108, 1, 1, 1, 0, 0, 0, 1


IDE files have the 2dfx images..
CODE

ID     X           Y           Z              
9082, -33.7737, -15.3476, -0.129492, 117, 117, 117, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0

Etc:
9082, -32.4736, -15.3249, -0.129492, 119, 119, 119, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0
9082, -12.8104, -13.2537, -0.129492, 114, 114, 114, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0
9082, -12.8104, -11.9533, -0.129492, 109, 109, 109, 200, 0, "coronastar", "shad_exp", 100, 0, 2, 0, 40, 1, 0, 0, 0


Zon Files are interesting, they seems to have 2 sets of X Y Z cords.
Mick look at: map.zon, navig.zon and info.zon..... all need changing.

CODE

          X         Y         Z    X2       Y2        Z2
DTOWN,  0, -1613.03, 413.128, 0.0, -213.73, 1677.32, 300.0, 1
BEACH3, 0, 163.656, -351.153, 0.0, 1246.03, 1398.85, 300.0, 1
BEACH2, 0, -103.97, -930.526, 0.0, 1246.03, -351.153, 300.0, 1
BEACH1, 0, -253.206, -1805.37, 0.0, 1254.9, -930.526, 300.0, 1
A_PORT, 0, -1888.21, -1779.61, 0.0, -1208.21, 230.39, 300.0, 1
STARI,   0, -748.206, -818.266, 0.0, -104.505, -241.467, 300.0, 1
PORNI,   0, -213.73, 797.605, 0.0, 163.656, 1243.47, 300.0, 1
GOLFC,   0, -213.73, -241.429, 0.0, 163.656, 797.605, 300.0, 1
JUNKY,    1, -1396.76, -42.9113, 0.0, -1208.21, 230.39, 300.0, 1
DOCKS,  0, -1208.21, -1779.61, 0.0, -253.206, -898.738, 300.0, 1
HAVANA, 0, -1208.21, -898.738, 0.0, -748.206, -241.467, 300.0, 1
HAITI,     0, -1208.21, -241.467, 0.0, -578.289, 412.66, 300.0, 1


Moving on.. smile.gif

This is where i'm puzzled.. occlu.ipl ????????? biggrin.gif

CODE

910.754, -331.091, 13.5316, 899.941, -378.175, 3.53162, 921.567, -284.008, 23.5316, 0, 0
910.754, -455.188, 18.8916, 899.941, -466.552, 13.8916, 921.567, -443.824, 23.8916, 0, 0
880.325, -455.143, 21.3704, 860.325, -466.552, 13.8704, 900.325, -443.734, 28.8704, 0, 0


I've put my data folder up for downland:

all the changed map files..

Is there anything else i'm missing????

This post has been edited by Mc-Kay on Tuesday, Jul 19 2005, 16:40
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