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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
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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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 BUGS, GLITCHES, and INCOMPLETES

 Report stuff to be fixed
 
space_einstein  
Posted: Wednesday, Feb 21 2007, 01:43
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Bugs, Glitches, and Incompletes


NOTE: A beta release is available here which, hopefully, included all previous fixed bugs/glitches.

As this mod is close to completion, there are bugs and glitches that still needs ironing and incompletes that need completing. Here is the place where you can tell us what we need to fix before the final version is released.

Before you post a new bug, please ensure that you have the latest version of GTA:LC - that is, Beta 3.1. Also, please read through the CHECKLIST FOR GTA:LC FINAL. If you have the solution to any of these problems, then by all means feel free to help us out - please post here if you have any suggestions/solutions to bugs as well. This post will also house any general bugs (bugs that do not fall under a specific category as per the Checklist).

When reporting a bug, please try to be as specific as possible because it makes it easier for the team to recreate it if we know exactly what you did. If you received a debug output, please post the first seven lines (up to and including the numbers after the "EFLAGS" heading). Any information in a debug output is saved to gta-lc-scm.log in your main LC folder.

Any bugs with unofficial mods should be posted in the Unofficial Mods topic or PM'ed to the author.

Below is a list of fixed bugs with download links and bugs to be fixed with reference links since the beta 3. If there is a bug that has been removed from the checklist, then it most likely means that although the bug has been fixed. Please also read this list to make sure that you don't report on something that has already been fixed.

List of Fixed and Unfixed Oddities


BugUpdate
Silence the Sneak audio and marker problem
Link to download
Double Uzi pickup at Ammunation
Link to download
Staunton Lift Bridge alarm needs completing
Link to temporary workaround
A couple of text boxes shouldn't be appearing
Link to download
Texture problems at the construction building in Fort Staunton
Link to download
Collision problem at a building in Torrington (Link)
Link to download
Dodo in "A Drop in the Ocean" drops briefcases
Pending
Possible error when achieving 100% in German language (Link)
Pending
Some pickups at Ammunation have incorrect prices, most notably the $10 Armor (Link)
Pending
Incorrect Camera weapon model
Pending
Cranes at Portland Docks not rotating (Link)
Pending
SSV Securicar lockup garage door is misplaced (Link)
Pending
Several collision problems around the city
suicidal.gif
The gate at the army base won't open for any vehicles, even with an army vehicle. It will however open from the inside to let you out
(That's not a bug. It's not supposed to open for Army vehicles. It opens after completing 'Arms Shortage')
Car-jackers will steal your helicopter, but they don't know how to fly it
(It's the same way in VC)
The blue mission marker sometimes hangs in mid-air, and only sticks to the ground when you come close to it
(This also occurs in VC and LCS, and is a problem with the game engine - it cannot be "fixed")

Some links will lead you to manual installation of fixes. You would have to wait for an update if you can't install them manually. Most of prior fixes should be in the beta 3 update.

Note to GTA:LC Team - when trying to recreate a bug to fix it, make sure that you test it thoroughly (that is, with debug mode on and with debug mode off).

It is likely that there are more bugs that haven't been discovered yet, so if you find any, please report them - it helps us to fix them and improve the overall quality of GTA:LC. As more bugs are reported, they will be added to the list until the next update so that it is up-to-date.

Thank you for your contribution! smile.gif


This post has been edited by SteaVor on Monday, Jan 10 2011, 16:42
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Craig Kostelecky  
Posted: Wednesday, Feb 21 2007, 02:10
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Thanks space. Now you can edit the first post when you see fit. Feel free to remake the other large topics. I'll approve them as soon as I see them, and lock up the old ones.
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Ben  
Posted: Wednesday, Feb 21 2007, 04:43
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I take it this is the sort of setup you are going to be working with? I only ask because it seems like some doubling up will be getting done between this and the checklist. If you like, you can import the checklist here (let me know and I'll PM you the BBcode for it) - that way you'll be able to cross things off as they done, rather than having to wait for me to do it (which can take some time given the amount of work I've suddenly picked up from uni). It mightn't all fit in one post, but I'll just remove the posts in between the first post and whenever your next post in this topic comes up. Let me know anyway.

As with Craig, I'll keep a lookout for any new topics you make and fix them up for you smile.gif.

EDIT - Oki doke, I've updated the checklist with everything that I'd missed over the past few days icon14.gif.

Now, I've got a couple of things to cover from the old bugs topic:
QUOTE (ITBTD @ Feb 19 2007, 19:45)
could I make a suggestion about the yardies? why dont you replace them with the gulfers at the country club in vc because they stand in groups too?

That's not a bad idea - is there any reason why this hasn't already been done?

The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone? I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please? Any other thoughts?

QUOTE (insomniacnumba1 @ Feb 20 2007, 08:56)
when will this AK-47 traffic module be in operation (if not already) rolleyes.gif
and will i be able to set it so there are so many cars even peds cant move
please tell me at the earliest possible date
tell JIM!

I've already said that it won't be released until AK-73 implements some more features to it.

As for specific questions about it, you'll have to ask Alex directly.

QUOTE (Konstantinos @ Feb 20 2007, 09:28)
GTA3 has a foggy weather condition, but you never see it in LC, unless you enter the CANTSEEATHING cheat code

Yeah, that was something I'd overlooked in setting up the CFG for VC:Weather. I've since fixed it and sent it off to Craig - it's just a matter of whenever he gets the time to put an update package together smile.gif.

QUOTE ( M@rsik @ Feb 21 2007, 01:05)
It will be good if you change the wheel size on dodo (rcbaron) to normal size like in gta3 and also will be good if you replace rc baron's sounds with dodo sounds. I've done this and sounds work normal..

As Craig said, why not share it?

Although I have no idea what you're talking about with the sound - it's already been replaced. The only remaining problem with the sound is that it doesn't change at all when you turn or change heights (at least not the way it did in GTA3). That'd require an EXE hack to fix - if you've done that, then that's great.

smile.gif


This post has been edited by Ben on Wednesday, Feb 21 2007, 05:39
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AK-73  
Posted: Wednesday, Feb 21 2007, 13:58
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QUOTE (Ben @ Feb 21 2007, 04:43)

The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone?  I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please?  Any other thoughts?


Whether gangers adopt a group formation or whether they get spawned as chatting in a circle or as walking is relatively easy to hack.

QUOTE

QUOTE (insomniacnumba1 @ Feb 20 2007, 08:56)
when will this AK-47 traffic module be in operation (if not already) rolleyes.gif
and will i be able to set it so there are so many cars even peds cant move
please tell me at the earliest possible date
tell JIM!

I've already said that it won't be released until AK-73 implements some more features to it.

As for specific questions about it, you'll have to ask Alex directly.


Take a look at the Miscellaneous forum/gtagarage - VC:Traffic is out. However in order to spawn many vehicles, it's not enough to increase the vehicle limit in the vc_traffic.cfg - that is just a threshold. You also need to increase ped density through the .scm opcodes mentioned in the .cfg.
Also be aware that drivers/passengers do count to the ped threshold I think. You might want to play a bit with the numbers - at present it's all still trial-and-error.
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Craig Kostelecky  
Posted: Wednesday, Feb 21 2007, 16:26
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QUOTE (AK-73 @ Feb 21 2007, 08:58)
QUOTE (Ben @ Feb 21 2007, 04:43)

The only potential problem I can think of is that the golfers didn't always stand in groups I didn't think - didn't they occassionally walk along the sidewalk in other places (besides the golf club) alone?  I've proven before that my recollection of things from VC and/or GTA3 isn't to be considered as gospel, so could someone confirm or deny this please?  Any other thoughts?


Whether gangers adopt a group formation or whether they get spawned as chatting in a circle or as walking is relatively easy to hack.

I would much rather take that approach than recoding all of the gang lines in the scm to switch the models around. It's a much better solution for everybody involved (except the exe hacker who has to do the dirty work tounge.gif )
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AK-73  
Posted: Wednesday, Feb 21 2007, 17:43
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Np. I wanted to have control over that anyway and once you have located the offset (which I have), implementing it isn't all that difficult anymore, I guess. Just will take me some time to get to it.

Alex
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space_einstein  
Posted: Wednesday, Feb 21 2007, 18:50
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QUOTE (Ben @ Feb 20 2007, 23:43)
I take it this is the sort of setup you are going to be working with?

I don't want to work with that much stuff yet. I don't mind the checklist not being up-to-date all the time.
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Ben  
Posted: Thursday, Feb 22 2007, 00:54
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No worries. At this stage, I don't think I'll be on GTAF Mondays, Tuesdays or Wednesdays because of uni (that's in my time). So anything that needs updating over those days won't be done until Thursdays - I might get some time on Wednesday afternoons though (like I did yesterday). Just as long as you know what is and isn't done so that you're not working on stuff that's already fixed wink.gif.

@Alex - that's fine, as long as it takes. I won't be putting it into LC until you've got the stuff implemented that we talked about via email - just let me know when that's done because I don't check GTAG or your release topic for it wink.gif.

Thanks smile.gif.
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M@rsik  
Posted: Thursday, Feb 22 2007, 16:03
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QUOTE
If you've done it, then why not share it? That's what this project is all about.

here is the dodo's engine sounds and edited default.ide with normal wheels for dodo.
also before you will use audimp.exe you have to open sfx.inf, found sfx00422 and sfx00423 there and change two values in the right to 0 -1, something like:
sfx00422.wav 0 -1
sfx00423.wav 0 -1
If not, the sounds won't work correctly.
http://four.fsphost.com/marsik/LC/dodo.rar
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Ben  
Posted: Saturday, Feb 24 2007, 02:44
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Thanks muchly. I'll try and update the SFX sometime this week smile.gif.
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space_einstein  
Posted: Saturday, Feb 24 2007, 15:27
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Do you remember or know why no one replaced the Dodo's sound before?
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Craig Kostelecky  
Posted: Saturday, Feb 24 2007, 23:53
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I thought it was attempted a few times. But I think everybody who tried got it wrong. I haven't listened to this new one (or even loaded up LC in months) so I still don't know if it's done right.

And I have no idea why the wheel size was never increased.
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Ben  
Posted: Sunday, Feb 25 2007, 00:45
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QUOTE (space_einstein @ Feb 25 2007, 02:27)
Do you remember or know why no one replaced the Dodo's sound before?

That's the thing. I didn't have the time yesterday to check, but I have just now. The two SFX files for the dodo were already ported over from GTA3 to LC (or, the RC Baron used the same two SFX files already - I can't remember, but either way, the files are in the right place). The strange thing though, is that M@rsik's update makes mention of slots 422 and 423 - the dodo slots in GTA3 were 317 and 318, and in LC were 341 and 342 confused.gif.

As I recall, the crux of the problem is simply that the sound remains constant (that is, unchanged) in LC, whereas in GTA3, it changed depending on factors such as height, speed and the angle of elevation/depression. As far as I can tell, the only way to "fix" this issue in LC would be through some sort of EXE hack that would make use of some complex calculations. It doesn't look like M@rsik's update has done this, so maybe he can explain how he fixed it?

To be fair though, I haven't had a chance to test this yet, so maybe I'm being harsh in judging this too quickly, but I can't see what makes this any different to the current setup (aside from the wheels fix). And if it DOES work, then I'm still curious to know why.

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M@rsik  
Posted: Monday, Feb 26 2007, 08:20
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QUOTE (Ben @ Feb 25 2007, 02:45)
QUOTE (space_einstein @ Feb 25 2007, 02:27)
Do you remember or know why no one replaced the Dodo's sound before?

That's the thing. I didn't have the time yesterday to check, but I have just now. The two SFX files for the dodo were already ported over from GTA3 to LC (or, the RC Baron used the same two SFX files already - I can't remember, but either way, the files are in the right place). The strange thing though, is that M@rsik's update makes mention of slots 422 and 423 - the dodo slots in GTA3 were 317 and 318, and in LC were 341 and 342 confused.gif.

As I recall, the crux of the problem is simply that the sound remains constant (that is, unchanged) in LC, whereas in GTA3, it changed depending on factors such as height, speed and the angle of elevation/depression. As far as I can tell, the only way to "fix" this issue in LC would be through some sort of EXE hack that would make use of some complex calculations. It doesn't look like M@rsik's update has done this, so maybe he can explain how he fixed it?

To be fair though, I haven't had a chance to test this yet, so maybe I'm being harsh in judging this too quickly, but I can't see what makes this any different to the current setup (aside from the wheels fix). And if it DOES work, then I'm still curious to know why.

smile.gif

hmm.. I didn't fix anything I just found the dodo's sounds in gta3.. yeah, they're 317 and 318 but rcbaron's sounds in VC are 422 and 423.. I have just renamed 317 and 318 to 422 and 423... and it works very well
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Craig Kostelecky  
Posted: Monday, Feb 26 2007, 16:36
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I guess I never looked into that the first time it was posted. They must have substituted the sounds for the skimmer instead of the RC Baron. Good find.
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Ben  
Posted: Monday, Feb 26 2007, 21:18
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You're not the only one blush.gif. space, you might like to update your SFX guide with that - I'll go fix the one in my guide here and the spreadsheet I keep on my PC.

Nice work icon14.gif.

EDIT - Ok, now I'm confused. The skimmer in VC was 461-464, so what the heck is 341-342?
confused.gif

Actually, no. Are you sure? I was under the impression 422-423 was the RC car (meaning that space's guide would be right). 424 is just a blank (which I'll update in my guide).


This post has been edited by Ben on Monday, Feb 26 2007, 21:26
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M@rsik  
Posted: Thursday, Mar 1 2007, 18:02
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umm.. so what I have to say..
I have noticed that unfortunately the sound 423 is used by both toys.. When I have changed the dodo sounds I was under the impression that this is only Baron's sound confused.gif I didn't think at all that both models can use this 423.. so maybe really there is no way to make the dodo's sounds without some exe hack.. nervous.gif
[edit]
after changing the default.ide, lcmp will not work so it's time to speak to vcmp team to update lcmp to new default.ide smile.gif

edit2
cry.gif But 341 and 342 - these sounds exists in the clean vice city... Maybe these sounds are using by deaddodo ingame...


This post has been edited by M@rsik on Thursday, Mar 1 2007, 18:24
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space_einstein  
Posted: Thursday, Mar 1 2007, 19:42
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When my archive said "rc", it meant both RC Baron and RC Bandit.

This post has been edited by space_einstein on Thursday, Mar 1 2007, 19:46
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Ben  
Posted: Thursday, Mar 1 2007, 21:00
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Right.

@M@rsik - Regarding VC-MP, it's up to those guys to update their information for LC-MP. An installer is underway, meaning that a major release of LC is planned for sometime soon, so I'd recommend waiting til then (because there's still likely to be more updates) wink.gif.

And yes, based on what I know now, I think you're right in assuming 341 and 342 are used by the Deaddodo.

@space - Thanks for clearing that up.

It should be a relatively easy fix though - can't I simply swap the RC Bandit into the Oceanic's slot (the Oceanic model/slot is unused in LC, and has unused SFX sounds)? It sounds like a viable solution - I'd have to play around with the SFX a bit (because the Oceanic has 5 sounds whereas the RC Bandit has only 2) - but I think it can work. Obviously once they're swapped, I can replace 422 and 423 with the Dodo SFX, which would fix the Dodo. Any thoughts?

smile.gif
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M@rsik  
Posted: Thursday, Mar 1 2007, 21:57
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Oceanic's sounds are aslo sounds for Glendale, Hermes..
And the Toyz in LC mod has vice city's Topfun sounds.. I can't remember if any car else in vice is using these sounds so I think that it will be better to swap Toyz into the Rumpo/Pony slot and for RC car replace Topfun's sounds.....
So two targets will be shot smile.gif

Edit -
Topfun's sounds are using by Zebra cab and kaufman.. but let oceanic's sounds live happy.gif

This post has been edited by M@rsik on Thursday, Mar 1 2007, 22:02
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