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Attention:
BUGS, GLITCHES, and INCOMPLETES Report stuff to be fixed
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space_einstein  |
Posted: Wednesday, Feb 21 2007, 01:43
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Snitch

Group: Members
Joined: Oct 28, 2006

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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
| Bug | Update |
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| 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 | |
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! This post has been edited by SteaVor on Monday, Jan 10 2011, 16:42
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Ben  |
Posted: Wednesday, Feb 21 2007, 04:43
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Retired

Group: Members
Joined: May 12, 2005



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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  . EDIT - Oki doke, I've updated the checklist with everything that I'd missed over the past few days .
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) 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 .
| 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.
This post has been edited by Ben on Wednesday, Feb 21 2007, 05:39
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Ben  |
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Retired

Group: Members
Joined: May 12, 2005



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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  . 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  |
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Δεδ Οθυςξ

Group: Members
Joined: Dec 8, 2005


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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 .
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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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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Ben  |
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Retired

Group: Members
Joined: May 12, 2005



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Ben  |
Posted: Thursday, Mar 1 2007, 21:00
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Retired

Group: Members
Joined: May 12, 2005



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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)  . 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?
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