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Attention:
BUGS, GLITCHES, and INCOMPLETES Report stuff to be fixed
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Ben  |
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Retired

Group: Members
Joined: May 12, 2005



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| QUOTE (ashketchum22 @ May 25 2007, 15:29) | | i know that i look like an game inspector | That's a good thing - testers are always welcome at LC  . | QUOTE (ashketchum22 @ May 25 2007, 15:29) | | - the golfclub picture in the weapon show isn't modified. |
The weapon icon (that appears in the top right corner of your screen)? space was fixing the weapons icons up a while ago - he may have overlooked the golf club. | QUOTE (ashketchum22 @ May 25 2007, 15:29) | | - an invisible "wall"(i donno how to say it) in he huge garage on staunton (near 8-ball and the pay and spray), its on the 3th floor of the garage (When drive in take the right upway and immidiatly the upway thats next to the previous one. heres a picture: |
You forgot the picture it seems  . Doesn't matter because I think I know what you're talking about. There was an invisible wall in the carpark, although I was under the impression that it had been fixed. Maybe there was another wall all along. If you can grab a picture with approximate coordinates (use debug mode and look in the top left corner of the screen for the 3 sets of numbers), that'd be really helpful  . | QUOTE (ashketchum22 @ May 25 2007, 15:29) | | - theres still no reward visible when you put a car in the carcrusher, but the reward money is getting by the money |
Not sure I quite understand this one. Do you mean that your money goes up, but there's no message on-screen that tells you that you've been rewarded? | QUOTE (ashketchum22 @ May 25 2007, 15:29) | | srry for bad english i was in a hurry |
Not at all - I understood most of that just fine  .
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AK-73  |
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Hustler

Group: Members
Joined: Oct 31, 2005

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Ben: That is no bug in VC:Traffic. It is the result of not having found the right numbers in the .cfg. Try to get Steavor to fiddle a bit more with the numbers or do it yourself.  Also make sure you set the traffic density multipliers in the scm to different levels. Try 20.0f, for example (plus increasing the limits for peds/vehicles in the .cfg). Modelling Man: Do you remember us talking about the menu stuff inside of VC? I'd like to make a request for that from you - if you have the time for it anytime soon. In the meantime I have released GTA:MA, which has the potential to become an outstanding mod. As of now it is already possible to emulate the GTA3 fighting style with it to quite some extent. What I would like to have for the mod is a menu system that eventually allows the player to select which button press combination triggers which MA move in-game. That's where a menu system would come in. If you're interested in helping me with that, if you have the time and interest, it would help me quite a bit as I could focus on implementing the actual stuff in-game (I am already capable of storing extra-data per actor). You wouldn't have to do go at it right now, as I am currently working on my next update of GTA:FPS, implementing selective fire modes and stuff. If you're not interested, no offense taken.  I have my own pet projects and I understand full well. Anyone helpful hint for about how to go at it would be appreciated though.  Alex
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ashketchum22  |
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GTA LC Bug/Glich Searcher

Group: Members
Joined: May 16, 2007


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| QUOTE | 1. That's a good thing - testers are always welcome at LC . |
ty im going to do my best to find some bugs btw anotherone: when you have completed the missons of El Burro and Toni Cipriani, there's no S comming for the missions of salvatore leone. | QUOTE | | 2. The weapon icon (that appears in the top right corner of your screen)? space was fixing the weapons icons up a while ago - he may have overlooked the golf club. |
im gonna work to make one or is that done already?? | QUOTE | | 3. an invisible "wall"(i donno how to say it) in he huge garage on staunton (near 8-ball and the pay and spray), its on the 3th floor of the garage (When drive in take the right upway and immidiatly the upway thats next to the previous one. heres a picture: |
| QUOTE | You forgot the picture it seems . Doesn't matter because I think I know what you're talking about. There was an invisible wall in the carpark, although I was under the impression that it had been fixed. Maybe there was another wall all along. If you can grab a picture with approximate coordinates (use debug mode and look in the top left corner of the screen for the 3 sets of numbers), that'd be really helpful . |
srry heres the picture:  | QUOTE | | QUOTE (ashketchum22 @ May 25 2007, 15:29) | | - theres still no reward visible when you put a car in the carcrusher, but the reward money is getting by the money |
Not sure I quite understand this one. Do you mean that your money goes up, but there's no message on-screen that tells you that you've been rewarded? |
yeah thats right(i didn't knew how to say it  ). may its an idea to also say what type of car you crushed and the reward im going to play GTA LC and write down the bugs and glitches when i find them greetings Ash This post has been edited by ashketchum22 on Friday, May 25 2007, 15:26
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AK-73  |
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Hustler

Group: Members
Joined: Oct 31, 2005

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| QUOTE (ModelingMan @ May 25 2007, 13:58) | Well VC already has a function which handles the spawning of a vehicle, all you do is pass the IDE number of the vehicle you wish to spawn and that's all there is to it. Some of the other cheats will take a little while longer to implement.
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On the issue of cheats: remember how I tried to get the f*cku animation implemented? Study how the certaindeath cheat works: I believe in a similar way a middle finger can be activated - all you need is the geometry and a ptr to it, I believe. You can hook into the uberframe proc and check every frame if the f*cku animation is playing and attach the finger if it does und unattach it if it doesn't. | QUOTE | | It depends on the type of menu you would like. You could make a concept image of how you would like it's design to be... And also, in what way would you like the menu system to be presented to you? I could stick it in a static library which would make it easier to handle... |
As far as I am concerned, it can be just pure text menu items with the active item having a specified RGBA color as background. It's just that the number of menu items has to be dynamic (per number of moves already learnt). As I roughly envision it, the user presses a button to open the menu (and the game halts in the background (or not)), then he arrives at a menu with the different stances/forms he knows, he selects one, a different menu opens and he sees on the left the available button combinations and on the right the currently set moves. For the standard moves, he can assign to a certain button press and certain move of his choosing that he has already learnt. Next to that there will be a fixed number of special moves slots per stance where he can't set the button combination but the move has its own fixed way to trigger it. Basically it all depends on complexity of the move. Simple moves just need a one-button press, more complex need two or 3 buttons, at the top being the special moves. That's the basic idea. Of course dealing with it in detail might give raise to more complex requirements. Hard to tell right now. Alex
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Ben  |
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Retired

Group: Members
Joined: May 12, 2005



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@MM - That's sexy  . Awesome work. A couple of questions - regarding the culling and vicechee config, does that add checkboxes to Show Config or not? Ideally I'd like to see checkboxes for those two options as well (just to make it easier for everyone to toggle them) - if there aren't currently checkboxes, don't worry about it for now, as we can always work out implementing them later  . Also, there's a couple of other EXE-related things that aren't on the checklist - there's several SFX-related things (check out this post and look for the items in orange, as well as the corresponding notes at the bottom of that post). Something that's not on the list in that post though, is the vicechee - its SFX sounds need to be redirected to play from the GTA3 Cheetah class (sfx00274, 00294, 00401-00403) instead of the GTA3 Banshee class it currently uses (it was changed as a result of shifting other sounds/vehicles to align the SFX as best as possible). The other thing is related to teargas (which is now a reward for finishing LC 100%). It needs to have its functionality tweaked to give it damaging properties (as per the PS2 version of VC). I think it works the same except that it doesn't decrease your health/armour and/or kill PEDs (that will probably have to be checked though). The pickup limit needs to be increased too, if possible. This is to accommodate the extra unused VC weapons which we're offering as a reward for completing LC 100% - until the limit is increased, we can't make the pickups for these extra weapons spawn. I'm not sure what plans you had for the train either. There's issues with the number of carriages/trains on the tracks, and the SFX doesn't play for it either. There might be a few things here you can tackle if you feel like it  . Also, let me know if you want something crossed off the checklist so you don't have to fiddle with the BBcode for it (it can make you seasick after a while  ). @AK - That sounds like it could be promising for getting the f*cku animation in-game. Thanks for the info  . Also, with regards to VC:Traffic - I haven't put the newer version out with LC yet. In fact, I haven't done anything with it at all - I've left it in SteaVor's capable hands  . @ashketchum22 - I remember that missing "S" bug as well, but thought it was fixed. Are you using the latest v7test version? As for the golf club - I'm not sure if it's done or not. I don't have the time right now to check (I don't even have LC installed at the moment, so finding the file for the golf club will take a bit of time). With regards to that picture, can you do something for me please? Go to your main LC folder, and go to Show Config. If you can't find Show Config, you'll have to create it. Right click and select New -> Shortcut. Click Browse and find gta-lc.exe. In the New Shortcut box, edit the path to your gta-lc.exe file by adding -showconfig - it should read "C:\<location of your LC folder>\gta-lc.exe" -showconfig - click OK when you have that. Double click on it to open it, click Advanced, and go to the Debug tab, and tick the Use Debug Script checkbox, and click Apply, and then Exit. Then load up LC, and click Start New Game. Head to that carpark, and take that picture again and post the new one - it should have three sets of red numbers in the top-left corner of the screen). As for the crusher - we'll just do it however GTA3 does it  . Keep up the good work  .
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ashketchum22  |
Posted: Saturday, May 26 2007, 06:04
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GTA LC Bug/Glich Searcher

Group: Members
Joined: May 16, 2007


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| QUOTE | | @ashketchum22 - I remember that missing "S" bug as well, but thought it was fixed. Are you using the latest v7test version? |
yes im using beta 2 v7. | QUOTE | | As for the golf club - I'm not sure if it's done or not. I don't have the time right now to check (I don't even have LC installed at the moment, so finding the file for the golf club will take a bit of time). |
ok its not important at the moment | QUOTE | | With regards to that picture, can you do something for me please? Go to your main LC folder, and go to Show Config. If you can't find Show Config, you'll have to create it. Right click and select New -> Shortcut. Click Browse and find gta-lc.exe. In the New Shortcut box, edit the path to your gta-lc.exe file by adding -showconfig - it should read "C:\<location of your LC folder>\gta-lc.exe" -showconfig - click OK when you have that. Double click on it to open it, click Advanced, and go to the Debug tab, and tick the Use Debug Script checkbox, and click Apply, and then Exit. Then load up LC, and click Start New Game. Head to that carpark, and take that picture again and post the new one - it should have three sets of red numbers in the top-left corner of the screen). |
i've tried it but he says he cant findt it when i want to say next. | QUOTE | | As for the crusher - we'll just do it however GTA3 does it . |
key | QUOTE | | Keep up the good work . |
i can go to staunton now so i go looking for bugs and glitches on stauton. btw another bug: sometimes when i go to my hideout the garage door is half open and when i want to go into the garage the doors opening from the ground.
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ModelingMan  |
Posted: Saturday, May 26 2007, 14:00
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Crackalacking!

Group: Members
Joined: Jan 23, 2004



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| QUOTE (Ben @ May 25 2007, 23:54) | I'm not sure what plans you had for the train either. There's issues with the number of carriages/trains on the tracks, and the SFX doesn't play for it either. There might be a few things here you can tackle if you feel like it . |
Those issues are to do with the SCM and wouldn't affect the path I am taking to implement the train. | QUOTE (SteaVor @ May 26 2007, 08:14) | | It does crash however when I'm quitting the game (reproducable on two different exe's). |
Strange, I just tested it with 3 different exe versions, ENG no-cd 1.0, ENG no-cd 1.1 and GER 1.0; neither crashed while quitting the game. There's only 4 other exes which I either do not have or cannot use... This is something I am working on, it's for a port of III's vehicle handling data. I would like for someone to test it out, since any 3D GTA running on my PC seems to bypass the frame limiter; you must extract the zip to the root of LC, you will also need to put gta3.exe in LC's root. The gta3.exe I use is 2,383,872 bytes and is a no-cd cracked version, not sure if any other will work. This post has been edited by ModelingMan on Saturday, May 26 2007, 14:07
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