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 BUGS, GLITCHES, and INCOMPLETES

 Report stuff to be fixed
 
Ben  
Posted: Thursday, Mar 1 2007, 22:05
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QUOTE (M@rsik @ Mar 2 2007, 08:57)
Oceanic's sounds are aslo sounds for Glendale, Hermes..

Yes, and none of those cars are used in LC. It's easier to just try and figure one swap rather than multiple swaps wink.gif.

Anyways, I've had a bit of a look into it - slot 423 sounds more like the RC car accelerating, whereas 422 sounds like it is just cruising (with a slight hint that perhaps it is changing gears). On the other hand, slot 407 for the Oceanic sounds like it is accelerating, slot 408 sounds like a gear change, and slot 409 sounds like it is coasting. That just leaves slots 276 (Oceanic engine at steady RPM's) and 296 (Oceanic idling).

Taking that into account, I'm not so sure that direct replacements are possible - I think the WAVs are going to have to be edited. So I'll have a play around with that now for a while and see what I come up with wink.gif.

EDIT:
QUOTE (M@rsik @ Mar 2 2007, 08:57)
Edit -
Topfun's sounds are using by Zebra cab and kaufman.. but let oceanic's sounds live happy.gif

No. The Oceanic and Glendale have the same SFX, but it is stored in different slots. So it will still be present in the SFX (only in the Glendale class though). And if you checked the vehicle replacement list you'd see that the Zebra cab is already used in LC, so swapping it around isn't an option I'm going to consider. We'll work with the Oceanic because that's the easiest.


This post has been edited by Ben on Thursday, Mar 1 2007, 22:11
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M@rsik  
Posted: Thursday, Mar 1 2007, 22:18
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Let me test this smile.gif
I have started the mission with RC Barons and Bandits in VC and listened to sounds...
I think that both rc toys are using only 423 and 422 is used only by rc baron... now I gonna check this..

Edit:
blush.gif I thought you swap not models but something in exe and these cars have normal sounds so now don't read my post above..

This post has been edited by M@rsik on Thursday, Mar 1 2007, 22:28
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Ben  
Posted: Thursday, Mar 1 2007, 22:34
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Don't worry about it.

I keep listening to 422 and 423 - I'm pretty sure that both are used by the RC car, but I haven't checked in-game. The start of 422 sounds a bit like a gear change, so if the RC car changes gears in-game, then I think we can assume that both sounds are used by the RC car.

Either way, I agree with you that both are used by the RC Baron.

On a side note, I've made a new 276 WAV for the RC Car icon14.gif. I'll wait to hear back from you about 422 before I do anymore, because my conversions assume it is used by the RC car wink.gif.
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Ben  
Posted: Friday, Mar 2 2007, 02:17
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Ok, I think I've fixed the Dodo issue. I've sent Craig an update package, so hopefully he'll have it up sometime today.

However, there may be an issue or two with the RC Bandit. There's a few things I'd like people to check (once they have installed the update tounge.gif) - firstly, are all the sounds correct in-game, and do they play at the right time - compare it to the current RC setup, or check against VC (doesn't matter which). And secondly, is the Bandit still an RC car, or is the Oceanic now the RC car (I swapped ID slots, so that's why this may have occurred - all hardcoded values are tied to particular ID slots, which is why swapping changes the SFX, but it might have affected this too). I'm hoping it works fine.

Nevertheless, the Dodo should work fine now.

Thanks goes to M@rsik for his help on this - he provided me with a lot of useful information about this over ICQ smile.gif.
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Konstantinos  
Posted: Friday, Mar 2 2007, 10:43
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QUOTE (ben)
And secondly, is the Bandit still an RC car, or is the Oceanic now the RC car (I swapped ID slots, so that's why this may have occurred - all hardcoded values are tied to particular ID slots, which is why swapping changes the SFX, but it might have affected this too).

This is exactly what happened...
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LOL!
Plus, this "RC Oceanic" uses the Dodo's sound.
But yes, Dodo itself works fine smile.gif

This post has been edited by Konstantinos on Friday, Mar 2 2007, 11:14
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M@rsik  
Posted: Friday, Mar 2 2007, 12:42
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very interesting but I have the game crash when RC car has to load..
[edit]Konstantinos - maybe you haven't installed the new SCM from this update pack.. I have checked many situations and with the 2.7test's MAIN I can see a normal RC Oceanic but with new MAIN the game crashes when RC car has to spawn, maybe an error in ID...[/edit]

This post has been edited by M@rsik on Friday, Mar 2 2007, 14:14
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Konstantinos  
Posted: Friday, Mar 2 2007, 18:18
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Yeah, you're right. I get the crash too with the new scm. Here's the debug output:
CODE
Exception at address: 0x00541109
EXE Version:          gta-vc.exe 1.0 US
Last opcode executed: 010C init_player_rc_buggy
In thread:            rc1

Registers -----------------------------------------------------
EAX: 0x022D2728 EBX: 0x022D2394 ECX: 0x00000000 EDX: 0x022D2728
ESI: 0x000000AB EDI: 0x00756620 EBP: 0x0069AD90 ESP: 0x0012FBA4
EFLAGS: 10000001001000110
. . .
// THREAD "rc1"
000372BE: get_current_time_in_ms                   $var121C
000372C3: setgg                                    $var1220, $var121C
000372CB: subgg                                    $var1220, $var1218
000372D3: if                                       0
000372D7:   is_car_wrecked                         $var1214
000372DC: jf                                       @000372F9
000372F9: if                                       0
000372FD:   is_defined                             $var0008
00037302: jf                                       @000373E7
00037309: clear_player_wanted_level                $var0008
0003730E: if                                       1
00037312:   gtgi                                   $var1220, 4000
0003731A:   egi                                    $var11EC, 0
00037321: jf                                       @000373C6
00037328: get_current_controls                     $var0D30
0003732D: if                                       0
00037331:   egi                                    $var0D30, 0
00037338: jf                                       @00037350
0003733F: text_box                                 "RCHELP"
00037349: setgi                                    $var11EC, 1
00037350: if                                       0
00037354:   egi                                    $var0D30, 1
0003735B: jf                                       @00037373
00037373: if                                       0
00037377:   egi                                    $var0D30, 2
0003737E: jf                                       @00037396
00037396: if                                       0
0003739A:   egi                                    $var0D30, 3
000373A1: jf                                       @000373B9
000373B9: toggle_widescreen                        0
000373BD: toggle_player_controllable               $var0008, 1
000373C4: restore_camera                          
000373C6: if                                       0
000373CA:   NOT is_player_in_car                   $var0008, $var1214
000373D2: jf                                       @000373E0
000373E0: jump                                     @000373EE
000373EE: get_rampage_kills                        206, $var11E8
000373F6: if                                       0
000373FA:   gtgi                                   $var1220, 4000
00037402: jf                                       @0003742C
00037409: if                                       0
0003740D:   NOT is_player_in_remote_mode           $var0008
00037412: jf                                       @0003742C
00037419: init_player_rc_buggy                     $var0008, $var1200, $var1204, $var1208, 180.0000
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Ben  
Posted: Friday, Mar 2 2007, 21:43
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I get crashes all over with this new SCM (finally got a bit of time to test it out this morning). The weird thing is that the only change I made to the SCM was to recompile it with the new IDE (which is what you have to do when swapping vehicles).

I think it's safe to assume that the RC Car has to be in its original slot then. I'll restore the previous SCM and IDE and send the package off to Craig.

I wonder though, would it be possible to swap the Dodo with another vehicle? Or would we end up with flying cars tounge.gif?

EDIT - Actually, I don't think this is a possible solution at all, primarily because the SFX would be really screwed for the Dodo.

So the solution still lies in swapping the RC car into a new slot, I think.

@space - could you try it out for me please (seeing as you know a heck of a lot more about SCM coding than I do - maybe you can get it to swap without crashing)? smile.gif


Also, I've sent the update off to Craig - it should be up soon, hopefully.


Nevermind - see Craig's post below.


This post has been edited by Ben on Friday, Mar 2 2007, 22:45
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Craig Kostelecky  
Posted: Friday, Mar 2 2007, 22:39
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I think it would be a bad idea to move the dodo or any RC car to any other slots. If you want to change the engine sounds, it's probably best to hack the exe. There's too many things that are coded to those ID numbers besides engine sounds.
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Ben  
Posted: Sunday, Mar 4 2007, 00:38
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Well, I spent some time talking to M@rsik about this yesterday, and there's some good news, and some bad news. I've made a couple of changes to the custom engine sounds I created for the RC Bandit, and they would now work perfectly if we were to shift it to the Oceanic's slot. Well, almost - the only problem lies in the reversing sound - I haven't looked into this yet, but I think we might have to hack the EXE to fix that.

That was the good news. The bad news is that for whatever reason, we can't get a swap to work. M@rsik tried, but ended up with the same error I did. He was going to look into it, but I think we may need to hack the EXE to shift the RC Car property to the Oceanic slot, which should then allow us to make the swap properly.

Is anyone keen to look into this?
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M@rsik  
Posted: Monday, Mar 5 2007, 12:41
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What about swapping the models in img, but not ID? Like installing new cars, all will work fine I think
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insomniacnumba1  
Posted: Thursday, Mar 29 2007, 17:11
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the traffic lights need fixing sometimes they flash amber there is no don't walk/walk
and the sequence takes too long
it should be


5 seconds walk
5 second green
1 seconds amber
5 seconds red
goto start

OR
5 seconds walk
1 seconds amber
5 seconds green
5 seconds red
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AK-73  
Posted: Thursday, Mar 29 2007, 17:56
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QUOTE (insomniacnumba1 @ Mar 29 2007, 17:11)
the traffic lights need fixing sometimes they flash amber there is no don't walk/walk
and the sequence takes too long
it should be


5 seconds walk
5 second green
1 seconds amber
5 seconds red
goto start

OR
5 seconds walk
1 seconds amber
5 seconds green
5 seconds red


I know they flash amber when the wind picks up (hurricane weather). Don't know if that's the case here.

Alex
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Elited fish  
Posted: Thursday, Mar 29 2007, 19:46
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when i try to load gta LC, this mod, i click Start New Game, the loading bar loads to half to the bar and little more, and then crashes by this error:
http://img518.imageshack.us/img518/1802/errorxk2.jpg
... sad.gif any ideas what to do?
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Ben  
Posted: Thursday, Mar 29 2007, 23:18
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Are you running gta-lc.exe or gta-vc.exe? You should be running gta-lc.exe.

Sorry, that's about the only thing I can think of that you may be doing wrong - unless you provide some more information (which version of LC you're using, etc.) then we're not going to be able to help you.

@Alex - do they ever flash amber in GTA3? Because they should be fine given that LC now uses GTA3's weather table, right?
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insomniacnumba1  
Posted: Friday, Mar 30 2007, 13:05
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no they never flash amber in GTA III its just the same sequence
and the part of the traffic light with the walk/don't walk is completley blank
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AK-73  
Posted: Friday, Mar 30 2007, 15:55
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QUOTE (Ben @ Mar 29 2007, 23:18)
Are you running gta-lc.exe or gta-vc.exe?  You should be running gta-lc.exe.

Sorry, that's about the only thing I can think of that you may be doing wrong - unless you provide some more information (which version of LC you're using, etc.) then we're not going to be able to help you.

@Alex - do they ever flash amber in GTA3?  Because they should be fine given that LC now uses GTA3's weather table, right?


I was talking about Vice only. If you have a weather.cfg that doesn't have the stormy weather in its weather table, it will not occur, unless you have set-up winds in the new vc:weather to be above 1.2 or something like that for any of the other weather state. But I am pretty sure that that's not the case. Anyway, if you ever come across amber flashing traffic lights, take note of the weather and especially the wind strength. smile.gif

Alex
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Elited fish  
Posted: Friday, Mar 30 2007, 21:23
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yes im using gta-lc.exe, version 1.1 of my original gta 3..ill try with v1.0
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Ben  
Posted: Saturday, Mar 31 2007, 00:10
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QUOTE (Elited fish @ Mar 31 2007, 07:23)
yes im using gta-lc.exe, version 1.1 of my original gta 3..ill try with v1.0

Was that a typo, or are you trying to install LC onto GTA3? Because LC should work on all EXE versions of VC - it's a VC mod - it won't work on GTA3 at all wink.gif.
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Deathboy  
Posted: Saturday, Mar 31 2007, 20:01
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Whenever I play, for some reason alot of the textures don't load and but then when i'm close to them they load for a split second and then just disappear.
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