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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
Please take the time to read the pinned GTA:LC Forum Rules & Directory before progressing any further into the forum.

The following topics are of most importance here, and are outlined in the forum directory:

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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Pages: (34) « First ... 9 10 [11] 12 13 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 BUGS, GLITCHES, and INCOMPLETES

 Report stuff to be fixed
 
SteaVor  
Posted: Tuesday, May 29 2007, 07:43
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Only the three SSV ones (subroads, landNE, landSW) could be difficult to fix, there are major differences that have to be understood - unfortunately, there isn't a log that states why the change has been made. bored.gif
LOD_subroads96 got changed to LODay_tunent01 for example, with a z+10 shift and different values in the rotation section.

EDIT:
Someone has renamed some models (mostly on SSV), but didn't rename the LOD model - that means that they will always both be visible and overlap each other!
This means that it should be quite an easy fix, but we have to change the filenames inside the IMG. sad.gif

This post has been edited by SteaVor on Tuesday, May 29 2007, 09:14
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SteaVor  
Posted: Tuesday, May 29 2007, 14:54
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How does the VC LOD system work? It was my understanding that the game would simply look for the same model name, just with 'LOD' in place of the first 3 chars of the DFF. Can the LOD name be specified within the DFF, if it isn't named after this convention? Otherwise, I'm afraid that most of LC doesn't use proper LODs:
user posted imageuser posted image
I've picked two random LODs and applied a Z +2 shift.
The Portland bus depot behaves correctly on the other hand; when seen from a great distance, the LOD is shown, and when you're near enough, the LOD is replaced by the normal model (i.e. the LOD disappears, unlike the 2 examples above, where both coexist because they both miss their counterpart and the game treats them as separate, unrelated objects). Reason being, that the bus depot follows the naming convention (busdepottar <-> LODdepottar, busdepot_cover <-> LODdepot_cover). Are we using old files or wasn't it converted properly. Most of Portland seems OK, so I'm assuming that the LC team began to rename the files properly, but left it unfinished. How far off am I with this wild speculation on my part? tounge.gif

*hopes that the reason is nothing but outdated files* nervous.gif

This post has been edited by SteaVor on Tuesday, May 29 2007, 14:58
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stef_92  
Posted: Tuesday, May 29 2007, 17:30
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I will report for one thing! The newest version is 2.7! So but unlike the others in this version there aren't almost any peds or traffic on the streets !!

This post has been edited by stef_92 on Tuesday, May 29 2007, 18:42
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spaceeinstein  
Posted: Tuesday, May 29 2007, 18:30
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Who said someone renamed the files? The files are exactly the same. VC's LOD system works as you expected. It's just GTA3's LOD system that confuses me.

This post has been edited by spaceeinstein on Tuesday, May 29 2007, 18:45
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SteaVor  
Posted: Tuesday, May 29 2007, 18:38
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The reason is that in GTA:LC the complex model isn't replacing the LOD model, but merely overlapping it to hide it. The files seem to show* that the team was aware of the differences in the LOD system, but just used the lazy solution (lower Z for LODs) at first (to get the map work done fast), before they started to do the necessary renaming to make the game recognize the LOD files as LODs.
The question is: do we leave everything as it is (and just manipulate the Z value of the objects that stand out currently) or do we rename the LODs properly (maybe not all of them, but mainly those that need fixing at the moment)?

@stef92:
delete vc_traffic.asi in the LC folder.


*maybe I just picked bad examples that accidentally supported the theory, but we'll still have to think about the best solution.

This post has been edited by SteaVor on Tuesday, May 29 2007, 18:47
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spaceeinstein  
Posted: Tuesday, May 29 2007, 18:49
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I tried it once and it didn't work too well. Can you try to rename the LODs again? Show your progress, too.

Man I'm so tired. I'll gain more conscious later today.

This post has been edited by spaceeinstein on Tuesday, May 29 2007, 18:53
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SteaVor  
Posted: Tuesday, May 29 2007, 19:07
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I'm now trying with the SSV tunnel exit road:
The model is 2758 sub_CrossRoads23, the LOD is currently called 2526 LOD_subroads81. I hope renaming it to LOD_CrossRoads23 in the IMG, IDE and IPL will do the trick. It shouldn't be referenced anywhere else.

This post has been edited by SteaVor on Tuesday, May 29 2007, 21:11
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stef_92  
Posted: Tuesday, May 29 2007, 19:30
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QUOTE (SteaVor @ May 29 2007, 18:45)
You really should consult a dictionary - look for 'patience' and try to apply it to your posting behaviour. I was often tempted to report you because of your inappropriate postings, so you better think twice before you post. The answer to your question is hidden in my previous post.

Sorry! I just have not read your whole post!
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SteaVor  
Posted: Tuesday, May 29 2007, 21:13
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I've tried to make the game recognize LOD_CrossRoads23 as the LOD object for sub_CrossRoads23, but it doesn't work. It's renamed correctly everywhere (IMG, IDEs, IPL, COL), but they still both show up. confused.gif I must have overlooked something, but the naming is correct.
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Ben  
Posted: Wednesday, May 30 2007, 06:15
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I PM'ed REspawn yesterday asking what he knew about LODs or if there was somewhere I could look or someone I could ask for more information about them. He said that he's done a huge amount of research on them from a number of different perspectives, from just modding them, to working them into a rendering engine for his G-Map tool as well as another GTA 3D project. So space, you can direct any questions you have to him via PM if you like. If you'd prefer to email him or use IM, PM me and I'll hook you up with his details (seeing as they're not listed in his profile). Hopefully he can help you guys figure out the problem smile.gif.
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Claude GTA3  
Posted: Wednesday, May 30 2007, 16:04
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I just installed v2.7 on my v2.6(which worked fine),But it doesn't run ''through'' Vice City like 2.6 did,and it always ran like it should,but now,it always shows me Put your Vice City disc (like when playing with no disc). I tried NO-CD cracks,and patches...but it doesn't work

PS:I did try with the default VC,no patches,no cracks.
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SteaVor  
Posted: Wednesday, May 30 2007, 16:24
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Wrong topic!
Anyway, use the Show Config utility, Click "Advanced"->"Audio"->Verify paths and tell us what it says. It should say "All files are valid" for LC to work properly.


EDIT: No progress made regarding the LODs - there are strange things happening when the files are modified.

This post has been edited by SteaVor on Wednesday, May 30 2007, 16:32
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Claude GTA3  
Posted: Wednesday, May 30 2007, 16:39
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what's a show config utility?
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SteaVor  
Posted: Wednesday, May 30 2007, 18:04
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Oh, you didn't have to use it yet? tounge.gif
Look in the Help & Questions topic (where you should've posted in the first place), everything's covered in the first post.
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ITBTD  
Posted: Wednesday, May 30 2007, 21:10
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the wanted level stars are in the wrong place and so are the health and armor scales. i think the money scale might be wrong too.

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GTALC

This post has been edited by ITBTD on Wednesday, May 30 2007, 21:14
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SteaVor  
Posted: Wednesday, May 30 2007, 21:17
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Yep, the position of the wanted level stars is actually the only big difference that still allows to distinguish III screenshots from LC screenshots easily. colgate.gif Nearly everything else has been taken care of.
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Ben  
Posted: Wednesday, May 30 2007, 22:50
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@ITBTD - Nice find icon14.gif. I've never noticed, actually. Anyways, I've added that to the checklist.

@SteaVor - Hmmm, these LOD bugs are a bit of a problem. I really hope that a solution can be figured out for them soon confused.gif.

Anyway, how's the VC:Traffic CFG file coming along? Just to give you the heads-up - I'll probably be putting together an update package in around 3 weeks, so if you could have something definitive then, that'd be really good. There's no rush though - I won't be doing anything before then (stupid exams/study mad.gif).
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ModelingMan  
Posted: Thursday, May 31 2007, 00:43
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QUOTE (ITBTD @ May 30 2007, 22:10)
the wanted level stars are in the wrong place and so are the health and armor scales. i think the money scale might be wrong too.

I fixed this quite a while ago by rewriting the CHud::Draw function, which also fixes the position of the vehicle and zone names and the font style of the help text box. The function isn't complete yet, some things need corrected like the proportions of the characters which are different than III hence why the "scaling" of the characters look different...
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SteaVor  
Posted: Thursday, May 31 2007, 05:56
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wow.gif You never noticed it, Ben? Shame on you!
The Traffic cfg gets improved every day, but it's still necessary to tweak the spawn ranges.

This post has been edited by SteaVor on Thursday, May 31 2007, 05:59
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Ben  
Posted: Thursday, May 31 2007, 07:30
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blush.gif I know. I'll take a voluntary pay cut of 50%.

tounge.gif

As for the traffic CFG, that's good to hear. If you're still playing around with it when I've finished my exams, I'll be more than happy to do some testing for you (to get me back into the swing of things, development-wise).

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