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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.

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Pages: (21) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 Beta 3.1 files released

 Help test so we can fix all the bugs!
 
SteaVor  
Posted: Saturday, Apr 24 2010, 18:48
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The prices of the weapons are displayed correctly for me, both with the Beta3 SCM and the updated SCM. In case you meant to write Portland Ammunation instead of SI ammunation I also checked the Portland one which displayed the prices correctly as well, so I can't confirm this issue.



EDIT: Staying true to the GTA3 spirit and since I know the city inside-out I never used the "Map" accessible from the menu, so I noticed just now that the GXTs had not been updated when the new radar icon for Marco's Bistro was added, so it showed up as 'Unknown' in the map legend. This GXT update package changes LG_23 to read 'Marco's Bistro'.

Some COL fixes coming up as well as soon as I've figured out why the game locks up every time I try to re-import the COL files modified with steve-m's COL editor.
Apparently IMG Tool failed at rebuilding the IMG file properly, deleting the COL fiile and re-adding it worked.

Updated comSE.col to fix bug #2 mentioned in this post.

This post has been edited by SteaVor on Saturday, Apr 24 2010, 21:12
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Craig Kostelecky  
Posted: Saturday, Apr 24 2010, 23:13
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Thanks SteaVor. I've added those files to the package and reuploaded.

Also:
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Edit: Now that I look at the prices again, they appear 10X higher than they should be. But I am charged correctly.

This post has been edited by Craig Kostelecky on Saturday, Apr 24 2010, 23:32
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spaceeinstein  
Posted: Sunday, Apr 25 2010, 00:05
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I think editing just the price of the weapons (starting at 0x688000 in VC and 0x5ED924 in III) should affect both the price taken away and the floating price number. I haven't exactly test that so I could be wrong. Here's a reference for the correct prices.

This post has been edited by spaceeinstein on Sunday, Apr 25 2010, 00:15
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Craig Kostelecky  
Posted: Sunday, Apr 25 2010, 00:30
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The weird thing is I'm being charged the correct amount, it's just that the displayed number is 10x higher. Is it like that in your game space?
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spaceeinstein  
Posted: Sunday, Apr 25 2010, 01:01
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Craig Kostelecky  
Posted: Sunday, Apr 25 2010, 01:10
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Well, if it's just my version, I'm not concerned.
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Urban Legend  
Posted: Wednesday, Apr 28 2010, 18:18
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No, f*ck no.
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I'll be giving it a run through myself soon. Thanks LC team. And the debug script, what differs from the normal?
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Kratos2000  
Posted: Wednesday, Apr 28 2010, 18:59
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^1,000,000 DOLLARS A$$
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This version crash my game.
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Craig Kostelecky  
Posted: Wednesday, Apr 28 2010, 19:18
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If you do not provide more information, we cannot help you. How exactly did you install it? What's the error code when the crash happens (check the gta-lc-scm.log file).

It works for others if the directions are followed.
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Kratos2000  
Posted: Wednesday, Apr 28 2010, 19:33
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The game crashes as soon as a ped spawns. which means 3 seconds after i start the game.
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Craig Kostelecky  
Posted: Wednesday, Apr 28 2010, 19:55
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Please refer to my previous post. Tell us what steps you took to install the mod. Then post what's in the crash report. Just saying my game crashed doesn't really help. We can help you if you provide us with more information.
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JP47  
Posted: Wednesday, Apr 28 2010, 22:20
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I'm gonna test this mod, if it works is very impresive, play gta3 with VC engine it's amazing,

just to see if i get it, so i need to install a fresh VC game, them put the files from Beta3 on that folder and overwrite the files, them put the update and that's it?

And just one more question, can i put some cars mods without game crash?

This post has been edited by JP47 on Thursday, Apr 29 2010, 21:41
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Craig Kostelecky  
Posted: Wednesday, Apr 28 2010, 23:43
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That's basically it. Remember you want a full install of Vice City. Then it's recommended you rename the folder from Vice City to Liberty City. That way you can still play Vice too.

And yes, you can do all the car mods you want, assuming you do it correctly.
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solom  
Posted: Thursday, Apr 29 2010, 00:42
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Bug with alpha channel
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spaceeinstein  
Posted: Thursday, Apr 29 2010, 15:21
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Hey ModelingMan, did you get randomly rotating cranes to work yet? I found something that seems like it can be changed.
0x68EBEC from doc_crane_cab01 to cranetopb
0x68EBFC from doc_crane_cab02 to cranetopa
This should make the cranes at Portland Docks to randomly rotate. It's surprising at the amount of cranes that are hardcoded to randomly rotate in VC. They were all located at Vice port.

About that garage door problem for the Securicar garage in SSV, I think it's a problem with the "swing door" opcode. Without that opcode, the door is positioned correctly but with that opcode, the door is repositioned in a way that you can enter the garage through a gap. At
0x42E2DA nop 5 bytes
I managed to get the garage door to not reposition itself when using the opcode but I don't know what that address does so there could be side effects that I'm not aware.


This post has been edited by spaceeinstein on Thursday, Apr 29 2010, 15:26
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JP47  
Posted: Thursday, Apr 29 2010, 21:41
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QUOTE (Craig Kostelecky @ Apr 28 2010, 23:43)
That's basically it. Remember you want a full install of Vice City. Then it's recommended you rename the folder from Vice City to Liberty City. That way you can still play Vice too.

And yes, you can do all the car mods you want, assuming you do it correctly.

ok thanks for the help, i'll try when i have time, my job takes me alot of time.
I read something about audio files from original GTA3, i need that to? because i have them.

I thinks this mod will look very nice with this:

http://www.gtaforums.com/index.php?showtopic=303247

Tell me, all missions are playable? It is a full GTA3 experience?


Nice work! icon14.gif

This post has been edited by JP47 on Thursday, Apr 29 2010, 21:46
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Craig Kostelecky  
Posted: Thursday, Apr 29 2010, 22:27
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Yes, all missions are playable. In fact I completed the beta 3 files all the way to 100% (which gives you some rewards this time around).

We've tried to recreate the atmosphere of GTA3 as much as we could. And I think we came pretty close.
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jim_gta  
Posted: Friday, Apr 30 2010, 00:42
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I have already found some bugs like the opening of the exception handler always.Secondly in one of the problems of lc mod beta2v7 test 5 it was written that by adjusting the "disableculling=1"changing 1 to 0 can run it good on Intel GRAPHICS.Being an INTEL USER I tried it on beta2v7 test 5 and it worked but it does not work on beta3 version.Kindly advise.And about the car suprise I think I have found it.
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ITBTD  
Posted: Friday, Apr 30 2010, 02:29
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That's because SteaVor downgraded the file called "IIItoVC.asi" to an earlier version. I have the same problem and it bugs me too. I delete the file but it always causes my game to crash.
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ModelingMan  
Posted: Friday, Apr 30 2010, 16:36
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QUOTE (spaceeinstein @ Apr 29 2010, 16:21)
Hey ModelingMan, did you get randomly rotating cranes to work yet? I found something that seems like it can be changed.
0x68EBEC from doc_crane_cab01 to cranetopb
0x68EBFC from doc_crane_cab02 to cranetopa
This should make the cranes at Portland Docks to randomly rotate. It's surprising at the amount of cranes that are hardcoded to randomly rotate in VC. They were all located at Vice port.

In thoery that should work.

QUOTE (spaceeinstein @ Apr 29 2010, 16:21)
About that garage door problem for the Securicar garage in SSV, I think it's a problem with the "swing door" opcode. Without that opcode, the door is positioned correctly but with that opcode, the door is repositioned in a way that you can enter the garage through a gap. At
0x42E2DA nop 5 bytes
I managed to get the garage door to not reposition itself when using the opcode but I don't know what that address does so there could be side effects that I'm not aware.

I don't think noping will have any side effects. If you compare the code between VC and III, VC processes more data (I don't know what it is but it's obviously the reason why the door offsets). If it does have any side effects then a additional opcode can be created to combat it.
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