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 GTA SA: Liberty City

 Beta VII Topic
 
Young_M  
Posted: Monday, Jun 25 2012, 15:55
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when next beta come out? cookie.gif cookie.gif
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dingleman  
Posted: Monday, Jul 30 2012, 04:40
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QUOTE (Young_M @ Tuesday, Jun 26 2012, 01:55)
when next beta come out? cookie.gif  cookie.gif

Hard to say. Since no experienced scm coders have been willing to step forward and convert the missions for the last... seven years, it has been hard to find motivation through evident and consistent progress. All that can really be done right now is map/timecyc and vehicle fixing.

That aside, there is some news. The mod can now be found on Mod DB. If people have some time, be sure to rate and comment your thoughts about SA:LC and help get the page a little attention.

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Young_M  
Posted: Monday, Jul 30 2012, 11:42
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ok good news icon14.gif
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Frank.s  
Posted: Monday, Jul 30 2012, 11:47
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Dingle, Is your copy of SALC more developed than the last beta 7 release? I'm considering scripting the missions (not guaranteeing it) and would like to get some info on any changes.
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dingleman  
Posted: Tuesday, Jul 31 2012, 03:11
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QUOTE (Frank.s @ Monday, Jul 30 2012, 21:47)
Dingle, Is your copy of SALC more developed than the last beta 7 release? I'm considering scripting the missions (not guaranteeing it) and would like to get some info on any changes.

There are a few player.img edits and some vehicles have been updated, but there are no new edits to the main.scm since beta 7 if that's what you mean.

If you are interested in having a crack at scripting missions I'd be more than thrilled. It is something this mod has been needing for way too long now.

EDIT: Just took a look at the mod on Mod DB, and saw that in less than two days it has jumped right up to rank 246/17,294 (top two percent!). Thanks to everyone here that visited/rated the page. smile.gif

This post has been edited by dingleman on Tuesday, Jul 31 2012, 03:50
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SilentPL  
Posted: Tuesday, Jul 31 2012, 12:09
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Is the map on its original coordinates? Since real III SCM source is available, converting should go pretty easy.
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Frank.s  
Posted: Tuesday, Jul 31 2012, 12:25
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Nope, X -335 and Z +6
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SilentPL  
Posted: Tuesday, Jul 31 2012, 12:31
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Z +6 ? I thought it applies to VC rendition only, as VC has water at 6.0. SA has water as 0.0, just like III.
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Frank.s  
Posted: Tuesday, Jul 31 2012, 12:36
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I agree, no idea why they'd change it. We had to change back -6 while working on IIIRageClassic.

Edit: I guess SALC's map was converted from GTALC instead of III.

This post has been edited by Frank.s on Tuesday, Jul 31 2012, 12:42
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dingleman  
Posted: Tuesday, Jul 31 2012, 14:32
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That would be right. XRK converted the map from VC:LC, and once I noticed the problems that this would cause it was too late to lower the co-ordinates without re-coding almost everything, including paths. I wasn't sure if it was worth the hassle.
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Craig Kostelecky  
Posted: Tuesday, Jul 31 2012, 15:18
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If there is any reason you could see down the road to restore the original GTA3 coordinates, you'd probably want to do it sooner than later. The map and path files can be automated a LOT easier than the scm is. It was a huge pain in the arse moving the coordinates in the scm because we never found a fool-proof way to automate it. Especially since the missions haven't been converted yet.

And regarding the scm, it would probably better to convert from the original III files (assuming you restore the coordinates of course) as there might have been some hacks we had to do to get things running on VC that would not be be necessary from III --> SA.
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SilentPL  
Posted: Tuesday, Jul 31 2012, 16:28
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QUOTE (Craig Kostelecky @ Tuesday, Jul 31 2012, 17:18)
And regarding the scm, it would probably better to convert from the original III files (assuming you restore the coordinates of course) as there might have been some hacks we had to do to get things running on VC that would not be be necessary from III --> SA.

Unfortunately, SA opcodes differ from III than VC ones do.
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dingleman  
Posted: Saturday, Aug 4 2012, 05:03
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QUOTE (Craig Kostelecky @ Wednesday, Aug 1 2012, 01:18)
If there is any reason you could see down the road to restore the original GTA3 coordinates, you'd probably want to do it sooner than later. The map and path files can be automated a LOT easier than the scm is. It was a huge pain in the arse moving the coordinates in the scm because we never found a fool-proof way to automate it. Especially since the missions haven't been converted yet.

And regarding the scm, it would probably better to convert from the original III files (assuming you restore the coordinates of course) as there might have been some hacks we had to do to get things running on VC that would not be be necessary from III --> SA.

Yeah, I know what you mean. I actually did lower the coordinates of the city a few years back. Unfortunately I've never been able to find a SA path importer for 3ds Max, so I was pretty much stuck with an empty city, halting development. Although there is a VC path importer I could use to convert them over from your mod once again, it isn't compatible with the version of 3ds I'm using, which is rather a bummer, especially as this would also be my key to fixing all of the path bugs in this mod. tounge.gif

Anyway, I converted over the generic textures from the Xbox version of GTA3 to SA:LC. Hopefully this should give the city a little more clarity.

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EDIT:

New logo intro for SA:LC.



This post has been edited by dingleman on Saturday, Aug 4 2012, 08:50
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SilentPL  
Posted: Saturday, Aug 4 2012, 11:32
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Both things look awesome icon14.gif
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sebejszczyn  
Posted: Sunday, Aug 5 2012, 09:50
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I convert some XBOX cars with XBOX wheels, SA lights, and in future with SA license plates smile.gif Dingleman decided that these cars will be released as addon for this mod.

Sentinel:
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Leone sentinel:
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Banshee:
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Deimos SP:
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Young_M  
Posted: Monday, Aug 6 2012, 00:02
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@dingleman
cant you release the new updates as seperate files in the next days ? (like gang fights and territories and the leaves on the streets) viddy_pirate.gif
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Death2Drugs  
Posted: Monday, Aug 6 2012, 03:46
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I know that you're not planning on adding high-poly versions and stuff like that, but are you planning to add Xbox peds and vegetation? The original ones don't look nice on SA's Renderware.
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ManDog  
Posted: Monday, Aug 6 2012, 03:50
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I'm pretty sure the Xbox peds were already converted and put in to the mod by Bammargera.
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Death2Drugs  
Posted: Monday, Aug 6 2012, 03:52
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QUOTE (ManDog @ Monday, Aug 6 2012, 03:50)
I'm pretty sure the Xbox peds were already converted and put in to the mod by Bammargera.

Sorry, don't follow mod. As for vegetation though, has that been converted?
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SilentPL  
Posted: Monday, Aug 6 2012, 22:32
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Did beta7 have a intro chase scene? Since these files are basically like RRR paths in San Andreas, it should be easy to port these into the game! tounge.gif
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