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 GTA SA: Liberty City

 Beta VII Topic
 
Craig Kostelecky  
Posted: Tuesday, Aug 7 2012, 02:04
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You sound like somebody that just spent an entire weekend porting that code from III to Vice City. :-)
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MeatSafeMurderer  
Posted: Wednesday, Aug 8 2012, 08:42
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I would love to give converting the mission scripts over a shot...unfortunately I seem to be having trouble getting this mod to work now
It was working fine earlier, now I just get
CODE
GTA:SA Crashed, Debug Info Follows:

GTA Info:

Version: US 1.0
Last File Loaded:
Last Library Loaded:
Error: Unknown

Assembly Info:

Exception At Address: 0x029CD49F
Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)

Registers:
EAX: 0x0269AF94 EBX: 0x00000000
ECX: 0x02DA24A8 EDX: 0xDDDDDDDD
ESI: 0x007F99B0 EDI: 0x028C9FD8
EBP: 0x0023FCBC ESP: 0x0023FCAC

Even after reinstalling... suicidal.gif

EDIT:
Strange, if I remove SA limit adjuster it works mercie_blink.gif

This post has been edited by MeatSafeMurderer on Wednesday, Aug 8 2012, 08:56
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SilentPL  
Posted: Wednesday, Aug 8 2012, 11:15
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Looks like a HOODLUM vs SALA conflict. Strange, SALA was working for me with it.

And about converting missions:
QUOTE (Your signature)
I used to be a total noob at cleo coding, but i still tried to work it out myself, unlike some...
Now i'm just awesome, naw but i'm ok at it

Mods like this need a real quality work, you sure you can manage to do it?
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MeatSafeMurderer  
Posted: Wednesday, Aug 8 2012, 12:26
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Well I don't entirely know if I'm up to it...but I guess there's only one way to find out smile.gif
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SilentPL  
Posted: Wednesday, Aug 8 2012, 12:46
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Well okay, this sounds like a good attitude smile.gif
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MeatSafeMurderer  
Posted: Thursday, Aug 9 2012, 12:02
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Am i correct In saying that ghost town no longer exists, or is it under the hills/in an interior?
Because if it doesn't exist I may have trouble making the opening cutscene biggrin.gif
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SilentPL  
Posted: Thursday, Aug 9 2012, 12:22
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How can you create an opening cutscene as it is a mocap cutscene?
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mad.mad  
Posted: Thursday, Aug 9 2012, 15:59
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One thing that would give Liberty City big city feeling is lot of cars on the streets and many, many poeple on the streets specially in downtown of Liberty. Is it possible to do this?
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MeatSafeMurderer  
Posted: Thursday, Aug 9 2012, 17:04
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Well, I was going to code as close as could be done, i.e have the car arrive...they run out, catalina kill claud and...fade, It's a real shame that there's no way to convert the original mo'cap to SA, I succeeded in coding the first mission (Give Me Liberty) but it just didn't feel right without the intermission with luigi sad.gif

Oh and are we sure that liberty is at +6 on Z as whenever I spawn things at this hight they fall from a couple of meters above the ground colgate.gif

QUOTE
It's a real shame that there's no way to convert the original mo'cap to SA

After doing some research I have discovered this might not actually be true biggrin.gif

Ok so I was taking a break, and I was just messing around when I found this!

user posted image

This post has been edited by MeatSafeMurderer on Tuesday, Aug 14 2012, 14:45
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dingleman  
Posted: Wednesday, Aug 15 2012, 02:21
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Over a year ago, RawTalent (bammagera) actually started work on manually converting over the mo-cap from the original GTA3 models to the San Andreas skeletal system. You might be able to contact him and ask if he still has that progress stashed away somewhere if it would be of use.




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SilentPL  
Posted: Wednesday, Aug 15 2012, 11:57
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Again, if Craig agrees, GTA LC cutscenes could be used. VC cutscenes work in San Andreas directly.
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MeatSafeMurderer  
Posted: Wednesday, Aug 15 2012, 12:17
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I sent bammagera a message so we shall see, I was hoping to post a video of my progress but my main scm won't compile...It compliled last night fine, but now if I decompile it and then recompile it gives me an error, apparently noname_4, or 5 don't exist, which they shouldn't lol, and should the jumps to it... so I gotta fix that first confused.gif
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SilentPL  
Posted: Wednesday, Aug 15 2012, 12:56
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QUOTE (MeatSafeMurderer @ Wednesday, Aug 15 2012, 14:17)
I sent bammagera a message so we shall see, I was hoping to post a video of my progress but my main scm won't compile...It compliled last night fine, but now if I decompile it and then recompile it gives me an error, apparently noname_4, or 5 don't exist, which they shouldn't lol, and should the jumps to it... so I gotta fix that first confused.gif

Why you ever want to decompile it? Keep your sources.
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Craig Kostelecky  
Posted: Wednesday, Aug 15 2012, 13:04
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QUOTE (SilentPL @ Wednesday, Aug 15 2012, 06:57)
Again, if Craig agrees, GTA LC cutscenes could be used. VC cutscenes work in San Andreas directly.

I have no no problem with any LC files being used for any mod. I don't even mind if people don't ask. Credit is nice, but again, I don't get worried if we don't get it.

Hopefully we can figure out the cutscene heads again and we all can enjoy the full cutscenes in our ports.
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MeatSafeMurderer  
Posted: Wednesday, Aug 15 2012, 14:46
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QUOTE (SilentPL @ Wednesday, Aug 15 2012, 13:56)
Why you ever want to decompile it? Keep your sources.

That is a lesson I have learned, unfortunately my computer is too **** to use video capture software, so, here have some screenies smile.gif

user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image

It's been a steep learning curve and a large portion of the time is just changing coordinates

This post has been edited by MeatSafeMurderer on Wednesday, Aug 15 2012, 15:54
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sebejszczyn  
Posted: Wednesday, Aug 15 2012, 15:59
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Hmm.
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Nice!
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MeatSafeMurderer  
Posted: Wednesday, Aug 15 2012, 16:51
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QUOTE (dingleman @ Saturday, Aug 4 2012, 06:03)
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

What version of 3dsm do you use?, I use 3dsm7 and although I'm definately not experienced with it i'll be happy to give it a go smile.gif

This post has been edited by MeatSafeMurderer on Wednesday, Aug 15 2012, 16:53
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Craig Kostelecky  
Posted: Wednesday, Aug 15 2012, 17:38
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QUOTE (MeatSafeMurderer @ Wednesday, Aug 15 2012, 09:46)
It's been a steep learning curve and a large portion of the time is just changing coordinates

Why change the coordinates? Use the LC source file as those have already been moved -335X and +6 Z. In addition, all of the variables had proper names that Rockstar gave them.
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MeatSafeMurderer  
Posted: Wednesday, Aug 15 2012, 18:06
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I don't know, I just didn't think of that I guess smile.gif thank you
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SilentPL  
Posted: Wednesday, Aug 15 2012, 18:21
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Oh sh*t, you are using CLEO4 opcodes to display text. Please, no.
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