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GTA SA: Liberty City Beta VII Topic
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MeatSafeMurderer  |
Posted: Thursday, Aug 9 2012, 17:04
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Not cut out for this

Group: Members
Joined: Mar 29, 2012

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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  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  | 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  Ok so I was taking a break, and I was just messing around when I found this! 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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SA:LC Mod Leader

Group: Members
Joined: Dec 18, 2005


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SilentPL  |
Posted: Wednesday, Aug 15 2012, 12:56
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Senior File Manager

Group: Members
Joined: Feb 1, 2010



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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 | Why you ever want to decompile it? Keep your sources.
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MeatSafeMurderer  |
Posted: Wednesday, Aug 15 2012, 16:51
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Not cut out for this

Group: Members
Joined: Mar 29, 2012

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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.  |
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 This post has been edited by MeatSafeMurderer on Wednesday, Aug 15 2012, 16:53
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