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 [WIP|IV-EFLC] GTA III Rage Classic

 Grand Theft Auto III on Rage Engine
 
Garju67  
Posted: Friday, Aug 10 2012, 18:42
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QUOTE (Intensified @ Friday, Aug 10 2012, 20:42)
Just wondering: What'll happen to the closed tunnel upon Shoreside Vale? That tunnel what's blocked with Roadblocks (And heard by rumors leads to another city). Gonna close it too, or make the feature Rockstar didn't show there?

Nope closed too. wink.gif
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Wass  
Posted: Friday, Aug 10 2012, 18:50
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QUOTE (bammargera @ Friday, Aug 10 2012, 19:40)
Ok update on my issues, I realised I was playing the IV version of SA:IV yesterday, I am having the same buildings disappearing etc on IV:SA too so whatever my issue is it's with the EFLC version only.

That's weird,cuz I have this problem only on 3RC but IV:SA works normally without any disappearings tounge.gif (both of eflc and iv versions)
@Blaster:you can open the demo "anim" archive and replace the walk/sprint anim only tounge2.gif

This post has been edited by Wass on Friday, Aug 10 2012, 18:52
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Blaster_nl  
Posted: Friday, Aug 10 2012, 19:13
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QUOTE (Wass @ Friday, Aug 10 2012, 20:50)
QUOTE (bammargera @ Friday, Aug 10 2012, 19:40)
Ok update on my issues, I realised I was playing the IV version of SA:IV yesterday, I am having the same buildings disappearing etc on IV:SA too so whatever my issue is it's with the EFLC version only.

That's weird,cuz I have this problem only on 3RC but IV:SA works normally without any disappearings tounge.gif (both of eflc and iv versions)
@Blaster:you can open the demo "anim" archive and replace the walk/sprint anim only tounge2.gif

I know how to do it, I just didn't thought of it in time, it's not needed anymore when there is no update planned.
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cornflakes4u  
Posted: Friday, Aug 10 2012, 19:15
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QUOTE (Intensified @ Friday, Aug 10 2012, 19:27)
It's the Copmodel. Spawn the LSPD Cop with SNT: Crash.

Nice find mister!

Here's a quick-fix: copy 'componentpeds.img' from "EFLC\TBoGT\pc\models\cdimages" to "EFLC\TLAD\pc\models\cdimages" and the same crash shouldn't occur. I had the cops chasing and shooting at me for 15 ish min with no crashes.
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Sebianoti  
Posted: Friday, Aug 10 2012, 20:11
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QUOTE (Frank.s @ Friday, Aug 10 2012, 18:33)
QUOTE (Garju67 @ Friday, Aug 10 2012, 18:30)
Fake lights ? What you mean ?
+1
I've been wondering what they're referring to ever since someone first mentioned it a couple weeks ago. From what i've seen, all IIIRC and IVSA lights use the same method that vanilla GTAIV uses: traditional lights inside the wdr file.

Hmm, well whenever you run into a lamp post the light never goes out, it's also weirdly floating once you run into it, they don't fall over like in IV
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Intensified  
Posted: Friday, Aug 10 2012, 20:16
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QUOTE (Garju67 @ Friday, Aug 10 2012, 18:42)
QUOTE (Intensified @ Friday, Aug 10 2012, 20:42)
Just wondering: What'll happen to the closed tunnel upon Shoreside Vale? That tunnel what's blocked with Roadblocks (And heard by rumors leads to another city). Gonna close it too, or make the feature Rockstar didn't show there?

Nope closed too. wink.gif

Okay, thanks!

@Blaster_nl What PM? Empty inbox *forever alone* lol
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bammargera  
Posted: Friday, Aug 10 2012, 21:01
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Just Call Me Rob, Its Easier That Way
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Just a visual example of the buildings disappearing bug, this time no traffic spawned at all, other than that everything was fine, I explored Sal's mansion for a bit and then everything started disappearing, jumped off the cliff and died, the image below is right after spawning at the hospital.

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Garju67  
Posted: Friday, Aug 10 2012, 21:11
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QUOTE (bammargera @ Friday, Aug 10 2012, 23:01)
Just a visual example of the buildings disappearing bug, this time no traffic spawned at all, other than that everything was fine, I explored Sal's mansion for a bit and then everything started disappearing, jumped off the cliff and died, the image below is right after spawning at the hospital.

user posted image

Ah damn, i had the same bug with GTA2 Rage. Never found a way to fix it... confused.gif
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bammargera  
Posted: Friday, Aug 10 2012, 21:15
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Damn, it'eird that it loads generic objects fine though, but the most odd thing is that I only seem to get this issue with the EFLC version of SA:IV and not the Vanilla IV.

Will be interesting to see if the IV version of III Rage Classic will work for me or not.
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Garju67  
Posted: Friday, Aug 10 2012, 21:16
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QUOTE (bammargera @ Friday, Aug 10 2012, 23:15)
Weird that it loads generic objects fine though, but the most odd thing is that I only seem to get this issue with the EFLC version of SA:IV and not the Vanilla IV.

Will be interesting to see if the IV version of III Rage Classic will work for me or not.

Indeed. I guess beta testing will start soon. If you are ok, i can make a application. So ?
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Frank.s  
Posted: Friday, Aug 10 2012, 21:20
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Due to the fact that lamp posts load, it seems to be an issue with the map files that are loaded as "streamed" instead of "always loaded".
Open your images.txt (or equivalent on mod/dlc) and change all 0 to 1, 0 is streamed and 1 is always loaded.
Also, maybe the problem is caused by bad img files? If you feel like doing a bunch of crap that might not even work: extract all files from the imgs and make new empty imgs and add all the stuff back in. monocle.gif
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Garju67  
Posted: Saturday, Aug 11 2012, 00:51
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Reminder : We really need a vehicle converter. Please people help us, and join the team now ! smile.gif
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wahgah  
Posted: Saturday, Aug 11 2012, 01:08
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can anyone give me a heads up on what walk and run are in the anim.img? I don't see those key words in there.

EDIT:: didn't realise that player_move was both walk and run, thought I could have johnny walk and niko run...

This post has been edited by wahgah on Saturday, Aug 11 2012, 01:17
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cornflakes4u  
Posted: Saturday, Aug 11 2012, 01:35
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QUOTE (wahgah @ Saturday, Aug 11 2012, 02:08)
can anyone give me a heads up on what walk and run are in the anim.img? I don't see those key words in there.

EDIT:: didn't realise that player_move was both walk and run, thought I could have johnny walk and niko run...

Actually, you can. By using this script by HippieCommunist. I've always disliked the way they run in EFLC, so this script has come in handy.
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Squirlkiller  
Posted: Saturday, Aug 11 2012, 02:54
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i called them fake lights, because of the texture. it just looked "fake" seeing the texture of the light never rotate when you moved. And the fact that the texture doesn't seem to be centered with where the light should be emitted Also because I remember in IVSA beta 2, when you knocked over a lamppost, the light stayed on while it was falling (and possibly when on the floor as well), where as in IV, it turns off right when you crash it
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dingleman  
Posted: Saturday, Aug 11 2012, 05:03
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Finally got it working, and it was definitely worth the hassle. With the RAGE lighting, walking around the streets felt like a first time experience all over again. This has to be the first time since 2001 that the city has seemed so dark and intimidating to me, and it's really brought out some sweet nostalgia. blush.gif

Took a couple of pictures.

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Great job converting this guys, and especially Garju.
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nkjellman  
Posted: Saturday, Aug 11 2012, 05:04
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In that first pic, it looks like Claude is waring makeup.
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yurban  
Posted: Saturday, Aug 11 2012, 10:35
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QUOTE (dingleman @ Saturday, Aug 11 2012, 09:03)
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This screen is very good, just bad that ground textures are ugly, is it possible to replace them?

This post has been edited by yurban on Saturday, Aug 11 2012, 10:44
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Frank.s  
Posted: Saturday, Aug 11 2012, 10:57
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Great pictures. I agree with yurban about the roads too, too much specular destroying the texture.
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Intensified  
Posted: Saturday, Aug 11 2012, 10:59
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Indeed, those screens make LC look intimidating. I love it.
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