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Pages: (9) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Beta 3.3 files released!

 We're getting close to the final version
 
Craig Kostelecky  
Posted: Thursday, Aug 16 2012, 13:44
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That would be nice to have with this mod. But if our exe modifications make it so that mod is not compaitible with LC, then it would be up to Maxo to make an LC compatible version. And it would likely be best to wait on that until the mod has released the final version (as there will be little to no exe modifications after that point)

@SomeGuy86, we will likely have a new installer at some point that will handle audio differently. I hope we'll get it right when that time comes.
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SomeGuy86  
Posted: Thursday, Aug 16 2012, 16:31
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QUOTE (Craig Kostelecky @ Thursday, Aug 16 2012, 13:44)
That would be nice to have with this mod. But if our exe modifications make it so that mod is not compaitible with LC, then it would be up to Maxo to make an LC compatible version. And it would likely be best to wait on that until the mod has released the final version (as there will be little to no exe modifications after that point)

@SomeGuy86, we will likely have a new installer at some point that will handle audio differently. I hope we'll get it right when that time comes.

Okie-dokie, thank you smile.gif

As for MVL, it's a vehicle loader, capable to add unlimited amount (at least that's what I can tell at the moment lol) of vehicles... Not only they appear in traffic, but can be also used by AI, as the police cars, ambulance & and so on. (along the original vehicles of course, so you might have multiple cop cars chasing you, or different ambulance every time)

It's also capable to load SA model files without conversion & have special abilities such as minigun or bodywork tuning, just like in SA. Sorry for going slightly off-topic, just figured I'd explain what MVL really is wink.gif
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Craig Kostelecky  
Posted: Thursday, Aug 16 2012, 21:19
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Just completed the main storyline. Now I just have to do A Ride in the park, Gripped!, about 45 taxis, SSV fires, Airport Aggression, and 14 rampages. There's been a few bugs along the way, but nothing that can't be fixed easily.
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Claude Liberty  
Posted: Friday, Aug 17 2012, 12:59
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You mean cutheads' animations are absent in Beta3.3?
EDIT: How do I install this? Unpack onto clean VC or previous LC? Use SFX addon from Beta3.1 download page? Copy audio folder from GTA3 CD?

This post has been edited by Claude Liberty on Friday, Aug 17 2012, 13:16
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Craig Kostelecky  
Posted: Friday, Aug 17 2012, 13:18
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Correct, we could have had them, but it would have meant introducing many more bugs into the mod. We are working on reverse engineering ModellingMan's reverse engineered files for the next version.
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Claude Liberty  
Posted: Friday, Aug 17 2012, 14:42
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Installed by unpacking it onto clean VC with 2.94mb NoCD applied. Runs fine. As for me, it crashed after completing loading because of CLEO. One question. Why are you still using lowres (lower than even original) textures of car shadow, carname/location font, etc?
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Craig Kostelecky  
Posted: Friday, Aug 17 2012, 15:09
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I didn't realize we were. I know nothing of any kind of mapping files, so I'm not able to change anything myself. If someone wants todo anything to improve the mod, I will not stop them smile.gif

To answer your install question, it's best to overwrite the 3.1 files with the 3.3 package. The next version will likely have an installer that will do everything from scratch.
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Craig Kostelecky  
Posted: Saturday, Aug 18 2012, 05:07
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I just completed my first 100%* run. There were a couple of bugs along the way. I have already released an updated scm that allows you to pass each mission without having to start a new game. Now I am shifting my focus to cleaning up the code for so it will work properly with a new game (and look like it should).

Chaperone, the two missions that use the crusher, Uzi Rider, Toyminator, the IE garages and EV crane all had issues that will be fixed with the next scm release. Most of these were due to me replacing all of the variable names with the ones Rockstar used and I had a few copy/paste errors. There may have been more missions that had bugs, but I do not have my notes with me right now.

Besides the crashes I had relating to the above issues, this mod was VERY stable.

*I cheated with one of the headshot rampages and Gripped! to make it easier to pass everything. I admit it.
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Pro_Gamer  
Posted: Saturday, Aug 18 2012, 14:12
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My game crashes at 1% of loading with your modified exe and 75% with original.

Exception at address: 0x0048AD71 EXE Version: gta-vc.exe 1.0 US Registers EAX: 0x0000050E EBX: 0x00000000 ECX: 0x00000000 EDX: 0x00000924 ESI: 0x0012FB10 EDI: 0x007120D8 EBP: 0x0012FB18 ESP: 0x0012FAEC EFLAGS: 1000010000001001000110

PS: I have very clean VC.
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Cveni  
Posted: Monday, Aug 20 2012, 11:20
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All you guys have my great respect for keeping this project alive. I can't wait for final release and I'm happy that after all these years you still want to finish this mod. Though most of us out there can't help in making it because of for example lack of knowledge, you still have our support and we hope for the best for you, LC Team smile.gif

Keep it up guys and good luck with all your future work icon14.gif
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Alt  
Posted: Monday, Aug 20 2012, 13:48
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Craig Kostelecky
Glad to see such good progress icon14.gif
But looking at the archive...
I presume you've forgotten to include my LP fixes in this release.
Also, what about nice SFX solutions?
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gtaforumsuser  
Posted: Monday, Aug 20 2012, 13:58
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Thank you guys for still working on it! I am very happy to see new release! Thanks!
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SteaVor  
Posted: Monday, Aug 20 2012, 19:14
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QUOTE (Alt @ Monday, Aug 20 2012, 15:48)
Also, what about nice SFX solutions?

Well, we've been using and linking your SFX installer ever since it was created and it was in fact included in the first post of the Beta 3.1 topic, and of course it still works with Beta 3.3 as no audio files or sound effects have been changed for Beta 3.3. It just needs to be included in the first post just like it was in the old topic.
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Craig Kostelecky  
Posted: Tuesday, Aug 21 2012, 21:18
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I have released the first 33update package. Many bugs from 3.3 have been fixed. The Extras flag is still on and now gives you an extra car in Bait and 3 extra stalls in Espresso-2-Go. I think the final version will have this flag off, but I thought some people might want to try them out. E2Go is very easy with a flying DeLorean smile.gif

The link is is the first post. I'll try to provide a more complete list of what's changed later.
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ITBTD  
Posted: Wednesday, Aug 22 2012, 00:01
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QUOTE (Craig Kostelecky @ Tuesday, Aug 21 2012, 15:18)
I have released the first 33update package. Many bugs from 3.3 have been fixed. The Extras flag is still on and now gives you an extra car in Bait and 3 extra stalls in Espresso-2-Go. I think the final version will have this flag off, but I thought some people might want to try them out. E2Go is very easy with a flying DeLorean smile.gif

The link is is the first post. I'll try to provide a more complete list of what's changed later.

Um...Why are VC vehicles appearing in the opening sequence instead of the Enforcer and the Rumpo? lol.gif
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Craig Kostelecky  
Posted: Wednesday, Aug 22 2012, 00:08
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You need to update your image with the files included in the package.
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ITBTD  
Posted: Wednesday, Aug 22 2012, 00:15
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I downloaded your 3.3 update (after i had already updated to the main one of course), drag and dropped them into the root folder, started a new game and a Glendale appears where the Enforcer should be and a Walton where the Rumpo should be. I must be missing something. Doesn't seem to affect anything else though but I'm barely past the first mission (again) so I'm not sure.
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Craig Kostelecky  
Posted: Wednesday, Aug 22 2012, 03:37
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The reason those two cars are there is because there was a bug with getting the chase scene to work if the cars had van animations (which the Rumpo and Enforcer do). We originally solved the problem by changing the Rumpo and Enforcer to regular vehicles, but that caused a crash in Under Surveillance (and maybe other places). So we restored the animation settings. But then the chase scene didn't work again. Silent was looking into fixing that with the help of maxorator but they were not having success. I suggested a temporary solution of duplicating the Enforcer and Rumpo in the place of two unused VC vehicles.

The files for the Glendale and Walton (which are really copies of the Rumpo and Enforcer) are included in the 33update package, but they need to be manually added to the gta3.img file to get it working. Right now I use IMG Tool 1.2. With that program you open up the gta3.img file, find the four files for the Glendale and Walton and delete them. Then add the new files back into the image and rebuild the archive. If this is the first time you've done this, you'll want to make a copy of your gta3.img and gta3.dir files in case there's a mistake. Had I made things simpler on the end user and included the entire gta3.img file, the download would have been almost as big as the beta 3.3 files.

Does that make sense?
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ITBTD  
Posted: Wednesday, Aug 22 2012, 05:06
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Yeah I've done this all before. I was just confused because I saw the Enforcer and Rumpo when I updated to the original 3.3 update but then I added the new files you made and it showed those VC cars. Anyway, thanks for the information.
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Craig Kostelecky  
Posted: Wednesday, Aug 22 2012, 15:31
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I'll try to do a more complete list of the bugs fixed in this release.
  • Chaperone previously had a lot of little issues. These should all be fixed now
  • Toyminator crashed with the Beta 3.3 and now plays correctly
  • Fixed crash with Under Surveillance
  • The coordinates in Uzi Rider are now correct
  • Fixed crash when the EV crane is completed
  • Updated particle effects in the intro cutscene and Grand Theft Aero
  • The $MASTERLCEXTRAS2 flag now activates an extra car in Bait and three extra stands in Espresso-2-Go
  • D-Ice's brother now helps the fight in Rumble
  • Decoy now gives 6 stars and has the correct SWAT team behavior
  • Other minor bugfixes and optimizations
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