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Pages: (28) [1] 2 3 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 [WIP] GTA III RAGE Classic

 Grand Theft Auto III on GTAIV/EFLC
 
Garju67  
Posted: Thursday, Aug 16 2012, 21:40
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GTA III RAGE Classic is a modification that will bring you back in good old 2001's Liberty City into the advanced new engine, RAGE.
The first public release is now out, you can download it in the DOWNLOAD section below.


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• Garju67
• Blaster_nl
• GTARandom
• Frank.s
• Flitskikker
• terreur69
• Sleepy93HUN
• herons2s2
• zzcool


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• sjaak327
• dingleman
• rmws.
• T777
• fidox
• Ash_735
• listener
• HazardX
• robi29
• Alber2gt


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• Rockstar Games
• Rockstar North
• RAGE Technology Group
• And all others who i have forgotten to mention for their participation and support.


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DEMO Public Release #1 (GTA IV Version)

DEMO Public Release #1 (GTA EFLC Version)

• Public Release #1
Mirror #1 [Rapidshare]
Mirror #2 [MODDB]
Mirror #3 [Mediafire] : Part 1 Part 2 Part 3

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This post has been edited by Garju67 on Sunday, Feb 17 2013, 19:58
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IvoryX  
Posted: Thursday, Aug 16 2012, 22:07
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This mod interested me way more than IV:SA or VCR, keep up the good work! smile.gif By the way, are missions possible? (I don't know nothing about modding GTAIV/EFLC...)
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L24  
Posted: Thursday, Aug 16 2012, 22:10
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QUOTE (IvoryX @ Thursday, Aug 16 2012, 22:07)
This mod interested me way more than IV:SA or VCR, keep up the good work! smile.gif By the way, are missions possible? (I don't know nothing about modding GTAIV/EFLC...)

I think that remade original GTAIII storyline missions is impossible to do but rampages, races are reachable, I'm right? smile.gif
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nkjellman  
Posted: Thursday, Aug 16 2012, 22:18
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Maybe not with fancy cut scenes, but the first mission shouldn't be too hard.
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Squirlkiller  
Posted: Thursday, Aug 16 2012, 23:33
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Without fancy cutscenes, they would be like SA's DYOM missions, which aren't as fun if they are silent with subtitles and preset animations. If there was a way to make an audio file play at a given time (there is a way but I mean if sco modders have found it yet) the first mission wouldn't look to mediocre.
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Garju67  
Posted: Thursday, Aug 16 2012, 23:34
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Missions are possible. First mission was planned for Beta 1 but Frank.s quit and we don't have any SCO Coder atm. (btw, team is very small).
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universetwisters  
Posted: Friday, Aug 17 2012, 00:12
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QUOTE (Garju67 @ Thursday, Aug 16 2012, 18:34)
Missions are possible. First mission was planned for Beta 1 but Frank.s quit and we don't have any SCO Coder atm. (btw, team is very small).

Speaking of missions, what do you have planned for cutscenes? Will you import them from III or just use pre-existing ones from IV?
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Garju67  
Posted: Friday, Aug 17 2012, 00:12
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QUOTE (universetwisters @ Friday, Aug 17 2012, 02:12)
QUOTE (Garju67 @ Thursday, Aug 16 2012, 18:34)
Missions are possible. First mission was planned for Beta 1 but Frank.s quit and we don't have any SCO Coder atm. (btw, team is very small).

Speaking of missions, what do you have planned for cutscenes? Will you import them from III or just use pre-existing ones from IV?

As i said, there won't be missions. We don't have coders in our team.
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Squirlkiller  
Posted: Friday, Aug 17 2012, 01:10
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Seek help from X360 and PS3 coders. Or learn
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Garju67  
Posted: Friday, Aug 17 2012, 01:11
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QUOTE (Squirlkiller @ Friday, Aug 17 2012, 03:10)
Seek help from X360 and PS3 coders. Or learn

Ye i should learn. But i'm afraid it won't be easy. Gonna try someday though.
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yurban  
Posted: Friday, Aug 17 2012, 07:45
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Missions and cutscenes are possible. Its real to do interesting missions with custom audio (replaced, waiting for Flit public audio tool) and standart anims, but cutscenes will be useless thing.
Also, I hope IVSA developers will give us (mean in common, not just for this mod) some info about multiplayer adaptation, will be very useful, because nobody wants to spend hours on singleplayer (i think).

This post has been edited by yurban on Friday, Aug 17 2012, 07:59
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Frank.s  
Posted: Friday, Aug 17 2012, 10:04
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Here's how you can port the cutscenes from GTAIII to IIIRageClassic. icon14.gif
First you record a HD video of III's actual cutscene, convert it using RAD tools, then play the video in IIIRageClassic by hi-jacking the tv .bik file playback system using Sco. smile.gif (this works, i've tried and tested it)

Garju, i encourage you to learn how to script for IV, it would open up so many opportunities.

QUOTE (Yurban)
Also, I hope IVSA developers will give us (mean in common, not just for this mod) some info about multiplayer adaptation, will be very useful, because nobody wants to spend hours on singleplayer (i think).
Three things allow MP to work: 1) xliveprotections remover asi + dsound.dll, 2) manhat ide's + IV props map files, 3) Edited original sco scripts and removed first "roman1" mission to allow the phone to be accessed at the start of the game.
I was able to add MP to Our Ugly World (alpha test) using these methods. Shifty41s_beerhatsmilie2.gif

Also i agree that empty single player is boring, that's why OUW will have a storyline/missions too.

This post has been edited by Frank.s on Friday, Aug 17 2012, 10:13
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noelgamo  
Posted: Friday, Aug 17 2012, 10:42
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hey garju you should put on the 1st post that your using SA:LC considering this was the problem with the other topic.. also credits for OnePiece because I can see his HD gta 3 cars on the videos that are posted.(if they are included in the mod)

It looks great so far dude.

on the side note:
just learn how to cope with criticism better instead of getting mad quickly. answer nicely if they dont want to play nice then ignore them. simple as that biggrin.gif but like I said great job so far. really looking forward to this

This post has been edited by noelgamo on Friday, Aug 17 2012, 10:47
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Ash_735  
Posted: Friday, Aug 17 2012, 11:52
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What version Radio Stations are you going to use in this mod, because you wouldn't want to bloat the download size.
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Garju67  
Posted: Friday, Aug 17 2012, 14:07
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@noelgamo : Thank you very much man. About OP, HD cars aren't included in mod, only zzcool used them for previous gameplay. Now we use Xbox cars (look last gameplay). For SA:LC, i entered it, look at Thank's List, near dingleman.

@Ash : For now i didn't edited. It's the same than demo. But could you explain exactly what is the problem with radios ? Size ? I'm confused ... biggrin.gif

@Frank : Thank you man. Didn't really understand though. If i do that, cutscenes will be III ones ? I mean just a video, not a real cuutscene using RAGE right ? Or, if you can, simply go to msn, that will be better ^^
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Ash_735  
Posted: Friday, Aug 17 2012, 14:37
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QUOTE (Garju67 @ Friday, Aug 17 2012, 14:07)
@Ash : For now i didn't edited. It's the same than demo. But could you explain exactly what is the problem with radios ? Size ? I'm confused ... biggrin.gif

The ones in the Demo have been converted down to MP3 80kbos and forced frequency changed to 44.1Khz, which degrades quality. If you want to save space then you might as well use the 10th Anniversary Radio (96kbps MP3 32Khz) or better yet, the Xbox Radio (128kbps WMA 44.1Khz), that way you don't have to convert anything at all, you do not need to mess with the files, you can use the ones provided by Rockstar in their better quality without too much of an impact on size and both work with the current plug in just fine.
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Squirlkiller  
Posted: Friday, Aug 17 2012, 15:17
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Since it'll just be a video in .bik format (IV's video format), its only going to be RW cutscenes, not rage cutscenes.
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Garju67  
Posted: Friday, Aug 17 2012, 17:25
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GTA III Rage Classic Beta Testing Phase Open Today !


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All i have to say is, enjoy to the the (current) three beta testers ! wink.gif


Check your PM box sometimes, maybe you'll receive an invitation too smile.gif



E-mail Confirmation
-----------------------

MegaMario1500 : Ok.
Wass : Ok.
sibs44 : No e-mail received yet.


I don't know when it will exactly start but should be in 1-2 hours. biggrin.gif


QUOTE (Ash_735 @ Friday, Aug 17 2012, 16:37)
QUOTE (Garju67 @ Friday, Aug 17 2012, 14:07)
@Ash : For now i didn't edited. It's the same than demo. But could you explain exactly what is the problem with radios ? Size ? I'm confused ... biggrin.gif

The ones in the Demo have been converted down to MP3 80kbos and forced frequency changed to 44.1Khz, which degrades quality. If you want to save space then you might as well use the 10th Anniversary Radio (96kbps MP3 32Khz) or better yet, the Xbox Radio (128kbps WMA 44.1Khz), that way you don't have to convert anything at all, you do not need to mess with the files, you can use the ones provided by Rockstar in their better quality without too much of an impact on size and both work with the current plug in just fine.

Ok thx. Just checked but, Xbox format is wma. wma isn't readable by the script. Also, strangely, in audio folder (Xbox version) there is only few radio stations. Some radios are missing confused.gif

This post has been edited by Garju67 on Friday, Aug 17 2012, 17:54
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flitskikker  
Posted: Friday, Aug 17 2012, 17:40
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QUOTE (Squirlkiller @ Friday, Aug 17 2012, 17:17)
Since it'll just be a video in .bik format (IV's video format), its only going to be RW cutscenes, not rage cutscenes.

Using the original sources from III, someone with a lot of spare time can recreate it using SCO, which I did for the demo.
However, the coords are off and not all natives are the same.

Here's a snippet from the original source for the first mission, which spawns the fires and cop cars:

CODE
ADD_PARTICLE_EFFECT 4 791.661 -936.916 38.313 FALSE //SMOKE ON CARS
ADD_PARTICLE_EFFECT 4 788.337 -938.467 38.073 FALSE
ADD_PARTICLE_EFFECT 4 786.493 -942.398 39.8   FALSE

ADD_PARTICLE_EFFECT 10 783.572 -938.549 38.448 FALSE //FIRE ON CARS
ADD_PARTICLE_EFFECT 10 790.537 -935.67  38.005 FALSE
ADD_PARTICLE_EFFECT 10 789.295 -938.882 38.127 FALSE

REMOVE_SOUND fire_sound_8ball

ADD_CONTINUOUS_SOUND 790.537 -935.67  38.005 SOUND_PRETEND_FIRE_LOOP fire_sound_8ball

(...)

// creates two cops cars that drive onto the bridge

CREATE_CAR car_police 1083.2 -945.0 13.8 cop_car1_8ball

CREATE_CHAR_INSIDE_CAR cop_car1_8ball PEDTYPE_CIVMALE PED_COP cop1_8ball

CLEAR_CHAR_THREAT_SEARCH cop1_8ball

SET_CAR_HEADING cop_car1_8ball 90.0

SWITCH_CAR_SIREN cop_car1_8ball ON

SET_CAR_DRIVING_STYLE cop_car1_8ball 2

SET_CAR_CRUISE_SPEED  cop_car1_8ball 20.0

CAR_GOTO_COORDINATES cop_car1_8ball 713.9 -916.7 42.0

CREATE_CAR car_police 1074.1 -946.7 13.8 cop_car2_8ball

CREATE_CHAR_INSIDE_CAR cop_car2_8ball PEDTYPE_CIVMALE PED_COP cop2_8ball

CLEAR_CHAR_THREAT_SEARCH cop2_8ball

SET_CAR_HEADING cop_car2_8ball 90.0

SWITCH_CAR_SIREN cop_car2_8ball ON

SET_CAR_DRIVING_STYLE cop_car2_8ball 2

SET_CAR_CRUISE_SPEED cop_car2_8ball 20.0

CAR_GOTO_COORDINATES cop_car2_8ball 718.7 -922.2 42.0



Here's the IV SCO that I've made based on it:

CODE
// Add fire sound
CallNative GET_SOUND_ID 0 1
PushF 455,537  
PushF 935,67
NegF
PushF 39,005
CallNative PLAY_FIRE_SOUND_FROM_POSITION 4 0

// Add fire and smoke
PushString "fire_plume_large"
PushF 448,572
PushF 938,549
NegF
PushF 38,448
PushF 0
PushF 0
PushF 0
PushF 0,4
CallNative START_PTFX 8 1

PushString "fire_plume_large"
PushF 455,537
PushF 935,67
NegF
PushF 38,005
PushF 0
PushF 0
PushF 0
PushF 0,4
CallNative START_PTFX 8 1

PushString "fire_plume_large"
PushF 454,295
PushF 938,882
NegF
PushF 38,127
PushF 0
PushF 0
PushF 0
PushF 0,4
CallNative START_PTFX 8 1

// Request Cop Car
Push 0x79FBB0C5
CallNative REQUEST_MODEL 1 0
Jump @Car2

:Car2
// Check if Cop Car loaded
PushS 0
CallNative WAIT 1 0
Push 0x79FBB0C5
CallNative HAS_MODEL_LOADED 1 1
JumpFalse @Car2
Jump @ContCode4

:ContCode4
// Spawn Cop Car
Push 0x79FBB0C5
//PushF 748,2
//PushF 945,0
//NegF
//PushF 14,8
PushF 700,93
PushF 915,97
NegF
PushF 14,8
Var3
PushD 1
CallNative CREATE_CAR 6 0

// Create ped in Cop Car
Var3
RefGet
PushD 3
Push 0xF5148AB2
Var4
CallNative CREATE_CHAR_INSIDE_CAR 4 0

// Set Cop Car heading
Var3
RefGet
PushF 90
CallNative SET_CAR_HEADING 2 0

// Set Cop Car siren ON
Var3
RefGet
PushD 1
CallNative SWITCH_CAR_SIREN 2 0

//Jump @SkipCar2

// Make Cop Car drive
Var4
RefGet
Var3
RefGet
PushF 378,9
PushF 918,7
NegF
PushF 41,5
PushF 20
PushD 1
PushD 0
PushD 3
PushD 2
Push 0xAFC8
CallNative TASK_CAR_DRIVE_TO_COORD 11 0

//Jump @SkipCar2

// Spawn Cop Car 2
Push 0x79FBB0C5
//PushF 739,1
//PushF 946,7
//NegF
//PushF 14,8
PushF 718,93
PushF 915,97
NegF
PushF 14,8
Var5
PushD 1
CallNative CREATE_CAR 6 0

// Create ped 2 in Cop Car 2
Var5
RefGet
PushD 3
Push 0xF5148AB2
Var6
CallNative CREATE_CHAR_INSIDE_CAR 4 0

// Set Cop Car 2 heading
Var5
RefGet
PushF 90
CallNative SET_CAR_HEADING 2 0

// Set Cop Car 2 siren ON
Var5
RefGet
PushD 1
CallNative SWITCH_CAR_SIREN 2 0

// Make Cop Car 2 drive
Var6
RefGet
Var5
RefGet
PushF 383,9
PushF 922,2
NegF
PushF 42,0
PushF 20
PushD 1
PushD 0
PushD 3
PushD 2
Push 0xAFC8
CallNative TASK_CAR_DRIVE_TO_COORD 11 0


I've used SCO ToolBox, but one can use SCOCL too, of course.

This post has been edited by flitskikker on Friday, Aug 17 2012, 17:45
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Sebianoti  
Posted: Friday, Aug 17 2012, 17:46
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Closed beta? awww
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