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Pages: (30) « First ... 28 29 [30]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

> (WIP | GTA3 & VC) Curveshire, Historic racing with a modern twist
 
Cerbera  
Posted: Mar 31 2005, 19:28
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Ben "Cerbera" Millard
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QUOTE (GT-1 @ Mar 29 2005, 22:01)
QUOTE (Cerbera)
The Starters Guide to Total Conversions will make for sobering reading.  Make sure you take it on board because this project will just be a waste of your time.  Try something less ambitions...
You have posted it round a fair bit Cerbera and I feel it is helpful, I now see that its relevant to this topic. Your part of the way through this mod but not very far, what you do have appears to be good but there has been no progress on teh main part of the mod over the last few months. I don't really see this changing unfortunately either. You should have stopped doing the GTA3 version a while back imo, but its for you to decide. If you get some progress done I feel you will only get halted by the release of SA.

I see you have got Gangsta Killa to help out and maybe this will be of help, good luck with that GK.

It would be nice to see some progress on the map but I unfortunately doubt there will be much to show. Imo people's intrest in Majera has been and gone. Remember Cerbera this is my opinion it cannot be right or wrong. I wrote a very similar post about 6 months back also. confused.gif
An opinion cannot be right or wrong? By that "logic" Hitler's opinion that the Jews were an inferior race was neither right nor wrong. Opinions are ideas and as such are subject analysis. Especially when they are expressed publically. monocle.gif

How is a guide written for "starters" relevant to this topic? None of the members of the Curveshire (past or present) team could really be called "starters" since they all had experience of doing what they came here to do. Indeed, the current team are anything but starters. Y-less has been commended for tutorials he was written about the aspect he is here to help with and GK has written a fair few tutorials himself, as well as leading the Tutorials Forum here on GTAF. Indeed, it was him who began that starters guide which you support. My own experience speaks for itself.

Also, I don't understand how the release of GTASA would "halt" the progress of Curveshire. The progress of Curveshire is not run to a strict timetable because my experience has taught me that these projects always take a long, long, long time and progress on them is always erratic. To expect anything else would be rather unrealistic and somewhat naive. Incidentally, I am on the prowl for modellers to join this project and have turned up GK so far. Hopefully more will be to follow. If I cannot get a consistant set of modellers on board before 2006, I will take on the modelling aspects myself. Need to shift through a bunch of other projects before I can commit to learning that, hence I am placing it quite far off.

Thanks for your interest, though. I'm glad you approve of me helping to educate newcomers on the difficulties and immense workload that ambitious modifications for the third generation of GTA editions. It shows you know about the community.


(EDIT) The handling overhaul for GTAVC is now complete! Here are the lap times using it around the development version of Curveshire for GTAVC:
CODE
;Exotic
SANDKING  3:35
PHEONIX   2:55
HOTRING   3:05
SABRETUR  3:00
INFERNUS  3:00
CHEETAH   3:05
BANSHEE   3:10
DELUXO    3:05
COMET     3:10
STINGER   3:20
;
;Executive
ADMIRAL   3:25
SENTINEL  3:25
MAFIA     3:15
WASHING   3:50
LOVEFIST  3:50
STRETCH   5:20
;
;Classic
ZEBRA     3:50
CABBIE    4:10
ROMERO    4:15
GLENDALE  3:50
VIRGO     3:45
IDAHO     4:15
ESPERANT  3:45
SABRE1    3:35
STALLION  3:40
VOODOO    3:45
OCEANIC   4:00
GREENWOO  3:55
HERMES    3:55
CUBAN     3:30
;
;Mass Produced
BLOODRA   3:45
BLOODRB   3:35
REGINA    4:05
PEREN     4:00
MOONBEAM  4:20
TAXI      3:50
MANANA    4:15
BLISTAC   4:00
;
;Off Road
BFINJECT  3:15
WALTON    4:20
BOBCAT    4:10
LANDSTAL  4:05
RANCHER   4:05
DESPERAD  4:00
PATRIOT   3:50
;
;Van
GANGBUR   3:50
BURRITO   4:50
PONY      4:35
RUMPO     4:40
MRWHOOP   4:45
BENSON    5:15
MULE      4:40
BOXVILLE  4:50
YANKEE    5:00
SECURICA  4:35
;
;Truck
LINERUN   5:35
PACKER    5:45
BUS       5:30
FLATBED   5:45
TRASH     5:30
COACH     5:50
;
;Emergency
POLICE    3:25
FBICAR    3:45
FBIRANCH  3:40
AMBULAN   4:35
ENFORCER  4:30
FIRETRUK  4:45
BARRACKS  5:15
RHINO     5:10
;
;Uncategorised
GOLFCART  4:30
BAGGAGE   4:25
;
;Bikes
BIKE      2:50
MOPED     3:10
DIRTBIKE  3:00
ANGEL     m:ss*
FREEWAY   3:15
Have not used the Angel yet but fiddling with the "default.ide" classes should make it spawn as a citizen vehicle so I can use it.

This post has been edited by Cerbera on Apr 1 2005, 08:56
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Y_Less  
Posted: Apr 18 2005, 21:43
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Due to exams at school, my modding involvement is having to be put on hold a bit (as I have previously stated if you saw my other post).

Cerbera has the latest SCM, I will pick it up again after exams (when I will have months of free time), so should be able to get a load more done, but it anyone wishes to work on it till then, they are perfectly welcome.
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Cerbera  
Posted: Apr 29 2005, 21:47
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Ben "Cerbera" Millard
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It looks like Curveshire will be in hibernation until then, since I do not have time to learn 3D modelling or SCM work and there does not seem to be anyone looking to join this project. Hopefully this break will give me time to finish up some other projects but I will return as soon as I hear word from Y-less or any other interested modders.
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ghost_master2000  
Posted: May 13 2005, 09:49
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oh man, looks like this is still going. congrats cerb. Sorry I disappeared on y'all. I got a GF last august and started working more AND going to school, so I kinda lost time for a lot of computer related stuff. ANYWAYS. I'll be doing some modding on SA as soon as some stuff is figured out mod-wise(specifially mission script related).

I thought I'd let you know that I'd be willing to pitch in some code here and there for this if you wanted, but can't dedicate myself to this. I'm not in school for a few months this summer, but still have work and a GF to spend time on, so I've still got limits.

I don't remember if I gave out the code for the script or who you have workin on the SCM atm, but am willing to straighten it up for someone else i f you want.

PM me if you want.

cheers
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Cerbera  
Posted: May 13 2005, 15:19
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Quite a bit has gone on since you were last active in here, GM2k. smile.gif

After you left I hunted around for SCM'ers and found Y-less and PatrickW. Patrick wasn't available but said he would like to help out with the odd thing here and there now and again. Y-less joined the team fully and did loads of work refining the code you wrote, moving the car icon grid and respawn points, stuff like that. We even started work on a time trial mission after I supplied all the co-ordinates for the checkpoints I thought would be required.

But then he went three weeks without saying a word to me via this topic, PM, IM or E-mail. When I eventually managed to get him on MSN he said he wasn't able to do any more work on Curveshire and wouldn't be coming back for a while. I figured that as there are no modellers or, err, anyone else on the team I may as well put it into stasis until there was a team available to work with again.

I guess that time is now, since GM2k is *sort of* back on the team.
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Cerbera  
Posted: Sep 2 2005, 13:12
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This is a bit of a bump but I want to make it official: Curveshire is cancelled

Lots of reasons and excuses I can think of but the biggest reason is that while testing and developing my GTASA Handling Overhaul I have found that the quality of the roads and landscape in this game are far, far beyond anything Curveshire was likely to become. An endless variety of massive landscapes, cityscapes and water courses exist in GTASA.

Therefore, the idea of Curveshire as being a challenging, varied landscape for street racing is obsolete, so there is no point trying to develop this project any further. I learnt a lot by working on this and I am proud of my designs and the work contributed by other modders. Other, more feasible projects are what we should concetrate on, though. smile.gif
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solo  
Posted: Sep 2 2005, 16:54
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Isn't there some way it could be used as a mission based map. I don't really know what, maybe time trials, races or something. Seems a shame to cancel after all your and other peoples work confused.gif
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Cerbera  
Posted: Sep 7 2005, 18:44
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The reality is that nobody in the modifications community cares enough about this project to put in the amount of time it would require to make progress. The last time anyone other than me did anything to this project was the end of March 2005...that's four months of inactivity. There are no signs of anyone else joining the team, so it's just me. I can't do 3D modelling and since I am starting a website design company, my idea of taking on that aspect in 2006 will be impossible.

It simply isn't going to come to anything worthwhile. I remember giving a similar speech to Monitor57 about the GTA London project. He was wise enough to realise the truth of the situation and cancelled that project. He has since become a highly successful vehicle modeller, as I suggested would happen. My area of expertise in the 3D generation is the handling, general troubleshooting and assisting with new editors. My efforts are best directed there.

The landscapes in GTASA are so much more varied and massive than Curveshire that there wouldn't be much point to it anyway. I've been beaten by the corporation! tounge.gif
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dertyjerzian  
Posted: Sep 7 2005, 19:35
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I've known about this porject since before I even joined GTAF. Sad to see it go, but good to see you bow so gracefully, Cerbera. Maybe you can PM me to discuss curveshire a little? I can't be arsed to look at allllll of these pages just to see what is done already!
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Cerbera  
Posted: Sep 8 2005, 15:15
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The first post of the topic includes screenshots and the wireframe of the landscape. It also has a series of videos which show how much was done in the GTA3 and GTAVC versions. Basically, we had completed the road sections in 2D with the motorway section in 3D but only had rough 3D intersections for the motorway with 3D pit garages and put wall. There were one or two rough buildings made as 3D models but not exported for use in-game. There was the beginnings of a time trial system with checkpoint locations and there was a vehicle creation grid in the GTA3 edition with a more sophisticated vehicle spawner planned for the GTAVC edition. There was the beginnings of a motorcycle trials course.

In the previous page there are the lists of vehicle lap times from the finalised versions of the GTA3 and GTAVC Handling Overhauls which are available seperately from my website.
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RainingAcid  
Posted: Sep 13 2005, 02:31
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That's too bad. Say, are you going to release the models for others to use?
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Cerbera  
Posted: Sep 13 2005, 12:45
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Since I didn't make a single polygon for this project, I assume that you would need the permission of the original authors in order to use their work. I don't think they handed over control of their work to me when they contributed it. The first post contains a list of all the people who worked on the team. A lot of the models were worked on by more than one person, some of whom are not inactive.

I don't think there is anything in Curveshire which could be ported into other mods anyway...it's all rather specific to this design. Might be easier to make new stuff from scratch than to try and modify Curveshire models?
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RainingAcid  
Posted: Sep 13 2005, 22:27
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Hmm..well I don't know how to make models.
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dertyjerzian  
Posted: Sep 14 2005, 08:05
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I have a custom member title. I call it "Solid Snake"
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QUOTE (Cerbera @ Feb 8 2005, 17:13)
Absolutely, I am never going to stop work on this until it is complete.

rah.gif
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madness.productions  
Posted: Dec 26 2005, 04:34
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Can't you release a uncompleted version...
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Cerbera  
Posted: Dec 26 2005, 12:18
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Ben "Cerbera" Millard
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We did, for the GTA3 version. The GTAVC version is pretty much the same, apart from the SCM was never completed.
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