Generally good. Correct the position of the windows, add transparency (alpha texture) to the window so that the player can see both the view of the street from the interior, and the interior itself if looking from the street. Since your interior is designed to be open, it would be very handy to make a physical door. There are a lot of such doors that the player can simply push and the door will open.
When you go through the mod, please look at the behavior of traffic lights and poles, with a bug they do not just disappear instantly. And the solution to this bug will be included in the next version.
I thought to divide the file into 1gb each part. The audio is the most important. And in the existing archive, the assembly itself, where everything is already installed. Although there was an idea how to create an installation file to compress everything that is.
I did not think that the mod would pass moderation and load so quickly. Yes, the stadium has lights. This is a previously implemented feature with the help of project 2dfx, but bugs came out of this, sometimes black, sometimes invisible traffic lights. The truth is, the fat minus is that this bug has eaten into the mod, and after the removal of project 2dfx, which the lights were placed on, remained sitting inside.
poles cannot be knocked down to the ground, just like traffic lights. Traffic lights — intangible, just a car passing through them. If you put a vipont (mark on the radar), the game will freeze. there are stalls on the streets where one could have a bite to eat, that's just For some reason you can't eat in them. and the stalls are intangible. and one from the stalls has a slightly broken texture mapping (on the roof of the stall this is very noticeable). The player is allowed into Joey's interior, but then a flaw is visible - the motor and stacks of wheels or tires, in the very the interior has some grass. there are no unique jumps at all, which is a pity. if you push a hydrant with a car, it will fall through the ground. bitch'n dog food factory obviously doesn't have all the textures. Opposite this factory is a taxi depot with ad textures taxis are wrong. I crashed into a pole in the red light district and the player was powerfully thrown aside. a lot of people fall on different places of the map, it's funny and looks strange.
Ideally, it is better to do so that the water was supposedly clean, and if you put a bunch of a barrel in there that the player can easily shove, that's why the water got dirty and became unsuitable for swimming.
Um, if only the radar would paint once the territory is new ... And put a couple of interesting interiors into the building itself - a bar, gyms, rest rooms, etc. (everything that is in luxury and expensive hotels). So that's the 2nd version of go go go)
Mod is good, no doubt about it. But not without flaws. It is very strange that a player can swim as much as he wants, but he will not drown, but I would like to swim like in gta sa or like in gta vcs. Jumping over obstacles is a little crooked, I chose the smallest object - a bunch of garbage glowing in the dark. And it is so low that it would be easy to jump over, but the player instead nevertheless climbed on it as if it were much higher. This strangeness surprised me on other low and just small obstacles. With aiming and changing the tracing system, the strangeness was more amusing - I aimed my weapon at the cop right in front of him, and he did not attack at all for a while.
I don’t know of course all the bugs, but so far I have been able to find such bugs. So we are waiting for future versions
And how then to make the game understand a very simple difference that the call is false or the call is just like that? If a false call is to be simulated, then it should be acceptable just complete calm (taking into account the fact that cops do not get into showdowns between gangs).
It's better to deal with the cops easier. Let's take the behavior of cops in GTA 4 as an example. And it is logical and simple: if you hit someone, angering the ped and not a single cop saw it around (it doesn't matter where exactly the cop is), then the cop will come out to neutralize the offender and put him in jail in the car. And then the criminal will either be taken to prison, or the car will simply drive away from the player and disappear unnoticed.
Well, it’s not for me to judge why people didn’t like the mod so much, but it can be converted into a much cooler version. The meaning would be better like this: let them sell drugs in these stalls and so that you can buy a lot of it, then add a dose of drugs to this (for example, a text with the inscription “dose”) and next to this text is a scale. Specifically, I mean the blue scale. And when the scale is completely filled, there will be raspberries. The raspberry here is that you can take it and implement it like in one of the GTA 5 missions, where Michael took a lot of dose and he is attacked by aliens. To put it quite simply - spawn enemies around the player in large numbers and it is desirable to stagger the camera until the dose bar is empty.
And personally, you can screw it on yourself so that if a player uses spank, and a couple of meters from him, we give a cop a star. Plus, you can add working hours here: let's say the stall works secretly only at night, I think it will be even more interesting
If someone is at least just interested in the update of the mod, which now continues on the mod for vice gta liberty city, then put a plus (+) to this comment.
Hello. This is a modification that was originally for GTA 3. I, as the author of the mod, was transferred to the global gta liberty city 4.0 mod (the one on the vice city engine). Too large-scale changes in the map - canceled. There will be only small changes in the map.
Dude, you're certainly done, the mod works. But it also has a drawback, if you replace everything: a model, a texture, a collision, then a crash is possible, why it was because of the files of your mod that the game crashed. Well, sorry, I had to work hard to go through everything and find buggy files, but otherwise everything is ok.
Does it work randomly or does it always work without letting the car burn? If the author allows, then I will try to improve the script, because I need a random one. As for the support for both versions, let's see, thanks to the modders, I myself had to support one of my scripts for both versions of the game.
To be honest, the mod is temporarily frozen, so I explain: I wanted to add a lot of different interiors from different mods (indicating the authors) and tried my idea on GTA 3, but it has a disgusting map streaming, which is most likely corrected by more experienced modders than me thanks to crutches. Therefore, I decided to transfer all the developments and what I would do next on the global Gta liberty city mod (the one on Vice City), but alas, he could not make the job much easier, because. it has a lot of memory errors. That is why the short summary - there will be no progress on the map for a very long time. (probably I myself took up the map too early). I'll be making scripts for now, even if they're the simplest ones for the mod)
And now personally for your problem: it is not difficult to contact me - hp and it seems like the mail that I left here for communication. What exactly did you install? How did you install it and for what? Naturally, the mod file is placed only on a clean GTA 3 (i.e. without any extra mods). Note: if the game freezes during loading (exactly where the blue bar goes), then you should click the windows icon, then you will be thrown to the desktop and a small white window will appear with only two lines and then send me the screenshot made with this window, so I will try to understand at the address what the game “did not like”. Right now I'll try it myself, and I'm waiting for your answer)
Hi, not a bad idea) If you can, write in a personal for a more detailed discussion of it. At the moment I'm working on a map, a lot of places you can go. Previously, I had an idea to develop a simple functionality for customizing purchased apartments / shelters for money, so in the next version there will be almost no changes in the scripts, but this is only for a while (approximately in the next 2 versions for sure). I'm currently working on Portland, and for the Staunton apartment with the standard hideout and elevator, I have 1 small interior so far. If there are GTA 3 connoisseurs here who like to get to the bottom of various trifles in the game, then write in PM or so - in the comments. I'd be interested to hear different versions of the hideout changes.
Error fixed successfully, soon I will update the mod, and post my save, which now does not deteriorate. And so thanks for the help in the error found, there will be more - write (but always without your mods). Hardcore and should be hard, just look for vulnerabilities on the Demoman.
Hello, criticism reviewed and accepted about Demoman script.
In my opinion, constant teleportation is unnecessary, the pursuit of the player should be left, but if you leave him for some distance, he should despawn.
I will try to change this script in the next part. If it turns out that teleportation has to be left, then it will remain, and by default the demoman will pursue you only until either the player or the demoman dies. And what are you ready to offer instead of transferring the simultaneous type of the number of guns? Yes, it's possible to force a player to carry only one weapon that he picked up or bought, but I'll think about this idea and if the players approve it, I'll do it)
At the same time, on one of the last missions for good, it would be necessary to put a reward of 400-450 thousand, so that the accumulation of money for Catalina does not discourage the desire to finish playing the game.
Hello, thanks for the feedback. In general, if someone does not like something mod, you can write about it directly or just not play it. In each version, the emphasis will be on hardcore, players will be able to buy lives in a different way (eat, but the food will be associated with something), it will also be possible to buy weapons: they will come to you (or there will be a mark on the radar) and buy whatever you want. Treatment occurs by default for $1000, but there are unused phrases of doctors, and yes, they treat like you wrote for $250. And after the import-export missions, I will make the cars paid, I have long wanted to beat this. Everything that I briefly described will probably be in future versions (but not in the next one): i.e. I will look at the reviews on the mod, at the opinions, take into account someone's suggestions (for example, like yours above). For import-export, I will try to make 1 more garage, guess where? (hint in one word: islands). The next version will be, and I'm not the only one working on it.
Plus, of course, but I also planned to make a script with kiosks. True, I will beat him differently, I notice that everyone probably repeats and parodies the power system.
For this money will be given. I will change gradually, from version to version, things familiar to everyone in the game. So far, this version is the 1st and there is money in it that has been more than reduced several times. If there are interesting interiors, then I will insert them into the game as Claude's apartments and he will be saved in them. In the meantime, I'm preparing players for flying vehicles). And about your question for cutting in, there will be a small cool feature.
I'm glad you responded. If you want to farm money through a bug, then you will probably be tortured. Each reward from the employer, as well as from bonuses, has been reduced. It will take a long time to save. The most profitable way will only be to transport passengers by taxi. I'm going to add a lot of interesting things, so I encourage people to try to help me. In the future version, the player will have 3 nice bonuses from 8-point, Joey and Tony Cipriani. In the meantime, I'm trying to make sure that the player is saved only on the mattress (like sleeping). In any case, this is only the first version of the mod.
intangible, just a car passing through them.
If you put a vipont (mark on the radar), the game will freeze.
there are stalls on the streets where one could have a bite to eat, that's just
For some reason you can't eat in them. and the stalls are intangible. and one
from the stalls has a slightly broken texture mapping (on the roof of the stall
this is very noticeable). The player is allowed into Joey's interior, but then
a flaw is visible - the motor and stacks of wheels or tires, in the very
the interior has some grass.
there are no unique jumps at all, which is a pity.
if you push a hydrant with a car, it will fall through the ground.
bitch'n dog food factory obviously doesn't have all the textures.
Opposite this factory is a taxi depot with ad textures
taxis are wrong.
I crashed into a pole in the red light district and the player was powerfully
thrown aside.
a lot of people fall on different places of the map, it's funny and looks strange.
Jumping over obstacles is a little crooked, I chose the smallest object - a bunch of garbage glowing in the dark. And it is so low that it would be easy to jump over, but the player instead nevertheless climbed on it as if it were much higher. This strangeness surprised me on other low and just small obstacles.
With aiming and changing the tracing system, the strangeness was more amusing - I aimed my weapon at the cop right in front of him, and he did not attack at all for a while.
I don’t know of course all the bugs, but so far I have been able to find such bugs. So we are waiting for future versions
It's better to deal with the cops easier. Let's take the behavior of cops in GTA 4 as an example. And it is logical and simple: if you hit someone, angering the ped and not a single cop saw it around (it doesn't matter where exactly the cop is), then the cop will come out to neutralize the offender and put him in jail in the car. And then the criminal will either be taken to prison, or the car will simply drive away from the player and disappear unnoticed.
The raspberry here is that you can take it and implement it like in one of the GTA 5 missions, where Michael took a lot of dose and he is attacked by aliens. To put it quite simply - spawn enemies around the player in large numbers and it is desirable to stagger the camera until the dose bar is empty.
And personally, you can screw it on yourself so that if a player uses spank, and a couple of meters from him, we give a cop a star. Plus, you can add working hours here: let's say the stall works secretly only at night, I think it will be even more interesting
I'll be making scripts for now, even if they're the simplest ones for the mod)
And now personally for your problem: it is not difficult to contact me - hp and it seems like the mail that I left here for communication. What exactly did you install? How did you install it and for what? Naturally, the mod file is placed only on a clean GTA 3 (i.e. without any extra mods).
Note: if the game freezes during loading (exactly where the blue bar goes), then you should click the windows icon, then you will be thrown to the desktop and a small white window will appear with only two lines and then send me the screenshot made with this window, so I will try to understand at the address what the game “did not like”.
Right now I'll try it myself, and I'm waiting for your answer)
I'm currently working on Portland, and for the Staunton apartment with the standard hideout and elevator, I have 1 small interior so far.
If there are GTA 3 connoisseurs here who like to get to the bottom of various trifles in the game, then write in PM or so - in the comments. I'd be interested to hear different versions of the hideout changes.
Hardcore and should be hard, just look for vulnerabilities on the Demoman.
I will try to change this script in the next part. If it turns out that teleportation has to be left, then it will remain, and by default the demoman will pursue you only until either the player or the demoman dies.
And what are you ready to offer instead of transferring the simultaneous type of the number of guns? Yes, it's possible to force a player to carry only one weapon that he picked up or bought, but I'll think about this idea and if the players approve it, I'll do it)
Hm, I'm learning.
And after the import-export missions, I will make the cars paid, I have long wanted to beat this. Everything that I briefly described will probably be in future versions (but not in the next one): i.e. I will look at the reviews on the mod, at the opinions, take into account someone's suggestions (for example, like yours above). For import-export, I will try to make 1 more garage, guess where? (hint in one word: islands).
The next version will be, and I'm not the only one working on it.
And about your question for cutting in, there will be a small cool feature.
Each reward from the employer, as well as from bonuses, has been reduced. It will take a long time to save. The most profitable way will only be to transport passengers by taxi.
I'm going to add a lot of interesting things, so I encourage people to try to help me. In the future version, the player will have 3 nice bonuses from 8-point, Joey and Tony Cipriani.
In the meantime, I'm trying to make sure that the player is saved only on the mattress (like sleeping).
In any case, this is only the first version of the mod.