Vice City: Multiplayer

Vice City General => Videos & Screenshots => Topic started by: rww on Mar 25, 2016, 05:31 PM

Title: Portland in VC-MP 0.4 test
Post by: rww on Mar 25, 2016, 05:31 PM
https://youtu.be/jZOJ3nEzKmU
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on Mar 25, 2016, 05:46 PM
Do you plan to remove the entire GTA;VC map and do this to your entire server ?

Czy zamierzasz usunąć całą GTA; VC mapę i zrobić to do całego serwera?
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Mar 25, 2016, 06:04 PM
Quote from: Mr_Motley on Mar 25, 2016, 05:46 PMDo you plan to remove the entire GTA;VC map and do this to your entire server ?

Czy zamierzasz usunąć całą GTA; VC mapę i zrobić to do całego serwera?

Please... Don't translate to polish here. I understand english good, worse is when I try write something.

Remove VC Map = use 4000x hide function? 5 years later, the same progress :D

Currently I put the map on height 600.0
Title: Re: Portland in VC-MP 0.4 test
Post by: . on Mar 25, 2016, 06:07 PM
Quote from: rwwpl on Mar 25, 2016, 06:04 PMRemove VC Map = use 4000x hide function? 5 years later, the same progress :D

Let's not forget about XML nowadays.



@Stormeus Out of curiosity, how many objects could we possibly hide? And if I hide it, is the collision still there?
Title: Re: Portland in VC-MP 0.4 test
Post by: Stormeus on Mar 25, 2016, 07:57 PM
In theory you could hide the entire VC map, which should also, in theory, remove the collisions. There have been a couple of reported issues regarding LODs not being removed though.
Title: Re: Portland in VC-MP 0.4 test
Post by: . on Mar 25, 2016, 08:00 PM
Quote from: Stormeus on Mar 25, 2016, 07:57 PMIn theory you could hide the entire VC map, which should also, in theory, remove the collisions. There have been a couple of reported issues regarding LODs not being removed though.

Thank you. I'm gonna troll with this idea tonight. Let's hope it doesn't crash :D
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on Mar 25, 2016, 08:02 PM
Quote from: Stormeus on Mar 25, 2016, 07:57 PMIn theory you could hide the entire VC map, which should also, in theory, remove the collisions. There have been a couple of reported issues regarding LODs not being removed though.

Which can be bypassed with rising the ground level and water level?, other than losing helicopter fly height seems pretty neat!
Title: Re: Portland in VC-MP 0.4 test
Post by: Sebastian on Mar 26, 2016, 12:40 AM
Some objects just cannot be hidden...
I reported that back in 2014 (http://archive.vc-mp.org/to2014/index.php?topic=6895.0), then @rwwpl reported it in 2015 (http://forum.vc-mp.org/?topic=1144.msg7649#msg7649).

Btw, nice to see gta3 map. =)
Title: Re: Portland in VC-MP 0.4 test
Post by: . on Mar 26, 2016, 01:24 AM
I tried to build a utility to generate hide rules extracted directly from IPL files but I can't seem to get it to work. I'm guessing that some objects can't be removed. As other's have mentioned so far.

(https://s9.postimg.org/6i5el4j8f/2016-03-26+03-20-47-0893.png)

(https://s28.postimg.org/kh1lkzqel/Untitled.jpg)
Title: Re: Portland in VC-MP 0.4 test
Post by: . on Mar 26, 2016, 02:00 AM
Finally :D Although it had to be done by script :(

(https://s21.postimg.org/4hufhkgjr/2016-03-26+03-55-42-0292.png)
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on Mar 26, 2016, 09:36 AM
Haha, nice work! Love that map :D GTA 3 :)
Just need some custom vehicles, and LU is back biches!
Title: Re: Portland in VC-MP 0.4 test
Post by: Gudio on Mar 26, 2016, 10:31 AM
I removed VC's map last year but bridges were visible. :(
* pokes @sseebbyy

I'm afraid it's not possible to implement the whole GTA 3 map due to custom objects limit.
Title: Re: Portland in VC-MP 0.4 test
Post by: Sebastian on Mar 26, 2016, 11:26 AM
Quote from: Gudio on Mar 26, 2016, 10:31 AMI removed VC's map last year but bridges were visible. :(

and not only the bridges

Quote from: Gudio on Mar 26, 2016, 10:31 AMI'm afraid it's not possible to implement the whole GTA 3 map due to custom objects limit.

Even if we would mix GTA3 map with VC objects, we will still not get the whole map.
If you guys ever imported GTA3 map and VC map into a map editor, you would see that VC objects are "more in one" (http://forum.vc-mp.org/?topic=1223.0), like streets, building, etc. While GTA3 objects are one by one, especially when we talk about streets. (no more 5 streets in one object, like in VC, but 5 objects in GTA3)

I would provide some pics, but I'm home right now, while my laptop is at university's hostel.

EDIT Look at this list of objects of GTA3 map
http://liberty-unleashed.co.uk/LUWiki/Objects/GTA_III/General_Objects

This is what I was talking about.
Title: Re: Portland in VC-MP 0.4 test
Post by: Stormeus on Mar 26, 2016, 01:06 PM
In theory again, if you were to take GTA3's map and convert large chunks of it into single unified objects, you could probably get away with it.
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on Mar 26, 2016, 04:17 PM
Quote from: Stormeus on Mar 26, 2016, 01:06 PMIn theory again, if you were to take GTA3's map and convert large chunks of it into single unified objects, you could probably get away with it.
Correct!!. unfortunately in Gta 3 most of all the objects are solid mass objects compared to VC, so it wouldn't be that hard just time consuming.
If someone made a release I would guarantee server owners from LU would come to VC:MP as there is more possibilities in VC:MP as well as helicopters, and maybe implanting gta 3 helicopter textures
Title: Re: Portland in VC-MP 0.4 test
Post by: Luis_Labarca on Mar 27, 2016, 04:47 AM
Quote from: S.L.C on Mar 26, 2016, 01:24 AMI tried to build a utility to generate hide rules extracted directly from IPL files but I can't seem to get it to work. I'm guessing that some objects can't be removed. As other's have mentioned so far.

(https://s9.postimg.org/6i5el4j8f/2016-03-26+03-20-47-0893.png)

(https://s28.postimg.org/kh1lkzqel/Untitled.jpg)

Hello bro where can I download that aah program if I probe by hiding objects from the military base of the alanbrado and that nose can hide
or you have not yet completed this program anyway thanks
Title: Re: Portland in VC-MP 0.4 test
Post by: . on Mar 27, 2016, 04:50 AM
Quote from: Luis_Labarca on Mar 27, 2016, 04:47 AMHello bro where can I download that aah program if I probe by hiding objects from the military base of the alanbrado and that nose can hide
or you have not yet completed this program anyway thanks

IPL Hide (http://forum.vc-mp.org/?topic=2520.0)
Title: Re: Portland in VC-MP 0.4 test
Post by: Luis_Labarca on Mar 27, 2016, 07:51 PM
Quote from: S.L.C on Mar 27, 2016, 04:50 AM
Quote from: Luis_Labarca on Mar 27, 2016, 04:47 AMHello bro where can I download that aah program if I probe by hiding objects from the military base of the alanbrado and that nose can hide
or you have not yet completed this program anyway thanks

IPL Hide (http://forum.vc-mp.org/?topic=2520.0)

Thanks friend :) (y)
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Mar 28, 2016, 02:15 AM
Progress ;) (Screens in spoiler)

industne - 55/65%
industnw - 90/95%

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F2mfn3fc.png&hash=a56a486f357412397d230c34ebe36ba49729e436)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2aev235.png&hash=07d7bce2d74d9414c9d92d0da7c15110bce12261)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2j3gyer.png&hash=fd0468e788397f9c1cd176b7d1557e946d9b8256)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Fi5snpj.png&hash=4ad06e947ade5c06bbcf729d7c8b5e389a197aef)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F9bbono.png&hash=96050c6587e3a886366482e5ae21d0f6a5fc612f)
[/spoiler]

And I'll try convert only Portland, not more ;)
Title: Re: Portland in VC-MP 0.4 test
Post by: Sebastian on Mar 28, 2016, 03:53 PM
Hopefully you are planning a server with this map. ;)
Great that you use GTA:LC map, as it has fixed roofs for buildings.
(at least this is what I understood from the pic you were sitting on building's roof)

I recommand you to use VC trafficlights, and lamps, and everything else that has different flags/properties than static objects.
(custom objects won't have light, won't be movable, fragile, etc)


Pretty sure you already knew such things.
Title: Re: Portland in VC-MP 0.4 test
Post by: Luis_Labarca on Mar 28, 2016, 09:50 PM
Quote from: rwwpl on Mar 25, 2016, 05:31 PMhttps://youtu.be/jZOJ3nEzKmU
great friend still so
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Mar 29, 2016, 02:21 AM
Quote from: sseebbyy on Mar 28, 2016, 03:53 PMHopefully you are planning a server with this map. ;)
Great that you use GTA:LC map, as it has fixed roofs for buildings.
(at least this is what I understood from the pic you were sitting on building's roof)

I recommand you to use VC trafficlights, and lamps, and everything else that has different flags/properties than static objects.
(custom objects won't have light, won't be movable, fragile, etc)


Pretty sure you already knew such things.


This tower has a good collision in III :P.

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Foi64.tinypic.com%2F2e5iesw.jpg&hash=5f624c1277689c9550e398f4d7e1411167e8f3be)
[/spoiler]

Update:
* Props.ipl 100%
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Mar 29, 2016, 04:25 PM
New screenshot

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Foi65.tinypic.com%2F16k6plg.jpg&hash=02d15716d6eb6992165c2b901ed5f5acb3cdf10d)
[/spoiler]
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Apr 04, 2016, 09:21 PM
@maxorator or @Stormeus
Is it possible that you would increase custom objects limit from 400 to 700-800, in the best way to 1000? (I think I need to complete my Portland something about 250)?

For now I'd put down map for a while, because I don't plan to attach the objects, homever maybe soon someone will put test server with this map

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fimg.vc-mp.eu%2Fimages%2FY9uNrXmlp.jpg&hash=18639976338487df08a0b2737688c55f9f4b41d9)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fimg.vc-mp.eu%2Fimages%2FymjDI.jpg&hash=582548177a8c870bf88d1b735ecd92a244d32548)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fimg.vc-mp.eu%2Fimages%2F478Xr.jpg&hash=0929cfa1b8d4758b2ef38667e0e5dc497de252ba)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fimg.vc-mp.eu%2Fimages%2FlUA53dbj.jpg&hash=8bbd1e2088351332dfbacb96d8dabb310fc01e85)
[/spoiler]

Small Portland Test

Today in the evening (05/04/2016)
IP: 188.125.145.248:8192
Host by: @Xenon
Title: Re: Portland in VC-MP 0.4 test
Post by: Thijn on Apr 05, 2016, 05:57 AM
Why not use XMLs?
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Apr 05, 2016, 06:30 AM
Quote from: Thijn on Apr 05, 2016, 05:57 AMWhy not use XMLs?

But I use XML's.

in Map folder I have a file with 10k lines... Now I need increase custom objects limit (Currently is 6000-6399 (6400 and above for custom vehicles)).
Title: Re: Portland in VC-MP 0.4 test
Post by: Thijn on Apr 05, 2016, 03:54 PM
Oh custom, sorry I misread your comment. Yes, that makes sense :)
Title: Re: Portland in VC-MP 0.4 test
Post by: Stormeus on Apr 05, 2016, 04:29 PM
Quote from: rwwpl on Apr 04, 2016, 09:21 PMIs it possible that you would increase custom objects limit from 400 to 700-800, in the best way to 1000? (I think I need to complete my Portland something about 250)?

This is a game constraint that would require quite some effort to overcome.
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Apr 05, 2016, 10:25 PM
New Video

https://youtu.be/4hBA8PVMTQo

Maybe in Saturday next (last?) test, but with better script and small map fixes.
Title: Re: Portland in VC-MP 0.4 test
Post by: Murdock on Apr 06, 2016, 08:26 AM
Nice! Add some GTA 3 vehicles as well, those should be ready to download as MVL package on GTAgarage :)
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on Apr 06, 2016, 12:53 PM
Quote from: Murdock on Apr 06, 2016, 08:26 AMNice! Add some GTA 3 vehicles as well, those should be ready to download as MVL package on GTAgarage :)
Why not play LU instead? xd
Due to the limit of objects, we can't port the whole map :P and also if we do, it'd be too huge to download.
Title: Re: Portland in VC-MP 0.4 test
Post by: PunkNoodle on Apr 06, 2016, 03:46 PM
Quote from: KAKAN on Apr 06, 2016, 12:53 PM
Quote from: Murdock on Apr 06, 2016, 08:26 AMNice! Add some GTA 3 vehicles as well, those should be ready to download as MVL package on GTAgarage :)
Why not play LU instead? xd
Due to the limit of objects, we can't port the whole map :P and also if we do, it'd be too huge to download.
Off-T: I could list plenty of reasons but I'll stick to the first one that comes into my mind: The nonexistent support.

On-T: Great job rwwpl, it was fun playtesting yesterday. :)
Title: Re: Portland in VC-MP 0.4 test
Post by: Klaus on Apr 06, 2016, 07:49 PM
It was only a matter of time until someone went and did this, it reminds me of LC:MP. GTA3's gameplay is so passive and just second-rate compared with VC's which is why I could never enjoy LU as much.
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Apr 08, 2016, 10:28 PM
Server started - 51.254.123.119:8195
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on Apr 09, 2016, 08:11 AM
Quote from: rwwpl on Apr 08, 2016, 10:28 PMServer started - 51.254.123.119:8195
It looks like you're releasing your hard work to get copied :P
Title: Re: Portland in VC-MP 0.4 test
Post by: Piterus on Apr 19, 2016, 03:55 PM
I hope that any attempt to copy and publish the server will be punished.
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on Apr 19, 2016, 04:33 PM
Quote from: Piterus on Apr 19, 2016, 03:55 PMI hope that any attempt to copy and publish the server will be punished.
Someone already did that I guess
Title: Re: Portland in VC-MP 0.4 test
Post by: Piterus on Apr 19, 2016, 04:48 PM
That's why I'm waiting for the efficient solution of that issue.
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on May 11, 2016, 09:13 PM
LCS:MP?

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs5.ifotos.pl%2Fimg%2F2016-05-1_sarwwpx.png&hash=806d9101552aa938fd87c9ab2f1d01459b1ce757)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs2.ifotos.pl%2Fimg%2F2016-05-1_sarwwpn.png&hash=7bebc52f4bf7f6843eec36e64ad5a131e76349c1)
[/spoiler]

@Kunio @Xenon
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on May 12, 2016, 12:46 AM
Would be awesome in the future if you attempt to add the races at this track
[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs2.ifotos.pl%2Fimg%2F2016-05-1_sarwwpn.png&hash=7bebc52f4bf7f6843eec36e64ad5a131e76349c1)
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on May 12, 2016, 12:56 AM
Quote from: rww on May 11, 2016, 09:13 PMLCS:MP?

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs5.ifotos.pl%2Fimg%2F2016-05-1_sarwwpx.png&hash=806d9101552aa938fd87c9ab2f1d01459b1ce757)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs2.ifotos.pl%2Fimg%2F2016-05-1_sarwwpn.png&hash=7bebc52f4bf7f6843eec36e64ad5a131e76349c1)
[/spoiler]

@Kunio @Xenon
hah, you're the best mapper here :P
Title: Re: Portland in VC-MP 0.4 test
Post by: Sebastian on May 12, 2016, 05:42 AM
Quote from: rww on May 11, 2016, 09:13 PMLCS:MP?

Even better !
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on May 12, 2016, 11:44 AM
https://youtu.be/NbY5kQttkGI
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on May 12, 2016, 12:20 PM
[spoiler]
I wounder if the ferry could have a rotation set like garage door to go to the next island even if the ferry went in reverse at times :P,. But that is a long rotation
[/spoiler]
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on May 12, 2016, 12:57 PM
I don't believe that it's VCMP xd
But wait, it's VCMP, saw the map :P
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on May 17, 2016, 09:04 PM
Video soon

[spoiler]
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs5.ifotos.pl%2Fimg%2F2016-05-1_sannhes.jpg&hash=f6fe1be6a3a6673f3734625124d11f829354fd4a)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs10.ifotos.pl%2Fimg%2Fgta-vc-20_sannhsh.jpg&hash=4229c048275e97ff72e4c6d78dbb22f6bfc276ad)

(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fs5.ifotos.pl%2Fimg%2Fgta-vc-20_sannhse.jpg&hash=20f428ab4eea95ffedf6a1372674d88be039d890)
[/spoiler]
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on May 18, 2016, 02:06 AM
woah, it's just GTA 3, lol, you got the right postions :P
Good luck!
P.S:- What's the total size of the store? :P
Title: Re: Portland in VC-MP 0.4 test
Post by: Mötley on May 18, 2016, 03:37 AM
Ok I actually need to take the time and play sometime...

Ps could you consider doing marco bisrol or how ever it's spelled like the mission in san Andreas? Id like that as well as others would..
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on May 18, 2016, 07:59 PM
Quote from: KAKAN on May 18, 2016, 02:06 AMwoah, it's just GTA 3, lol, you got the right postions :P
Good luck!
P.S:- What's the total size of the store? :P

[spoiler]
unpacked 7z and xml files - 43-44MB
packed 7z's and xml files - 9MB
947 map dff files
213 map txd files
7 map col files
15 custom veh
4 custom skin
7 custom weps
[/spoiler]
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Jun 12, 2016, 06:37 PM
After 25 days files stats

[spoiler]
unpacked 7z and xml files - 124MB
packed 7z's and xml files - 23MB
2516 map dff files
445 map txd files
20 map col files
29 custom veh
19 custom skin
7 custom weps
[/spoiler]

Currently, I am working on Shoreside.

https://youtu.be/auWkQ1eM8Wo
Title: Re: Portland in VC-MP 0.4 test
Post by: KAKAN on Jun 12, 2016, 06:54 PM
That's awesome! I wish you best of luck for building Shoreside :)
Title: Re: Portland in VC-MP 0.4 test
Post by: Finch Real on Jun 12, 2016, 07:46 PM
Cool Work Dude That was Really Awesome
Title: Re: Portland in VC-MP 0.4 test
Post by: rww on Jun 28, 2016, 07:23 PM
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2lt226h.jpg&hash=208549a2750582d385703d9af22e7e7a7b5c1453)

IP: 188.125.152.106:8192

Store download link (~30MB): http://www.mediafire.com/download/w2hbzx7noopu659/store.7z