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Mike

Root Admin
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Everything posted by Mike

  1. This may or may not help. But to get it to run under windows 10, I had to install silent patch for gta iii. http://download.gtanet.com/gtagarage/files/38615/silentpatch_11_vc.zip?st=IHKK5i9y71viWDi9lXiw9Q&e=1446794857
  2. It is being built on the Unity engine
  3. I posted that comment last week after deleting a lot of comments relating to support PS, some of the issues you mention have fixes posted for them in the bug tracker section. All items which are fixed will be included in the Nov 12th release.
  4. Now that the dust has settled on the release of 0.2f, we wanted to share with you how we are planning to take the mod forward. It was initially thought that 0.2f would be our swan song, but pulling everyone back together has given us a renewed sense of enthusiasm, so for the immediate future at least, you can expect more progress from us. We will also be changing the format of how we release the mod to you. It is not planned at this point that there will be anymore main releases where we hold everything back (0.2g / 0.3 etc), what we will be doing now is releasing models and features as they are completed in the form of an update package which will install over the top of 0.2f. If there are enough update packages we may bundle them together as a 'service pack' or release an 0.2f R2 which incorporates all changes. News and updates regarding progress of models and features will now be presented directly by the mod team members. All progress will be documented in the Blog section of our site, which can be found here: http://www.bttfhillvalley.co.uk/forum/index.php?/blogs/ You may notice that we have two sections setup on the blog, one will document the ongoing progress with the GTA mods. The second will document Leaf's progress with a standalone game build from the ground up. GTA mod blog: http://www.bttfhillvalley.co.uk/forum/index.php?/blogs/blog/6-bttf-hill-valley-mod-blog/ Standalone game blog: http://www.bttfhillvalley.co.uk/forum/index.php?/blogs/blog/4-bttf-hill-valley-the-standalone-game/ Please follow the blogs to keep up to date on the latest progress.
  5. It was from November 2009, the very first build of 0.2f. You don't have to search far on youtube to see that it's out there: https://www.youtube.com/watch?v=CAYqXufV4V4
  6. Again, it's probably our models: http://www.bttfhillvalley.co.uk/forum/index.php?/topic/5754-railroad-models-found/
  7. I don't think we mind people taking to and adding to the mod. But if they are then going to release their version A ) they should make sure that the appropriate people are credited B ) they should call it something else We purposely chose different version number for GTA SA to avoid people being confused between what is a VC mod, and what is a SA mod. But for example it looks like someone has released a "0.2f megamod" for GTA SA, which only serves to confuse people. What's also really frustrating is that some of these mod's use 0.2f models which were leaked out (by Mr Fusion, thanks man ) these models have been converted, without our permission and placed in SA and IV. Someone has already taken the 2015 taxi from 0.2f and converted it without permission - even though we have already stated that all 0.2f models will be released for GTA SA very soon.
  8. Please check before posting if your issue has already been fixed: http://www.bttfhillvalley.co.uk/forum/index.php?/topic/5735-bttf3-deloreanrogers-locomotive-game-crash/
  9. I still had issues with the game crashing on the loading bar, Mini-Me found the fix for me in that the new limit adjuster also requires Microsoft Visual C++ 2010 Redistributable to be installed. BTTF HV on GTA SA now works perfectly on Windows 10. Thanks Mini-Me
  10. Mike

    0.2f models for GTA SA

    I don't know the SA map that well, but this is where we have it at the moment, currently suspended in the middle of nowhere above the ground. We are open to suggestions on where to place it, but yes, it should ideally be somewhere within proximity to the train tracks which run around SA, so that we can incorporate the Rogers and JVT.
  11. Mike

    Arvark's models

    Nice work, just try and keep it as low poly as possible.
  12. Mike

    0.2f models for GTA SA

    No, we haven't chosen a place yet, so are open to suggestions on where to locate hill valley in GTA SA. Please suggest some locations where we could put it.
  13. Well, it's funny you mention GTA SA.... Now, while the vehicles will also be going to GTA IV, the buildings will currently only go over to GTA SA - Liam had only given permission for his models in their existing form to be moved over to SA, because for use in GTA IV all of the textures would need to be redone so that they look right. You are correct in your assumption that we are a lot more motivated to carry on now. Believe me it was a bit of a scramble trying to pull everything together last minute for the release of 0.2f. I think we started prepping it on the 18th/19th with the release on the 21st. As a result of pulling everyone back together, and seeing people's reactions to the new release, it has given us a renewed sense of enthusiasm. Having said that, I'm not sure that there will be anymore main releases - where we hold everything back until it is complete. Moving forward we will be releasing models and features as soon as they are completed in the form of an update package. Think of it as a windows update. Occasionally we may make a 'service pack' which bundles all of the updates together. OR if there are enough, incorporate them and release them under an R2.
  14. Mike

    0.2f R2?

    Yes, that is exactly what we are planning to do.
  15. Mike

    0.2f models for GTA SA

    Just throwing out here that the vehicles from 0.2f are not the only things which will be moved over to GTA SA...
  16. Possibly the auto installer is giving issues. try a fresh install of vice city and use the manual install file
  17. Mike

    0.2f models for GTA SA

    We do not know yet, but at a guess, you can expect: BTTF 1 DeLorean + plutonium + effects BTTF 2 DeLorean + Mr Fusion + effects + hover conversion animation BTTF 3 DeLorean + Mr Fusion + effects BTTF 3 Railroad DeLorean + Mr Fusion + effects Doc's Truck + ramp animations Citroen Taxi + hover conversion animation Rogers 131 locomotive + animations JVT + animations + hover conversion animations
  18. Only the old model is currently available for GTA IV, it can be downloaded from here: http://www.bttfhillvalley.co.uk/forum/index.php?/files/file/86-gta-iv-delorean/ The new DeLorean models will follow soon.
  19. Mike

    0.2f models for GTA SA

    All of the new DeLorean models, the JVT, Rogers locomotive, Citroen taxi, docs truck, Martys truck (and maybe the Dmc-13)
  20. A few pics from the October 21st event I attended last week.
  21. The mod includes a new gta-vc.exe which must be used. Do not use any other gta-vc.exe except for the one which comes with the 0.2f installer.
  22. Mike

    0.2f R2?

    Who knows - we are not sure if there will be an R2 at this point. There is the possibility of a update to address bugs, and maybe add some new building models on Nov 12th - but this will not be called 0.2f R2.
  23. The conversion of models is progressing for GTA SA (I say progressing, they are done, pending final carcol, vehicle.ide and handing.dat values). We currently need to adjust the placement of various visual effects to suit the new models. A question for the community, would you like to wait for the visual effects to be updated, or would you like the models now? With an update to correct the effects placement following at a later date?
  24. Remap the default controls so that the game does not use the numberpad. Then, make sure you are entering a destination/time in the correct format, and that you are pressing the minus key to confirm your entry. Acceptable formats: month/day/year/time eg 111219550615- this will enter a destination time of Nov 12th 1955 06:15 AM month/day/year eg 11121955- this will enter a destination time of Nov 12th 1955 time eg 2204- this will update the time only to 10:04PM The time works in a 24 hour format, so key 1000- for 10:00AM and 2200- for 10:00PM