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Posts posted by Mike
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Again, it's probably our models: http://www.bttfhillvalley.co.uk/forum/index.php?/topic/5754-railroad-models-found/
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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 elseWe 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.
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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/
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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
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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.- 2
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Nice work, just try and keep it as low poly as possible.
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Just wondering, have you guys already chosen a suitable place on the map for hill valley?
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.
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I've been following the forums closely for the past few months, and noticed that before the release of the newest mod version, the team was planning to end it there, however after the release and fans getting together on here, it seems that the team is once again motivated to carry on with the mod. So are there actually any plans to move onto another GTA game? I've read that Vice City was chosen instead of San Andreas because of difficulty with modding particles. However, the FAQ says that the modding process allowed the team to learn a lot of new skills.
I'm sure most people would agree that if the mod was to be further developed, it would be ideal to move it on to San Andreas - yes, the game is 10 years old now, but it would even a far better choice than the most recent GTA V, since the games engine and modding capabilities have still not been fully explored. San Andreas also beats VC through features such as trains, california setting (and deserts!), the hydra being pretty much an obvious choice for modding the flying delorean onto, etc.
I've gone on a bit of a rant but I like starting discussions and hearing others out. So yeah..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.
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Weren't you going to release small updates and stuff?
Yes, that is exactly what we are planning to do.
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Possibly the auto installer is giving issues.
try a fresh install of vice city and use the manual install file
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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- 2
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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.
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so you will continue the mod for gta san Andreas?
Yes, we will.
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All of the new DeLorean models, the JVT, Rogers locomotive, Citroen taxi, docs truck, Martys truck (and maybe the Dmc-13)
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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.
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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.
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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?
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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
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If you use 7zip to open the auto install setup file, you should be able to extract all of the sfx files from it.
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Leave it with us, it is on our list of things to fix.
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Noooo, i have been busted and the traffic is gone .
But if you start a new game is the traffic back?
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I did this:
I actually fixed that bug as one of the last minute fixes, however the file was incorrectly included with the auto installer. Either use the manual installer - that version doesn't have the issue - or open the installer with an archiving tool such as 7-Zip and browse into the data folder. You'll find 2 files named objects.dat in there. Extract the larger one of the two into the data folder of the mod:
That should fix it.
Then i have reinstalled the mod and then i did this:
Here is the correct file. Replace the existing objects.dat file in the data folder, with this one.
You will then be able to push the delorean to 88 miles per hour (without crashing)
Now i have the traffic.
I don't know why but for now it seems to have worked.
That's interesting. Because the file Mini-Me is referencing in that screenshot, and the file I posted up for download are one and the same.
In-game notification to come and visit the forums
in GTA: Hill Valley
Posted · Report reply
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