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Mike

Root Admin
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Everything posted by Mike

  1. Mike

    Sound list zip

    If you use 7zip to open the auto install setup file, you should be able to extract all of the sfx files from it.
  2. Leave it with us, it is on our list of things to fix.
  3. But if you start a new game is the traffic back?
  4. 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.
  5. Thanks for the reply. Unfortunately for me, the game crashes before it even gets to the main menu. I installed Windows 7 this evening as a dual boot, and it is running fine. I have BTTF HV up and running on SA. Now to add the new models and release an update!
  6. Press the minus key to confirm your entry. Acceptable formats: month/day/year/time eg 111219550615- month/day/year eg 11121955- time eg 2204-
  7. Has anyone here managed to get GTA SA working under windows 10 with mods in the game? The game works fine on its own. But the moment I add any mods to it, it crashes before it even gets to the menu. In frustration I have just installed windows 7 again as a dual boot option in order to get SA to work. And to be able to update and test the BTTF HV SA mod. So, does anyone know of a fix, other that using an older operating system? Anyone? Anyone? Bueller?
  8. I don't know what you mean....
  9. Have you remapped any of your controls? Check your control mapping and see what key you have Turret Left mapped to. Our instructions apply to the default controls
  10. Can you try this, extract the models and textures for those buildings from gta3.img. Delete them from the img and rebuild it, specfically, delete these: zales_nt1955.dff zales1955.txd hvroof_nt1955.dff hvroof1955.txd bluebird_nt1955.dff bluebird1955.txd westernautos_nt1955.dff westernautos1955.txd Then, import the models and textures back into gta3.img and rebuild it once again. Try running the game then and see if you stil have problems
  11. Have you tried it with the revised objects.dat file which was posted up here: http://www.bttfhillvalley.co.uk/forum/index.php?/topic/5735-bttf3-deloreanrogers-locomotive-game-crash/&do=findComment&comment=83736
  12. This is not the place for support. If you have bugs/issues, please post them in the bugs/troubleshooting section here: http://www.bttfhillvalley.co.uk/forum/index.php?/forum/82-vice-city-bugstroubleshooting/
  13. Have you tried it with the revised objects.dat file which was posted up here: http://www.bttfhillvalley.co.uk/forum/index.php?/topic/5735-bttf3-deloreanrogers-locomotive-game-crash/&do=findComment&comment=83736
  14. As part of our new open door policy, we want people to know what we are working on. So so to that end, I'll tell you what those railroad models are for. It was originally planned that 0.2f would include a basic rail track running around the map. The Rogers locomotive would have been coded to run on this track. It would have also included a spur which you could divert the train along in order to push the railroad Delorean up to 88 miles per hour. Unfortunately we simply ran out of time so we're unable to include the track on the map in 0.2f. But it should hopefully follow in a later release/update. Something along the lines of this: http://www.bttfhillvalley.co.uk/index.php?/video_gallery.html/grand-theft-auto-vice-city/02f/no131-rogers-locomotive-teaser-r65/
  15. I'm sure everyone is now older and wiser than they were 6 years ago.
  16. Ah. I'm not so sure how that works. I just know that things were changed to accommodate newer functions in the mod, such as the spark effects, and smoke stack on the Rogers etc.
  17. We're the newspapers in the particles file? If so it's very likely they were remove to make way for the newer effects. Still, if you know of a way to increase the particle limit then for sure lets add them back in
  18. It's a maybe at this stage, but the tutorial and ride missions might be added back in. Depends if Jen can figure out blues code for those missions, as it's not just a case of cutting and pasting the code from 0.2e. Only issue with re-adding the ride mission is that we would also need the dmc-13 time machine back in. While we could add it back as a road going vehicle, we stole it's heli slot for the 2015 taxi (hover conversion and animations to follow soon)
  19. Nice walk through TT, I literally didn't have time to make any trailers so thanks for putting this up.
  20. Removed features from 0.2e: -Tutorial Mission -Ride Mission -Beeper -DMC-13 Time Machine and possibly a few others.
  21. 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) object.dat
  22. Well, really you need to know what you are doing. Because if you don't, you will end up breaking the keypresses for the time circuits and other functions.