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hxnva

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Everything posted by hxnva

  1. Wondering this as well, is there enough space?
  2. Doesn't the game already somewhat record what you do? Playback feature, anyone?
  3. There are these low quality entities flying around Vice City such as the blimp, banner dodo, or the police maverick, all of them are set to follow their own path. I'm thinking that it would be cool to see them reskinned to look like flying cars and have more of them at once, making it look like the skyway in the movie.
  4. Here's the files for anyone who's interested: http://www.mediafire.com/download/a9cei3y96avekek/GTA+VCS+PS2+%28VC%29.rar And here's the collision files: http://www.mediafire.com/download/xz9edfwf3xydthu/Stories_Collisions.rar
  5. I've been playing around with the map files for a few hours, the game crashes on the loading screen. Will reinstall and try with the vanilla game tomorrow.
  6. I'm gonna need some help with this, if anyone is interested.
  7. Even better: http://www.gtagarage.com/mods/show.php?id=25922
  8. Alright, I've done some reasearch (what the hell is going on with my grammar recently) research. Unfortunately the only thing I was able to find was this GTA VCS mod for GTA SA, which has been dead for a while but has got the map. I really don't know much about these things, but would it be possible to extract the map from that mod? http://www.moddb.com/mods/vice-city-stories-pc-edition
  9. What do you mean? Are there actually buildings in Vice City that change depending on time? If so, I never noticed.
  10. Yeah, no idea why I said it like that.
  11. I know that the map of Vice City is not the main focus and if there ever was a full version of the mod with a full map of HV it would be useless, but I've always had the idea to integrate some of the map elements from Vice City Stories, there are some differences, such as Sunshine Autos still being built in VCS. It would be really cool to see some of these features integrated into the map at different time zones.
  12. I could have sworn it was a lot higher in 0.2e.. As for the second point, I was right in assuming something was missing, There's some pipes present behind the plutonium reactor which by canon were removed once mr fusion was put in place. I must have had a brain fart and thought it was previously on all other versions, it wasn't.
  13. I can't help but notice that the suspension on the BTTF 3 DeLorean is way too low than it should be, the previous version had the perfect height and it just gave it that ideal look. Is there a reason why the new version is lower? Since im creating this topic I may aswell ask, is it just me or is there something missing between the rear vents? :| Just above the license plate.
  14. Since you guys are on the topic, just something I thought about while playing recently - did you guys consider placing Hill Valley on that beach instead of out in the sea?
  15. hxnva

    Arvark's models

    Looks amazing, would it actually be possible to make it like a real in-game garage that opens? Could it be coded to work like the modding garage at sunshine autos? Realistically this would be the place to work on the delorean.
  16. That would most likely be an issue, but not impossible to sort out with a little script.
  17. So looks like it is possible. Mike, I hope you guys consider this.
  18. But if they're going to make large additions such as the train bridge shown in the video, wouldn't it be better for them to put their effort into the main thing?
  19. I've noticed the large amount of "spin-offs" of the main mod, which looks like several different groups of people decided to take the mod and add to it themselves, here's an example: So, my suggestion is to add some sort of notification to the mod to encourage the fans to come and visit the website and build the mod together as a community. What do you think?
  20. https://www.youtube.com/watch?v=jb29Vq16rJ4 I know this is MTA and it's for online, but perhaps this tool can be used to delete some parts of the military base and save the map to use it with singleplayer, then put hill valley in its place. Is there anyone who would be able to test this out?
  21. I'm thinking that the best place would be where Area 69 is. If there was a way to remove the military base, it would be the perfect spot. A flat open area, single road leading to it, train tracks just south of it (also with a train bridge just to the west). And best of all, its a desert, so if you guys weren't planning to model the whole town square for 1885, then having just the clocktower alone in the middle of the desert would be great (instead of the current version where its all 1950's with an 1885 clocktower). I'll try to do some research to see if it's actually possible to remove parts of the vanilla map.
  22. Just wondering, have you guys already chosen a suitable place on the map for hill valley?
  23. 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..