827
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Liberty Unleashed / Bug Reports / Sound Bug Near Club By El Burro Payphones
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on: July 30, 2011, 08:13:15 pm
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The version you are using: 0.1.0.9 What you/the other player were doing when you noticed the bug: Driving near the club by El Burro's Payphones in the Diablo Territory of Portland, (can't remember the name of the place off-hand). Is it reproducible? Yes. What you would expect to happen if the bug didn't occur: Normal club sounds to play. A brief description of the bug: When near the club building featured in a singleplayer mission, located in the same area as El Burro's Payphones, instead of club music playing, a very creepy, non-understandable argument between two male voices can be heard repeating randomly. The building on the opposite side of this area plays the music just fine. See the image for view of the building itself which has the bug: http://i208.photobucket.com/albums/bb187/ms-sugard-x/lusoundbugbuilding.jpgIf you go close to the building, (much closer than I am in the image), and wait for a moment with your sound turned up, you can hear the voices arguing. This does not exist in singleplayer, and instead should be the same club music playing as the building opposite of it.
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830
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Liberty Unleashed / Liberty Unleashed Chat / Re: Conversion of GTA3MTA's "islands" for LU
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on: July 29, 2011, 08:56:02 pm
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*Bump*
Someone has made a Portland copycat, but it's definitely missing a lot, and it's horribly bugged now. Vehicles are broken to all hell and it's plagued with bugs. Would be nice if someone made one gamemode that contained all three islands together, with all the mini-games, pickups, etc.
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831
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Liberty Unleashed / Suggestions / Re: What I'd like to see
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on: July 29, 2011, 08:26:03 pm
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btw: trains aren't NPC ? they are part of world, or ?
They will likely be like singleplayer since GTA III's trains are collision-less objects treated as vehicles rather than drive-able vehicles with collisions themselves. I'm sure there's a way to implement it so you could drive them, but that would be a completely different situation and likely would need to be script-activated if implemented.
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832
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Liberty Unleashed / Suggestions / Re: What I'd like to see
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on: July 28, 2011, 11:51:46 pm
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Not sure if it's the same case for you guys as it is in GTA3:MTA, but if trains cause a crash, it's because they are treated as a vehicle without collisions, so if it's not synced and a user enters it, it crashes everyone else because to them something triggered a non-collision object to be entered by a player, just like if you try to enter the non-collision Dodo that flies in the sky. If you somehow manage to spawn it with hacks and enter it, it crashes your game for the same reason.
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833
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Liberty Unleashed / Support / Re: Help with V1.1
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on: May 06, 2011, 06:16:27 am
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Please don't discuss piracy on these forums. It's illegal for a reason. There's no reason to put this mod's legality and coders at risk for your own illegal amusement. If you have issues with your illegal copy, buy the game or go somewhere else.
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836
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Liberty Unleashed / Suggestions / Re: Possible? Full game
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on: May 06, 2011, 06:10:32 am
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Cool Enhancement: Burnable trees and bushes: if flames come close trees/bushes cach fire and changes texture (black and mostly transparent). Grass too? GTA III engine don't support this. It's imposible (i think)
The ground can be burned by explosions, so maybe that could be abused on objects
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840
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News and Content / Updates/Changes / Re: Update 0.1.0.9 (11/04/2011)
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on: April 22, 2011, 01:04:29 am
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Synced waves and traffic lights Correct me if I am wrong, but no one ever has made it? Anyway great to hear that!
Waves were synced in VC-MP 0.3z and traffic lights...umm MTA:SA?
Nice news .
Nope and not completely. Even SA:MP couldn't get them to completely work. They were all synced on time, not players.
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