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 Post subject: Golden Lap - Betatests
PostPosted: Mon Dec 28, 2009 1:13 pm 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
Hi, I would like you to present a new race created by Heri and Me (and many helpers).

First I show you promote video:



Download Golden Lap 4.5 beta

This is F1 Race hmmm it looks like f1 race :D (Ben told as many shortcomings but it still GTA2 do not expect big stuffs :P)

MAX Players: 4 (dont have script lines for more)

At the beginning each Player chooses F1 Team.
-Ferrari
-BrawnGP
-Renault
-McLaren
-RedBull
-BmwSauber

How to play:
1. Do not get out of the car - if you do race is over for you (car is closed after first take)
2. Be careful when choosing cars as someone falls from the platform and does not take the car then race is over for him.
3. Qualifying lap - you have 2 minutes to pass the 1 full lap. This person has received a better time from the other will be competed with the better-off position. If you do not you put in the time your race is over.
4. Pitlane is closed until the beginning of the main race - so watch out for 1 lap qualifying is not too much to spoil the car.
5. There are 3 lap,I think it is enough.
6. Refueling - to refuel hold the horn (default TAB). If not enough fuel if desired, and the mechanics returned to the shelter, you hold the key again and mechanics return and help you again.

I think thats all :)

Any suggestions are welcome!


Sry for my englis :>


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Mon Dec 28, 2009 9:26 pm 
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Hitman
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Joined: Mon May 18, 2009 9:40 pm
Posts: 164
Location: Residential District, Anywhere City
Good work Razor and Heri, but shouldnt this post be on the Multiplayer Maps forum?
Also, will it have dusk lighting :P ?


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Mon Dec 28, 2009 11:34 pm 
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Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
its beta :) and not yet dusk will be in final v.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Mon Dec 28, 2009 11:38 pm 
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Hitman
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Joined: Mon May 18, 2009 9:40 pm
Posts: 164
Location: Residential District, Anywhere City
Razor wrote:
its beta :) and not yet dusk will be in final v.

Right. Still, I think there should be more sections in this forum, like for (beta) projects and stuff. Keep the good work with the map guys, its getting very good.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Dec 29, 2009 3:13 am 
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Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
Gustavob wrote:
Razor wrote:
its beta :) and not yet dusk will be in final v.

Right. Still, I think there should be more sections in this forum, like for (beta) projects and stuff. Keep the good work with the map guys, its getting very good.

any ideas report to sektor (pm)


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Dec 29, 2009 3:42 am 
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Hitman

Joined: Sat May 16, 2009 6:14 am
Posts: 149
Thanks for making a topic. The video is very well done! I love the grid position checks, starting lights and "False Start" warnings.

Here's a list of things I noticed. Typed them all to Heri but lost them. He kindly e-mailed them back to me, so here they are for everyone.

  1. I can't view it in editor
  2. The car you're using handles nothing like F1 car. Walls and tyres can stop you instantly. That's a HUGE penalty for tiny mistakes with uncontrollable car. the car swings back and forth like a rally car.
  3. There's no screenshots
  4. There's no map of the track
  5. The car proportions are all wrong. the side pods are far too wide and the back of the car looks like it was crashed. the colours are good though
  6. Rear tyres are smaller than front tyres!
  7. Grid slots are too far apart
  8. If I take the Brawn GP and drive straight to the exit, I crash into the door. need to open it sooner (why have it closed in the first place?)
  9. I waited in pole position to start my lap, but nothing happened...timer was counting down but lights just flashed red and there's no text telling me to start.
  10. Barriers are far too close to the track, especially on the outside of turns. and why are there TYRES at the edge of a FORMULA ONE racetrack?! it's like a go-kart track! maybe there's a way to slow cars down if they go wide, without making them crash to a stop. it's very very damaging to hit a 45 degree wall. these walls and tyres stop you instantly
  11. You could add some hills to make it more interesting visually. the shallowest slope might look OK on straights. add some elevation changes, using shallowest slope
  12. Add a bridge, like Suzuka
  13. The corners are a bit boring towards the end of the lap. the long curves are amazing, very nice textures and mapped perfectly.
  14. My confusion over qualifying meant I did not qualify
  15. Game said Race Over but the game did not end (this happens in all "Race Over" situations it seems).
  16. There are stairs leading down from the pit garage roof, but you can't go anywhere. it's a dead end.
  17. Fences are wrong on the North face above the banner for Ferrari, BrawnGP, Red Bull and McLaren. it's a tall grey one instead of the short black one
  18. There are no lights for Dusk. At least set the ambient light so players can see!
  19. One and a half laps for an entire tank of fuel?! That is completely stupid.
  20. Some cars are closer to F1 cars than you would think. A-Type, Wellard, Stinger for example. Meteor might be a bit too heavy at low speed.
  21. Engine sounds should be like F1 car. The GT-A1 uses Sound 6 which we can edit using GTA Wave 4. I tested speeding up an existing engine sounds by 100%, then by 100% again. Worked and sounded better but far from perfect.
  22. Curves should join up with 45 degree straights. This would let us more more types of curve and make them smoother.
  23. Kerb pieces are hard to join up:
    1. Do we really need 3 types of red/white pattern? Just makes it harder to choose the right one, I think.
    2. Making short kerbs on 45 degree kinks seems impossible, because the inner kerb doesn't join the straight road end-of-kerb piece.
    3. 90 degree sharp curve with kerb doesn't join 45 degree kink properly, because there's a thin bit of red at the end of the 45 degree one. (Maybe I can flip the corner around so other end touches the 45 degree part?)
  24. Some corners don't have versions with kerbs. Like the grassy 90 degree corners when you exit car park tunnel in Golden Lap...is there a version of those with kerbs?
  25. A set of 22.5 degree straights would be handy. If the long curve joined with with these and with 45 degree straights, we could make really natural-feeling tracks.

Hmm, quite a long list. :shock:


Ideas for Handling Improvements
I have officially given up with GTA2 handling...again! There's just no sense to it. Even with identical settings in nyc.gci two cars will turn differently.

I looked at axle positions with Dafe and these might be having an effect. Short wheelbase should mean sharper turns and harder to control. But some vehicles seem the opposite of this. And the differences are really small. I dunno...maybe more testing would reveal the truth.

It could use a different nyc.gci file and provide 2 batch files to swap it. Not super elegant but will work for pro users. Each car could use a different model and have slightly different performance:

  • Brawn could be best at low speed corners.
  • Red Bull could be like Brawn but better at high speed corners.
  • Ferrari could be best for accelerating in 2nd and 3rd gear (like having KERS) but lower grip and harder to control.
  • McLaren could be like Ferrari but easier to control.

This way, noobs can use the best car and pro players can use harder cars. This makes the racing closer and everyone gets a good challenge. I was thinking:

  • Accelerate and handle a bit like Z-Type at low speed.
  • Turn like Stinger at medium speed, hardly slowing down.
  • Change direction quickly, like Wellard, and steer like Wellard at high speed.
  • Build up speed gradually like Miura but with a top speed higher than GT-A1.
  • 1st gear should accelerate faster than 3rd gear, with 2nd gear between them.

_________________
My website has multiplayer levels for GTA2 by me and detailed GTA2 modding help by Pyro.


Last edited by BenMillard on Sat Jan 02, 2010 2:29 am, edited 3 times in total.

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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Dec 29, 2009 7:05 pm 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
1. becouse it uses custom sty and many of .pal are changed... Hod did you do that gtamap editor reads your ms.sty?
2. we could add custom handling for advenced players (sektor maybe add support for custom handling and gtx files in new gh version). If you want you can help us with this handling :) but you know it should be hard to drives :)
3. its beta
4. its beta
5. create better :) we are not graphic designers
6. same us 5.
7. wtf :) i do not know why it bothers you
8. now its not
9. we will check it out but give us more details
10. it still gta2... so dont be so particular. I know you're a perfectionist but I think that we have done a lot in this project :)
11. i think we will
12. maybe
13. ill speak with heri he designed track
14. dk what you are talking about
15. more details
16. dk what it is heri designed that
17. gimme ss i dk what you talking about
18. will be in final v
19. its gta2... do you think that anybody want to drive 99 laps? it is stiupid :)
20. up to no 2

anyway thanks :)


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Dec 29, 2009 7:33 pm 
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Hitman
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Joined: Mon May 18, 2009 9:40 pm
Posts: 164
Location: Residential District, Anywhere City
Razor wrote:
17. gimme ss i dk what you talking about


This is what Ben is talking about:
Image

South face of the fence is a tiny black fence
North face is a tall grey fence. Look inside the yellow rectangles.

The red line is for separating two images, one taken on the north and the other on the south of the fence


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Dec 29, 2009 9:50 pm 
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Hitman

Joined: Sat May 16, 2009 6:14 am
Posts: 149
Yeah, that's the spot Gustavob.

Screenshot of Golden Lap
Image
Bigger image (800x600) showing me and testing the custom handling I've developed.


Macau GP
Updated on 2010-01-01: Macau GP for GTA2. On 4th January 2010 this becomes a community project, because I will be back at work and cannot complete it.

Just the track outline in 2D. Main route with kerbs, water and pit lane are done. No hills, though.

It's a real track, I'd say better than Monaco. It has several long fast sections with hard corners between them. The back of the track is a long sequence of varied, twisty corners and some hills. Lots of bridges, trees, skyscrapers and grandstands to make awesome scenery, too!

Here's a decent map, you can see most straights are still 90 or 45 degrees but maybe need more corner textures?
Image
Taken from Macau Grand Prix Trackpedia, originally from the official Macau GP website.



Map Editor Compatibility
I found f1.sty crashed the editor. So I've made an f1-editor.sty file that works (2.4MB). Firstly, I used Import, then click No, then set 2 as the Palette Index. This created a Black-and-White effect...not ideal but usable:
Image
Bigger image (1,600x1,200) showing a tight 90-degree corner with kerbs in the editor.

Then I did Import on the first custom texture, clicked Yes, then replaced Palette Index 2. This switched all the re-imported textures to the full colour palette right away. And it works in the editor!
Image
Bigger image (1,600x1,200) showing the same area, now with full colour textures.

Vike knows about this issue and might look into it.


Walls & Tyre Barriers
I'm thinking a street circuit might work better for F1 in GTA2? Then you can have close barriers to prevent cheating and it will still look good and make sense.

You could use tyre barriers as well, but they should be blocks of red and white tyres tied together instead of enormous single white ones. Maybe replacing the FBI roadblock object would work better? Still slow you down and do a bit of damage but it's not an instant stop.


Car Handling
I decided to approach this differently: instead of making different cars handle the same, I'll just make GT-A1 handle properly. I've documented what I know about GTA2 handling. It's not much but maybe it helps other people go further.

For alpha testers only! Here is the new data for you to look at. You'll have to download this nyc.gci.zip file after you backup your current file.
Code:
{GT-A1}
19 {model}
0 {turbo}
60 {value}
0 {pad}
f14.500 {mass}
f0.900 {front drive bias}
f0.900 {front mass bias}
f1.750 {brake friction}
f0.100 {turn in}
f0.350 {turn ratio}
f1.000 {rear end stability}
f0.400 {handbrake slide value}
f0.700 {thrust}
f1.000 {max_speed}
f0.100 {anti strength}
f0.230 {skid threshhold}
f0.300 {gear1 multiplier}
f0.400 {gear2 multiplier}
f0.500 {gear3 multiplier}
f0.150 {gear2 speed}
f0.400 {gear3 speed}
You will probably hate it at first. But with practice, you learn to slow down for sharp turns and take proper racing line through medium and high speed. Top speed I've reached is 0.659 compared to GT-A1 0.450. Highest possible top speed is 0.675 because a diagonal straights give higher speeds. (Because you can see further, I suppose.)

The tyres only skid when you are turning hard at high speed or when changing direction sharply.

_________________
My website has multiplayer levels for GTA2 by me and detailed GTA2 modding help by Pyro.


Last edited by BenMillard on Sun Jan 03, 2010 6:35 am, edited 1 time in total.

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 Post subject: Re: Golden Lap - Betatests
PostPosted: Sat Jan 02, 2010 4:09 am 
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Hitman

Joined: Sat May 16, 2009 6:14 am
Posts: 149
45 Degree Kinks
Image
Bigger image (800x600) showing how I must make very long kerbs for short 45 degree kinks. (They would be even longer if I fixed the parts with yellow circles.)

Creating a kerb for the yellow triangle would let me use shorter kerbs here.


45 Degree Straights
Shifting corner graphics so they join 45 degree straights would allow lots more types of corner. Would also allow smoother joins between 90 degree straights and 45 degree straights.

Generally making 90 degree and 45 degree versions join better would reduce overall number of textures. (Fewer special versions.)


Other Kerbs
Just while I remember:

  1. 45 degree hairpins using parts from a 90 degree curve don't join. (Like end of pit lane in Macau Race.) 90 degree always has one red side and one white side; 45 degree kink always has red end.
  2. Very sharp 90 degree turn with kerb, based on Tile 172.

_________________
My website has multiplayer levels for GTA2 by me and detailed GTA2 modding help by Pyro.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Tue Jan 05, 2010 4:54 pm 
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Hitman
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Joined: Fri Apr 24, 2009 9:43 pm
Posts: 128
Location: ET
Impressive work guys, really. Amazing actually what you can do [in] and [for] GTA2.
Race tracks in GTA2. Never thought about possibility of that.
But of course with STY modding, you can do almost any gfx.

_________________
Image
Image
Image


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Sun Jan 17, 2010 2:42 pm 
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Hitman

Joined: Sat May 16, 2009 6:14 am
Posts: 149
The test version of Macau Race now has more of the coastline roughed out.

South-east area has my experiment for a cable-stayed bridge design. Other GTA2 map makers might find it interesting.

I changed direction of outside square to anti-clockwise, like Indianapolis. Main street circuit is still clockwise, like the real Macau GP track.

_________________
My website has multiplayer levels for GTA2 by me and detailed GTA2 modding help by Pyro.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Fri Jan 29, 2010 5:43 am 
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Car Jacker
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Joined: Wed Apr 15, 2009 1:31 am
Posts: 31
Hey Heri/Razor,

Great work so far guys...I REALLY LIKE THE FLAGS ;)
So I have some feedback now from some races we've recently played on BETA v4.5:

- If a player falls off the car platform edge, dies(fragged/suicides) or doesn't qualify, they can not race. IMO That is too long for those players to sit around in stands and wait race out. How about spawning some last placing cars on the grid after qualifying is done to allow those players to still race but be in a later position?

- Will there be support for 6 racers? Beta v4.5 seems to only have support for 4 racers right now.

- Us noobie racers found that finding our pit crew and pitstop spot tough to figure out. Could you make sure that the racers uniforms match the pitcrews uniforms (McClaren doesn't seem to match up not sure about others at this point). Also could an image or smaller image of the car be drawn around the pit stop area? Either a translucent image where car is supposed to park at its own pitstop or in signage/posters? This will help make it clearer as to where you're supposed to stop. Also, maybe some textures could be added around where the cars spawn in FONTS of the team names to help players know who they are? Could the Fuel Guage also have a side profile image of the car on the right hand side as another indicator as to who you are?

- The last race we races was with 4P...one of the players left the race ( Because he died ) and left us with 3 to continue racing. I noticed that the game stated 'Race Over' before the last car crossed finish line...the last car was approaching finish line when this happened. Also, when that player left, his FUEL GUAGE RESPECT-O-METER still remained on screen...I'm wondering if it can and should be removed when players leave game or don't race?

- Travelling through pit lane seems to save you some time ( shortcut ) for final lap

- Would it be possible to add to the script or include another script version that adds OIL SLICK to the cars at pit stop time? This will make the racing more fun and interesting IMO so that you don't get bored sticking to the same racing lines all the time and add more variable to race.

- If you plan on keeping the idea of respawning players in stands, can you spawn some throwing weapons and other weapons in that area so they have something to do while waiting it out?

- Any way of locking a car into place once it finds the correct placing on the grid? ( Turn on Brakes or something ), Can the car doors be LOCKED once player jumps in a car to prevent player from leaving car?

- If you need to free up some Scripting space, I think you can remove every other set of tires on the track...I believe it'll still keep the same effect that you were going for as a barrier and environment.

- The current car physics are insane when playing 1P but smoothen out fine when playing network game with some lag.

- Also, I've noticed that the health hearts are invisible, but the half or partial hearts are not invisible partial health hearts display on screen.

- Could the players small coloured arrows be colour coded to the player so you can know better who is where?

- Some of the cars seem to have tiny rear tires...they would look better if they were at least the same size as the fronts or a little bigger.

That's it for now guys...keep up the good work...Looking forward to the final release...one day :P

PLEASE PLEASE give us Oil Slicks at PITSTOP time :P


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Fri Jan 29, 2010 3:04 pm 
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Hitman
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Joined: Mon May 18, 2009 9:40 pm
Posts: 164
Location: Residential District, Anywhere City
DAFE wrote:
Can the car doors be LOCKED once player jumps in a car to prevent player from leaving car?


They tried that in an older version, and it didnt work. Player could get out of car but then couldnt get back in (with CHANGE_CAR_LOCK command). Though there's a mission in Residential District called "Grandpa We Love You!" in wich you have to kill three loonies in the race part. At that part of mission, you enter the car you want to race with and then you cant get out of it. Heri said something about GET_REMOTE_CONTROL_OF_CAR for that, this one may work.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Fri Jan 29, 2010 3:07 pm 
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Boss
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Joined: Tue Mar 04, 2008 6:51 am
Posts: 284
Location: GTAMP.com
Remote control can work well for races, you might have to turn off the player arrows and add your own. You could respawn a remote control car at certain checkouts if it explodes instead of having to go back to the start.


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Sun Jan 31, 2010 1:54 pm 
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Jaywalker

Joined: Mon Dec 28, 2009 10:03 pm
Posts: 5
Remote control is nice, but It CANT be repaired while u driving it, so I cant use it in Golden Lap :(

DAFE wrote:
- Will there be support for 6 racers? Beta v4.5 seems to only have support for 4 racers right now.

Will be in future. Version for 5-6 players will be little different.

DAFE wrote:
- Us noobie racers found that finding our pit crew and pitstop spot tough to figure out. Could you make sure that the racers uniforms match the pitcrews uniforms (McClaren doesn't seem to match up not sure about others at this point). Also could an image or smaller image of the car be drawn around the pit stop area? Either a translucent image where car is supposed to park at its own pitstop or in signage/posters? This will help make it clearer as to where you're supposed to stop. Also, maybe some textures could be added around where the cars spawn in FONTS of the team names to help players know who they are? Could the Fuel Guage also have a side profile image of the car on the right hand side as another indicator as to who you are?

I checked the uniforms and u have right, mclaren's team and player not look same. I will improve that.
The cars look like the real F1 cars, if someone watched the f1 race, he should recognize it.
But I will add names of team near cars spawn places, it will be clear for everyone.

DAFE wrote:
- The last race we races was with 4P...one of the players left the race ( Because he died ) and left us with 3 to continue racing. I noticed that the game stated 'Race Over' before the last car crossed finish line...the last car was approaching finish line when this happened. Also, when that player left, his FUEL GUAGE RESPECT-O-METER still remained on screen...I'm wondering if it can and should be removed when players leave game or don't race?

I have to test it in game couse script look fine :F
Fuel gauge will stay on screen if player will leave game. Its possible to hidden it, but I dont have space in script for that, its not important so it can be like this.[/quote]

DAFE wrote:
- Travelling through pit lane seems to save you some time ( shortcut ) for final lap

I will change this plance, this part will be a little longer.

DAFE wrote:
- Would it be possible to add to the script or include another script version that adds OIL SLICK to the cars at pit stop time? This will make the racing more fun and interesting IMO so that you don't get bored sticking to the same racing lines all the time and add more variable to race.

I dont know if I will include this stuff to normal race, mby I will make new ver. with that stuff.

DAFE wrote:
- If you plan on keeping the idea of respawning players in stands, can you spawn some throwing weapons and other weapons in that area so they have something to do while waiting it out?

I can't add throwing weapons, becouse they could kill a player who is in pitlane. If player will die, he can explore part map where he is =D

DAFE wrote:
- Any way of locking a car into place once it finds the correct placing on the grid? ( Turn on Brakes or something ), Can the car doors be LOCKED once player jumps in a car to prevent player from leaving car?

There is a way to lock car if he is on correct place before start.. that way is create some ITEM under car, then u will cant move, but if player will want to move, his car will get damages :< So its bad idea for that.
If player is in car, the door are locked. So none can stole your car.

DAFE wrote:
- If you need to free up some Scripting space, I think you can remove every other set of tires on the track...I believe it'll still keep the same effect that you were going for as a barrier and environment.

The tires are not in main script, so it not help me with space in main script. I made the other scripts for loading objects + qualification sesion + add poinst after race + smth more

DAFE wrote:
- Also, I've noticed that the health hearts are invisible, but the half or partial hearts are not invisible partial health hearts display on screen.

Yeah, It will be invisible too. I forgot about this.

DAFE wrote:
- Could the players small coloured arrows be colour coded to the player so you can know better who is where?

Arrow must be pink, couse the other colored arrows are invisible couse of 'gangs' (Fuel gauge). U can check how this map look in other *sty. U will be surprised =d

DAFE wrote:
- Some of the cars seem to have tiny rear tires...they would look better if they were at least the same size as the fronts or a little bigger.

yeah, mby I will change it.


Sorry for my super pro english :D


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Sat Feb 13, 2010 9:23 pm 
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Hitman
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Joined: Mon May 18, 2009 9:40 pm
Posts: 164
Location: Residential District, Anywhere City
Heri wrote:
I can't add throwing weapons, becouse they could kill a player who is in pitlane. If player will die, he can explore part map where he is =D


Add some normal weapons like machine guns and rocket launchers then, not necessarily molotovs/grenades. They cant "hurt" players that are in pitlane :P. Also, like dafe said, its nice to have weapons there because then players can do something while waiting


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Sun Feb 14, 2010 6:21 pm 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
hi anybody can convert and put that file into raw?
Attachment:
Engine2.rar [63.92 KiB]
Downloaded 20 times

Replace it for SFX SPORTS SALOON ENGINE and upload it here :)


Last version of GL which raw :
http://www.speedyshare.com/files/205624 ... ta_4.5.rar


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Mon Feb 15, 2010 5:29 pm 
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Lunatic

Joined: Sat Jul 19, 2008 2:14 pm
Posts: 282
Location: Poland / Szczecin
now GL is available which .mis files :P


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 Post subject: Re: Golden Lap - Betatests
PostPosted: Mon Feb 15, 2010 6:02 pm 
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Boss
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Joined: Tue Mar 04, 2008 6:51 am
Posts: 284
Location: GTAMP.com
I didn't have to convert that file for it to play in GTA2. It sounds more like an F1 car than the original sound but it sounds different to playing the engine2.wav in another audio player.

Which download has the .mis file?


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