GTA1 Cities in GTA2 with Multiplayer!

Post GTA1/GTA2 maps here (finished and work in progress).
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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 11 Jul 2011, 19:39

Alrighty, here's a change list of what I've been doing to San Andreas and Manchester maps (more to come later):

List last updated: 17/11/2011 at 01:06am

San Andreas
  • Added JG's new railing design to the San Andreas bridge only (as requested).
  • Touched up tile #311 so it doesn't have a thin pink line on the side (thanks Elypter for showing me how to do this in GIMP!).
  • Went through every tile to check it's collision settings, 99% were correct. Changed the yellow cranes to be non-solid.
  • Updated some of the surface properties in STY Editor (some grass tiles were set to metal floor, for example). Tram lines on roads are still set to road and not electrified (thankfully!) for future tram route.
  • Changed the roofs on various car and bomb shops to field instead of air.
  • Added missing wall textures to the big mansion at (035,249) up on the high wall near roof where the 'split' is.
  • Added an extremely basic tram system in north west track. Tram tracks are set to field and some traffic arrows had to be removed because it confused the train (first try it followed a T-junction and followed the road all the way to the highway :shock: ).
  • Tested police roadblock with tram tracks. They had no problems, although the train did speed through it and removed the barricades and killed policeman (or destroyed a police car) :P. No problems with tile collisions even with default train collision size, though it might randomly hit a car when it turns a corner so will probably reduce size.
  • Second tram route (not yet added) is longer and goes through the highway into central part of map. Changing road tiles and arrows could mess this up so need to be careful.
  • Changed the road at (06,86) into road tiles instead of field.
  • Added a wall along left-most edge of map around 01,81 to prevent players from hitting the invisible edge of the map if you drive off the ledge nearby. Still allows fast access to the road at the bottom - good place for powerups too.
  • Added an extra 'page' in STY file because some tiles were hidden (#390 and #391). Also makes space for any future tiles that might need to be used.
  • Modified tile #391 so it correctly lines up with other track.
  • Water tiles are animated slower now (instead of frame rate of 1 (fast) it's now 3).
  • Corrected a lined road tile at (066,188).
  • Made the Sailors Wharf tank depot road surface road type instead of field.
  • Made the Sailors Wharf tank depot pavement field (no peds in a military installation!).
  • Doors at Sailors Wharf tank depot can be opened by blowing up a generator nearby.
  • Added missing water tiles at (079,206) and (079,207).
  • Added missing floor at (076,184).
  • Added missing inside wall at (077,184).
  • Re-did the entire Sailors Wharf floor so it tessellates properly.
  • Fixed player 6 remap to show Yakuza.
  • Fixed player 2's car location.
  • Temporarily moved start locations and player cars to Pizza Diner at (058,078) area.
  • Modified tiles #239, #248, #274 and #341 so it lines up with other track.
  • Fixed numerous road corner train track tiles on the map.
  • Added a second tram/train stop in Richman.
  • Added spray shops and bomb shops to script.
  • Fixed a missing floor and wall at (109,193).
  • Fixed some various shadows on water surface underneath wooden piers in Sailors Wharf.
  • Fixed various road markings on bridges etc.
  • Fixed missing spray shop at (116,119) and corrected bomb shop at (200,091).
  • Added numerous tanks in various locations around the map.
  • Coded a generator and door in Atlantic Heights leading to two tanks.
  • Power generators for doors now have a sound to help players find them as one (for now) is slightly hidden in Atlantic Heights. Atlantic Heights generator was moved and easier to see.
  • Added a second train to the first, small track. Delay time is roughly 1 or 2 seconds (hope to fine tune this so it is even less or none). Delay has been fixed.
  • Modified tiles #198 and #233 (curved tram track) so they line up with other track.
  • All tram track is now properly aligned to each other after modifying a lot of tiles (see above - at least 7!).
  • Corrected a strange wall glitch at (201,029) and (192,029) where the south facing wall would show through at certain angles.
  • Improved the shadow of the tank area in Atlantic Heights.
  • Added a new zone to Sailors Wharf Army Base. It will now show up as "Army Base" when you enter.
  • Added an Army Gang to Sailors Wharf Army Base. Currently not hostile (yet!). Now hostile.
  • Added a Yakuza Gang to Chinatown. Not hostile Now hostile.
  • Changed p6 remap to Zaibatsu instead of Yakuza.
  • Changed p6 car from Yakuza blue to black.
  • Chain link fence is now wall+bullet instead of just wall.
  • Army gang density is now up to 1,000 instead of 600.
  • Army gang is now hostile on game start.
  • Yakuza gang density up to 700 from 300.
  • Yakuza gang now hostile on game start.
  • Added third train station in Wood Hill to small train loop. Still two trains.
  • Created train/tram route for long track with four stations and two trains.
  • No more train delays!
  • Added tram stop signs at various stations in long loop.
  • Player start points moved near the train at Pizza Restaurant.
  • Collision size on the train and passenger carriage have been reduced, meaning (slightly) less explosions from cars going around corners.
  • Removed a fence south-west of the Atlantic Heights tank depot.
  • Added four more guards to Atlantic Heights tank depot and made existing guards a bit better. Also, tanks here are a bit closer together.
  • All tanks now start with 99 tank shells instead of just 20.
  • Added various vehicles to Aye Valley Police Impound with various vehicle weapons and some being weapon-proof.
  • Added a door to Aye Valley Police Impound and a generator to the roof of a building in impound (destroy it to open doors).
  • Fixed missing traffic lights on tram track route. No longer applies due to later changes and desync fixes.
  • Added missing traffic light poles at various junctions in north of map.
  • Fixed more tiles and missing tiles.
  • Fixed some more shadows in places.
  • Removed unnecessary pavement under fly-overs on the highway, changed to grass instead.
  • Tram going around the corner just east of Diner at (106,083) no longer looks weird after fixing traffic arrows at junctions.
  • Removed CHANGE_BLOCK commands as this was likely cause of a desync but also means traffic lights appear broken on some junctions where tram intersects.
  • Fixed some missing wall textures in Sailors Wharf and Chinatown.
  • Made the tops of signs (shop signs, traffic signs etc) have no collision so you can now throw molotovs through them properly.
  • Added Health pickups at Diner (spawn location) and Chinatown.
  • Added Armour pickups at Diner (spawn location) and tunnel to Atlantic Heights tank depot.
  • Removed a bit of fence on a slope in Atlantic Heights.
  • Added phone objects from GTA1 mission.ini and corrected them.
  • Added powerups from GTA1 but with changes to what they give such as fast reload, double damage etc.
GTA1-sanb-1.17.zip
GTA1 San Andreas v1.17
(1.66 MiB) Downloaded 481 times

Manchester
  • Changed a LOT of grass tiles from pavement to field.
  • Animated water and changed a lot of water tiles not at Z:0 to field so now it will actually kill you.
  • Fixed numerous traffic arrows on junctions and removed arrows from dead-end roads.
  • Fixed missing floors and walls in tunnels under police stations and hospitals.
  • Added railings to some bridges and map edges.
  • Changed some bridge supports from boring solid brick to same style as London uses (metal struts and beams).
  • Fixed the 8-length slopes in various places so you can properly drive up them without crashing.
  • Fixed the tram track route with proper sides and railing where needed.
  • Changed more bridges from boring solid brick to metal struts and beams.
  • Added missing trees above various grass tiles with shadows.
  • Since Manchester map had no zones, added a basic navigation zone called 'Manchester'.
  • Added traffic light zones to junctions. Currently 'floating' until we can make some new textures for the poles/supports.
  • Added fences around the water areas.
  • Fixed the tile under storm drains(?) so cars don't get stuck any more. You'll still drive into water and drown as usual.
  • Added zebra-crossing tiles to junctions with new traffic lights.
  • Fixed two "Armour Shoppe" (repair/gun shop) at (201,209) and (057,098).
  • Created two brand new spray shops at (120,234) and (203,098) since Manchester never had any. Big green sign with "Garage" on it like London uses.
  • Scripted the "Armour Shoppe" to have vehicle bombs and the "Garage" to be spray shops.
  • Fixed missing wall tiles and ground tiles in some of the storm drains.
  • You can now shoot through the small style fences (e.g. on bridges). Big fences remain the same.
  • Fixed some missing walls in buildings.
  • Fixed the decorative roof features of the fancy building at (118,160).
  • Changed some tram track so it doesn't dip down and come up again immediately for no reason.
  • Made the tram sheds hollow for future trains to pass through them.
  • Added a new tram shed at (252,123) to make a loop.
  • Changed the tram shed at (9,14) slightly to make a loop also. Also means slightly bigger platform area next to the dead-end road.
  • Built a brand new station platform at (217,121). Previous area was just a square block of pavement which had nothing in it.
  • Changed the station at (217,121) to easier to get up and no bottle-necking.
  • Removed a navigation zone just called "0".
  • Changed the storm drains(?) entrances to be 3-wide instead of 1-wide for easier travelling.
  • Far edges of storm drains look better now instead of just a solid wall. Now has fence/grating there instead.
  • Added four (4) tanks at (203,170) area. All have 99 tank ammo.
  • Added armour spawn at (203,170).
  • Added a lovely football inside football stadium.
  • Used JG's new London STY textures to update the football stadium in Manchester map.
  • Added phone objects from GTA1 Manchester missuke.ini as well as powerup locations with a lot of fixes and changes with relevant weapons/powerups such as fast reload, double damage etc.
GTA1-mc-1.13.zip
GTA1 Manchester v1.13
(1.75 MiB) Downloaded 443 times
Last edited by Pyro on 17 Nov 2011, 01:06, edited 45 times in total.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by JG » 11 Jul 2011, 22:57

Liberty City update - v1.1
  • Surface and collision types all confirmed as correct
  • Water now has two block shadows
  • All single-lane roads updated with custom tiles (tiles 386-396)
  • Broken bridge is now named Callahan Bridge :-)
  • Fixed incorrect road markings at (156, 12)
  • Added lane dividers near (248, 28) (227, 4) (78, 83) (100,46) (62, 27) and (48 , 94)
  • Removed traffic arrows from inner lane around (99, 234) to prevent collisions and pile ups
  • Added shadow along south side of 6 lane bridge near (53, 150) and (139, 149)
  • Added shadow along south side of bridge near (197, 46) (144, 46) and (199, 84)
  • Added shadow along east side of bridge near (217, 86) and (89, 224)
  • Added shadow along east side of Callahan bridge near (90, 124)
  • Added shadow along east side of building near (199, 77) and (98, 198)
  • Fixed shadows near (247, 207) (196, 229) and (191,229)
  • Corrected flipped 'grill' signs near (139,239)
  • Corrected flipped 'pool' signs at (141, 233) and (134, 233)
  • Corrected flipped traffic signs at (219, 113)
  • Added pavement and fence beneath bridge near (89, 224), also fixed girder tiles on east and west sides
  • Removed tiles near (179,109) - I must have left these in by mistake many moons ago.
I think that it would be a good idea for us to implement some sort of version numbering system to help everyone keep up to date with the latest updates. Taking the master files to be v1.0, I've named the current batch of Liberty City files as v1.1.

I hope to make a start on the London task list later in the week; I may even get round to doing the bus stops. :roll:
Attachments
GTA1-nyc-v1.1.rar
GTA1-nyc-v1.1.gmp and GTA1-nyc-v1.1.sty
(1.52 MiB) Downloaded 484 times

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 11 Jul 2011, 23:43

Good work JG.

Just a note, since you are pencilled in for London map and I am doing the Manchester map, they both share the same STY file so I suggest neither of us change the STY itself unless absolutely necessary, posting proposed changes here (new tiles etc).

In short, I will be looking through the London STY soon to check surface properties and change them if needed (see my last post for example of grass tiles in sanb.sty making metal sounds when walked on) but will mention here any changes and upload if necessary. 8-)

Keep up the good work!

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 12 Jul 2011, 16:35

This is a brilliant example of sharing the work to make rapid, accurate progress. Those changelogs are already mighty.

Since one person works on each city, just update the list and attachment in your message there. Players download your attached versions at their own risk - that's the nature of beta testing.

Once stable, I'll merge these into the "master" package. We'll test and correct each level, then release on my web page and announced in this topic. The release date shows which "master" version it is.

(EDIT) Pyro, maybe the whole Sailor's Wharf area could be populated by a sparse Army gang who attack the player? The area inside the compound would spawn a dense Army gang...with high-than-normal Elvis frequency.

A sparse Army-only gang on the island near Golden Gate Bridge and inside the cage beneath the park might be nice touches?

Each script has a couple of "Guarded Area" bits. That should help to set these up the same way.

Guarded Areas
As the gameplay is a bit sparse, I suggest 1 or 2 guarded areas in each level with 6 tanks in total. Police stations with compounds could be guarded by Police with pistols?

Liberty City
  • Fort Law car park, with 4 tanks.
  • No Law island industrial area, with 2 tanks.
San Andreas
  • Cage beneath park on a hill, with 2 tanks.
  • Sailors' Wharf compound, with 2 tanks.
  • Sailor's Wharf (91,176) warehouse area, 1 tank.
  • Island to the East of Golden Gate Bridge, with 1 tank.
  • Sun Valley police compound, with 1 tank and 6 different 'invulnerable' cars?
  • Chinatown guarded by Yakuza? Could change p6 and p6car to dark grey Zaibatsu.
Vice City
  • Army island base, with 4 tanks. (They'll use ROAD_BLOCK_TANK_MAN to shoot at you.)
  • North-West map boundary has a compound accessed by ramps, with 2 tanks.
  • Playground in Dominica, with 0 tanks.
  • North-East Vice Beach by the coast, with 0 tanks.
London 1969
  • Buckingham Palace, with 3 tanks.
  • Tower of London, with 2 tanks.
  • Houses of Parliament, with 1 tank.
Manchester 1961
Didn't have any? We should still add some.
Last edited by BenMillard on 25 Jul 2011, 18:02, edited 3 times in total.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 15 Jul 2011, 00:08

BenMillard wrote:Pyro, maybe the whole Sailor's Wharf area could be populated by a sparse Army gang who attack the player? The area inside the compound would spawn a dense Army gang...with high-than-normal Elvis frequency.
Making all of Sailors Wharf area populated by a hostile gang is a bad idea, though more sensible placing the army gang inside the base. In that case, would need to make a new zone and change the densities in the script. Calling it something like "Sailors Wharf Army Base" might sound good but using a name like that in script with the spaces will cause it to throw a fit :shock: Same goes for the Yakuza gang patrolling Chinatown.

I also hope, if adding gangs, it won't suffer like Miami did (apparently that was what caused the random crashes?).
BenMillard wrote:...stuff about guarded areas...
I have added the tanks to the various locations in San Andreas. One tank has an issue - the one parked in far south-west island (near mansion) doesn't have enough speed to clear the jump :shock: (gets stuck on the ramp). Not sure what to do with this one, did consider putting a generator on the island (or in/near the mansion grounds?) and if you blow it up a bridge extends or something? If all else fails, could remove the tank there and put nice powerups or something there instead... Fixed! Able to jump to ledge nearby instead.

Also with the tank in Sailors Wharf warehouse bit, I did consider putting a double door on it with generator nearby, but there is no sensible place to put a generator so I've just left it open for now with a single tank there.

Not sure about putting tanks in police station car-parks tbh. Definitely have some police cars, SWAT vans and the like there, and perhaps some 'unique' cars (invulnerable etc) too.

Other than that, the existing generators now have a sound with them to help find them. Not so useful for the Sailors Wharf one but very handy for the Atlantic Heights one where it is nicely hidden but still able to see it at various angles :-)
Last edited by Pyro on 15 Jul 2011, 22:36, edited 1 time in total.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 15 Jul 2011, 14:31

Thanks for the ideas but Burger City would be the first custom-made map I'd consider porting to GTA2. :-)

Please split these messages about other GTA1 maps to a different thread. This project is just cleaning and packing the original levels for deathmatch and racing in GTA2.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by JG » 18 Jul 2011, 21:45

Liberty City update - v1.2
gta1-nyc-v1.2.rar
(1.53 MiB) Downloaded 484 times
  • Added appends to zones:
    • Small zones (Island View, Nixon Island, Nolaw and Law Island) remain non-subdivided as they are such small areas.
    • Medium-sized rectangular zones are subdivided to a lesser extent than larger zones:
      • New Guernsey, Schelchburg & Tellburg - north, central, south
      • Brocklyn Docks - west, central, east
      • Large zones are fully subdivided.
  • Added 'armygang' zones and enabled hostile 'armygang' armed with machine guns. Added tanks to suggested locations of Fort Law carpark and Law Island industrial area. Also added barriers near entrance to Law Island industrial area.
  • Added single lane 'road special' tile (398) to prevent pile ups with traffic exiting single lane roads
  • Script reverted to two trains, rather than four. The Liberty City train circuit is too short to properly support four trains, resulting in an annoying pause after boarding whilst waiting for the train ahead to move further around the track.
  • Reversed direction of traffic arrows in lane (43,7)
  • Added junction zone and signposts near (215, 115)
  • Added signposts for south edge of junction near (215, 83)
  • Fixed missing wall of Police Station near (25,39)
  • Flipped 'grill' signs near (57,48) (87,64) (84,57) and (143,211)
  • Flipped 'Hotel' sign near (56,43) and (54,43)
  • Flipped 'pool' signs near (55,32)
  • Fixed filters in odd places on some of Ben's pink pavements around Eaglewood. Could do with creating a custom pink slanted shadow tile...
  • Fixed shadows near (31,23) (75,39) (53,53) (175,191) (158,195) (181,159) (194,159) (59,12) and (55,12)
  • Changed Central Park pond to have two block shadows

Pyro wrote: ...stuff about ped densities...
With the default ped densities, I've found the 'armygang' areas to have a sparse army population along with plenty of dummy peds wandering about. We can set attributes for zones with names that contain spaces if we reference a one-word placeholder in the GXT file, but I'm not sure that we want to make GTA1-in-GTA2 reliant upon a custom GXT...

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 19 Jul 2011, 02:00

When discussing various gangs with Ben the other day he mentioned that adding them to the GTA1 maps might make them too 'far' from the original versions (though a bit of poetic license is needed here to make them fun and interesting to play) and I somewhat agree.

I figured, instead, I/we can just use pre-defined NPC's to act as hostile guards without the need of gangs at key points in the maps (namely the military bases etc). Of course, I see an army gang more useful if the vehicles/tanks are respawning (they aren't yet).
JG wrote:We can set attributes for zones with names that contain spaces if we reference a one-word placeholder in the GXT file, but I'm not sure that we want to make GTA1-in-GTA2 reliant upon a custom GXT...
Yup - in the GXT file they use things like 'm09' as the reference ID to display a zone name, but this is also tied to the audio/police radio. So, unless we create our own RAW/SDT files with the GTA1 audio then this isn't the best way about it. However, multiplayer supports custom GXT files for the map, but it'd just be that - multiplayer only :|

However, I will probably add a generic 'cityinfo' zone (like they have in all official GTA2 maps) to San Andreas (maybe worth adding to the others too?) that I can control ped/car densities for the entire map at a basic level.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 19 Jul 2011, 13:57

Nice to see more progress! I'll try these out tonight.

Inevitable Changes
Certain things must change and are better, such as letting players run backwards and survive a single bullet hit. Flamethrower in GTA1 had a short range and had gaps between the flames if you fired it while meandering. You couldn't drive off the sides of slopes and cars usually exploded if they fell by even 1 block vertically. You couldn't jump over cars if they travelled 12mph or faster.

GTA2 is basically "GTA1 done right". Much like GTA4 is "GTA3 done right". When the community converted GTA3 and Vice City into San Andreas, they didn't turn off the ability to climb over fences and carry double Uzis. Enhancements like that are the whole point of upgrading a level to a better platform, imho.

For this reason I intend to convert weapon locations and then upgrade all the Pistols to powerful weapons in Vice City. They'll have full ammo and instant respawn, too.

The way I see it, converting these GTA1 levels is partly nostalgia but mostly so we can get more enjoyment with the new and improved features GTA2 offers. Converting these as 'museum pieces' seems less fun than giving them some sort of gameplay. There is, as we all agree, a balance to how far we go with this.

Gang Systems
Putting a dense army gang inside every military area from GTA1 levels seems like a fair conversion for the more capable platform. Having sparse army gangs protecting large areas might be too far.

Having a sparse Yakuza gang protecting Chinatown in San Andreas might be alright, with weak weapons. Police gangs in the larger Police Stations of all GTA1 levels might also be OK. We could also add non-violent Medic gangs around the Hospitals and Firefighters around the Fire Stations.

If it proves unstable (like JG found with Vice City) or if it's simply too weird then of course we'd delete them.

GTA1's Gang System
GTA1's final chapters, set in Vice City, introduced one small street gang with about 5 members. It also featured an army base on an island, where 3 teams of 4 guards patrolled.

These seem like an early vision of what became a full-blown gang system in GTA2. Using the gang system for the army island is the decision Delfi/JernejL took and I'll continue with that. That's faithful to how GTA evolved into GTA2.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by elypter » 19 Jul 2011, 14:39

why not fork a classic version like with tiny tiny town and tiny face off? the you could do even more optimizations to the modded version
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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 19 Jul 2011, 18:11

It's already a forked version. It's in a different game.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by JG » 19 Jul 2011, 19:25

Pyro wrote: ...I/we can just use pre-defined NPC's to act as hostile guards without the need of gangs at key points in the maps (namely the military bases etc)...
Good idea, I'll get something together and see how it turns out.



I agree that adding a full-blown respect system (at least in multiplayer) would not only be a departure from the classic GTA1 formula, but it would also be a bit gratuitous - I think it would feel like we'd be including it because we could, though it would bring little to the level. However, if this project was aimed at creating missions I'd definately be in favour of including a respect system.

I do like the idea of including small gangs - Yazuka and Cops armed with pistols along with non-hostile emergency blokes will add flavour, but we'd need to discuss the mechanics of this. For example:
  • Should the hostile gangs be hostile all the time, like an armygang, or should they only become hostile if attacked?
  • Should the offending player be given a wanted level when firing a weapon within the copgang area?
  • Should Cops patrol around every single Police station, or only those with compounds?
  • etc...


Regarding the use of GTA1 weapon/pickup placements - these are adequate for single player, but they are far from plentiful in multiplayer. I suppose they could be used as a starting point to be built upon. Do either of you have a particular approach in mind?

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by elypter » 19 Jul 2011, 20:24

BenMillard wrote:It's already a forked version. It's in a different game.
sorry for asking.
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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 20 Jul 2011, 06:13

Just had a look through the GXT file and found a few interesting map zone names that we could use for zone names in the map...

B09 - Cop Station HQ
B10 - Cop Station
B20 - Army Base
B24 - Hospital

Alternatively...

S04 - Central Cop HQ
S05 - Army Base

These aren't tied to the audio files so we can make the zones with any of those names in the map editor and then declare it in the script with the MAP_INFO command. If I remember, local navigation has higher priority than normal navigation so they can be displayed properly (such as having Army Base local navigation inside Sailors Wharf general navigation) in game. Also, in San Andreas at least, the zone Chinatown is actually spelt "Chinatown" (one word) so I can safely use that too for MAP_INFO for a Yakuza gang! :-)

Hopefully this should help a little 8-)
JG wrote:Should the hostile gangs be hostile all the time, like an armygang, or should they only become hostile if attacked?
The only sensible hostile gang would be the army gang with machine guns. A police 'gang' could also be hostile with pistols (see 2nd GTA2 level for example of this) too. Out of those two, I'd vote for army gang as the cop gang isn't really needed since the police stations in GTA1 are very small, and even fewer have compounds to walk around in.

For the army gang, they should be hostile once you entered the army base/facility. If you leave they become neutral. A simple IF check to see if a player is in an area will do this very easily and is the best approach rather than having a trigger-happy army shooting through fences constantly.
JG and Ben wrote:...stuff about Yakuza gang...
I'm happy to add them to San Andreas in Chinatown area. They will be neutral and walk around with pistols.

Could also add a neutral phone here too so you can 'hire' Yakuza who are better than the Instant Gang powerup. :P Or could be evil and players can 'pay' to have other players' standings lowered with Yakuza and/or hire assassins to chase people for a decent cost :twisted: Lots of fun ideas to think about, but for now they will just walk around as a neutral gang.
JG wrote:Regarding the use of GTA1 weapon/pickup placements - these are adequate for single player, but they are far from plentiful in multiplayer. I suppose they could be used as a starting point to be built upon. Do either of you have a particular approach in mind?
Ben has used a generic multiplayer script for all the cities, which usually gives constant 99 ammo for the machine gun, rocket launcher, flamer and molotovs and gives player $50,000 at the start of the game (good for respray shops etc). Unfortunately because of this there is almost no need to place additional weapons around the map other than other powerups like instant gang, armour, health etc. However, because it is a full sized map you could argue people don't want to drive around looking for weapons which is fair enough. A tricky one to call.

Edit: Someone needed some gangs? :P
Army gang in San Andreas.
Army gang in San Andreas.
sanandreas01.jpg (90.42 KiB) Viewed 28370 times
Army gang in Sailors Wharf army base. Used a local navigation zone named "s05" in the map which makes it come up with "Army Base" in game. This is not the most dense gang ratio but still pretty high. Also they are not hostile... yet.
Yakuza gang in Chinatown San Andreas.
Yakuza gang in Chinatown San Andreas.
sanandreas02.jpg (92.62 KiB) Viewed 28370 times
A few Yakuza walking around Chinatown. Will probably up the density for gang members. Will change p6 to have Zaibatsu remap instead.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 21 Jul 2011, 20:26

If any of these ideas sucks after play-testing, we can remove them. Staying restrained at this early stage is probably wise, I agree.
  1. Army will only be hostile if you are in their area because that's the only area where they will be.
  2. and some thug sulking around outside, blowing up their generators, would make most armies quite grumpy, imho.
  3. Hired guns are too far from GTA1 at this stage.
  4. Yakuza would act like Army but use Pistol, since Chinatown is visually a compound with special pavement textures and signs at every entrance.
  5. There's a little Chinatown in the South-East mainland, too.
  6. If we have similar gang area balance to GTA3 and Vice City then it should be cool.
  7. Cool screenshots. :)
  8. I could replace all the "standard" weapon pickups with powerups as well, particularly Health and Armour. So they won't duplicate the unlimited standard weapons.
  9. You need the densities cranked up pretty high for single player if you want a decent challenge in multi
  10. Yes about p6 being Zaibatsu, to avoid confusion with the Chinatown gang.
Those lists in the first message will stay much as they are now, until I release the next "master" version. We are some way off from that, at the moment. Sorry to say I've done nothing to the levels I assigned to myself! Many other things happening online and offline for me at the moment.

I'm keeping track of what you guys are doing and am very pleased to see it!

(EDIT) JG, please do not put version numbers in your file names! We'll end up with 50x the number of files in our GTA2 data folders that way. Just put a version number on the compressed archive. Beta testers can manage different files themselves.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Pyro » 22 Jul 2011, 14:53

Not so friendly army gang :shock:
Ruuuuun!!
Ruuuuun!!
sanandreas03.jpg (88.37 KiB) Viewed 28347 times
Bumped up gang density from 600 to 1,000 (the max!) and they are always hostile now when the game starts. Also, the fence is wall+bullet for collisions now (you can see already!).

Next stop Yakuza gang...
Worst day ever for Chinese takeaway...
Worst day ever for Chinese takeaway...
sanandreas04.jpg (83.08 KiB) Viewed 28346 times
Again, bumped up gang density from 300 to 700 and hostile when game starts. No Yakuza in south-east of San Andreas inside the big car park since it's a pretty useless area.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 25 Jul 2011, 22:24

Have updated the first message with things I've completed on Vice City. Updated version attached.

Main difference is the army base is now heavily defended by an army gang, 4 tanks and 5 stationary NPC guards. First try at positioning everything but there are some deadly killzones. Even with fake army it's as harder than my true Army Base level for GTA2 - simply because there's no Armour!

A new master version seems worthwhile as we've all made good progress with at least one level each. I suggest we playtest our most recent attached versions this week, then make a new master towards the end of the week. Please remember to remove your old attached versions, to avoid confusion.

(EDIT) Removed old attachment.
Last edited by BenMillard on 31 Jul 2011, 01:35, edited 3 times in total.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by JG » 26 Jul 2011, 21:07

This has been a very productive few weeks, nice work guys! 8-)

I've done a little bit of work on London 1969, but it's not yet enough to warrant a release. However, there is a Liberty City v1.3 update on the way, but I've got a few (arguably minor) things that I'd like to take care of:
  • Not very important, but it's one thing I've never been able to get the hang of. The game doesn't seem to distinguish between 'arrest restart' zones and normal restart zones; after getting busted the player is *always* thrown out of the police car outside a hospital, never within any arrest restart areas that I've placed in the road outside the police stations. The residential district level in GTA2 has areas where the player is reliably dumped after getting busted, yet none of these are within a designated arrest restart area; In fact, ste.gmp doesn't contain any arrest restarts at all. Is there something that I've missed? :?
  • Armygang hostility checks for p2-p6 crash the game when doing single player testing. With checks only for p1 it works well. Not such a big issue as I can easily comment out the p2-p6 checks during solo testing, but I'm curious if there is a workaround.

    My original code inside the main WHILE_EXEC loop was this:

    Code: Select all

    // Armygang hostility (original)
     IF (IS_CHAR_IN_GANGZONE (p1, armygang))
      CHANGE_GANG_CHAR_RESPECT (armygang, p1, -5)
     ENDIF
     IF (NOT(IS_CHAR_IN_GANGZONE (p1, armygang)))
      CHANGE_GANG_CHAR_RESPECT (armygang, p1, 0)
     ENDIF
     
    /* repeated for p2-p6 */
    
    Unfortunately the presence of non-existent players in that statement causes the game to crash before the level has even loaded, so I then thought to also check to see if each player exists:

    Code: Select all

    // Armygang hostility (revised)
     IF (CHECK_CHARACTER_HEALTH (p1, 0))
      IF (IS_CHAR_IN_GANGZONE (p1, armygang))
       CHANGE_GANG_CHAR_RESPECT (armygang, p1, -5)
      ENDIF
      IF (NOT(IS_CHAR_IN_GANGZONE (p1, armygang)))
       CHANGE_GANG_CHAR_RESPECT (armygang, p1, 0)
      ENDIF
     ENDIF
    
    /* repeated for p2-p6 */
    
    This statement doesn't crash the game, but now the armygang doesn't 'unhate' the player after he leaves the gang area...
  • Is there a way to use the PowerManager with Vike's latest GTA2 release? I'm currently using a v9.? gta2.exe which rules me out of multiplayer levels with Army.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by BenMillard » 26 Jul 2011, 22:56

JG, you can use Game Hunter to select and play levels. I've packaged the "master" version with .mmp files so they'll show up. Just go to Create Game, select the level, then click Play Alone. You can make more .mmp files if you'd like to test different versions of the same level in your local copy.

Arrest Restart zones don't do anything. This is well-known, so I propose we convert any of those zones into normal Restart zones.

I can wait until you're happy with progress you have made. No sense in rushing that. Would be good if we hang around in GH more to start playtesting these versions.

The scripts I provided have commented-out gang hate stuff which you can just uncomment and adapt. You've got the right workaround but there's no advantage to checking the zone. In fact it's a disadvantage, as you can be killing them in plain view and they won't attack you. =]

It's good to notice the small things. We're deliberately fixing a lot of low-priority bugs from the original.

I've just updated my attached version of Vice City.
Last edited by BenMillard on 28 Jul 2011, 20:43, edited 1 time in total.

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Re: GTA1 Cities in GTA2 with Multiplayer!

Post by Gustavob » 27 Jul 2011, 01:05

JG wrote:
  • Is there a way to use the PowerManager with Vike's latest GTA2 release? I'm currently using a v9.? gta2.exe which rules me out of multiplayer levels with Army.
Vike's/GTAMP GTA2 version includes a new gta2 manager EXE which works exactly like Power Manager, it just uses another registry HKEY, forgot which, I guess HKCU.

Keep up the good work guys.
You just lost the game.

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