Hey!
After finishing Project Downtown, there is only Residential District to go. I'm starting from the partially decompiled ste.scr as well.
Although the amount of residential mission code is less than downtown mission codes, the residential missions have a different flowchart (which is expected, since the residential district was coded by a different developer). They are more efficient, but more harder to fix bugs and sometimes it is very hard to decipher the code flowchart correctly (oh Benson Burner...). Almost all downtown missions have a clear and straight code flowchart, so in that case it was easy to do.
I will rename all global counters/functions/triggers etc. of ste.mis after finishing all residential missions, as I did in Project Downtown.
I'm releasing the version 1.0.0 which includes Residential District 100% functional:
- All objects, parked cars, powerups, sounds, cranes, trains, gangs, kill frenzies etc.
- All Redneck Missions
- All Scientist Missions
- All Zaibatsu Missions
- All Wang cars working
- The gang shoot-out in the beginning
- "The Final Job" Mission (in this version it is triggered after finishing all redneck and scientist missions)
Some original ste.scr issues fixed:
- Redneck crane is now working correctly
- Redneck medium phone fixed. No more softlocks or duplicated "Tanks-Giving" mission
- Now the Army guards in mission "Tanks-Giving" do not shoot at each other
- Now the three Zaibatsu assassins in the mission "Labrat's Plan" are free. After two decades and a half, they were finally released from their zaibatsu garages and they will bother you with a silenced machine gun, flamethrower and even rocket launcher. I just moved their spawn point, so the mission will behave as it was intended by the original author (Stephen Banks?). You can restore the original behavior (three assassins stuck) by copying and paste the original spawn coordinates in ste_sm1.mis
Some features or unused briefs that doesn't appear on the original version because of little mistakes made by the original designer is fixed as well.
In this open source version you can choose if you want to restore or maintain the wang cars glitch fixed simply by changing the counter "fix_wang_cars_glitch" in ste.mis
Github: https://github.com/Valps/Project_Open_Residential
Project Open Residential - Restoring ste.mis - [RELEASED]
Re: Project Open Residential - Restoring ste.mis - [RELEASED]
I did a little mod in which all non-vehicle kill frenzies spawns again if the player fail them. The wanted level is cleared if that happens (this can be easily changed by altering a SAVED_COUNTER) so you can train yourself on these kill frenzies.
All kill frenzies fails are saved, so if you save the game after failing a KF, quit and load it again, this KF will appear again. Therefore you can play it 100% using save game without worrying about failed kill frenzies not respawning.
All kill frenzies fails are saved, so if you save the game after failing a KF, quit and load it again, this KF will appear again. Therefore you can play it 100% using save game without worrying about failed kill frenzies not respawning.