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GTA1 cities converted to GTA2 updated on 17th November 2011, including:
- Liberty City v1.3 from JG (New York)
- San Andreas v1.17 from Pyro (San Francisco)
- San Andreas Race from Pyro (San Francisco)
- Vice City v1.6 from BenMillard (Miami)
- London 1969 v1.2 from JG
- Manchester 1961 v1.13 from Pyro
Beta Versions
- Ben Millard has no betas at the moment.
- Pyro's beta versions for San Andreas and Manchester 1961.
- JG's beta versions for Liberty City and London 1969.
Credits
- Delfi/JernejL's initial conversion and release of all the levels.
- Sektor re-packaged and hosted all the levels.
- Pyro cleaned and converted lots of London stuff.
- BenMillard merges these together, does lots more cleanup
- Lantyz privately did a major clean-up of all the files but these are not public, yet.
- Sektor curated and packaged the best versions of these levels, before I started.
- Pyro cleaned San Andreas and made San An Scramble, which I've renamed San Andreas Race.
- Sektor and Pyro started porting the entire storyline of GTA: London 1969 but this isn't included.
- JG cleaned Liberty City, with smaller improvements to San Andreas and Vice City.
- Illspirit gave "behind the scenes" help in the early days, judging by comments in the files.
- Many other contributors?
General Tasks
- Stay faithful to the original GTA, enhancing it with the new technologies of GTA2.
- Check all car shops using the original mission.ini, missuk.ini and missuke.ini files.
- Mirror the door entry animations for GTA1: London levels? Or was that already done?
- Lots of other stuff...
Converting GTA1 Cars
We should replace the cars more appropriately, which means drawing up a list of which car should replace what. A few corrected properties and slight handling tweaks should be adequate for sane gameplay, this way. The important thing is matching the engine sounds since they can't be re-assigned. (Or can they?)
All levels in GTA2 get all cars when played in multiplayer; controlled by the .sty file. We could do the same when bringing GTA1 into GTA2, if there are enough slots. If there are spare slots we could add any GTA London 1969 and 1961 cars which might be found in USA cities.
Elypter seems best equipped to do the car conversion from GTA1. GTAkreyz wrote a conversion guide for Paint Shop Pro.
Liberty City (JG)
- Change powerup types so none duplicate the unlimited standard weapons:
- Armour
- Health
- Fast Reload
- Double Damage
- Instant Gang
- Electrogun
- Convert GTA1 cars.
- 1-lane road textures would neaten this up?
- Car park markings to make huge, empty, paved areas less boring.
- Continued using my 6-player script but copied JG's code for train and broken bridge.
- Corrected a couple of junction signs for left and right, such as (167,248).
- 1-lane roads now merge into wider roads without a kerb in the way.
- Cranes had been neatened but I've neatened them in a better way, especially near (99,189).
- Tops of metal road bridges are now sloped. (GTA1 had a technical limitation which prevented this.)
- Metal road bridges use a full girder for the bottom of road section spans.
- Metal road bridges use an open X shape of girders for slopes.
- Metal road bridges cast shadow onto pavement, same as buildings.
- Opened up previously blocked parts alongside metal road bridges.
- Alleyways are now open to the North and West of metal road bridges.
- Added missing famework over railway at (113,192).
- Removed bogus surfaces beneath road slopes.
- Added shadows and Dark/Darker filters to (27,39).
- Corrected a shadow and added some Darker filters near (219,71).
- Railway slope girders added and position slightly changed near (43,172).
- Roundabout given a centre near (107,22).
- Large entrance marquees are now Field, such as (145,25).
- Auto shops now cast shadows like buildings do.
- Collision settings.
- Surface types.
- Opened up alleyway at (27,155).
- Opened up alleyway at (64,216) and corrected nearby fence.
- Opened up alleyway at (205,11) and made nearby isolated Pavement into Field.
- Opened up alleyway at (211,63).
- Opened up alleyway at (211,105).
- Corrected a shadow at (245,244).
- Shadows, fences and surfaces updated around metal road bridge near (226,59).
- Shading of water along coastlines finished by JG.
- Erroneous lay-by markings removed from (156,12).
- Each player gets $50,000 at the start.
- Broken bridge now called Callahan Bridge, like GTA3 opening scene!
- Added weapon and powerup locations from GTA1 'MISSION.INI'
- Changes to army bases:
- Increased density to 600.
- Law Island army base contains 4 tanks that fire at players.
- Fort Law car park contains 4 bulletproof Pacifiers armed with vehicle machine guns and is guarded by armed NPCs in addition to randomly spawned Army gang members.
- Custom 1x1 grass edge tile (no. 399, palette 0) added where appropriate.
- Added armed parked emergency vehicles:
- Copcars armed with oil and SWAT vans armed with machine guns outside police stations.
- Ambulances loaded with carbombs outside hospitals.
- Flameproof firetrucks armed with flamethrowers outside fire stations.
- Re-enabled 'phone' objects in script - Liberty City isn't quite right without 'em!
- Enabled FIRETRUK and TOWTRUCK, LIMO1 and LIMO2 to appear on roads - must have missed those first time around. :/
- All alleyway covers now set to 'field'.
- Adjusted block type settings around Law Island Army Base.
- Added sounds at nightclub locations.
- Changed block types from 'field' to 'pavement' around (174,130) (191,181) (138,70) (129,209) (157,172) (162,170) and (134,76).
- Changed roofs from 'air' to 'field' near (64,103) (199,227) (178,221) (150,161) (161,230) (97,63) (175,33) and (219,56).
- Adjusted shadows near (150,233) (32,139) (242,123) and added shadow near (16,203) (161,15) and (167,8).
- Added signposts to junctions near (207,046) and (226,54).
- Flipped 'Grill' signs near (138,31) (245,145) and (165,174).
- Flipped 'Fire' sign at (157,182).
- Flipped 'Hotel' sign at (37,60).
- Road markings on slope from (21,230) should be moved West 1 block so they alternate properly.
- Shading of water along coastlines.
- Change powerup types so none duplicate the unlimited standard weapons:
- Armour
- Health
- Fast Reload
- Double Damage
- Instant Gang
- Electrogun
- Convert GTA1 cars.
- Collision settings.
- Surface types.
- JG made handrails for stairs. Pyro has applied them to Golden Gate Bridge.
- 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 ).
- 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) . 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.
- Each player gets $50,000 at the start.
- 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.
Checkpoints should be a visible object or a row of objects right across the street.
After testing, we realise the Scramble game mode works better when the map is open. Race modes need a completely fenced route like a street circuit. MultiSlayer Race does this, so does Race Adventures.
Vice City (BenMillard)
- Balance train journey times and zone positions so that no train waits for ages.
- Multiple Enter and Exit zones between stations? Test more carefully, with source order.
- Enter and Exit zone without a Stop zone crashes, never stops, or allows more speed changes between stations?
- Powerup types no longer duplicate the unlimited standard weapons but could be spread around better:
- Armour (done)
- Health (done)
- Fast Reload (done)
- Double Damage (needed)
- Instant Gang (needed)
- Electrogun (done)
- Move the converted GTA1 cars to more appropriate replacements. Figure out the respray and remap glitches. (Delfi/JernejL commented this as to-do in the .mis.)
- Collision settings done.
- Surface types done.
- Added train station at (140,240) because Banana Grove to Greek Heights was a long way, with a fast section and a separate subway section.
- Slowed down the train.
- Pool water animation smoothed out and slowed down.
- Ocean water animation smoothed out and slowed down.
- Added garage door animation.
- Corrected many junction signs for left and right.
- Added traffic lights to 6-6-4 junction at (125,232).
- Stairs to various footbridges are now Pavement, not Field.
- Roads without directions are now Road, not Field.
- Lay-bys for parking are now Pavement, not Field.
- Dark/Darker filters corrected in many places.
- Army island barrack wall textures now match their door textures.
- Corrected road markings at junctions like (96,22).
- Traffic flow rationalised for junctions like (175,124).
- Fences changed for access and aesthetics at Banana Grove station.
- Traffic flow replaced Field for slowest two Eastbound lanes on 8-lane street from (105,131) to (178,139).
- Roundabout and traffic flow rationalised at (185,141).
- Drains moved to mark the secret alleys under railway at (109,203) and (109,219).
- Pavement beneath railway turns is now Pavement, not Field.
- North wall extended to block sand at (248,0).
- Removed bogus surfaces beneath road slopes.
- Applied brown pavement to North-East of Western mainland to try out the look.
- Each player gets $50,000 at the start.
- Fixed a Remove Hidden Surface bugs at (2,5) and (12,15).
- Unblocked the corridor at (66,8) (109,86) (109,93).
- Flipped some signs near (92,6) (71,215) (95,215) (153,155) (82,98) (68,103) (77,66) (93,65) (108,66) (123,66) (121,59) (151,203) (150,185) (226,58) (174,185) and (117,86).
- Railway fence detailing near (78,92) and (59,158).
- Missing signpost at (95,26).
- Corrected posh roof eaves around (103,16) (107,52) (204,170).
- Added shadows near (99,204) (175,27) (184,27) (193,27) (201,32) (195,59) (195,85) (195,108) (215,119) and (215,124).
- Zone r1 changed from Arrow Blocker to Restart type.
- Zone untitled had strange settings and zero size so I removed it.
- Zone b20 added to create Army Base navigation zone.
- Staircase sides and invisible Field areas above walkways cleaned up at big hospital near (222,57).
- Only have Army on the army base island.
- Army base South causeway is always available. (GTA1 makes it available once a tank in the base is stolen.)
- Invisible wall added for road ramps at (224,126) (210,136) (215,114) and (215,138).
- Remodelled large junction at (220,150) due to police AI crashing there. Turned off the lane narest median for Westbound and Eastbound traffic on the 8-lane highway.
- Corrected traffic arrows from 2-lane road onto 8-lane freeway near (146,131).
- Remodelled large corner at (241,234).
- Removed bridge support from (198,238).
- Added missing lamps along (224,128).
- Missing drains added at (245,184) (217,105) (222,79) (217,73) (222,109) and many other places.
- Pavement inside railway turn changed to Field at (213,147).
- Re-did all shading of water along coastlines.
- Flipped even more signs after Pyro spotted a few.
- Bus Stop walls in a few places are now flipped properly.
- Erroneous junction texture removed from (76,161).
- Created 5 missing textures for 1-lane road straight, corner, junction, minor junction, corner merge and straight merge.
- Created 2 missing textures for layby turn-in and layby turn-out with yellow line.
- Created 2 missing textures for crossroad and end-of-lane.
- Cleaned up tile 14.
- Removed legs below railway over water near (215,122) and (184,27).
- Removed incorrect shadow at (99,225).
- Crane central spans now use tile 150 on their sides.
- Start point now has pavement arrows which lead to army base access bridge.
- Added phone objects from GTA1 mission.ini and corrected them.
- Added powerups from GTA1 but changed what they give, to avoid duplicating the unlimited standard weapons.
- Radio stations are now set.
- Yellow road marking variant for lay-by exits would neaten this up.
- Bus Stop walls and signs flipped. (Might be a couple left...it's hard to spot them.)
- Change powerup types so none duplicate the unlimited standard weapons:
- Armour
- Health
- Fast Reload
- Double Damage
- Instant Gang
- Electrogun
- Animate the water better. Was it that bad in the released expansion pack?!
- What navigation zone should fill the East bank of the River Thames between the two westbound bridges?
- Add a train or subway system?
- Convert any GTA London 1969 cars which fit the style of GTA1.
- Collision settings.
- Surface types.
- Navigation zones now touch each other.
- Navigation zones now meet along the central line of the nearest road.
- Navigation zones overlapped for a couple of L-shaped features.
- TradeMark's zone editor made this easy.
- Each player gets $50,000 at the start.
- Large entrance marquees are now Field, such as (145,25).
- Slowed down the train for twisty overhead parts. Kept it fast in subways and straights.
- Added weapon and powerup locations from GTA London 1969 'MISSUK.INI'.
- Added grass edging all over map (custom tiles 389-403 & 406-408).
- Beefed up security at Buckingham Palace and the Tower of London - you want a tank, you've got to earn it!
- Changes to Tower of London:
- No dummy peds spawn.
- Added additional armed NPCs.
- Positions of tanks adjusted. Tanks fire at player.
- Additional vehicles: 6x bulletproof jeeps and 2x bulletproof pacifiers.
- Building at (219,93) moved one block east and building at (224,93) reduced in size by 1 block.
- Increased armygang density to 600.
- Changes to Buckingham palace:
- No dummy peds spawn.
- Added additional armed NPCs.
- Tanks fire at player.
- Increased armygang density to 750.
- Both football stadiums are now named and have basic pitch markings and goalposts. Parts of roof also changed from 'air' to 'field' for both stadiums.
- Added armed emergency vehicles:
- Copcars armed with oil and SWAT vans armed with machine guns parked outside police stations.
- Ambulances loaded with car bombs parked outside hospitals.
- Firetrucks armed with flamethrowers parked outside fire stations are now flameproof.
- Minor adjustments to positions of respray and bomb shops.
- Changed tiles of blue sloped roofs around industrial areas and docks.
- Added markings for pedestrian crossings near (137,093) (137,150) (163,150) and (143,194).
- Corrected road markings near (203,011).
- Area at rear of Houses of Parliament near (80,158) set to 'field'.
- Subdivided Battersea Zone into West, Central, East.
- Road markings at junctions, including "Stop" lines at small crossroads.
- Add bus stop zones. (Add bus stops if it doesn't have them?)
- Change powerup types so none duplicate the unlimited standard weapons:
- Armour
- Health
- Fast Reload
- Double Damage
- Instant Gang
- Electrogun
- Radio stations need to be set.
- Convert GTA London 1961 cars which fit the style of GTA1. Some are awesome historic racing cars!
- Script now supports 6 players and gives infinite standard weapons.
- Start locations are a bit further from the cars so the player survives spawning! TM's editor showed more clearance...
- Each player gets $50,000 at the start.
- 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.