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Released Vice City (GTA VC) - 2.1 (The Full Night Lights Update)

Discussion in 'Terrains, Levels, Maps' started by JorgePinto, Jun 29, 2020.

  1. JorgePinto

    JorgePinto
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    Update is live! :)

    The AI support was a true challenge, hopefully cars will not do many weird things...reports and help are welcome!
    --- Post updated ---
    Oops! report:

    To everyone who just downloaded 1.1, please download the map again, I fixed a couple of emergency AI issues and while I was at it, some mesh problems as well. :)
     
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  2. Enforcer_Manufacturing

    Enforcer_Manufacturing
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    Can't wait to try out the AI.
     
  3. Regular_K

    Regular_K
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    screenshot_2020-07-09_04-55-16.png

    Really nice map, is it possible/are you willing to do san andreas too?
     
  4. roland91

    roland91
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    Played for a few hours, had lots of fun and found a few bugs.

    Most notably, the AI drives the wrong way on 2-lane roads( this one makes me feel I have not managed to get the final version of the map).
    Also found a problem with collisions on one of the roads (shown on attatched screenshot).

    The map being oversized seems natural to me since most older games had oversized streets to make driving easier.

    Otherwise a great map, I used to play VC a lot, and it is still my second favourite GTA.
     

    Attached Files:

    • 20200708225507_1.jpg
  5. JorgePinto

    JorgePinto
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    Thank you, the road has been fixed for the next update. :)

    AI is still tricky to me, will continue figuring out how to make them go as they should...the transitions between different kind of roads is quite specially challenging to me.
     
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  6. JorgePinto

    JorgePinto
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    Well...it turns out there is a 3rd place in VC currently flooded...at least this one makes a bit of sense.

    screenshot_2020-07-09_13-25-24.png

    Good thing is, most cars shall cross alive, well, the 200BX died at the end, but it can do most of the canal fine!
     
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  7. Krishty

    Krishty
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    JorgePinto, thank you so much for the map. I have already fallen in love with swift502’s Liberty City mod, and Vice City is even better!

    I’d also like to report a small problem: This sidewalk, East of the police station in Washington Beach, is way too high and has a gap with ocean below. Wrecked my ride a few times :)

    sidewalk.png
     
  8. JorgePinto

    JorgePinto
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    Whoa, that's quite a bump indeed! Not really sure what could happen there...thank you! Fixed for the next update as well:)
     
  9. SuperAusten64

    SuperAusten64
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    Very good map, lots of fun to explore.
    The only issue I've found is that there is no cubemap image for those who don't use dynamic reflections (it's not a performance thing, I've just never liked how unrealistically reflective dynamic reflections are).

    Left is Vice City, right is WCA.
    As you can see, the lack of a cubemap image (with clouds and a general representation of level objects and whatnot) makes the car reflect pure white, most noticeable in the chrome. (The same thing happens on Grid Small Pure, only it actually makes sense there since there's nothing in the map to reflect.)
     
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  10. JorgePinto

    JorgePinto
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    That was definitely an oversight...thank you! Also added for the next update :)

    EDIT: Update live! :)
     
    #70 JorgePinto, Jul 9, 2020
    Last edited: Jul 9, 2020
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  11. Krishty

    Krishty
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    Fantastic, thanks!

    I just noticed that all small palm trees along Ocean Drive are floating above the sidewalk:
    floatpalms.png
     
  12. JorgePinto

    JorgePinto
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    Thank you :)

    To the next update they go! I'll wait for release until I have a couple more things to fix...I lost count on how many trees/light posts/mail boxes I have adjusted so far ;) They keep coming!
     
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  13. swift502

    swift502
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    It's 2020 and a game about cars still doesn't use PBR shaders with roughness, fresnel or clearcoat properties, things that've been an industry standard for years. :(
    I love BeamNG but damn it feels like they could use more graphics programmers in their team.
     
    #73 swift502, Jul 10, 2020
    Last edited: Jul 10, 2020
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  14. JorgePinto

    JorgePinto
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    New update out! :)

    I included a fix for the VCPD GM, which had a lot of bright green parts and was awful to look at...
     
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  15. Krishty

    Krishty
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    Got an ear for a few more polygon errors? :) (Please don’t think I’m complaining – I love this map so much, I enjoy exploring every little corner of it! You did such a fantastic job with it!)

    This gap on the Ocean Drive is pretty wide:
    gap1.png

    Another floating sidewalk in Little Haiti:
    swalk.png

    The apartment complex North of Washington Mall has a huge floating water body. I suppose it was meant to be placed in the empty pool nearby!
    mall5.png

    Speaking of Washing Mall … the phone booths where you get the weird missions are floating, and so is its very sign and the water inside:
    mall1.png mall2.png mall3.png mall4.png

    White phone lines in East Downtown, North from the biker bar:
    phonelines.png

    If you enter the back alleys of Ocean Drive, a lot of buildings are floating slightly above the ground:
    float1.png float3.png float2.png float8.png

    You said you lowered the sidewalks in front of Pay’n’Spray? If you enter Viceport from North (coming from the airport), the Pay’n’Spray has a few gaps and the road besides it as well:
    gap3.png gap2.png

    Finally, two Z buffer issues: This building at the far South of Ocean Drive has weird polygons shining through from the back. Maybe the building entrance is falsely set to alpha?
    alpha1.png

    And this ramp in the back alleys of Ocean Drive has a Z fighting issue:
    overlap1.png

    It’s such beautiful nostalgia driving around with AI. Keep up the great work!
     
  16. JorgePinto

    JorgePinto
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    Great report! Don't worry, au contraire, this is really useful to me in order to keep the map as bug free as possible, already working on these, there are so many I think this deserves a hotfix on its own ;)

    Thank you! :)
     
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  17. Krishty

    Krishty
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    Cool, I’ll keep ’em coming then! But I think there’s not much left; the quality is very high at this point!

    I love the real-time shadows of the air cons in the Downtown back alleys. Adds so much to the look …

    Here’s missing sidewalk polygons along a road in Little Haiti:
    4.png

    Weird polygon colors at the VRock station in Downtown. Could be in the original as well, but definitely not pretty:
    21.png 22.png

    Gap before a shop next to the Downtown fire station:
    31.png 32.png

    Another gap at the Jewelry in North Point:
    1.png
     
  18. JorgePinto

    JorgePinto
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    Again, really helpful, thank you :)

    The hotfix will be ready today, swift and me had to redo the entire (south) Ocean Drive from zero, since the Z-Fighting was caused by duplicate faces joined by accident, in the original files 2 versions of Ocean Drive co-exist, one for daytime, and one for nightime (which features vertex lighting) so not only the Z-Fighting happened, trying to solve it by deleting the faces meant I couldn't be sure what version I was deleting, so I was wrecking the vertex lighting in the process...long story short, no more Z-Fighting there anymore, and the vertex lighting is intact :)
     
  19. JorgePinto

    JorgePinto
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    Update is live!

    It was quite a lot of work, but I'm really pleased with the results :)

    I'm surprised to see no one has done a review/feature of the map so far on YouTube! I thought Vice City would be a perfect theme for that kind of content...at least this is definitely a version I would be more than happy about being seen in people's media :)
     
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  20. Krishty

    Krishty
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    Woah, thanks! I never meant to cause that much trouble ;)

    The new version looks awesome. I found just a single texture glitch here, where the wet puddle in the middle of the alley is oddly stretched (probably joined the wrong vertices).
    asdasdasd.png Untitled.png

    This is some first-class stuff; love it!
     
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