Back to the Future: Hill Valley is a full conversion mod for Grand Theft Auto: Vice City. Back to the Future: Hill Valley will be based on the Back to the Future Trilogy, allowing the player to re-enact all the great moments from the films. While some parts of the story are stretched to make it more enjoyable, we are determined not to stray too far from the original story-line. The people behind this mod want the community to relive the movies and have as much fun in the process as possible. With the outstanding game play of the Sandbox hit, Grand Theft Auto: Vice City, in combination with one of the best movies of all time, Back to the Future, this mod is sure to bring countless hours of fun to anybody who enjoyed the movies.

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Making The Tire Flames Longer (Mods : Back to the Future: Hill Valley : Forum : Coding : Making The Tire Flames Longer) Locked
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Apr 12 2007, 10:20am Anchor

First of all, I would like to say that I am a big fan of Back To The Future and of cause, this mod.
I'm really glad you guys have made such an awesome mod and I really hope the next version comes soon!
Anyway, I was wondering if you guys plan to make the flames that come from the delorean's tires longer, as I can't recall ever seeing them that short in the movies...
Also, Is it possible for you guys to make them move any faster? The flames seem to move very quickly in the movies, especially on the third movie at the end as it crosses the incomplete bridge.


Apr 12 2007, 10:31am Anchor

the problem lies within the engine. If i do too many particles, the engine can't keep up and some of them fade away. I will see if i can make them slightly longer, but if you're looking for something like part III, the engine simply doesn't have the power to keep them all on at the same time. Rendering times are a bit too slow, especially with that many particles. Currently, there are 40 particles being rendered by the engine.

Apr 12 2007, 10:36am Anchor

Hmm, wouldn't it be possible to spread the flame particles out a bit? So there appears to be more?

Apr 12 2007, 10:41am Anchor

How's this for length?
Fire Trail Length Test
50 particles, still need to experiment with timing.

Edited by: Delorean88us

Apr 12 2007, 10:46am Anchor

That's better, though I'm curious to see what exactly happens when there around 70 particles, do some of the particles just disappear?

Apr 12 2007, 10:50am Anchor

hmm, looks fine so far. Let me go to 100...

Apr 12 2007, 10:57am Anchor

At 100 particles, the particles start to dissapear and come back, so no 100

Apr 12 2007, 10:59am Anchor

Could you post a screen shot of 70 particles?

Apr 12 2007, 11:01am Anchor

70 particles is still dissapearing. 60 is the limit, and thats the picture up there, though if activity is busy, particles will start dissappearing again

Edited by: Delorean88us

Apr 12 2007, 11:03am Anchor

Okay, it looks better, could you include it in the next version?

Apr 12 2007, 11:04am Anchor

yep. I would space them out, but then the fire trails won't look as good. More like random dots of fire on the road arranged in two lines.

Apr 12 2007, 11:12am Anchor

Okay, thanks.

Apr 12 2007, 11:17am Anchor

found out why particles were dissapearing. Was having too short of a time before respawning particles, so in fact, there were over a couple hundred particles existing on the screen at the same time. Some editing, and here's 100 particles.

[modimg60096 NOT FOUND]

Scratch that, it ruined the spreading out effect of the fire trail, causing it to dissapear again before displaying all 100 particles. Going back to 60 and staying there.

Edited by: Delorean88us

Apr 12 2007, 11:39am Anchor

What file are you actually editing to get the trail longer/shorter? particle.CFG?

Apr 12 2007, 12:10pm Anchor

it's an scm feature, not particle.cfg. scm makes calls, but the engine's too old to have that many particles.

Apr 12 2007, 1:12pm Anchor

In state of liberty, they use some San andreas features ( at least README says so) isn't it possible to update the engine?

Apr 12 2007, 1:16pm Anchor

state of liberty is implementing san andreas features using vice city coding, so it's still the vice city engine. Just added san andreas features, some of which are inferior to the actual san andreas version. Besides, try rendering hundreds of particles in one of your games and you'll understand why good looking fire trails are a problem here.

Apr 12 2007, 1:57pm Anchor

I'm sorry if this is off topic but is there a release date for v 0.2b ?

Apr 12 2007, 2:33pm This post has been deleted.
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