A long time ago in my archives lays an old assembly of the cult GTA Vice City. Perhaps even the original one: some bugs were very evident. Actually, because of them, I took up my first (in fact) modification. It was much before San Andreas, i.e. over 10 years ago.
With this experimental subject, I was (for the first time) manually studied IDE and IPL, correcting angles and location of objects and lighting, changing car characteristics, as far as possible, editing the distribution of arsenals, etc. In general, I tried everything that you can try using Notepad (WordPad was better for me). Other tools were unavailable for various reasons – only source code, only hardcore!
I remember that the process of changing the original was very difficult. But it was so interesting. You change a couple of coordinates / quatrains / metrics (remember where, which and how much differ from the previous ones), start gta-vc.eXe (why was X capital?). If it doesn’t crash (on average, two crashes per 10 edits were the norm), you run / get to the place of editing (fortunately, if not the airport or the beach) and see what to do next.
Now there are enough tools, of course. Recently I polished well previous developments, worked with collisions, slightly corrected textures, played with transport and main.scm. In general, the set of edits is more cheating (it simplifies especially angering missions, provides the best ammunition and fleet, ergonomizes geometry, etc.). But...
...a tank with a Hotring model and a speedometer of 400 km/h, which is also bullet-, fire-, damage- and explosionproof, weighing two Rhinos... when there is a zero in ‘maximum police interest’ variable in the save... in Vigilante mission... Maniac's dream! Our utility for adjusting b-files is very useful here.
In general, if you want to wander around the original Vice city (the appearance is almost unchanged) and go through the original missions (the script is adjusted only in the most painful places), but at the same time get around a number of bugs, uglinesses, restrictions, expanding the already large field of freedom of Tommy Vercetti, welcome to our new lab!
1. Install GTA Vice City. CCM tested on original (compact disk / Ghost installer) version. No guarantees for Steam and other versions.
2. Download the deployment module from here.
According to Applications development policy (ADP), it's payments-free, ads-free, hidden-functionality-free and completely safe to use.
3. Download this package:
4. Unzip downloaded files.
5. Launch DPModule, perform installation steps. You must set installation path correctly: it must be the same path that was specified during the 'GTA Vice City' installation.
If you want to place all hidden packages, frenzies and stunt jumps on the golf club's bridge, you just need to start new game. Otherwise (if you need original packages and frenzies placement) replace main.scm with _normal.scm, begin new game, save it and replace main.scm with _adjusted.scm.
WARNING: this mod may invalidate existent save files! New game save is strongly recommended!
Version 1.1 - Cumulative fixes and improvements
Adds this fix for collision data and some other improvements to previous assembly
Version 1.0 - First release of 10 years of modifications
Initial changes are described here
This article describes full set of changes made during the development of the mod.
This article describes our method of creation of collision meshes from models (DFF). It might be a weird solution. But it 100% works.
This article describes our tool for editing saves of GTA Vice City (actual for v 2.14).
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Complete set of modified files of Crazy cheater's mod for GTA Vice City
A tool for converting the DFF model to CST collision script
This archive contains recommended settings for BExplorer that can be applied to GTA Vice City save file using this tool
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