Liberty City, 1968, Tommy Vercetti is a young thug whose life changed drastically with the opportunities offered by the local underworld capos...
BETA 1.5 COMING SOON!
New beta 1.5 contains a fistful of relevant new additions, changes and modifications from the last build, such as buyable properties and assets, working interiors, working (and new) gunshops, addition of minigames such as dancing or pool, car modshop, new collectible packages, vandalize propaganda and photograph iconic Liberty City landmarks like the Marco Bistro's restaurant or the Portland harbor,
BETTER STABILITY, LESS CRASHES and much more!
Hello everybody, i hope y'all having a good time with beta 1.4, this time im happy to announce the biggest update yet for GTA Liberty Wiseguys, this time thanks to my collaborator Artiom Triskin who developed his own mods for GTA SA:LC, i've been able to add tons of content such as the ones mentioned above and i've been working on textures, mapping and more to add immersion to the early 70s vibes this story is aiming for.
The peds have been changed, many billboards have been changed, new cars added!, new weapons, new hud icons, new radios, working clothing stores with new clothing fits and textures.
Vandalize all propaganda contaminating Portland.
Fight derby, run races or drive the dirt trackat the Liberty Memorial Colliseum.
Earn an honest buck and look for a job at the Mean Street Taxis office.
and bet your cash on gambling and games...
Visit one of the many new working interiors including fully working clothing stores to customize each clothing piece for Tommy.
Visit Joe Bovino's Gunshop, oldest gun store at Liberty City!
Collect photography and drug packages all over Liberty City.
Get your licence!
or...
Just steal and take a flight...
All this and much more coming soon this month.
new build 1.4 released and radios coming soon(check wfiles section)
Hi everyone, i hope everyone having a nice beginning of the month, im happy to release a new build of GTA Liberty Wiseguys, tho theres still stuff to add regarding mechanics and interiors, i wanted to share the current state of the game, there's lots of stuff corrected or added in comparison to the first build i released, check some of the screenshots and read the "changelog". Also i'm compiling music to be used in the mod, with music accurate to the time period, with a radio exclusively containing classic "vietnam" rock songs, classic orchestra, balada/boleros latinos, and classic 60s hits.
Some of the most interesting additions to this build are:
new apartments where Toni Cipriani's safehouse would be by 1998 Saint Mark's (time period of GTA LCS) and more props and vegetation at Harwood junkyard
GTA 3 Saint Mark's demolished building
Corrected
New neighborhood covering the building site of Fort Staunton, i couldn't delete assets of the map without making the game to crash, so i did what i could covering.
(GTA 3 FORT STAUNTON)
Corrected
Correcte HUD icons that were incorrect to the weapons they are, different animations for some weapons (Thompson shoots exclusively from the hip, mafia style, Cops now swing with one hand, a police club)
Changelog:
Added since previous version: -The street with the building under construction in Saint Mark's has been replaced by houses (imitating the home of toni cipriani) -HUD icons have been replaced with their corresponding weapons. -A mod has been implemented to have more immersive melee fighting mechanics. -A new handling.dat has been implemented to imitate the driving of GTA IV. -weapon parameters have been changed to more corresponding ones, the stances of some weapons have been corrected, for example, tommy will not use double weapons and will use the two-handed firmly sawed-off shotgun (similar aim to manhunt 1), it will increase considerably your shooting stats upon reaching max weapon skill level. -The construction vacant lots of Fort Staunton have been replaced with neighborhoods and buildings. -A mod that imitates the particles of GTA Vice City has been implemented. -implemented a mod that imitates blood and water splashes on the screen of GTA Vice City. -Fixed the spawn color of some vehicles. -Vegetation has been added to the Harwood Junkyard. -A building has been added next to the Portland police station, it was designed by Artiom. -Replaced a couple of cars, now spawns a second version of the police car at the Staunton Island police station (Texture still to be modified). -Some of the skins to be used in story mode have been implemented, such as young Truth. -Vehicle spawning has been fixed, there were approximately 56 vehicles spawning in the game, the number has been increased considerably, all credits go to the modders who created and uploaded their mods to different sites dedicated to hosting mods for GTA. -Corrected the color of all vehicles. -Added more spawnable vehicles for gang members, prostitutes and criminal npc. -Graffiti has been added to part of Portland thanks to the code written by Artiom in GTA SA:LC BETA 10, it has not been tested and I don't know if the graffiti is the amount indicated by the counter. -The code has been edited to make the streets much more used by vehicles and pedestrians. -BUG. the marker to enter the Portland clothing store has disappeared, it is still possible to enter using the trainer with ALT+7 and select the interior: Binco.
there's still work and features to be added, but enjoy the free roam!
i recommend to pickup the starting guns, try to get some money with packages or rampages, buy some clothes, get a haircut, and kill every mademan you found!
The story missions for episode 1 are still in development, i'm still doing stuff and learning about code and general modding of the game, there's a list of bugs im aware of, i contacted a fellow modder who worked on his own updates for GTA SA:LC and bringed us a version of the game enriched with buyable safehouses, street races, a city filled with different interiors from strip clubs, markets, bars, restaurants, etc. He's pleased to collaborate and add his touch on the game development process and im so grateful for that. Keep in touch for more news and the state of development. Episode 1 probably won't be launched in the close days, so enjoy this demo i worked various weeks on and give me feedback, i hope you have a great time!
SEND ME A MESSAGE IF YOU KNOW ABOUT INTERIORS, MAIN.SCM CODDING, CLEO MODS. This mod is still on development and i want to recieve as much help as i can to enrich the experience and adding features, missions and stuff to make the game as enjoyable as possible!
Don Luca Vercetti, owner of a small printworks factory...
storyline finished on paper, working on dyom (looking for help for codding and modding)
Hi everyone, how is it all going? I'm happy to announce the storyline and missions/level design is already finished on paper, now im working using DYOM (that gracefuly i was able to make it work with SA:LC, it had some bugs related with some broken .txd files on the .img, anyways, news is that the DYOM won't support the whole size of the mod so im going to release the game in episodic format, in four episodes to be exact.
Good thing about this, is that i can upload the episodes as soon as they're ready, i can update the police vehicles and what excites me the most, thanks to user Dayk from GTAGarage.com, who ported Adrian Shepard GTA III Max Payne Mod to GTA SA:LC, i can probably set some of these episodes on snowy winter weather.
There's still work to do with textures, some vehicles, reeplacing radios, modding/codding features, etc...
Stay tunned for more news on the mod, remember that im looking for people to aid me on adding base gta sa features, setting up interiors, pickups and stuff like that.
Have a very good week, and tomorrow is 4/20 so have a smoky day! haha.
Check this GTA London reference, im still changing textures that won't fit the late 60s era of the game, so here's a nice reference to cover a cellphone ad billboard.
new loading screens and title, topic at gtaforums., help needed.
I've been working on the loading screens and designed the logo for the game, also a GTAForums topic is up, and we´re looking for help!
The mod currently runs in a modified version of user Dingleman 's GTA SA:LC so im encountering myself with some trouble with some of the features i wanna add, but still nothing too game breaking.
If anyone here wants to take part in the development of this mod, you can dm me here. Mostly i need this stuff to be solved:
Interiors: The game lacks a lot of the basegame interiors that i wish to use in the mod, such as all the brothels and strip clubs, bars, ammunation, homes, i tried using map editor but i don't know the correct way of "porting" the interiors from base gta sa to my map, there's also a lot of interiors from GTA LCS and VC that were used in GTA:Underground that i wish to use for homes and mission locations. And most importantly, i need to place the ennex markers for all these interiors to be seen at the map locations.
Bugs: The game because of the "pickup" mechanic of GTA III ammunation, has a weird bug that makes the cash go negative amounts when trying to buy without money, but since i wanna use regular GTA SA ammunation, i guess i just have to port the gunstore interiors, place the shop owner entity and delete the floating gun pickups mentioned before.
There's also some walls missing collition, making your character fall through them
Properties: I wanna implement the GTA Vice City assets mechanic to get money pickups outside the properties, also i wish to add buyable homes like GTA SA, but thats not a priority, but i do want to add savegame pickups and usable garages to use them as safehouses, since the game is builded over the GTA SA:LC mod, the safehouses are the same as GTA3 and that wouldn't be cohesive with Claude living on the same homes (in the future at 2001)
Various Pickups and Outfit mechanic: Such as the already mentioned, i want to add savegame pickups, also Weapons and most importantly, an outfit mechanic just like GTA Vice City where you can pickup clothes at specific map locations after unlocking them. I know this is possible because this mod uses this mechanic for Claude outfits at the clothing stores.
Automobile dealership: I want buying cars to be an important feature of the mod, i already reeplaced 100% of GTA 3 cars with 1940s, 1950s and 1960s vehicles, with little of them not matching the game graphics aesthetic (some of the vehicles are ported from Mafia 1 and 2) so having Automobile dealerships is a must and with this, having a "collection" of fancy classic gangster cars a possibility as important as in Mafia and LA Noire.
Mods: Some mods i need to be developed are some such as a "physical map" (like press a key to make a TXD file to be shown at the screen) because i want the mod to lack a radar to make the driving more immersive. I don't know the possibilites of Cleo mods for adding features like the Car Dealership or the usable interiors, but im looking forward to learn about this topic.
DYOM or traditional GTA mission markers and progress?: I found a forum for GTA SA:LC and people were explaining that DYOM has issues working with this mod, but has solutions, i haven't started to use or test DYOM in my current build of the mod so im not sure if i suddenly fixed some of the bugs ( some errors were caused because of a broken texture in player.img, but my game uses a different img so i guess that one won't be a problem, the other one is related to a broken texture in the map, that one is still to be fixed)
So im trying to know if it's more convenient to fix this issue and learn deep on DYOM or if i should learn to make NEW missions to work like they generally would work on any GTA game. I hope some of the experienced users in the forum can instruct me better with this process.
I don't know how realistic im being with this project, im currently working on replacing the map textures to fit the time period and making loading screens with known artworks from previous games, some of them edited to be younger depictions of the characters (Such as young Tommy Vercetti im posting right now) and editing peds, changing their textures, adding characters for the game story etc...
Many people have already share their thoughts on the mod and it's progress and i have recieved possitive feedback mostly, but all these issues i need them to be solved so i can start building the missions, this project has become really important to me, so im really looking forward to learn anything that will be needed to fix the issues mentioned and achieve a good experience for the player and a game rich in content, with an identity different from that of any of the GTA 3D-Universe games.
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