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[WIP|SA] Vigilante Justice

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Deji
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#1

Posted 22 July 2011 - 10:30 PM Edited by Deji, 24 December 2011 - 07:50 PM.

user posted image


Developer Statement
"I'd describe Vigilante Justice as a 'Feature Conversion'. There are no large map changes and it mostly aims to add new features and a new style of gameplay to the existing San Andreas setting.

There are some rather large additions, including working Car Washes and a whole new inventory system. Additional weapons is something I still need help to do but if weapons are added, they won't just be like the plain old weapons you've already used with a different model, they'll have their own unique features. There are also changes to minor details at the time of writing, changes to some food vendors have taken place. Another example is slight expansion of the drug dealers AI. All of these things advance SA one step further and make gameplay more immersive.

Vigilante Justice tells the story of Officer Carl "CR" Ronson in both the past and present tense. These parts of the story link up together nicely and take place both during and after the events of San Andreas. The missions are designed to be fun, action-packed and at times, down-right hilarious. Although mission 4 is one of a few that are made to be detailed and immersive."
Videos
Some Current Features
  • New Storyline
  • New Missions
  • New SA features
  • New, interactive HUD
  • New inventory system
  • New objectives system
  • Extended and fixed various SA features
  • Easter Eggs (duh)
What else makes it good?
  • It's not a bloody DYOM mission pack!
  • Precise mission coding ensures great missions.
  • Log File Helps Reduce Bugs.
  • Most features hardcoded, reducing lag and improving performance and stability.
  • CLEO-Independant, works with or without CLEO.
  • Extra SCM capabilities which improve mission coding.
  • BASS.dll implementation means smaller download size and bugless audio.
  • Installs alongside San Andreas, meaning easy install and uninstall. You can run normal SA while VJ is installed.
Team

JobMembers
AnimationsVacant
Charactersindra p, More needed
ClothesVacant
Graphics DesignVacant
InteriorsVacant
Mission CodingDeji
TexturesFunction-X-
OutfitsVacant
Pedsindra p, More needed
ProgrammingDeji, More needed
WeaponsVacant
Links
user posted image user posted image user posted image user posted image


If you need to contact me about helping with the mod, post here or use GTAForums' email feature.

Deji
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#2

Posted 22 July 2011 - 10:31 PM

Reserved...

Deji
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#3

Posted 22 July 2011 - 10:32 PM

Reserved...

Kalvin
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#4

Posted 22 July 2011 - 10:32 PM

Yes! finally, you continued this mod, even the BETA was fantasic biggrin.gif Can't wait for the final, good luck! icon14.gif

Deji
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#5

Posted 22 July 2011 - 10:34 PM

About previous releases... Yes, I know they're buggy and no, I won't update them or provide support for them anymore.

Those releases aren't even contributing to the main release. They're more like teasers, I guess.

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#6

Posted 23 July 2011 - 12:47 PM

I read teh scenario!!111111

It will rock, unlike T95S scenario tounge.gif

Deji
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#7

Posted 23 July 2011 - 06:22 PM Edited by Deji, 05 November 2011 - 06:31 PM.

Considerable VJ Weapons if I can get a modeller:
- Glock 17 & other Glock Pistols
- Winchester Rifle
- SIG Sauer P226
- Riot Gun
- Hecker & Koch G36
- FN Five-seven
- FN P90
- Taser
- Colt Police Positive Special
- Colt Detective Special
- Baton
- Weighted-knuckle gloves (to replace 'Brass Knuckles')
- Remington 870
- Franchi SPAS-12
- Heckler & Koch PSG1
- Heckler & Koch MP5
- Variant of the SIG 556

I don't know much about guns past movies and games, so I spent a whole night getting this list by finding out which weapons were used in services like the police, the FBI etc...

Obviously I don't want them all, it's just the ones I have considered. The riot gun is another example of something I could program new weapon behaviours into via ASI.

Function-X-
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#8

Posted 24 July 2011 - 10:43 AM

Well i can help with effects if you need any new ones. wink.gif

Deji
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#9

Posted 24 July 2011 - 07:57 PM Edited by Deji, 05 November 2011 - 06:31 PM.

QUOTE (Function-X- @ Sunday, Jul 24 2011, 10:43)
Well i can help with effects if you need any new ones. wink.gif

Thanks for the offer, I could find some good uses for new particles once I get the other required help.


I've done the money counter in VJ, nearly finished with the HUD for now, just gotta change wanted level position and colour:
user posted image

Wanted level should go above the money counter nicely.

HUD is also 2-player compatible wink.gif

EDIT: Finished
user posted image

With the exception of the wanted level, which was altered by changing a few addresses, everything was made from scratch and works just as well (better, actually) than the original SA HUD. The money counter increases in the same manner, etc.

I'll be doing some other great things with the HUD later. But I know for sure you'll love what I'm about to do next when it's finished...

ED-E
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#10

Posted 25 July 2011 - 10:11 AM

I actually cannot wait to see this finished, i know its going to be awesome cause well..... its "DEJI", and your super confident, which is even better cause you actually know what your doing.

Deji
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#11

Posted 04 August 2011 - 08:31 PM

Opened a nice-looking official topic: http://gtag.gtagamin...p?showtopic=561

With the power of HTML, I can actually create alright-looking things tounge.gif

Also made this topic for ModDB: http://www.moddb.com...gilante-justice

Deji
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#12

Posted 12 August 2011 - 03:14 PM Edited by Deji, 12 August 2011 - 04:01 PM.

Another thing I plan to build on in VJ is ambient scenarios. SA has very little of this (peds sitting, holding hands, looking through shop windows and are some examples) compared to GTA IV, which is packed with random events happening, making the game more immersive.

This level of immersion is what I'm aiming for in Vigilante Justice's San Andreas...

Here's one of the things that I've done so far:
user posted imageuser posted imageuser posted image

They appear at the same times of day that planes arrive and take off when you take a flight in SA. You can even follow them all the way to their destination if you're fast enough, but I think when you have a rocket launcher in your arsenal, you'll find other ways to have fun with this.

The effect will be most apparent when you're riving by an airport and suddenly notice a plane is landing at or taking off from the airport at it's scheduled time.. A bit of realism and immersion here.


This is coded using a combination of ASI and SCM. In a similar way to how other ambient scripts are launched (peds taking pictures of picture-esque things etc.) - making it easy to add them (I was done with the plane thing in 20 minutes). So you can expect a lot more!

Deji
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#13

Posted 20 August 2011 - 03:01 AM

And now you can go to the car wash and quicky fix yer ride... Just drive through and the steam will fix everything somehow.
user posted image

Gramps
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#14

Posted 22 August 2011 - 06:29 AM

I guess the yellow text is for development/bug-testing purposes only? And won't be in the game?

Been waiting for this for freeeakin' ages ! Glad to see you haven't buried it 6-feet-deep smile.gif

(OffTheRecord: What is Black Market Mod status?)

Keep up the good work Deji !

*tracking*

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#15

Posted 22 August 2011 - 10:17 AM

QUOTE (methodunderg @ Monday, Aug 22 2011, 08:29)
I guess the yellow text is for development/bug-testing purposes only? And won't be in the game?

Yep, it's included only for debugging. You won't see this, unless you'll install some debugging plugins smile.gif

Gramps
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#16

Posted 22 August 2011 - 10:18 AM

I have no need for debugging plugins; unless I'm beta testing tounge2.gif

Deji
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#17

Posted 22 August 2011 - 09:59 PM

user posted image

Rokas.
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    play it f*cking loud

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#18

Posted 22 August 2011 - 10:05 PM

f*cking badass.

Kalvin
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#19

Posted 22 August 2011 - 10:05 PM

Wow man, how'd u do that? changing headlight colours? geez, u amaze me. Deji!

Silent
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#20

Posted 22 August 2011 - 10:06 PM

QUOTE (ManDog @ Tuesday, Aug 23 2011, 00:05)
Wow man, how'd u do that? changing headlight colours? geez, u amaze me. Deji!

In the same way like I do theoretically-impossible-to-do things in VCS PC tounge.gif

Deji
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#21

Posted 24 August 2011 - 02:56 PM

If the police drove cruisers like this, I think we'd take them more seriously...
user posted image

The green dot in the middle is just another one of my debugging scripts, by the way..

Deji
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#22

Posted 25 August 2011 - 03:41 PM Edited by Deji, 25 August 2011 - 03:43 PM.

Implented another one of the things which was in GTASA pre-release, but removed (probably too free up DVD space).
http://www.gamechron...gtasa/gtasa.htm (Ctrl+F to find "Moon Phases")

I found a image with the moon in all different phases and cut them up for SA, then implemented the changes using C++. It goes through a 25 day cycle (as I only have 24 textures and one of the days is "no moon") based on the current in-game day of the year.

user posted image

user posted image

However, the textures are buggy due to alpha being applied on them (which was the only way I could get the TXD tools to import them and be loaded by the game). So the fadeout to black causes the texture to be partially invisible.

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#23

Posted 25 August 2011 - 03:43 PM

*another sh*tload of replies from people, as usual*

MinnieMan121249
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#24

Posted 25 August 2011 - 04:30 PM

Well what did you expect? I mean the mod does look pretty cool. It deserves some more attention from the community.

69_black_69
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#25

Posted 25 August 2011 - 04:31 PM

Take a look at IV:SA thread.
Do you want to have a thread that generates huge amount of replies that's some of them are complete useless like people asking about some stupid sh*t?

Much better having a few replies than having a sh*tload of spam.

And nice update you got there Deji.


Rokas.
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#26

Posted 25 August 2011 - 04:40 PM

I love what you did with the moon, but it would be cool to use original R* texture as a base.

Deji
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#27

Posted 25 August 2011 - 04:49 PM

I can't texture... so I had to use a image with different moons already made and cut them up.

One of the many reasons I need help with this mod. I can code nearly anything I want but can't model, texture or animate for anything tounge2.gif

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#28

Posted 25 August 2011 - 07:53 PM

Talk to Function-X; I'm sure he would be more than happy to do some textures for your mod !

Excellent as always.

Are you going to add stars into the sky, like the 'Starry Sky Mod' from SHEMER on LibertyCity?

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#29

Posted 26 August 2011 - 12:49 AM

Oh, lunar phases is really cool thing but you're wrong, this feature actually exists on the PS2 version.

Deji
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#30

Posted 07 September 2011 - 12:12 AM

It always annoyed me how R* made clock towers and never put any working hands on them. Well luckily I'm here to solve this problem with my almighty scenarios system...

user posted image




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