[REL|SA|WIP] Left 4 Theft San Andreas
Posted 26 November 2012 - 06:52 PM Edited by Revolution-Designes, 27 November 2012 - 04:05 PM.
- In45do likes this
Posted 26 November 2012 - 06:58 PM
Oh, CLEO makes them crash when saving. Damn CLEO.
Posted 28 November 2012 - 12:04 PM
by the way, The Last mission of your mission pack was f*cking way damn hard bro. But i survive it! YEAHEAH!!
Posted 01 December 2012 - 10:24 AM
By the way, if anyone would like to show his support, please vote for Left 4 Theft at the ModDB mod of the year awards! Click on the green "Vote for this mod" button here: Click! Thanks!
I've also got some news, check it below:
So let's have a look at what has been released this month:
Next release coming up is Mission Pack #2: Forrest Survival, adding new missions to the Scavenger faction.
Another small thingy I want to notice is the fact that Left 4 Theft is now also fully uploaded at Gtagarage.com . After uploading beta 1.0b to GTAG back in January my upload-ability broke and I wasn't able to upload anything anymore. A few days ago I discovered I was able to upload again and uploaded everything released since 1.0b. So if you are encoutering problems with downloading here, head over to GTAGarage.
What? Version 4? Yes, I am thinking about starting to work on version 4.0. To be honest, I am not fully satisfied with Left 4 Theft at the moment. I know I can make this better. I've made a little list today with a few points I definitely want to add to Left 4 Theft:
Please don't expect version 4.0 anytime soon as I am only thinking about it. As soon as I start working on it I'll let you guys know.
Posted 01 December 2012 - 01:53 PM
Posted 01 December 2012 - 10:24 PM
Posted 01 December 2012 - 11:12 PM
Posted 02 December 2012 - 10:29 PM
Posted 03 December 2012 - 03:46 PM Edited by SilentPL, 03 December 2012 - 10:18 PM.
* Or it uses stuff like CLauncher?
Oooh, progress is not counting
Willowfield Arms Dealer is a bit bugged - weapon names don't show at times + CJ respawns exacly in the place of marker, so the menu activates again, and again, and again until you're fast.
Posted 04 December 2012 - 11:55 AM
Posted 04 December 2012 - 04:04 PM
I could also point some other little mistakes - like mission-objective markers (not to be confused with mission trigger markers) not being fully R*-style and menus malfunctioning a bit. I'm actually willing to help with correcting any issues, feel free to ask.
By the way - I hope you DO control IDs of all Mission Packs' global vars? Remember they may screw up stuff if used improperly (like overwrite important SCM vars or even overwrite SCM code if used var ID is too high!).
Posted 04 December 2012 - 09:34 PM
I am using variables which are not linked to something, as described in the CustomVariables file in the Sanny Builder data folder. So I guess I'm doing it right?
Posted 04 December 2012 - 09:52 PM
|0002: jump @Noname_131_50 |
SCM size is also a bit worrying. I'm sure it COULD be fitted within 200.000b of stock MAIN size & extern scripts, which could make good use in L4T.
Posted 08 December 2012 - 01:43 AM
There is no home button in my laptop.
Posted 16 December 2012 - 08:58 PM
Posted 18 December 2012 - 09:58 PM
I have an announcement to make! Check it out:
We are giving Left 4 Theft one more boost with version 4.0, which will probably be the final version of the mod. But we'll see about that by the time v4 is released.
What to expect?
What can the player expect in version 4.0? Here's a list:
And probably more stuff as I can't predict what I'll come up with while working on the mod.
A few weeks/months ago I have been brainstorming about a new gamemode. So I came up with a combination of the realistic mode and the fortress mode: the exploration mode. The concept is simple, the player begins with a (very) small camp. Like a campfire or something. All alone in the wilderness. The player continues by exploring the area around the camp and searching for anything usefull. This can be an old car, survivors or salvage. Salvage can be used to buy stuff with, but we'll come back on that later. The player can also encounter random events, like a tank or a group of bandits. The camp of the player will also get attacked by zombies once in a while. When the player collects enough salvage, he will be able to buy items which will be placed on a pre-chosen location. (I'm not sure about this yet, maybe I'll give the player the ability to freely place objects like in the fortress mode.)
Let's list the things the player will be able to find:
Still not sure what more to add to the mode, but when I do I'll let you guys know.
Anyway, thanks for reading and stay tracking for more updates!
Impression of the Realistic Mode:
Posted 18 December 2012 - 10:01 PM
Not surprised by it though, as you can't remove restart poitns via regular opcodes. Tricky tricky CLEO only.
Exploration mode sounds like Minecraft
Posted 21 December 2012 - 06:38 AM
Posted 22 December 2012 - 10:09 PM
Posted 24 December 2012 - 10:14 PM Edited by Revolution-Designes, 24 December 2012 - 10:18 PM.
Posted 12 August 2013 - 02:41 PM
Posted 11 September 2013 - 03:33 PM
Reviving the topic a bit here. Just wanted to let y'all know I'm still busy with the mod and planning on releasing the final version (4.0) soon. After that I'll stop with L4T and move on to other stuff.
Here's a video of the new game mode for the final version:
There are many things that will be in this new mode which are not shown (properly) in the video:
- The survivors that are encountered can be agressive or friendly. If friendly, they will follow the player to the main camp and become guards.
- The red spheres give the player weapons, salvage and items.
- The player can purchase an item storage with salvage and store items and weapons in it.
- There will be zombie and bandit attacks on the player's camp, unless the bandit camp has been cleared, there will be only zombies attacks then.
- A lot more things to purchase in the build menu will be added.
- All encounters and loot are random generated.
Well, that's it. Let me know what you think, or not. Whatever.
- In45do likes this
Posted 11 September 2013 - 04:35 PM Edited by in45do, 13 September 2013 - 07:14 PM.
Great! May I give suggestions?
My idea : The question mark can be random found, which is like you're tricked. You've to kill the bandit before you can get the salvage. And you can build your own camp all around San Andreas with the current 'materials' (I mean like purchasing a house) and of course you have to find another salvage to survive. (Not just in the forest, but in the city as well)
EDIT: Just notice that you've done 'zombie trap' in question mark.
Posted 12 September 2013 - 05:09 AM
1 quick suggestion, remove the Biohazard symbol from the minimap, it's really annoying and blocks a lot of the map making it harder to see streets and paths sometimes. You can keep the 4 mini Biohazard symbols around the mini map but don't have the big one blocking the mini map, thanks.
Posted 09 November 2013 - 10:16 AM Edited by rokistaking187, 25 January 2014 - 02:03 PM.
help my game crash when sweet is leaving me behind :3 ... i install it into a clean game and of course i reinstall it if it crash and i install the mod then crash again no matter what i do it still crash plss help me this mod seems to be an interesting .... btw this mod is not a waste of time it's good
EDIT:YEah finally working thx dude... but can you add/spawn more zonbies ?
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users