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[REL|SA|WIP] Left 4 Theft San Andreas

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Revolution-Designes
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#31

Posted 03 September 2011 - 09:26 PM

Thanks for the comments guys!

About the mapping, at the moment everything is done with normal mapping, no scripting. I definitely gonna do some parts in the game with script mapping, probably the survival mode and some points in the campaign mode.

@The_Sorrow: I saw your San Andreas Achievements mod a few days ago and it's pretty impressive. You'll be of good use to the mod! I've sent you a message with further instructions.

@mati: Don't worry. wink.gif

Node
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#32

Posted 04 September 2011 - 08:03 AM

Okay dude smile.gif replied.

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#33

Posted 05 September 2011 - 01:55 PM

should give it a great feel if textured peds r included, a quite unique zombie mod for gta

Revolution-Designes
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#34

Posted 09 September 2011 - 09:22 PM

Some small preview screenies of the first campaign:

user posted image

user posted image

user posted image

Ofcourse there are a lot of things to be changed, but this are just some small preview shots. Bull is still working on the zombies textures, as soon as they are finished it will look really great.

I also had a small idea for the mod, in the main menu there could be an option to change your outfit. You can simply choose an outfit or even combine clothes like in a shop. Anyway, I'm a bit more active now so I'll probably make some nice progress the coming days. Stay tuned.

Revolution-Designes
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#35

Posted 11 September 2011 - 03:07 PM

Gentlemen, behold! The Witch!

user posted image

Ofcourse, the textures will be editted and in the future we could always change her model. Maybe some nice and sharp claws will scare you?

bull.04
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#36

Posted 11 September 2011 - 07:42 PM

Alright so I made those skins Revolution wanted.

Here are some renders so you can get a look at what's coming ahead!
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
Bottom one is the witch.

I will be making more just so you guys know. The more zombies, the better!

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#37

Posted 12 September 2011 - 04:16 AM

nice work icon14.gif

bull.04
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#38

Posted 12 September 2011 - 04:46 AM

Thanks biggrin.gif . Believe it or not, the witch has the nude body, just some overlayed textures to make clothing haha.

Revolution-Designes
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#39

Posted 13 September 2011 - 08:32 PM

Here's the first preview video of the campaign ''Zombie Territory''


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#40

Posted 15 September 2011 - 08:44 PM

Looks great so far Revolution! I will spend the next couple of days seeing if I can come up with a code to make the zombies walk around.

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#41

Posted 15 September 2011 - 09:10 PM

soo far it look cool but it is not difficult at all
but i know that are first steps

Revolution-Designes
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#42

Posted 16 September 2011 - 09:57 AM

The difficult will be increased with more health for the zombies for example.

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#43

Posted 16 September 2011 - 11:11 AM Edited by ludi911, 16 September 2011 - 11:13 AM.

i have an idea orly.gif - change camera view make it more close to player back all the time (like in RE4)
small stuff but i think it will look awsome and it will fit surviwal horror mod like that
edit another idea : what about changing the pistol hold anim to make CJ hold pistol with two hands ?
Now he look to relaxed colgate.gif when he shoot
what you think ?

Revolution-Designes
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#44

Posted 16 September 2011 - 07:25 PM

QUOTE (ludi911 @ Friday, Sep 16 2011, 13:11)
i have an idea orly.gif - change camera view make it more close to player back all the time (like in RE4)
small stuff but i think it will look awsome and it will fit surviwal horror mod like that
edit another idea : what about changing the pistol hold anim to make CJ hold pistol with two hands ?
Now he look to relaxed colgate.gif when he shoot
what you think ?

You can adjust the camera yourself, this is the second camera option for when you're on foot, you can zoom in a little more yourself if you want.

You're right about the pistol animation, only problem is, is that it's probably pretty hard to edit that animation as your arm rotates with the point you're aiming at. And if we are going to edit animations, we're going to do it later. We first want to finish the major stuff, like the scripts and textures. Other stuff will come later when the basics are finished.

aStiffSausage
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#45

Posted 16 September 2011 - 08:08 PM

How about using same anims as silenced pistol uses? It's simple edit of default.ide and weapons.dat, and I can help you if you don't know what to change. And if you're planning on creating new weapons, I can help making configs for those too. smile.gif

bull.04
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#46

Posted 16 September 2011 - 08:48 PM

I actually did make a couple of zombie animations this past couple of days that you can use if you want Revolution.
Idle: user posted image
Run: user posted image
Walk: user posted image

Here is a picture of the witch's sprint animation:
user posted image

I didn't post a 3ds render of the sprint cause the arms are screwy in 3ds but work perfectly in game.

Revolution-Designes
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#47

Posted 16 September 2011 - 09:16 PM

@oksa8: That would be awesome, I tried to edit the weapon.dat file a few minutes ago but without succes. If you could help at that one, it would be great.

@bull.04: Looks great, I'll speak to you over Steam.

aStiffSausage
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#48

Posted 18 September 2011 - 09:46 AM

Ok, here's a small demonstration of what I can do to weapons.
Changed:

Now holding pistol with two hands, and no dual wielding.
Smaller range
Less damage
Higher rate of fire
Modified accuracy

Default.ide:
CODE
346, colt45, colt45, silenced, 1, 30, 0


Weapons.dat:
CODE
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09     0  0 0.75 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 1  40 1.0  1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 2  999 1.2 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 3  5000 1.1  1.0   6 12  6     6 12  6  99 7031

Revolution-Designes
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#49

Posted 18 September 2011 - 01:43 PM

QUOTE (oksa8 @ Sunday, Sep 18 2011, 11:46)
Ok, here's a small demonstration of what I can do to weapons.
Changed:

Now holding pistol with two hands, and no dual wielding.
Smaller range
Less damage
Higher rate of fire
Modified accuracy

Default.ide:
CODE
346, colt45, colt45, silenced, 1, 30, 0


Weapons.dat:
CODE
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09     0  0 0.75 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 1  40 1.0  1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 2  999 1.2 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 3  5000 1.1  1.0   6 12  6     6 12  6  99 7031

Very nice, I tested it and it works very well. Especially the higher fire rate is remarkable. One thing that bothers me is that you can't walk while aiming, can you change that?

bull.04
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#50

Posted 18 September 2011 - 05:40 PM

QUOTE (Revolution-Designes @ Sunday, Sep 18 2011, 06:43)
QUOTE (oksa8 @ Sunday, Sep 18 2011, 11:46)
Ok, here's a small demonstration of what I can do to weapons.
Changed:

Now holding pistol with two hands, and no dual wielding.
Smaller range
Less damage
Higher rate of fire
Modified accuracy

Default.ide:
CODE
346, colt45, colt45, silenced, 1, 30, 0


Weapons.dat:
CODE
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09     0  0 0.75 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 1  40 1.0  1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 2  999 1.2 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 3  5000 1.1  1.0   6 12  6     6 12  6  99 7031

Very nice, I tested it and it works very well. Especially the higher fire rate is remarkable. One thing that bothers me is that you can't walk while aiming, can you change that?

Did you put the opcode in the main script to set the weapons to hitman?

Revolution-Designes
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#51

Posted 18 September 2011 - 07:29 PM

QUOTE (bull.04 @ Sunday, Sep 18 2011, 19:40)
QUOTE (Revolution-Designes @ Sunday, Sep 18 2011, 06:43)
QUOTE (oksa8 @ Sunday, Sep 18 2011, 11:46)
Ok, here's a small demonstration of what I can do to weapons.
Changed:

Now holding pistol with two hands, and no dual wielding.
Smaller range
Less damage
Higher rate of fire
Modified accuracy

Default.ide:
CODE
346, colt45, colt45, silenced, 1, 30, 0


Weapons.dat:
CODE
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09     0  0 0.75 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 1  40 1.0  1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 2  999 1.2 1.0   6 12  6     6 12  6  99 3031
$ PISTOL   INSTANT_HIT 20.0 25.0 346 -1  2 silenced 17  10  0.25  0.05  0.09 3  5000 1.1  1.0   6 12  6     6 12  6  99 7031

Very nice, I tested it and it works very well. Especially the higher fire rate is remarkable. One thing that bothers me is that you can't walk while aiming, can you change that?

Did you put the opcode in the main script to set the weapons to hitman?

Ofcourse! Stupid me, I'll fix it. tounge.gif

bull.04
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#52

Posted 19 September 2011 - 08:43 PM

Made some new weapons for the mod!
Pipe Bomb: user posted image
Guitar: user posted image
Frying Pan: user posted image

I made all of the textures and modes EXCEPT the guitar which goes to this glorious man for making:
http://www.garrysmod...a=view&id=22349

Guitar replaces Bat (will actually replace cane later.)
Frying Pan replaces Silver Vibrator ( tounge.gif )
Pipe bomb replaces grenade (since Molotovs are in L4D.)

They all come with their own icons too.

Revolution-Designes
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#53

Posted 19 September 2011 - 08:49 PM

Very nice Bull! Especially that pipebomb! Gotta find a way to make it act just like in L4D. Anyways, I got the witch model/texture working properly now so that's fixed. Still have to make some adjustments to the current campaign and then I can continue with the path towards Unity Station.

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#54

Posted 19 September 2011 - 10:53 PM

Awesome biggrin.gif . I decided to do something legit and make my own guitar. It's a fender strat and replaces the cane.
user posted image

Also, good luck on that campaign! Whenever you are ready for those zombie animations, just let me know.

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#55

Posted 20 September 2011 - 01:54 PM

Looks nice so far, I'm waiting to see some firearms! (You know why wink.gif )

Can you PM me some things, like Rate of Fire (rounds per minute), clip size, damage, and range of fire? I can begin to work with weapon-datas right after you give that info to me.

Revolution-Designes
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#56

Posted 20 September 2011 - 08:37 PM

QUOTE (oksa8 @ Tuesday, Sep 20 2011, 15:54)
Can you PM me some things, like Rate of Fire (rounds per minute), clip size, damage, and range of fire? I can begin to work with weapon-datas right after you give that info to me.

You mean the weapon data and stuff from the original L4D?

aStiffSausage
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#57

Posted 21 September 2011 - 01:28 PM

Pretty much yes. I can make few different versions, with lower and higher damage so you can adjust difficulty. It should be pretty easy, just tell me what weapons you're going to put in L4T and I can check needed specs for those weapons if you don't have time. Are you going to put L4D2 weapons also in this mod?

Revolution-Designes
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#58

Posted 22 September 2011 - 03:28 PM

QUOTE (oksa8 @ Wednesday, Sep 21 2011, 15:28)
Pretty much yes. I can make few different versions, with lower and higher damage so you can adjust difficulty. It should be pretty easy, just tell me what weapons you're going to put in L4T and I can check needed specs for those weapons if you don't have time. Are you going to put L4D2 weapons also in this mod?

I'm not sure how I can find out these exact values for the weapons of L4D, they are probably based on original real life weapons. Anyway, I don't think we're going to add more weapons. There is only one thing that could increase the value of gameplay, in L4D you can't carry a Uzi and shotgun at the same time, in San Andreas you can. Is there a way you can edit the weapon groups? Like putting the Micro Uzi in the shotgun group? That way the difficult can be modified greatly. Also, is there a way you can make the player carry the Micro Uzi with 2 hands like in L4D? Just the same animation as you did for the pistol. What concerns the weapons from L4D2, we're probably only going to add the melee weapons like the frying pan and the guitar.

bull.04
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#59

Posted 22 September 2011 - 08:26 PM

QUOTE (Revolution-Designes @ Thursday, Sep 22 2011, 08:28)
QUOTE (oksa8 @ Wednesday, Sep 21 2011, 15:28)
Pretty much yes. I can make few different versions, with lower and higher damage so you can adjust difficulty. It should be pretty easy, just tell me what weapons you're going to put in L4T and I can check needed specs for those weapons if you don't have time. Are you going to put L4D2 weapons also in this mod?

I'm not sure how I can find out these exact values for the weapons of L4D, they are probably based on original real life weapons. Anyway, I don't think we're going to add more weapons. There is only one thing that could increase the value of gameplay, in L4D you can't carry a Uzi and shotgun at the same time, in San Andreas you can. Is there a way you can edit the weapon groups? Like putting the Micro Uzi in the shotgun group? That way the difficult can be modified greatly. Also, is there a way you can make the player carry the Micro Uzi with 2 hands like in L4D? Just the same animation as you did for the pistol. What concerns the weapons from L4D2, we're probably only going to add the melee weapons like the frying pan and the guitar.

Well, I don't think adding the micro-uzi into the shotgun group would do anything, but you can actually script this to work.

CODE
:WEPCHK_1
wait 0
if or
Actor.HasWeapon($PLAYER_ACTOR, 28) //
Actor.HasWeapon($PLAYER_ACTOR, 29) //  SUBMACHINEGUN CHECKS
Actor.HasWeapon($PLAYER_ACTOR, 32) //
jf @WEPCHK_2
0555: remove_weapon 25 from_actor $PLAYER_ACTOR //
0555: remove_weapon 26 from_actor $PLAYER_ACTOR //  REMOVE ALL SHOTGUNS
0555: remove_weapon 27 from_actor $PLAYER_ACTOR //
0555: remove_weapon 30 from_actor $PLAYER_ACTOR //
0555: remove_weapon 31 from_actor $PLAYER_ACTOR //  REMOVE ALL MACHINE GUNS
0555: remove_weapon 33 from_actor $PLAYER_ACTOR //
0555: remove_weapon 34 from_actor $PLAYER_ACTOR //  REMOVE ALL RIFLES
jump @WEPCHK_1

:WEPCHK_2
wait 0
if or
Actor.HasWeapon($PLAYER_ACTOR, 25) //
Actor.HasWeapon($PLAYER_ACTOR, 26) //  SHOTGUN CHECKS
Actor.HasWeapon($PLAYER_ACTOR, 27) //
jf @WEPCHK_3
0555: remove_weapon 28 from_actor $PLAYER_ACTOR //
0555: remove_weapon 29 from_actor $PLAYER_ACTOR //  REMOVE ALL SUBMACHINEGUNS
0555: remove_weapon 32 from_actor $PLAYER_ACTOR //
0555: remove_weapon 30 from_actor $PLAYER_ACTOR //
0555: remove_weapon 31 from_actor $PLAYER_ACTOR //  REMOVE ALL MACHINE GUNS
0555: remove_weapon 33 from_actor $PLAYER_ACTOR //
0555: remove_weapon 34 from_actor $PLAYER_ACTOR //  REMOVE ALL RIFLES
jump @WEPCHK_1

:WEPCHK_3
wait 0
if or
Actor.HasWeapon($PLAYER_ACTOR, 30) //
Actor.HasWeapon($PLAYER_ACTOR, 31) //  MACHINEGUN CHECKS
jf @WEPCHK_3
0555: remove_weapon 28 from_actor $PLAYER_ACTOR //
0555: remove_weapon 29 from_actor $PLAYER_ACTOR //  REMOVE ALL SUBMACHINEGUNS
0555: remove_weapon 32 from_actor $PLAYER_ACTOR //
0555: remove_weapon 25 from_actor $PLAYER_ACTOR //
0555: remove_weapon 26 from_actor $PLAYER_ACTOR //  REMOVE ALL SHOTGUNS
0555: remove_weapon 27 from_actor $PLAYER_ACTOR //
0555: remove_weapon 33 from_actor $PLAYER_ACTOR //
0555: remove_weapon 34 from_actor $PLAYER_ACTOR //  REMOVE ALL RIFLES
jump @WEPCHK_1

:WEPCHK_4
wait 0
if or
Actor.HasWeapon($PLAYER_ACTOR, 33) //
Actor.HasWeapon($PLAYER_ACTOR, 34) //  RIFLE CHECKS
jf @WEPCHK_1
0555: remove_weapon 28 from_actor $PLAYER_ACTOR //
0555: remove_weapon 29 from_actor $PLAYER_ACTOR //  REMOVE ALL SUBMACHINEGUNS
0555: remove_weapon 32 from_actor $PLAYER_ACTOR //
0555: remove_weapon 25 from_actor $PLAYER_ACTOR //
0555: remove_weapon 26 from_actor $PLAYER_ACTOR //  REMOVE ALL SHOTGUNS
0555: remove_weapon 27 from_actor $PLAYER_ACTOR //
0555: remove_weapon 30 from_actor $PLAYER_ACTOR //
0555: remove_weapon 31 from_actor $PLAYER_ACTOR //  REMOVE ALL MACHINE GUNS
jump @WEPCHK_1

franciskyle09
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#60

Posted 23 September 2011 - 06:18 AM Edited by franciskyle09, 23 September 2011 - 07:26 AM.

ok, I have a lot suggestions

Armoured vehicles: Like the one in Death Race
Fixing up the guns: Make the guns more unique. Like a one hand sawn-off shotgun or a dual M4 or something.
Allow changing character: Survival Mode doesn't need a dialog for the character so instead of normal CJ, Add some more playable characters (Add Johnny Klebitz or Claude)
Allow clothing changes: Allow CJ to change clothing from the clothing store.
Replacing Cities: Instead of the old San Fierro/Las Venturas cities we need to go.
Zombie Wielding Chainsaw: So it would be harder.

Hope you like it and I would love to help you guys (Texture Modder here tounge.gif )




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