Quantcast

Jump to content

» «
Photo

Story Board - Mission Creation

147 replies to this topic
KrinkinOnline
  • KrinkinOnline

    Player Hater

  • Members
  • Joined: 13 Mar 2012

#91

Posted 24 April 2012 - 09:29 PM

There was another mod for GTA San andreas where you could call for a tow truck for if you ran out of fuel.

ALMOST610
  • ALMOST610

    Have you driven a Ford... Lately?

  • Feroci Racing
  • Joined: 30 Jan 2009
  • Australia

#92

Posted 24 April 2012 - 11:45 PM

Well at the moment in GTA SOL the only vehicle we would have as a tow truck is the Packer, as Vice City does not support the Extra things that SA has that allow towing.

Swoorup
  • Swoorup

    innovator

  • Members
  • Joined: 28 Oct 2008

#93

Posted 27 April 2012 - 09:46 AM Edited by Swoorup, 27 April 2012 - 10:54 AM.

main.scm and SolHacks.flt as of now:
http://www.mediafire...ym6up11qaq55e9g

Added car generators around SA, VC and LC, Increased car generator limit!


Here is the current Change-log that will be included in the dev release:
By Elvis
QUOTE
Change log so far:
"
Replaced all the Vice City flight#.dat files to match the current Vice City postion. (0x,0y,0z)
Included the newest SOLHacks.flt(45.5 KB (46,592 bytes))
spaths0.dat(SF Tram), spaths1.dat(San Andreas Train), spaths2.dat(LC "L" Train) have been added.
Added MVL support with all the GTA3 vehicles that Almost has converted up to now.
Added pathsvc.ipl(original VC paths) added the proper line in data/gtasol.dat to load them.
Added SA Tram. (tram.dff, tram.txd, and tram.col) The ID used for the tram is 300.. I would also like to reserve 300-315 for trains(LC, SA) and train parts.
Also added a line for the tram in objects.dat.
(Note: These IDs for Trains are temp.)
Added DevConsole into root folder.
Replaced LOADSC0.TXD with the new Loadscreen.

IDE Changes:

Changed: Draw distance on
"17027, mll_wilsontower, mll_wilsontower, 1, 789, 4" TO "17027, mll_wilsontower, mll_wilsontower, 1, 300, 4"


IPL Changes:
Commented out:
#4427, od_newscafe_dy, 0, 231.312, -1233.46, 19.746, 1, 1, 1, 6.46461E-008, 1.37826E-009, 0.0654031, 0.997859
#4428, od_newscafe_nt, 0, 231.312, -1233.46, 19.746, 1, 1, 1, 0, 0, 0.0654031, 0.997859
IN VCS_Changes...
this was done so that the model would not conflict with the new Front Page Cafe model which has an interior.

COL Changes:

Replaced the collision files on most of my models where I noticed issues(mall in MLL, sears tower, and FP cafe.)
Replaced mc_ground4.col and jolightbeams.col.

IMG Changes:
Replaced mc_ground4.dff

Main SCM additions:

Added code for the SF Tram. "


EDIT: Some wrong vehicle ID's used in SCM was causing crashes. Fixed and Link re-uploaded

maxorator
  • maxorator

    VC:MP lead developer

  • Members
  • Joined: 24 Feb 2006

#94

Posted 02 May 2012 - 09:53 AM

QUOTE (X-Seti @ Apr 13 2012, 17:50)
Hello and a big thank you for doing this for us.

I do not have any source code for the patching tool used in SOL originally made by Steve M, Updated by Andy and then around 2009 by Me.

All I have is the defined limits used to patch the exe

So here is the info I have and I do not have my devbox working right now, PSU blow and I do not know the full damage till I can get another PSU later on.

So the limits are:

Map bounds. it would be nice to tweak some of these limits in the config file.
This would also allow other modders to be able to use this in their own mods.

W -22000, E 18000, S 20000, N 20000

Depth -Z 20000
Height +Z 20000
Water 6.0

Game hacks.

Sea Colour = 2a95ac - dde6e8 (Replaces the brown)

Gravity = 100

Game path for gta_vc.dat renamed to gtasol.dat
This saves us hacking KED

IPL Limits.

DYN = 190000 (Dummys - 4byte - Number of dynamic objects instances (IPL lines in the objects.dat)
STC = 190000 (Static Objects defined in how many IPL lines in the IPL files)
DRW = 300 (Draw Solid Distance)
PTH = 2 bytes needs to be increased to 4 bytes index


Map Limits.

IDE = 32768  (IDE Objects - Multiple Instance 280bytes)

Maximum number of object definitons.
Each IDE object definition occupies 68bytes of memory space. The Required memory, to the next multiple of 4096, is automatically added to the end of the executable.

ID = 32727 (Static Memory Allocation)
TXD = 32700 (Max TXD loaded, Engine assigned ID numbes to them just above the ID map objects)
2dfx = 100000 (2DFX effects declared in the IDE file)
TObj = 32768 (Timed Objects)

Streaming Memory = 1024 (Max 2024Mb)
Threads = 1

PTR = 500000 (Ptrnode - TXD bitmap allocation)
ENT = 320000 (EntryInfoNode - Number of lines in the IPL file.)
COL = 32000 (Max collisions Models)
OBJ = 90000 (TXD Files)
ZON = 200 (Zon File Entries)
Vehi = 110 (Vehicles)
Peds = 140 (Peds) Needs to be hacked, Maybe like MVL
Weap = 64 (Weapon models) Hacked like MVL
AUD = 192 (Audio Script objects)

I like MVL a lot but here is an idea, have your own vehicle horns ?

Sorry for the late reply.

Most of this is easy to do, but I might not have the time to write the IPL 2-to-4 byte fix or MVL-like ped and weapon adding.

Swoorup
  • Swoorup

    innovator

  • Members
  • Joined: 28 Oct 2008

#95

Posted 02 May 2012 - 03:49 PM Edited by Swoorup, 02 May 2012 - 03:54 PM.

It would be Cool to get them working through the launcher.
This would make the mod independant from exe releases

So far as I know, the limits like 2 bytes to 4 bytes, weapon and ped hasn't been hacked though. icon14.gif

Silent
  • Silent

    Moderating Cookie Monster

  • Feroci Racing
  • Joined: 01 Feb 2010
  • Poland
  • Most Helpful [GTA] 2013
    Most Helpful [Modding] 2013
    Most Talented [Modding] 2013
    Best Map 2013 "ViceCityStories PC Edition"
    Best Vehicle 2013 "III Aircraft"
    Most Helpful [Modding] 2012
    Modder of the Year 2012

#96

Posted 02 May 2012 - 07:00 PM

IMO making something like peds and weapons loader would be useless, if used only in this mod. "Hardcoded" methods would be faster and better (SA requires ~10 lines of code to hack vcehicles/peds limit smile.gif ).

maxorator
  • maxorator

    VC:MP lead developer

  • Members
  • Joined: 24 Feb 2006

#97

Posted 04 May 2012 - 11:01 AM

QUOTE (SilentPL @ Wednesday, May 2 2012, 19:00)
IMO making something like peds and weapons loader would be useless, if used only in this mod. "Hardcoded" methods would be faster and better (SA requires ~10 lines of code to hack vcehicles/peds limit smile.gif ).

I don't really get what you mean. Adding new cars in SA is a complete mess, requires multiple different tools and some of them don't even always work properly.

The general rule is that hardcoded is easier if you're adding 1-2 things of the same type, but after that it gets pointless.

fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • None

#98

Posted 04 May 2012 - 11:47 AM

QUOTE (maxorator @ Friday, May 4 2012, 12:01)
QUOTE (SilentPL @ Wednesday, May 2 2012, 19:00)
IMO making something like peds and weapons loader would be useless, if used only in this mod. "Hardcoded" methods would be faster and better (SA requires ~10 lines of code to hack vcehicles/peds limit smile.gif ).

I don't really get what you mean. Adding new cars in SA is a complete mess, requires multiple different tools and some of them don't even always work properly.

The general rule is that hardcoded is easier if you're adding 1-2 things of the same type, but after that it gets pointless.

What multiple tools?
It's Notepad++ and IMG editor when I'm adding vehicle.

To allow adding: some kind of vehicle limit adjuster, possibly the one from Alexander Blade. Vehicle Audio Loader. Possibly Vehicle Special Abilities. That's all.

Swoorup
  • Swoorup

    innovator

  • Members
  • Joined: 28 Oct 2008

#99

Posted 04 May 2012 - 05:03 PM

Hmm to patch to allow more vehicles, in VC, there are probably more to consider.

i. Patch the VehicleModelInfo Structure located at 0x752A88, which holds a maximum of 110 vehicles.
ii. Patch the vehicle pool allocation which is currently capped to 110.

Also there are some instruction which access the vehicle numbers as 1 byte, even though its 4 byte- dword.

And few others, I believe. The handling data ID is also hardcoded. There is a array of handling ID strings that the game uses inside the exe.

maxorator
  • maxorator

    VC:MP lead developer

  • Members
  • Joined: 24 Feb 2006

#100

Posted 04 May 2012 - 06:07 PM

QUOTE (fastman92 @ May 4 2012, 11:47)
QUOTE (maxorator @ Friday, May 4 2012, 12:01)
QUOTE (SilentPL @ Wednesday, May 2 2012, 19:00)
IMO making something like peds and weapons loader would be useless, if used only in this mod. "Hardcoded" methods would be faster and better (SA requires ~10 lines of code to hack vcehicles/peds limit smile.gif ).

I don't really get what you mean. Adding new cars in SA is a complete mess, requires multiple different tools and some of them don't even always work properly.

The general rule is that hardcoded is easier if you're adding 1-2 things of the same type, but after that it gets pointless.

What multiple tools?
It's Notepad++ and IMG editor when I'm adding vehicle.

To allow adding: some kind of vehicle limit adjuster, possibly the one from Alexander Blade. Vehicle Audio Loader. Possibly Vehicle Special Abilities. That's all.

http://www.gtaforums...howtopic=399977

That's at least 6 tools (excluding ASI loader and including IMG editor).

QUOTE (Swoorup @ May 4 2012, 17:03)
Hmm to patch to allow more vehicles, in VC, there are probably more to consider.

i. Patch the VehicleModelInfo Structure located at 0x752A88, which holds a maximum of 110 vehicles.
ii. Patch the vehicle pool allocation which is currently capped to 110.

Also there are some instruction which access the vehicle numbers as 1 byte, even though its 4 byte- dword.

And few others, I believe. The handling data ID is also hardcoded. There is a array of handling ID strings that the game uses inside the exe.

There are many many things that need to be changed in order to add new vehicles properly. The method I used was not to use any existing pools/arrays in the game, but to allocate space for the new vehicles myself. Therefore I bypassed the whole streaming system and its limitations, vehicle model list pool, handling pool and other possibly problematic things. Even then it took me about 160 hooks to get MVL working properly (quite many of the hooks are for special features though).

PlatinumSerb
  • PlatinumSerb

    ...

  • Members
  • Joined: 23 Mar 2004

#101

Posted 04 May 2012 - 06:58 PM

Hi Max.

I dont know if you have access to the SOLO source, but this is code from the SOLO source done by Regex to allow more vehicles:


CODE
//===============================================================================
// Create the vehicle model store array.
DWORD IDEVehicleLimit = 1000;
BYTE NewVehicleStore[4 + (1000 * 372)];

// Test hook to allocate the vehicle model data.
DWORD FuncA = 0x560170,
 FuncB = 0x57AA20, // Constructor
 FuncC = (DWORD)(&NewVehicleStore[4]),
 Func_ConstructArray = 0x6402D0, // Create Array
 Func_DeconstructArray = 0x640300, // Destroy Array
 FuncF = (DWORD)(&NewVehicleStore)
;

void _declspec(naked) Hook_AllocateVehicleLimitArray(void) {
_asm {
 push IDEVehicleLimit
 push 174h
 push FuncA
 push FuncB
 push FuncC
 call Func_ConstructArray
 add esp, 14h
 ret
}
}

void _declspec(naked) Hook_DeallocateVehicleLimitArray(void) {
_asm {
 push IDEVehicleLimit
 push 174h
 push FuncA
 push FuncC
 call Func_DeconstructArray
 add esp, 10h
 ret
}
}

// Create the vehicle model store array.
DWORD ObjectTypeLimit = 100;
#define OBJECT_TYPE_LIMIT 100
BYTE NewObjectTypeStore[4 + (OBJECT_TYPE_LIMIT * 100)];

DWORD OBJ_FuncA = 0x560200,
 OBJ_FuncB = 0x560220,
 OBJ_FuncC = (DWORD)(&NewObjectTypeStore[4]);

void _declspec(naked) Hook_AllocateObjectTypeLimitArray(void) {
_asm {
 push ObjectTypeLimit
 push 72 // sizeof(ObjectType)
 push OBJ_FuncA
 push OBJ_FuncB
 push OBJ_FuncC
 call Func_ConstructArray
 add esp, 0x14
 ret
}
}
void _declspec(naked) Hook_DeallocateObjectTypeLimitArray(void) {
_asm {
 mov ebx, ecx
 lea eax, dword ptr ds: [ebx + 4]
 push ObjectTypeLimit
 push 72
 push OBJ_FuncA
 push eax
 call Func_DeconstructArray
 add esp, 10h
 mov eax, ebx
 pop ebx
 ret
}
}
void PatchVehicleModelInfo(void) {
// Apply the patch for the vehicle object storage.
DWORD VehStoreOffsets[] = {0x55F5D2, 0x55F5ED, 0x55F5F3, 0x55F5FE, 0x55F919, 0x55F921, 0x55F93B, 0x55F9D8, 0x55FB62, 0x55FFD6, 0x55FFE9};
DWORD VehCountStoreOffsets[] = {0x55FFC7};
UnProtect((DWORD)&NewVehicleStore, 4 + 372 * IDEVehicleLimit);
memset(&NewVehicleStore, 0, 4 + 372 * IDEVehicleLimit);
for(USHORT i = 0; i < 11; i++) {
 UnProtect(VehStoreOffsets[i], 4);
 *(PDWORD)VehStoreOffsets[i] = (DWORD)&NewVehicleStore;
}
for(USHORT i = 0; i < 1; i++) {
 UnProtect(VehCountStoreOffsets[i], 4);
 *(PDWORD)VehCountStoreOffsets[i] = (DWORD)&NewVehicleStore[4];
}

// Overwrite the code to allocate the array.
NoOperation(0x55FFB6, 0x1E);
InstallCallHook(0x55FFB6, (DWORD)Hook_AllocateVehicleLimitArray, 0xE8);
// Overwrite the code to deallocate the array.
NoOperation(0x560151, 0x1A);
InstallCallHook(0x560151, (DWORD)Hook_DeallocateVehicleLimitArray, 0xE8);

// Apply the patch to relocate the object type storage.
DWORD ObjTypeOffsets[] = {0x55FF4D};
DWORD ObjCountTypeOffsets[] = {0x55F692, 0x55F6AF, 0x55F6B5, 0x55F6BE, 0x55F8A9, 0x55F8B1, 0x55F8C8, 0x55F9E2, 0x55FB8C, 0x55FF5B, 0x55FF6E};

UnProtect((DWORD)&NewObjectTypeStore, 4 + 72 * ObjectTypeLimit);
memset(&NewObjectTypeStore, 0, 4 + 72 * ObjectTypeLimit);
for(USHORT i = 0; i < 11; i++) {
 UnProtect(ObjCountTypeOffsets[i], 4);
 *(PDWORD)ObjCountTypeOffsets[i] = (DWORD)&NewObjectTypeStore;
}
for(USHORT i = 0; i < 1; i++) {
 UnProtect(ObjTypeOffsets[i], 4);
 *(PDWORD)ObjTypeOffsets[i] = (DWORD)&NewObjectTypeStore[4];
}
// Overwrite the code to allocate the array.
NoOperation(0x55FF3E, 0x1B);
InstallCallHook(0x55FF3E, (DWORD)Hook_AllocateObjectTypeLimitArray, 0xE8);
NoOperation(0x5601E1, 0x1A);
InstallCallHook(0x5601E1, (DWORD)Hook_DeallocateObjectTypeLimitArray, 0xE8);
}
//===============================================================================
DWORD ADDR_STRVehicles = 0x68F904;
DWORD VehicleLimit = MAX_VEHICLES;
DWORD Func_Constructor_VehiclePool = 0x4C0B10;
void _declspec(naked) Hook_AllocateVehiclePool(void) {
_asm {
 mov ecx, eax
 push ADDR_STRVehicles
 push VehicleLimit
 call Func_Constructor_VehiclePool
 ret
}
}

void PatchVehicleLimit(void) {
CMemory::NoOperation(0x4C02E2, 0x0E);
CMemory::InstallCallHook(0x4C02E2, (DWORD)Hook_AllocateVehiclePool);
}
//===============================================================================


This I believe only allows for the addition of new vehicles, but not new carols, sounds or handling lines.

maxorator
  • maxorator

    VC:MP lead developer

  • Members
  • Joined: 24 Feb 2006

#102

Posted 04 May 2012 - 07:45 PM Edited by maxorator, 04 May 2012 - 08:10 PM.

QUOTE (PlatinumSerb @ Friday, May 4 2012, 18:58)
Hi Max.

I dont know if you have access to the SOLO source, but this is code from the SOLO source done by Regex to allow more vehicles:

This I believe only allows for the addition of new vehicles, but not new carols, sounds or handling lines.

That handles only a very small part which is needed to load a vehicle properly. Like I said, I got it done with far less patches since I just wrote a new mechanism for loading vehicles instead of trying to patch the VC's one.

Anyway, why are we talking about how to add vehicles anyway? That's the only thing that is completely covered already. tounge.gif

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#103

Posted 05 May 2012 - 09:01 AM

Hello team.

@ Mr P,

The part of the code did not really work as we had vehicles with the wrong sounds and that was terrible, SOL Online in any shape or form is history.

Most of old source has been covered in a better way by Swoorup and Max with working with the combination of Radar, Water tables, Paths and Max's MVL Vehicle loader.

We do not have a way to edit the radar yet but this will come and this is something I have looked into.

Except the swimming and other planned player IFP anims where I had started to put ladders and poles to slide down that I've taken from SOLO.

Now I've been away for about a week and I wont be back until the 11th.

I like the new FTP, Dropbox file system.

What else has been happening.

smile.gif

QUOTE (Max)

Most of this is easy to do, but I might not have the time to write the IPL 2-to-4 byte fix or MVL-like ped and weapon adding.


That is not a problem but we do need to lose our dependence on any of the Limit Adjuster-ed Exe's.

When I am back I have a to do list.

1. Resort the Game ID object and shift everything from 617 +1200, This will help with MVL.
2. Fix the LODs, VC. LC and SA
3. Sort out whatever is going on with LC, IDE draw distance values need looking at.
4. Add the new Midway island, this will replace the old models.

Anything else?

ken rosenberg1234
  • ken rosenberg1234

    Trust me, i am lawyer

  • Members
  • Joined: 16 Jun 2012

#104

Posted 13 August 2012 - 03:40 PM

maybe you guys can ad missions like taking goods from Sf To like
LS LF LC VC biggrin.gif

Gantons Most Wanted
  • Gantons Most Wanted

    Big Homie

  • Members
  • Joined: 13 Dec 2005

#105

Posted 13 August 2012 - 09:52 PM

I've been working on a GTA Stories follow up that would have tied all the cities we've seen and characters of the III Era.

It would have been set in 95 & 01 using an existing Protagonist whose empire is well established but has to leave town and go into hiding due to the fact it could be one of his crew who is setting him up.

While on the run his trip takes him across the country going head to head with new rivals, the Russian Mob and Law Enforcement.

Sorry if it seems a bit vague its late and i'm in a bit of a rush.

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#106

Posted 14 August 2012 - 08:02 AM

Welcome m8

You have 5 cities to play with, Midway and Mainland Liberty too

There are other islands to the south of VC too.

Gantons Most Wanted
  • Gantons Most Wanted

    Big Homie

  • Members
  • Joined: 13 Dec 2005

#107

Posted 14 August 2012 - 07:53 PM

Thats awesome is there any chance you could upload a video or some screenshots of Midway, Mainland Liberty and those islands south of VC?

In terms of story where is SOL timeline wise? is it after the events of all the established games or could it be within a time and setting with a big chunk missing?

See I have this story idea with Vercetti thats set 8 or 9 years after the events of VC with his hold on the city and things going well. Only for his empire to be challeneged by the Russian Mob trying to increase there influence across the many cities in the mod. Obviously there would be other antagonists along the way but with them as the big bad it would be fitting since they only got minor playtime within San Andreas.

With him on the run from VC due to the Russians trying to take him out and obviously government agencies trying to take down his drug empire it would force him to take the fight to the Russians assets placed across the environment LC, LS, SF, LV etc.

Gangs in each city would ideally be as follows.

VC

Vercetti Gang
Cubans
Hatians
Sharks
Mitch Bakers Biker Gang
Russian Mob

LS

Grove Street
Ballas
Vagos
Los Aztecas
Forelli Crime Family
Russian Mob

SF

Triads
Russian Mob
Rifa
Grove Street

LV

Triads
Sindacco Crime Family
Forelli Crime Family
Russian Mob
Grove Street

LC

Forelli Crime Family
Sindacco Crime Family
Leone Crime Family
Santori Crime Family
Grasso Crime Family
O'Dwyer Crime Family
Colombian Cartel
Southside Hoods
Diablos

ML

DeConcini Crime Family
Biker Gang
Colombian Cartel

Lazyboy.
  • Lazyboy.

    could you PLEASE stop using that f*cking blue font?!

  • Members
  • Joined: 27 Jun 2012
  • United-Kingdom

#108

Posted 15 August 2012 - 09:13 PM

I looked in this section and realised what the mod was, and very good work from you guys.

I know I'm no modder or anything interesting but I saw the story thread and I had an idea for a story that I posted in the V section (speculation etc) and maybe you guys could use it.

Do you want me to post it or shall I stay out of your forum section (seeing as it may be exclusive to those actually working on the mod)

Sorry for any inconvenience if any.

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#109

Posted 16 August 2012 - 09:25 AM

Any idea towards the storyline would help.

We need to make the story line as strong as possible.

Lazyboy.
  • Lazyboy.

    could you PLEASE stop using that f*cking blue font?!

  • Members
  • Joined: 27 Jun 2012
  • United-Kingdom

#110

Posted 16 August 2012 - 01:22 PM

Well basically the first mission could be your character chilling with his gang in his pent house in Las Venturas (or the most classy city in your mod) and then in the cutscene your friend walks in and tells you about a drug deal going down with two other gangs (maybe in Vice City or something) so you agree, then it cuts to outside, a garage opens and lights turn on, and 5 sports cars exit the garage all lined up together.

The cars are driving to the deal, where it has this song playing
or any other indie rock song tounge.gif



So anyway the cars are driving with that song playing and it's showing off the city and everything.
Then the cars arrive at the deal. they all sneak in and the other gangs spot them and try to make off with the drugs and cash, which then causes it to cut to gameplay. you're hiding behind your car and your gang member throws you a pistol and then gets shot. there's one mag in the pistol and you got to kill the marked enemies. after doing that, it cuts to a cutscene of your character getting into a car and trying to escape, while an enemy fires a rocket, destroying everybody else's cars and killuing your friends.

It cuts back to gameplay with your character on a long freeway driving his car at high speeds with police roadblocks, choppers, etc and enemy gang sports bikes. you just have to drive along the freeway avoiding traffic and smashing through cop roadblocks until you get arrested, then you're in a Liberty City prison, until a riot occurs and you get to break out and take a car with 3 other guys, who will be your friends throughout the story.


My story might be crap and cliche, but you asked for any help you could get, and there's miune, even though it's awful tounge.gif
It'd be epic to see it in action though.
i can't think of any more to add to it but i can if you wish.

X-Seti
  • X-Seti

    Retro modding.

  • Feroci Racing
  • Joined: 28 Jun 2005
  • Mars

#111

Posted 16 August 2012 - 05:32 PM

Needs tweaking my friend.

---

I have been doing some thinking and something that could be original.

I would like to show the story subtitled at the bottom of the game screen as you play, this can be done easy via SCM.

More story then shoot em up, what do you think?

I am researching stories in the media for something we could use, modify and use in a way not to offend anyone.

Telling a story can be hard, the reason mainly why I stick to mapping.

I would like to see something creative but informative, something others playing the game can relate too, Gangs, Guns and violence in the real world is not acceptable.

Crime does not pay, always repercussions to your actions.. What do you think?

Lazyboy.
  • Lazyboy.

    could you PLEASE stop using that f*cking blue font?!

  • Members
  • Joined: 27 Jun 2012
  • United-Kingdom

#112

Posted 16 August 2012 - 07:09 PM

Well as of yet I haven't seen an open world game (exiting cars, with guns etc) that focuses on street racing, so I think that that angle would be pretty damn original.
It'd make ALOT of use of the huge world that has been built, too.
Also for your map, a huge ring road that runs through every island around the outside of the map, would be 100% epic.

Akromito
  • Akromito

    GTAmoder

  • Members
  • Joined: 17 Aug 2012

#113

Posted 17 August 2012 - 03:35 PM

Let's se, the Main charatcher is Some Solider in the Army, the story begin from the army you play with carlos decaprini , he had the report the hes mom is dead, every day he had the pain but he's live will change wen he will start new career, he will do he's career All arround Liberty state.
the mission charatchers:Billy,Linda,jonny smith,Carl jhonson,Tommy vetterci, and tony cipriani

Lazyboy.
  • Lazyboy.

    could you PLEASE stop using that f*cking blue font?!

  • Members
  • Joined: 27 Jun 2012
  • United-Kingdom

#114

Posted 17 August 2012 - 06:57 PM

QUOTE (Akromito @ Friday, Aug 17 2012, 15:35)
Let's se, the Main charatcher is Some Solider in the Army, the story begin from the army you play with carlos decaprini , he had the report the hes mom is dead, every day he had the pain but he's live will change wen he will start new career, he will do he's career All arround Liberty state.
the mission charatchers:Billy,Linda,jonny smith,Carl jhonson,Tommy vetterci, and tony cipriani

carl, tommy and toni? confused.gif

that'd just be tacky imo.

Akromito
  • Akromito

    GTAmoder

  • Members
  • Joined: 17 Aug 2012

#115

Posted 17 August 2012 - 10:34 PM

QUOTE (LazyboyEight @ Friday, Aug 17 2012, 18:57)
QUOTE (Akromito @ Friday, Aug 17 2012, 15:35)
Let's se, the Main charatcher is Some Solider in the Army, the story begin from the army you play with carlos decaprini , he had the report the hes mom is dead, every day he had the pain but he's live will change wen he will start new career, he will do he's career All arround Liberty state.
the mission charatchers:Billy,Linda,jonny smith,Carl jhonson,Tommy vetterci, and tony cipriani

carl, tommy and toni? confused.gif

that'd just be tacky imo.

wow.gif you inderstand mee wrong, you gone do missions for carl,tommy and tony

Akromito
  • Akromito

    GTAmoder

  • Members
  • Joined: 17 Aug 2012

#116

Posted 18 August 2012 - 11:12 AM

QUOTE (LazyboyEight @ Thursday, Aug 16 2012, 19:09)
Well as of yet I haven't seen an open world game (exiting cars, with guns etc) that focuses on street racing, so I think that that angle would be pretty damn original.
It'd make ALOT of use of the huge world that has been built, too.
Also for your map, a huge ring road that runs through every island around the outside of the map, would be 100% epic.

biggrin.gif It will street racing game not GTA

Lazyboy.
  • Lazyboy.

    could you PLEASE stop using that f*cking blue font?!

  • Members
  • Joined: 27 Jun 2012
  • United-Kingdom

#117

Posted 20 August 2012 - 04:43 PM

QUOTE (Akromito @ Friday, Aug 17 2012, 22:34)
QUOTE (LazyboyEight @ Friday, Aug 17 2012, 18:57)
QUOTE (Akromito @ Friday, Aug 17 2012, 15:35)
Let's se, the Main charatcher is Some Solider in the Army, the story begin from the army you play with carlos decaprini , he had the report the hes mom is dead, every day he had the pain but he's live will change wen he will start new career, he will do he's career All arround Liberty state.
the mission charatchers:Billy,Linda,jonny smith,Carl jhonson,Tommy vetterci, and tony cipriani

carl, tommy and toni? confused.gif

that'd just be tacky imo.

wow.gif you inderstand mee wrong, you gone do missions for carl,tommy and tony

I mean having Carl, Tommy and Toni in the mod is just tacky.
And to your other post, GTA is and has always been a driving game, So if the guys making this mod wanted to support the spirit of GTA and not Call of Duty, then it'd be about street racing, not the army

Tadzik
  • Tadzik

    Street Cat

  • Members
  • Joined: 07 Jul 2011
  • Poland

#118

Posted 20 August 2012 - 06:39 PM

Have you played Sleeping Dogs? What about storyline like SD has?

_Tommy_Vercetti
  • _Tommy_Vercetti

    Player Hater

  • Members
  • Joined: 30 Sep 2012

#119

Posted 22 October 2012 - 05:40 AM

I have some ideas. The protagonist works alongside a co-protagonist (like roman in gta4 or lance in VCS), they start working in a city (I would suggest Liberty) for a gang. After a lot of missions you get betrayed by a capo of the gand who becomes the main antagonist (like Dimitri in gta4). Since the gang you work for is powerful and wants you and the co-protagonist dead, you must flee the city (there could be a mission in which you have to get to the airport with the gang's goons chasing you and once you're there fly a plane to destination) and move into another (maybe Vice). Once there you start all over working for various employees (it would be cool to work for Vercetti family and get missions from Tommy. Basically we get a story for every city, while the main goal is to find and kill the main antagonist and a co-antagonist (like Bulgarin in gta4), which we will find at the end of the story thanks to corrupt officers/governement agencies/politicians after working for them. Through the story the main antagonist will make the protagonist suffer, maybe even having kill the co-protagonist. In the final mission the antagonist and co-antagonist are in a villa, with an army looking after it (pretty much like in the end of the line). You have to shoot your way in facing several gunmen and kill the co-antagonist in a boss fight, and at last you face the antagonist and perform an execution. Then we could have an ending which resembles the one from the film shooter:

*Protagonist and antagonist facing*

-You can't kill me.. I'm a senator.. of the United States!
-Yeah, that's right *shoots in antagonist's head then puts the gun in the hands of co-antagonist's corpse, breaks a gas tube and flees while the mansion explodes and the protagonist finally had his revenge*

universetwisters
  • universetwisters

    Bernd das Bumpy Brot

  • Members
  • Joined: 26 Feb 2011
  • United-States

#120

Posted 10 November 2012 - 05:47 PM

ive got some very good ones. PM me if you're seriously interested, I don't wanna waste my time typing an epic for nobody




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users