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GTA V vehicles.ide lines found in mp3 files

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baguvix_wanrltw
  • baguvix_wanrltw

    Cynical, yeah. Bitter, probably.

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#1891

Posted 17 May 2012 - 06:07 PM Edited by baguvix_wanrltw, 17 May 2012 - 06:27 PM.

I've been looking through the files some more, using findInTXT, which you can find in my sig if you want to try for yourself.

This time I tried "ski" and "snow".

"ski":
QUOTE

ambient.dat
Line 123: <SKIIERS>  PLAYER
Line 215: <<SCEN_SKIING>>     AMB_LEAN_DEFAULT, AMB@LEAN_IDL_B, AMB@LEAN_SMOKE_IDLES, AMB@LEAN_IDLES
Line 273: ADD_CONTEXT(Scenario_Skiing, 4.0f,1.0f,0)
Line 274:  <<SCEN_SKIING>>

animgrp.dat
Line 98: #VehicleGroup( Streaming, veh@skimobile )
Line 117: #VehicleToDrivebyLink( - veh@skimobile,    veh@drivebystd, - )

carcols.dat
Line 303: #skimobile,  98,1,8,

handling.dat
Line 120: ;SKIMOBILE  800.0   9.0   85 0.0 0.1 -0.18   0.0  1  0.10  1.0 60.0 0.7  0.80 0.5  25.0  1.6  1.4  30.0 0.05 0.45  1.0  2.0  2.0  0.20 -0.08 -0.02  0.5    0.5 1.0 0.8 1.5  0.0  12000   400000  1011   0

pedprops.dat
Line 3: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
Line 8: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
Line 12: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
...
Line 100: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
...
Line 200: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
...
Line 402: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
...
Line 605: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1
...
Line 750: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

scenarios.dat
Line 17: #   Skiing  - Ped will attempt to ski

vehicles.ide
Line 134: #skimobile,  skimobile, car,  SKIMOBILE, SKIMOBILE, VEH@SKIMOBILE, NULL 100, 999,  0.2363, 0.2363,  0,  5,  1.0  FOLLOW_SKIMOBILE_CAMERA ext_strong+ext_requi

... and some others that were false positives.



"snow":
QUOTE

ambient.dat
Line 26: #   IsSnowing

carcols.dat
Line 340: #snowplough,  131,0,113,

handling.dat
Line 155: ;SNOWPLOUGH   9000.0  4.0 80 0.0  0.0  -0.2   0.0 5   0.11 0.3  110.0 0.2   0.60  0.2   40.0 0.85  0.75  13.0  0.15  0.48 1.0   0.8   1.0   0.20  -0.25  0.0   0.64   1.0  1.0  0.8  1.5  0.0   40000  224008 1   2

vehicles.ide
Line 142: #snowplough, snowplough, car,  SNOWPLOUGH, SNOWPLOUGH, VEH@TRUCK, NULL,  1,  1,   0.3171, 0.3197,  0.8, 1,  1.5  DEFAULT_CAMERA  big+avoidturns+big+ext_strong+truckfirefx+truckexhaustfx+truckenginefx

... and some others that were false positives.


I dare say skiing, snowplows etc. are likely to be in V, especially due to the "Ped will attempt to ski" thing...

gtasadude
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#1892

Posted 17 May 2012 - 06:12 PM

Yeah, it makes it even more likely that the information is from GTA V as well. Great find! smile.gif

Freezer89
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#1893

Posted 17 May 2012 - 06:12 PM

QUOTE (Fantaseb @ Thursday, May 17 2012, 18:15)
What? Agent is a PS3 only game, you don't know what your on about. Stop talking your just looking like a idiot....

I just had to post it after seeing multiple posts of yours with the same mistake:

user posted image

And english isn't even my main language..

(sorry being a grammar nazi)

Topic: I am still confident that snow vehicles will be available in V. R* claimed several times that GTA V will be their biggest game ever. So why not a wide countryside with snowy areas besides the area of Los Santos?

baguvix_wanrltw
  • baguvix_wanrltw

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#1894

Posted 17 May 2012 - 06:18 PM Edited by baguvix_wanrltw, 17 May 2012 - 06:25 PM.

Yeah yeah, advertising the crime of Grand Theft Auto (in german) but then acting like a grammar nazi tounge.gif Don't get me wrong, I do try to use correct grammar but who cares about his grammar as long as he finds such interesting stuff for all of us biggrin.gif

gtasadude: Thanks, join in the hunt if you want, maybe you can think of different search strings than I can? I don't mean to bother anyone with it but in case you haven't noticed, the tool I wrote does all the ugly work for you, and anyone can download it.

Next up: "garage":
QUOTE

clothes.dat
Line 47: SETC garagetr torso  garagetop garagetop
Line 48: SETC garagetr feet  bask1  timbergrey
Line 49: HIDE garagetr legs
Probably has nothing to do with garages.

fonts.dat
Line 148: # FONT3.DDS: FO_FONT_STYLE_STREAMED:  (STANDARD = FO_FONT_STYLE_TAXI, SUBFONT_1 = FO_FONT_STYLE_CHALK, SUBFONT_2 = FO_FONT_STYLE_GARAGE) (TAXI / CHALK / GARAGE)
Probably has nothing to do with garages.

hud.dat
Line 21: HUD_GARAGE_MESSAGE  0.5,0.925 0.631,1.0 HUD_COLOUR_RED  255
Line 110: HUD_GARAGE_MESSAGE  0.5,0.725 0.631,1.0 HUD_COLOUR_RED  255
Might have something to do with garages in V, or might be leftovers from SA.

networktest.dat
Line 120: IDE platform:/DATA/MAPS/PROPS/commercial/GARAGE.IDE
I'm not sure about that one.

object.dat
Line 1062: ;***********garage doors***************
Line 1063: xref_garagedoor  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 1, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none
Line 1084: chinaTgarageDoor 99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none
Line 1086: DYN_GARAGE_DOOR  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none
Line 1092: cjgaragedoor  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none
I'm not sure about that one either, might be from V, IV, SA, MP3... no idea.

GTA-Addicted
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#1895

Posted 17 May 2012 - 06:21 PM

Some guys are really not getting it... do they *sighs*

Facts:
1. The objects we are talking about AREN'T used in MP3 nor is stuff for AGENT, why ? because they have GTA names. So it certainly is stuff from some GTA Game (Past / Left Out ? / Future - items)

2. It isn't used by the Engine, and the Engine doesn't need to read it. Why ? Because they are 'left out' off the code by putting an # in front of if. The script doesn't read or use those lines at all !

Now, read 1. & 2. again...

GTA5Videos
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#1896

Posted 17 May 2012 - 06:29 PM

QUOTE (GTA Adicted @ Thursday, May 17 2012, 18:21)
Some guys are really not getting it... do they *sighs*

Facts:
1. The objects we are talking about AREN'T used in MP3 nor is stuff for AGENT, why ? because they have GTA names. So it certainly is stuff from some GTA Game (Past / Left Out ? / Future - items)

2. It isn't used by the Engine, and the Engine doesn't need to read it. Why ? Because they are 'left out' off the code by putting an # in front of if. The script doesn't read or use those lines at all !

Now, read 1. & 2. again...

This, people. and dutch ftw ^_^

pilsvern
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#1897

Posted 17 May 2012 - 06:38 PM

Look at this :
QUOTE
;
; Alternative pallettes for carplate charsets.
;
; Palettes here are saved in PaintshopPro7's JASC-palette format (*.PAL)
; (menu "Colors" -> "Save Palette...").
; Paste only colors here - skip palette header (3 first lines of *.PAL file: "JASC-PAL 0100 16...", etc.).
;
;
; 08/12/2003 - Andrzej:  - initial;
;
;
;
;
;
;
;
; 1. platecharset1.pal (16 colors) (SF)
;
;JASC-PAL
;0100
;16
173 181 181
148 165 165
90 115 140
123 148 156
107 123 148
49 82 123
8 41 99
74 99 132
41 74 115
82 107 132
115 140 148
140 156 165
16 57 107
57 90 123
24 66 107
0 0 0
;
;
;
;
; 2. platecharset2.pal (16 colors) (Vegas)
;
;JASC-PAL
;0100
;16
173 181 181
148 165 165
90 115 140
123 148 156
107 123 148
49 82 123
8 41 99
74 99 132
41 74 115
82 107 132
115 140 148
140 156 165
16 57 107
57 90 123
24 66 107
0 0 0
;
;
;
;
;
; 3. platecharset3.pal (16 colors) (LA)
;
;JASC-PAL
;0100
;16
173 181 181
148 165 165
90 115 140
123 148 156
107 123 148
49 82 123
8 41 99
74 99 132
41 74 115
82 107 132
115 140 148
140 156 165
16 57 107
57 90 123
24 66 107
0 0 0
;
;
;
;
;the end


Look like San Francisco and Las Vegas are back in Five... happy.gif

baguvix_wanrltw
  • baguvix_wanrltw

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#1898

Posted 17 May 2012 - 06:38 PM

A few other ones:

"androm" (Andromeda plane from GTA:SA):
QUOTE

handling.dat
Line 286: ;ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0
Line 373: ;$ ANDROM  0.5  2.0  0.0  -0.003   0.002  0.10 0.03 -0.002 0.003 0.0020 0.1  0.1  1.0  1.0  0.0  0.01 0.5  0.5  0.5   0.5  0.5   0.5

txdcut.ide
Line 15: csandrom92, androm


"bmx" (BMX from GTA:SA):
QUOTE

handling.dat
Line 427: ^ 9  bikebmx  bikestd  bikebmx  bikestd  bikebmx  bikestd  0.5  0.0  -0.5 -0.3   0.3  0.0   0.0  0.0  0.0   0.0   0.0   0.0   0.0   0
Line 457: ;   9 bmx bike


"chil" (Mt. Chiliad from GTA:SA):
QUOTE

object.dat
Line 1151: chillidogcart,  800.0,  600.0  0.99,  0.05,  50.0,  250.0,  1.0, 0,  4, 1,  0, 0, 0.0, 0.0, 0.0,  none
Cool, but not quite a mountain.


That's all I have for now, I can't seem to think of any other strings to search for sad.gif

Rico44
  • Rico44

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#1899

Posted 17 May 2012 - 06:40 PM

It's from San Andreas.

GTA-King
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#1900

Posted 17 May 2012 - 06:40 PM



This is what the thread reminds me of. lol.gif

Vormek
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#1901

Posted 17 May 2012 - 06:41 PM

Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!

pilsvern
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#1902

Posted 17 May 2012 - 06:42 PM

QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but why they keep this very old file? strange..

baguvix_wanrltw
  • baguvix_wanrltw

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#1903

Posted 17 May 2012 - 06:43 PM Edited by baguvix_wanrltw, 18 May 2012 - 12:32 AM.

QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

And a few more, characters this time:

"jimmy":
QUOTE

credits_360.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

credits_ps3.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

Most likely from IV, see other characters that seem to be listed in these credits.

handling.dat
Line 92: ;--------Jimmy vehicles ----------------------------------
Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").
Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V



"niko":
QUOTE

credits_360.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

credits_ps3.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

Most likely from IV, see other characters that seem to be listed in these credits.


"reary" (like McReary): Found 0 times.

"packie" (McReary): Found 0 times.

"roman" (Bellic):
QUOTE

credits_360.dat
Line 797: N2 RomanBell JasZumwa

credits_ps3.dat
Line 797: N2 RomanBell JasZumwa

Most likely from IV, see other characters that seem to be listed in these credits.

fonts.dat
Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)
No idea.


"lazlow":
QUOTE

credits_360.dat
Line 585: N2 Lazlow

credits_ps3.dat
Line 585: N2 Lazlow

Most likely from IV, see other characters that seem to be listed in these credits.


"claude": Found 0 times.

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

gamerzworld
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#1904

Posted 17 May 2012 - 07:08 PM

QUOTE (Vormek @ Thursday, May 17 2012, 13:41)
Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!

This has been answered a million times in this thread. Max Payne 3 uses RAGE, the same engine as GTA, Red Dead and Midnight Club. Max Payne 3 was started on a build of GTAIV which has been heavily updated over time with code from the main branch of RAGE and GTAV. That doesn't directly explain the GTAV files. The most likely explanation is that Rockstar wanted to use some improvements from GTAV so they copied over code from GTAV as opposed to going back out to the main branch of RAGE and copying over code. Copying from GTAV was easier because the integration with GTA specific engine elements, which Max Payne 3 uses, was already done for them by the team at North.

Gtaplayaminigun
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#1905

Posted 17 May 2012 - 07:10 PM Edited by Gtaplayaminigun, 17 May 2012 - 08:16 PM.

The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

EDIT: The second code is exactly the same in IV's handling.dat. So, the vehicles might have been from an early build of IV as well.

Mr. Darko
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#1906

Posted 17 May 2012 - 07:11 PM

QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 18:43)
"laszlow": Found 0 times.

What about "lazlow"?

StellarFish20
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#1907

Posted 17 May 2012 - 07:15 PM

QUOTE (Gtaplayaminigun @ Thursday, May 17 2012, 20:10)
The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

That's a good find dude!

baguvix_wanrltw
  • baguvix_wanrltw

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#1908

Posted 17 May 2012 - 07:16 PM Edited by baguvix_wanrltw, 17 May 2012 - 07:18 PM.

Gtaplayaminigun: Great find/analysis!

Mr. Darko: My bad:

"lazlow":
QUOTE

credits_360.dat
Line 585: N2 Lazlow

credits_ps3.dat
Line 585: N2 Lazlow

Nothing there, sorry.


Just download the tool (and Fantaseb's data.rar and, if you don't have WinRAR or 7zip yet, one of them) and look for yourselves if you have any more ideas, I'm off for now wink.gif

ZZCOOL
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#1909

Posted 17 May 2012 - 07:24 PM

70 users reading right no wi thought this thread was dying but it seems very much alive

vijay.genius1
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#1910

Posted 17 May 2012 - 07:27 PM

^And dude what was the 'new info' that you never gave due to the 'lack of evidence'?

FRA1Z3R
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#1911

Posted 17 May 2012 - 07:40 PM

QUOTE (Gtaplayaminigun @ Thursday, May 17 2012, 19:10)
The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

What does all this mean exactly? Is this the code that runs the game?

Gtaplayaminigun
  • Gtaplayaminigun

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#1912

Posted 17 May 2012 - 07:41 PM Edited by Gtaplayaminigun, 17 May 2012 - 08:12 PM.

The scenarios.dat file doesn't exist in San Andreas at all.
In IV, the scenarios.dat basically contains the actions that need to be performed by the peds, vehicles etc under certain scenarios like a particular time etc.
Below are a few lines from IV's scenarios.dat

CODE
Seat_StripClubChair    StartEnd(12,11)  Task(Seated) Offset(0.0, 0.0, 0.55) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_StripClubStool    StartEnd(12,11)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_BoardGamePlayer   StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnCar      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_Crate      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_InternetCafe    StartEnd(0, 24)  Task(Seated) TimeTillPedLeaves(10) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnSteps     StartEnd(5, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnStepsB     StartEnd(7, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnWall      StartEnd(5, 24)  Task(Seated) Offset(0.0, -0.1, -0.65) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)
Seat_OnStepsHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, 0.1, -0.526) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnWallHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, -0.1, -0.65) BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)
Seat_HospitalWaiting   StartEnd(8, 18)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_SlouchedDruggie   StartEnd(0, 24)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)

HangOut_Street     StartEnd(0, 24)  Task(Group)
HangOut_AlleyWay    StartEnd(0, 24)  Task(Group)
HangOut_OutsideLiquorStore  StartEnd(7, 24)  Task(Group)
HangOut_BaseballDiamonds  StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)
HangOut_BoardGameWatcher  StartEnd(0, 24)  Task(Group)
HangOut_ProjectCourtyard  StartEnd(0, 24)  Task(Group)
HangOut_BasketballCourt   StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)
HangOut_OutsideMassageParlours StartEnd(20, 5)  Task(Group)
HangOut_ClubHouse    StartEnd(19, 6)  Task(Group)
HangOut_WatchBoardGame   StartEnd(06,17)   Task(MoveBetween(4.0))

Scenario_SecurityGuard   StartEnd(0, 24)  Task(MoveBetween(4.0)) MaxInRange(1, 30)    SetSpecificModel(M_M_SECURITYMAN) ForceModelLoad
Scenario_TouristPhoto   StartEnd(8, 00)  Task(MoveBetween(4.0)) MaxInRange(2, 20)    SetSpecificPopcycleGroup(SCENARIO_TOURISTS) ForceModelLoad
Scenario_Leaning   StartEnd(0, 23)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Street_04) BlockModel(M_Y_GMAF_HI_01) BlockModel(M_Y_GMAF_LO_02) BlockModel(M_Y_GBIK_HI_02) BlockModel(F_M_BUSINESS_01)
Scenario_Leaning   BlockModel(F_M_BUSINESS_02) BlockModel(M_M_PITALIAN_01) BlockModel(M_O_PJERSEY_01) BlockModel(M_M_PHARBRON_01)
Scenario_SellingDrugs   StartEnd(0, 24)  Task(Stationary) SetSpecificModel(M_Y_Drug_01) ForceModelLoad
Scenario_RoadWorkers   StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingRoadWorkers)   SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_RoadWorkerWithSign  StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_DiggingRoadWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_RoadWorkers)   SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_DrillingRoadWorkers StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_IndustrialWorkers  StartEnd(6, 22)  Task(MoveBetween(4.0)) MaxInRange(1, 20)           SetSpecificPopcycleGroup(SCENARIO_INDUSTRIAL) ForceModelLoad
Scenario_BuildingWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingBuildingWorkers) SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_DiggingBuildingWorkers StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_BuildingWorkers)   SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_DrillingBuildingWorkers StartEnd(6, 18)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_HeavilyArmedPolice  StartEnd(0, 24)  Task(Stationary) SetSpecificPopcycleGroup(COPS)
Scenario_SmokingOutsideOffice StartEnd(0, 24)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Courier) BlockModel(M_Y_Swat) BlockModel(M_Y_Mechanic_02) BlockModel(F_M_BUSINESS_01) BlockModel(M_O_HASID_01) BlockModel(M_Y_GAFR_HI_02) BlockModel(M_Y_STROOPER)



Location_DropOffPoint   StartEnd(10,16)  Task(Stationary)
Location_ShopBrowsing   StartEnd(0, 24)  Task(Stationary) TimeTillPedLeaves(7) WillAttractPeds MaxInRange(1, 3)

#Vehicle scenarios, spawned with vehicles

Vehicle_InspectingBrokenDownVehicle  StartEnd(0, 24) Prob(0.025)       Task(Stationary)
Vehicle_LookingInBoot     StartEnd(0, 24) Prob(0.05)       Task(Stationary)
Vehicle_Mechanic      StartEnd(0, 24) Task(Stationary)
Vehicle_DeliveryDriver     StartEnd(0, 24) Prob(1.0)  SetSpawnInterval(10000)    Task(Stationary)
Vehicle_ParkDeliveryTruck    StartEnd(0, 24) Prob(0.1)       Task(Stationary)
Vehicle_DropPassengersOff    StartEnd(0, 24) Prob(0.25)       Task(Stationary)
Vehicle_LimoDropPassengerOff   StartEnd(0, 24) Task(Stationary)
Vehicle_ParkedThenWander    StartEnd(0, 24) Task(Stationary)
Vehicle_SmokeThenDriveAway    StartEnd(0, 24) Task(Stationary) TimeTillPedLeaves(30)

Wander_MobileConversation  BlockModel(F_O_PEastEuro_02), BlockModel(F_O_PHARBRON_01)
Wander_2WayConversation   BlockModel(m_m_trucker_01), BlockModel(F_O_PHARBRON_01)



We can recall a lot of interactive things that happen in IV's world from those lines of code (like Vehicle_InspectingBrokenDownVehicle ). The "StartEnd(x,x)" function is used to call that particular animation/scenario function. The two numbers in the function represent the particular ingame times at which the scenario kicks in and ends(for e.g the drilling building workers do their work between in game time of 6am-6pm, so its (6,18)). So, there's no use of this file in a non open world game as all the people's tasks in those games will be predetermined. It indeed is for an open world game and with IV's concrete jungle, I don't think people would have found a place to ski. So, the ski part is most probably from V. We can pretty safely assume that it does snow in V. Also, SA didn't have this because the peds usually just walked the street or fought. They didn't go to office at a particular time or didn't jog or do exercise at a particular time(another proof to an open world game of this gen).

@ StellarFish20, baguvix_wanrltw Thanks smile.gif

@ FRA1Z3R, Those lines are taken from a file named handling.dat(handling.cfg in III era games) which contains various parameters which control a vehicle's behavior WRT handling. For e.g in SA's code that I posted earlier, the term "ANDROM" refers to the name used inside the game for that vehicle, the first number 40000 refers to its mass in KG, 200 refers to its top speed, the one to its left states the number of gears, the one right to 200 gives the acceleration of the vehicles and so on..

Los Santos Pedestrian
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#1913

Posted 17 May 2012 - 07:43 PM

It's kind of funny how there's 42 guests viewing this and only 26 actual users. Last night there was like 60 users here. Either the topic's dying, or people across the internet know about this.

Da Perzinga
  • Da Perzinga

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#1914

Posted 17 May 2012 - 07:47 PM

QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 20:43)
QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

And a few more, characters this time:

"jimmy":
QUOTE

credits_360.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

credits_ps3.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

Most likely from IV, see other characters that seem to be listed in these credits.

handling.dat
Line 92: ;--------Jimmy vehicles ----------------------------------
Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").
Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V



"niko":
QUOTE

credits_360.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

credits_ps3.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

Most likely from IV, see other characters that seem to be listed in these credits.


"reary" (like McReary): Found 0 times.

"packie" (McReary): Found 0 times.

"roman" (Bellic):
QUOTE

credits_360.dat
Line 797: N2 RomanBell JasZumwa

credits_ps3.dat
Line 797: N2 RomanBell JasZumwa

Most likely from IV, see other characters that seem to be listed in these credits.

fonts.dat
Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)
No idea.


"laszlow": Found 0 times.

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

Uhh, Jimmypeg? Probably an abbreviation for Jimmy Pegorino? sarcasm.gif
So Jimmy is in any case clarified. So he isn't the protagonist of GTA V. sarcasm.gif

Rico44
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#1915

Posted 17 May 2012 - 07:48 PM

Can we hit 100 pages today?

Sean5
  • Sean5

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#1916

Posted 17 May 2012 - 07:57 PM

QUOTE (Rico44 @ Thursday, May 17 2012, 19:48)
Can we hit 100 pages today?

YES WE CAN! biggrin.gif
this was a brilliant find btw, just read through it, hype mode : ON

Diesel311
  • Diesel311

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#1917

Posted 17 May 2012 - 08:01 PM

Awesome stuff in the ped behavior file! I looked at last night but, obviously, not close enough.

Rico44
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#1918

Posted 17 May 2012 - 08:02 PM

I see some new parameters compared to previous versions, maybe AI will be improved?

icetea256
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#1919

Posted 17 May 2012 - 08:02 PM

guys, can you hear me???

gtasadude
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#1920

Posted 17 May 2012 - 08:03 PM

QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 18:18)
gtasadude: Thanks, join in the hunt if you want, maybe you can think of different search strings than I can? I don't mean to bother anyone with it but in case you haven't noticed, the tool I wrote does all the ugly work for you, and anyone can download it.

I would, but can't/wont for three reasons.

1. Don't want to support the piracy of Max Payne 3 by downloading a file sourced from a leaked version of the game.
2. No time, I'm just checking in every few hours at the moment.
3. I don't want to accidentally spoil Max Payne 3, I can't play it until tomorrow in the UK tounge.gif




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