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Speccy
  • Speccy

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#3991

Posted 11 December 2017 - 05:36 PM



As promised :)

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universetwisters
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#3992

Posted 11 December 2017 - 05:37 PM

I am legally required to stay the hell away from towels for life. I'm dripping with anger!?!?!?!
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Speccy
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#3993

Posted 11 December 2017 - 05:55 PM

I would like to add that in-game wheel customization was entirely made possible thanks to DK22Pac. You can find his ASI here. He provided a compiled plugin for download in his post for anyone who wants to test the feature.

 

I also recommend Plugin-sdk to anyone who is not familiar with it yet, especially if you have experience in either coding or C++.
 

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gts.
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#3994

Posted 12 December 2017 - 06:40 AM

Speccy, that's neat!!! I've never expected a SA feature in someway on this mod.

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turbocharger
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#3995

Posted 12 December 2017 - 11:23 AM

I really like it, I wish there was something similar to this back in 2003-2004. :)
Would it be possible to add a sub-menu in rims category, so you can choose which wheel you want like in SA (Atomic, Ahab etc)? Also, what are the odds of adding a colour palette on the side of the screen from which you can choose a color without having to scroll through them until you reach the desired paintjob?
Tuning system is amazing as is, but this too would be a cool step further.
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Speccy
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#3996

Posted 12 December 2017 - 03:31 PM

I really like it, I wish there was something similar to this back in 2003-2004. :)
Would it be possible to add a sub-menu in rims category, so you can choose which wheel you want like in SA (Atomic, Ahab etc)? Also, what are the odds of adding a colour palette on the side of the screen from which you can choose a color without having to scroll through them until you reach the desired paintjob?
Tuning system is amazing as is, but this too would be a cool step further.

 

Both things are possible and I will work on implementing them :)

For anyone who's curious - I've created a custom txd in the gtavc/models folder. Using code, I load a texture and use the draw function to display it on screen in-game. The same way, I will display an image of a color palette and a selection box on top, which upon the pressing of a button will move a small distance along the palette, showing the selection of a color. Every time it moves, it'll trigger the function to change the color to the one currently selected.

  • -Anti-, Claude_Lib, Mega and 8 others like this

Keith Ward
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#3997

Posted 13 December 2017 - 08:54 AM

Please change "Rims" to "Rimjob". It's begging for it right under "Paintjob"...

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Rented
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#3998

Posted 13 December 2017 - 11:23 PM

Bit of an easy joke imo, plus menus should stay a bit formal, maybe the name for one of the rims?

Speccy
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#3999

Posted 14 December 2017 - 02:05 AM Edited by Speccy, 14 December 2017 - 02:06 AM.

I want to have the garage redesigned into a shop like Transfender in SA with a sign.

Transfender "body swapshop" - play on words - transgender sex reassignment. Our shop should be called Rimjob :D now come up with a fitting description.
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universetwisters
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#4000

Posted 14 December 2017 - 07:19 PM

Saints Row already had a mechanic called "Rimjob".

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Honker1944
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#4001

Posted 15 December 2017 - 03:35 PM

Hmm interesting. Could it be possible to change the color of each part of tge car (diffrent for internior, roof, hood...)?

turbocharger
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#4002

Posted 15 December 2017 - 05:07 PM Edited by turbocharger, 15 December 2017 - 05:09 PM.

That would require adding secondary color to each car in the game that doesn't already have it. It's kinda a lot of work. Also, I dunno if it's possible to add three or more colors to the model. I'm curious about that now that you mention it.

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Keith Ward
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#4003

Posted 16 December 2017 - 09:13 AM

Saints Row already had a mechanic called "Rimjob".

It'd be like opposite day: stealing an idea from Saints Row for GTA.

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deltaCJ
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#4004

Posted 16 December 2017 - 05:48 PM

It'd be like opposite day: stealing an idea from Saints Row for GTA.

 

For a idea that was stolen, it was a pretty damn good game :/

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SkelePap
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#4005

Posted 17 December 2017 - 07:50 PM

Saints Row already had a mechanic called "Rimjob".

Rim Jobs,not Rimjob


universetwisters
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#4006

Posted 17 December 2017 - 08:02 PM

 

Saints Row already had a mechanic called "Rimjob".

Rim Jobs,not Rimjob

 

 

Oh wow a space and an S at the end like that changes anything

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marco886
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#4007

Posted 02 January 2018 - 01:07 PM

Happy new year! :lol:

Any news?

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Ivan1997GTA
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#4008

Posted 02 January 2018 - 01:37 PM

Nothing yet. I'm pretty sure they're still working on the mod.
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LT_vVheris
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#4009

Posted 17 January 2018 - 09:22 AM

Is there any progress? Just asking if you guys are doing anything :)
 

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Speccy
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#4010

Posted 19 January 2018 - 07:59 PM

Is there any progress? Just asking if you guys are doing anything :)

Around 2 weeks ago BEGINit messaged me that he is working on an in-depth documentation of SoV’s plot to allow coders on the team to continue where he left off and tackle any bugs. I guess this is helpful but it is important that we receive his code ASAP even if it is broken or incomplete. I’m quite certain we could fix any issues as we now have competent coders such as deltaCJ and myself on the team.

I’m busy this month and cannot work on anything at the moment, even if I had the actual script at hand. I regularly check up on the forum and Discord so despite not having anything to showcase, I don’t think anyone has abandoned this mod. There shall be some form of progress again by mid-February.
  • -Anti-, Shagg_E, Shakez and 4 others like this

-Anti-
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#4011

Posted 21 January 2018 - 02:23 AM Edited by -Anti-, 21 January 2018 - 02:26 AM.



-Anti- the truck looks phenomenal. I love it! We'll sort out your issues, I'll try to help you out. You should definitely continue and make more for us!

 

Perhaps you could make some new helicopters or redesign the Linerunner, maybe do a bike or boat? I've requested Leonazix to make a limo for the mod, but we are still looking for a Mesa Grande, BF injection, and Burrito replacement. A new Coach would be sweet too!

 

one year later...

 

So I tried a Mack R Series inspired truck, but I'm not that satisfied with the result.

mack1.jpg

mack2.jpg

still needs a bit work around the grille and rear.

Any first thoughts?

 

@Speccy: Did you get my PM from about month ago?

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BEGINit
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#4012

Posted 26 January 2018 - 03:49 PM

Just sent Speccy the script file. Although slowly, but the work continues....

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Delatom
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#4013

Posted 26 January 2018 - 07:37 PM

Good to see you again.


Speccy
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#4014

Posted 03 February 2018 - 03:49 PM Edited by Speccy, 03 February 2018 - 03:51 PM.

I've played through ~20 of BEGINit's original missions for SoV. Here's what I have to report:
 
SCM is well structured; progression is possible and all features are implemented. BEGINit warned that saving the game currently causes VC to crash. Nonetheless, it is possible to play for a considerable amount of time until the game crashes. I will have to modify the SCM in order to continue where I left off. Speaking of SCM editing - I will not proceed with any changes/improvements until I've played through the complete story. I've been taking notes on things to work on as I play through the missions.

 

My overall impression is that from a gameplay standpoint, the vast majority of missions are solid. The story, dialogue and cutscenes presentation need to be worked on for SoV to feel more like a genuine gta experience. We are very fortunate to have BEGINit's version of SoV as a base to build upon. BEGINit's effort has to be commended. He put lots of work and passion into this. I'll do my best to fill in the gaps and up the quality of his work. This will mostly revolve around rearranging, making contextual changes, and completing missions that already exist.

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Braindawg
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#4015

Posted 10 February 2018 - 09:58 AM Edited by Braindawg, 10 February 2018 - 11:56 AM.

After all these years, I've finally played BEGINIT's SOV and....

 

05b68ecfb32416aa55d5f390ae7875be.png

 

I have to say quite a lot of good and bad about it. I've been a fan for a while before I actually got to help with the mod, so my review of what I've seen is from a fan's POV.

Lots of things are done right, while others are plain weird.

 

The game works well, you can free roam and progress in the game, I've even found a few new packages in my 3-4 hrs of playing.

(I crashed upon completeling a mission ((i think)) after about 10-15 missions into the story)

 

My main problem with it is the random ass story missions, given by dull characters that sprew recycled phrases from GTAVC. The game feels like the protagonist is doing fetch quests rather than trying to focus on his own mission.

There are typical and generic gta missions a-la "get the car from A to B" or "kill a bunch of gang members". I'd hate to see and do the same thing I've done in every other III-Era GTA without some sort of refreshing gameplay elements.

 

Right now, we're trying to come up with something original to make everyone really happy.

 

I honestly don't know how well the mod would have been received after all this wait if it was released at it's current form.

Its really hard to judge a project of this size at such an unstable state.

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KNN.
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#4016

Posted 10 February 2018 - 01:19 PM

I guess it would be a lot easier to record own voice than playing with ready sh*t to fit it well.


Sprunkadelic
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#4017

Posted 10 February 2018 - 04:26 PM Edited by Sprunkadelic, 10 February 2018 - 09:02 PM.

I really hope that the cutscenes are more than just those generic talking anims, like Frosted Winter

 

if anything since theres no voices, the cutscenes should look more fluid and even though you cant do mocap like GTA does, you could possibly make new anims just for cutscenes

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LT_vVheris
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#4018

Posted 11 February 2018 - 02:07 PM

Man, I really wonder how much of current missions, if any, is from 2007 when I played really early version of it. Guess I will never know :)


Braindawg
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#4019

Posted 11 February 2018 - 09:30 PM

I really hope that the cutscenes are more than just those generic talking anims, like Frosted Winter

 

if anything since theres no voices, the cutscenes should look more fluid and even though you cant do mocap like GTA does, you could possibly make new anims just for cutscenes

Unless we actually get to a certain point in development where we have the people and time to implement animated cutscenes, we will.

Until then we don't plan on it, because it will require animating, scripting, voice acting and sound editing (which we don't have time or resources for atm)

 

Were trying to finish the script asap. We'll focus on everything else later on.

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Shakez
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#4020

Posted 14 February 2018 - 09:45 PM

Ok let me say this straight because I see you guys don't want to do that.
In some words you are disappointed.It was a long wait and the script is not SO GOOD.
It's ok..we all understood what you meant.
But let"s hope we'll get a good conversion in the end with your retouches.

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