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The GTA V beta hunt

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Drill Sergeant
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#1561

Posted 01 September 2014 - 09:52 PM

PLAYLIST: http://open.spotify....FHmeVnqw?ref=wp

seavord
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#1562

Posted 01 September 2014 - 09:55 PM

http://open.spotify....Ynr8AjHJO75KQVl

i made one of these a few months ago haha..


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#1563

Posted 01 September 2014 - 11:35 PM

Sort of related, but they re-used the scrapped "Coach" from GTA IV as the Dashound, if you didn't already know.

Spoiler

Now:

Spoiler

Note that they share the same rear styling and side indicators. Personally, I'm glad Rockstar didn't abandon it.

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#1564

Posted 01 September 2014 - 11:45 PM Edited by AlfredNTheFettuc, 02 September 2014 - 12:06 AM.

Sort of related, but they re-used the scrapped "Coach" from GTA IV as the Dashound, if you didn't already know.

Note that they share the same rear styling and side indicators. Personally, I'm glad Rockstar didn't abandon it.

They do seem to reuse abandoned assets often. I wonder if any other vehicles were salvaged old projects like that...

Hell, GTA San Andreas was once supposed to have vehicle brands according to carcols.dat, and it's also evident in the game world with brands like Willard and Grotti being seen on signs and billboards - and apparently some pedestrian dialogue mentions Pfister. I wonder how many of the brands introduced in IV were reused from that concept (not Zirconium at least, considering my theory about it).

Man, if I could only contact personally one of the GTA vehicle designers... (apparently it's not impossible, someone got an answer regarding the F620's engine once - but I'd never know where to contact anyone).


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#1565

Posted 02 September 2014 - 01:07 AM

There are some pretty nice finds in this thread, I love seeing how the game progressed via the TV ads which are done quite early in the game. In the next-gen versions of the ads we'll probably get HD footage of the stuff though which will answer many questions.


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#1566

Posted 03 September 2014 - 03:26 AM

Not sure if it's any consolation, but I have a friend on XBL, met him last night. He has a fire extinguisher, fully functional, and actually puts out fires.

He threw Molotovs and put them out.

I'll take pictures when I play with him next.
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#1567

Posted 03 September 2014 - 06:29 AM

Not sure if it's any consolation, but I have a friend on XBL, met him last night. He has a fire extinguisher, fully functional, and actually puts out fires.
He threw Molotovs and put them out.
I'll take pictures when I play with him next.



I dont know if fire extinguisher weapon data is in files but ill wait for pics

OfficialTwiggz
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#1568

Posted 03 September 2014 - 10:32 AM

Not sure if it's any consolation, but I have a friend on XBL, met him last night. He has a fire extinguisher, fully functional, and actually puts out fires.
He threw Molotovs and put them out.
I'll take pictures when I play with him next.



I dont know if fire extinguisher weapon data is in files but ill wait for pics

It is. I thought he had a collector's edition or special, I asked him how via text but he never responded. Proceeded to add me as a friend and join a XBL party but I was too lazy to grab my headset. Next time I'm on, I'll snap a few pics.

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#1569

Posted 03 September 2014 - 11:01 AM

Fire extinguisher was supposed to be a normal weapon

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#1570

Posted 03 September 2014 - 12:25 PM

Sort of related, but they re-used the scrapped "Coach" from GTA IV as the Dashound, if you didn't already know.

Spoiler

Now:

Spoiler

Note that they share the same rear styling and side indicators. Personally, I'm glad Rockstar didn't abandon it.

Wow, nice spotting/comparison.

 

My theory as to why the Coach didn't make it into the final version of IV is it simply didn't suit the atmosphere.

 

Cheers.


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#1571

Posted 03 September 2014 - 01:31 PM

http://m.imgur.com/GlKwyaf

He no longer has it. He didn't have a Mic.

Wait.....he took me to ammuation.
Never mind, he said his brother got it for him and doesn't know how.

But holy sh*t, I swear to god I'm not lying. Its in the game files somewhere.

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#1572

Posted 03 September 2014 - 02:29 PM

http://m.imgur.com/GlKwyaf
He no longer has it. He didn't have a Mic.
Wait.....he took me to ammuation.
Never mind, he said his brother got it for him and doesn't know how.
But holy sh*t, I swear to god I'm not lying. Its in the game files somewhere.


Its possible since npc's can use it as a weapon then players can too.
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OfficialTwiggz
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#1573

Posted 03 September 2014 - 02:38 PM

He had the fire extinguisher, the Molotov cocktails, and a hammer.

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#1574

Posted 03 September 2014 - 02:55 PM Edited by ANAL_PLUNDERING, 03 September 2014 - 02:55 PM.

He had the fire extinguisher, the Molotov cocktails, and a hammer.


Molotovs are in the game, the hammer was a CE/SE bonus, and he got the fire extinguisher through modding.
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SonofUgly
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#1575

Posted 03 September 2014 - 05:57 PM Edited by SonofUgly, 03 September 2014 - 06:11 PM.

The fire extinguisher has all the data needed for it to work, there just isn't anyway for a player to normally get it. By default the fire extinguisher doesn't do any damage though, or make people cough like with the tear gas/or in GTASA.

I made a mod a few months ago that adds it to pickups, so you can pick it up off a dead fireman, and as a reward for entering a firetruck. Here's some pictures of it.

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Benefactor69
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#1576

Posted 03 September 2014 - 06:20 PM

Sort of related, but they re-used the scrapped "Coach" from GTA IV as the Dashound, if you didn't already know.

Spoiler

Now:

Spoiler

Note that they share the same rear styling and side indicators. Personally, I'm glad Rockstar didn't abandon it.

I posted that in cool things you didn't know about awhile ago, I thought I posted it here aswell. Guess not. Anyways, it's still a good find.


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#1577

Posted 03 September 2014 - 09:27 PM

The fire extinguisher has all the data needed for it to work, there just isn't anyway for a player to normally get it. By default the fire extinguisher doesn't do any damage though, or make people cough like with the tear gas/or in GTASA.
I made a mod a few months ago that adds it to pickups, so you can pick it up off a dead fireman, and as a reward for entering a firetruck. Here's some pictures of it.

Wow i imagine things i could do with this... Thanks for the pics ! You got likes and you didnt ask for it :)

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#1578

Posted 03 September 2014 - 11:40 PM Edited by Darth_Starkiller, 03 September 2014 - 11:41 PM.

I know the wiki is a sh*tty place, but still, sometimes they actually have legit information even though the way presented makes it seems fake. Well, does anyone know if there's anything to back thid up?

 

 

-Towing Patrol odd job was cut. It involved the player driving a Tow Truck on a freeway, towing away broken cars to keep the traffic flowing as long as possible.
-Towing Illegally Parked Vehicles odd job was cut.
-Taxi "I know a Way" mission type was cut. The player would have to follow the passenger's directions with no blips or GPS.


assCRACK_98
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#1579

Posted 04 September 2014 - 01:52 PM


I know the wiki is a sh*tty place, but still, sometimes they actually have legit information even though the way presented makes it seems fake. Well, does anyone know if there's anything to back thid up?
 

 
-Towing Patrol odd job was cut. It involved the player driving a Tow Truck on a freeway, towing away broken cars to keep the traffic flowing as long as possible.
-Towing Illegally Parked Vehicles odd job was cut.
-Taxi "I know a Way" mission type was cut. The player would have to follow the passenger's directions with no blips or GPS.


Damn, those sounded fun, maybe with CG/PC seems like something that would draw people in. Not game changing just a little bonus kinda thing.

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#1580

Posted 04 September 2014 - 04:10 PM Edited by WildBrick142, 04 September 2014 - 04:39 PM.

I know the wiki is a sh*tty place, but still, sometimes they actually have legit information even though the way presented makes it seems fake. Well, does anyone know if there's anything to back thid up?
 

-Towing Patrol odd job was cut. It involved the player driving a Tow Truck on a freeway, towing away broken cars to keep the traffic flowing as long as possible.
-Towing Illegally Parked Vehicles odd job was cut.
-Taxi "I know a Way" mission type was cut. The player would have to follow the passenger's directions with no blips or GPS.

<mission>
<id>125883</id>
<name>VOID Odd Job - Towing Patrol</name>
<description>Patrol the freeway and try to keep pace with an ever increasing pace of broken down cars.</description>
<scriptName>debug_towing_patrol.sc</scriptName>
<issues> </issues>
<storyDescription>The goal is to keep the highway traffic flowing as long as possible by quickly towing any broken down vehicles.</storyDescription>
<missionId>OJTWP</missionId>
<played>false</played>
<adminToPlay>false</adminToPlay>
<percentageComplete>60</percentageComplete>
<designerInitials>DS</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>true</inactive>
<singleplayer>false</singleplayer>
<checkpoints/></mission>
<mission>
<id>125887</id>
<name>VOID Odd Job - Towing Traditional Illegally Parked</name>
<description>Traditional towing job with the player towing illegally parked cars</description>
<scriptName>debug_towing_illegal.sc</scriptName>
<issues> </issues>
<storyDescription/>
<missionId>OJTWI</missionId>
<played>false</played>
<adminToPlay>false</adminToPlay>
<percentageComplete>60</percentageComplete>
<designerInitials>DS</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>true</inactive>
<singleplayer>false</singleplayer>
<checkpoints/>
</mission>
<mission>
<id>125719</id>
<name>VOID Odd Job - Taxi I Know A Way</name>
<description>The player has to follow the passenger's verbal directions to get to the destination. There are no blips or GPS.</description>
<scriptName>Taxi_IKnowWay.sc</scriptName>
<issues> </issues>
<storyDescription/>
<missionId>OJTX6</missionId>
<played>false</played>
<adminToPlay>true</adminToPlay>
<percentageComplete>70</percentageComplete>
<designerInitials>LM</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>false</inactive>
<singleplayer>true</singleplayer>
<checkpoints/>
</mission>
And a few bonus stuff:
Spoiler

 
Oh, and the "designerinitials" could be just a random thing, but in case this is real here you go: AW - These are the initials of the "designerinitials" for Mr. Phillips mission. Posting this in case any of you wanna complain about you-know-who gets killed in that mission ;)
 
 
And not sure what is this thing. Official trailers?
EDIT: Both .xsc scripts still exist (Paradise.xsc [172 bytes] and Paradise2.xsc [170 bytes]). Now if the XSC Extractor could actually open these without crashing, that'd be great.
<mission>
<id>102464</id>
<name>Trailer 1</name>
<description>Trailer 1</description>
<scriptName>Paradise.sc</scriptName>
<issues/>
<storyDescription/>
<missionId>T1</missionId>
<played>false</played>
<adminToPlay>false</adminToPlay>
<percentageComplete>0</percentageComplete>
<designerInitials>RW</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>false</inactive>
<singleplayer>false</singleplayer>
<checkpoints/>
</mission>

<mission>
<id>763032</id>
<name>Trailer 2</name>
<description>Trailer 2</description>
<scriptName>Paradise2.sc</scriptName>
<issues> </issues>
<storyDescription/>
<missionId>T2</missionId>
<played>false</played>
<adminToPlay>false</adminToPlay>
<percentageComplete>0</percentageComplete>
<designerInitials>CV</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>false</inactive>
<singleplayer>false</singleplayer>
<checkpoints/>
</mission>
There's also sh*t ton of leftover scripts, might take a look at their names to see if something's actually from beta.
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#1581

Posted 04 September 2014 - 04:53 PM

Why does Paleto Score say "<singleplayer>false</singleplayer>"?


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#1582

Posted 04 September 2014 - 05:05 PM

Why does Paleto Score say "<singleplayer>false</singleplayer>"?


Most of the cut stuff says that. Example:

<mission>
<id>426718</id>
<name>VOID RC - Barry 3b</name>
<description>Franklin has to deliver a helicopter containing drugs to Barry.</description>
<scriptName>Barry3b.sc</scriptName>
<issues> </issues>
<storyDescription>Franklin flies the helicopter with drugs in, and lands it on the roof of a building near to Barry's apartment.</storyDescription>
<missionId>BA3B</missionId>
<played>false</played>
<adminToPlay>false</adminToPlay>
<percentageComplete>0</percentageComplete>
<designerInitials>TW</designerInitials>
<projectedAttempts>0.0</projectedAttempts>
<projectedAttemptsMin>0.0</projectedAttemptsMin>
<projectedAttemptsMax>0.0</projectedAttemptsMax>
<variantNumber>0</variantNumber>
<inactive>true</inactive>
<singleplayer>false</singleplayer>
<checkpoints/>
</mission>

Why is it like that, only Rockstar knows. My guess is that they just wanted to disable the mission (by setting signleplayer to "false") in case the script was left over and would break everything if it was not properly removed.

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#1583

Posted 04 September 2014 - 05:06 PM Edited by Jaddxx, 04 September 2014 - 05:06 PM.

One more thing about the Assault Sniper.

It appeared in "The Hunt artwork" being held by Michael, possibly meaning it was in the game and Michael was gonna use it in Lamar Down.

 

293px-AssaultSniper-GTAV-Artwork.png

 

Assault Sniper:

AssaultSniper-V-render.png

 

Just my 2 cents.

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#1584

Posted 04 September 2014 - 05:09 PM Edited by Kalerney, 04 September 2014 - 05:10 PM.

I've been sailing through the 53 pages, and I can't believe it ! They removed even more things from V than from San Andreas ...

 

What disappoint me the most are the removed side missions, these would have add so much to the overall experience …  

I'd have LOVED to be able to see live artists too ! 

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#1585

Posted 04 September 2014 - 09:37 PM

 

*snip*

 

Is it possible that changing some of those booleans, like the "inactive" boolean, may make the "cut" missions playable?


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#1586

Posted 04 September 2014 - 10:30 PM

Well, seems like there's finally a GTA to top III's cut content in numbers.


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#1587

Posted 05 September 2014 - 12:20 AM

Is it possible that changing some of those booleans, like the "inactive" boolean, may make the "cut" missions playable?

No, (for the ones I've checked) they removed the script files for anything that's been cut. Guessing they take script cleanup very seriously after hot coffee.
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#1588

Posted 05 September 2014 - 12:25 AM

Well, seems like there's finally a GTA to top III's cut content in numbers.

Indeed, I'm just wondering how troubled the development of V was. There has to be more reason for cutting all this stuff out than some laziness and being dicks.

It's bizarre, I mean IV was supposed to have a whole Liberty State but that was just an early concept instead of something thoroughly being worked on only to get cut.

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#1589

Posted 05 September 2014 - 04:03 AM Edited by oCrapaCreeper, 05 September 2014 - 04:08 AM.

I've been sailing through the 53 pages, and I can't believe it ! They removed even more things from V than from San Andreas ...

 

What disappoint me the most are the removed side missions, these would have add so much to the overall experience …  

I'd have LOVED to be able to see live artists too ! 

They have reasons why they cut content. Either the ideas never come to light and aren't worth continuing, unnecessary for the game, technical problems, time constraints, or the content simply isn't up to par with the rest of the game (Like Darkel's missions from GTAIII). Some of the stuff may come back to light as a DLC or game update, most it probably won't. It isn't worth making a big deal out of it, all games go through this. I'm sure people would have heart attacks if they could see every piece of cut content ever developed for their favorite game.

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#1590

Posted 05 September 2014 - 04:30 AM Edited by henry_™, 07 September 2014 - 07:24 AM.

Hey guys, I was digging through some textures and found some amazing sh*t.

First are some texture directories titled "analogueoverlay.xtd" and "moreanalouge.xtd" 

The textures inside reference R*'s never released game agent.

y9lgBh2.jpg

 s2ityml.jpg

Zoom:

jLNZNfV.jpg

 

 

Ok, Next up are some shots of scraped minimap icons before you look at them I should note: That yes, You have seen SOME of these on the cutting room floor GTA V page but

not all and also that because there are 120 Minimap textures found I'm going to post a Link to the imgur Album.

http://imgur.com/a/mBVQL#0

Above images Captured from "blips.xtd"

 

Finally the best for last are actual Reports from Rockstar on the Devleopment status with things such as FPS count and even Bug count! Reports are from both summer of 2012 and 2013.

These were captured from "startup.xtd" and "introscrn.xtd"

 

2013 Reports:

4CdyZXf.png

HsjdiHo.png

URpgw2C.png

9dQK3ZR.png

gWdPBzz.png

2012 Reports:

fWSBS9b.png

w5md3DT.png

Irx2L3E.png

 

There you go. I hope you all enjoyed.  :lol:

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