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- » Viewing Profile: Topics: EliTsai
EliTsaiMember Since 15 Dec 2008
Offline Last Active Oct 22 2010 12:32 AM
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Topics I've Started
20 July 2009 - 06:13 PM
Does anyone know how to take over when the driver is killed?
21 June 2009 - 08:42 PM
Worked fine yesterday, i rebooted and still the same.
14 June 2009 - 04:01 PM
and well as the name states its a complete GTA4 overhaul, a massive mod that would make GTA into a role players paradise
and basically turn GTA4 into an MMO
Here are the features according to their forums (source listed below)
GTA4 OVERHAUL GAMEPLAY FEATURES
(This is what you actually see/experience in the game)
General Vehicle ImprovementsProgress
So far, vehicle tracking has been the biggest part, so that is the only feature that is complete in this part. The rest will come soon
Vehicles never disappear.
Instead, they remain where you left them (if it was hidden, or in a parking spot), or they get recovered by police (if they were stolen), or they get impounded (if it belongs to you, and you parked it in an improper location for an extended time)
Realistic collision damage (to driver and passengers)
Trunks can be used for storing things
Functional vehicle flood lamps
This mod is mostly working, but we still need to implement the stations (waiting for properties mod). Then I will add all the associated effects of having no fuel/incorrect fuel type.
Support for different fuel types
and any others, including performance fuel for racing
Using the wrong fuel type will result in stalling, damaging the engine or just making your vehicle undrivable.
Each vehicle has real-world fuel consumption statistics
Idle fuel consumption value
City fuel consumption value
Highway fuel consumption value
Together, these values are used to calculate the consumption at different speeds.
We will add an even more accurate calculation once we find out how to read RPM values in GTA4
Functional fuel tank
Leaks when damaged
Vehicle's explosion size proportional to tank fuel level
Hybrid vehicles get 2 engines/tanks, and the ability to choose the engine
Support for NOS
First-Person Vehicle CameraProgress
A tweaked camera system for each vehicle, so that there will not be any camera position problems/clipping issues when driving certain vehicles. So far, only the database systems for this is functional
Adjustable seat height/position
Proper collision and g-force effects
Upgradable vehicle sound system. Sound quality and volume level depends on the upgrades you purchased.
Can enter sound contests
Link neon brightness to bass level
Surround sound support
Vehicles have real names and there are also more varients of each vehicle, each with it's own performance levels, handling and different upgrades available for them
Real Estate: (formerly the 'Properties' sub-mod)
The properties system is the result of tagging every single property/lot in the game, and cataloguing all the buildings on these lots. This is then added to a database along with some additional data and positions, for use in an interior auto-generator.
This will be run as an external simulation, and hooked up to the game. This system will use highly selective processing as a way to reduce the performance impact to almost zero.
Our object streamer will also ensure that only interiors that are being used get loaded.
Houses and apartments (just a unit, or the entire building) can be rented or bought. You may then choose to live in these places yourself, or rent/sell it to someone else.
An estimated 10,000 new homes to choose from once this is done
(Note that other people in the game will also own homes)
Each building will have an auto-generated interior based on data collected for it.
Changes to interiors will be remembered (via Interior Tracker - not made yet)
Custom radio system that works independently of the default system.
- (as default music provider)
Supports playing audio files from a folder Progress
Service for singers and bands to submit music to us, which will be added to the radio stations, along with introductions etc (auto-downloaded and inserted into radio. optional)
Custom radio shows
Real-time news announcements Progress
- about what is happening around the city (example, you rob a bank)
Reception quality Progress
- dependent on radio and location
Sound quality Progress
- dependent on radio type
All radio frequencies will be available
- Normal radio frequencies
- Police radio (ability to listen to them)
- Gang pirate broadcasts (gangs use it to organise and co-ordinate themselves... ability to get info from that)
Radio audible from outside of the car Progress
- based on distance
- based on volume
Simulated tuning and static sound
GTA4 OVERHAUL SYSTEM FEATURES
(This is what can be done inside the mod to add new features)
Tracking of all vehicles that the player enters
Attaching additional custom data to these vehicles (like fuel levels)
Vehicle database, for allowing any number of varients for each in-game vehicle model
Fuel database, for storing real-life fuel specs on any vehicle
The ability to tweak vehicle performance (like adding performance parts)
Tracking of all properties in the game
Addressable by: area, street, lot number, building, floor, unit.
Ownership attachements of entire properties, or just of specific floors/units (rental) of a building.
Attaching a business to a unit.
Automatic generation of interiors when you enter a building.
Custom camera controller
Advanced functions available (like detecting floor/wall distance in front of you)
Allows for mouse pointer in GTA4 game view
Controls custom camera system
GTA4 OVERHAUL PLANNED FEATURES
(These are features that we will do after we have completed the current tasks)
The bread and butter of the GTA universe. You will have the ability to buy and sell shipments of drugs, and the ability to peddle your wares to users on the street corners. The player will also need to be wary of crazed addicts, police busts and rival dealers. Drugs can be stored in your hidden stashes around the city for safe keeping.
•Climbing-a little more agility
Not parkour abilities like Assassin's Creed, but adding the option to climb many more rooftops that you couldn't before. Also the ability to jump a bit further with an appropriate run up, and the ability to climb telephone posts (telephone post climbing not confirmed yet)
You spot another car, you can hit your hi-beams to signal him a sprint race, If you fall behind too far, you lose the wager.
•No automatic selection of guns when you scroll through, instead press mouse 2 to un-holster the weapon
•Player inventory which takes into account realistic limitations on the amount of weight a person can support (ie. can no longer carry every gun and a sh*tload of ammo for all of them, but then neither can everyone else). Also adds the ability to store items in the trunk/boot of cars, and for NPCs to search them.
- If you get busted three times or more, within a certain time limit and depending on the crimes arrested for, you will spawn in the middle of the prison yard instead of in front of the police station. This will lead to an escape mission to get free or the player can use a large bribe to get the warden to let them out. If the player attempts to escape then this will trigger a large police chase. (also possible is if the player is caught whilst trying to escape then next time there will be many more guards to make escape more difficult)
•Change weapon hand
When aiming a gun you could switch which side the gun was on, allowing you to go round right hand corners with the same amount of cover as the left hand ones.
•Functioning airplanes! (relies on the cracking of the GTA IV model format)
•Jobs, like taxi driver, security guard etc.
•Other locations[cities and such] made in word builder (may not be possible/easy)
•More realistic reactions to murders and crimes from NPCs
•Running with your phone out
•GPS trackers that can be planted on people/vehicles/items
•More clothing (maybe from other people in game)
•Car and apartment keys
Money should be hard to come by, making criminal acts all the more necessary for affording day to day things. Part of this will be bank accounts and stashes of cash, in order to keep your savings safe from thieves. Carrying around all your money can become a risky proposition if medics and cops can "lose" you wallet whilst your incapacitated.
•Be a criminal!
Pickpocket randoms, hold up shop keepers, sell stolen cars for scrap, etc.
•You are only human
-Weapons will have realistic precision, a pistol can't shoot accurately at someone 20m away
-Both the player and NPCs will have realistic endurance and first aid abilities
•Integration of the abilities that NPCs have, like leaning on walls and sitting on benches, for the player to use
•Hijacking can get more complicated if the victim decides to floor it. The player can now hang on and try to complete the hijack.
•Taunt people, its all legal if they hit you first...
•Have a fight club to fight for money
•Hiding in shadows and suppressed weapons for stealthy kills
•Improved response time with running and fighting animations
•More realistic time cycle
•When pointing a gun at an NPC from far away no longer causes them to react like they've seen you.
•Improved vehicle damage to make more realistic, with the ability to add armor to improve survival chances.
1] Gangs Stats List-each gang has one
*1 Global Power - Influence and fear on the streets as well as the business world.Gang ranking. Determines how easy you bribe,buy things,takeover etc..
*2 Money - income comes from Spending personal money , assets, drug dealing , legit owned business , armed robbery , setting up rivals , grand theft auto , arms dealing...
*3 Assets - Assets can be owned by gangs, the state or neutral. All assets can be upgradable.Many assets have perks
*4 Gangmembers- # of gang members depend on surrounding territory and SUPPORT[respect] in those territories and ranks
*5 Territory - What areas the gang resides-it is determined by where you have more than majority of INFLUENCE
*6 Relations and stances
7 and 8 have a specific number also and possible to have them actually in possession of specific gang members but count in gang power
*7 Weapons - Basic weapons gang carries before being upgraded
*8 Cars - Type of cars each gang drives ( Min 3)
*Special Ability* - Special ability each gang has ( unknown if this will be a feature)
Notes and features on this
1] Gang Power[global] 0-100% [thugs,steetgang,organized crime,mafia,secret organization]
0-5% level I Thugs ----------------------really small -3-4 crew
5-20% level II street gang---------------Used as hired muscle and drug pushers by other gangs to avoid harm coming to them recently acquiring fronts and getting prestige and respect.
20-50% level III organized crime------ gang trying to organize with links
50-75% level IV Mafia------------------ Own restaurants, casinos and leisure centers,Nightclubs, food processing and car show-rooms main fronts.
75%-100% level V State organization--Mafia of specific state[Russians,Italians,terrorists... etc. these organizations have most Power throughout other clans
100-...% top level Secret organization Secret Society, own several large construction companies with multi-million contracts all over the City.hold governments.
probably player wont be able to go near this level
Gang global Power is determined by the TOTAL amount of controlled assets,territory and number of gang members. The quality of assets and territory also effects the gang's influence (you get more influence points for higher quality assets). The gangs power determines your influence on the street as well as how easy it is for you to recruit or do busyness out of your influence range . The higher your Power the higher the food chain you are up. The Class of area in which you control determines your influence as well . Like you own a ghetto you probably have *** influence but if you own a towers and rich areas you get ****. Cars,weapons and amount of revenue your gang makes also effects your influence. Each gang has a static Power not based on owned hood which means the Power around the city along with other gangs
Power=Territories+assets+gang members+all property etc.
At the lower levels, there are street territories, assets, and the occasional deals, as the levels get higher the street territories mean less, and the assets become fewer but get more valuable and harder, and the number of deals increases, until the top level where there is no street territory, only the rare asset and lots of deals
but of course you would get a cut from all those below you under your protection in form of rent/racket
II Week Income and expenses
Level system for assets,low/medium/high rating with higher assets being near impossible to lower gangs
The acquisition of businesses would should take a form relatively similar to that in The Godfather, with the player needing to complete activities to get the local shops etc to pay protection and be recognized as part of the gangs assets,or buy peacefully of course
*if assets are in your territory with your gang members slinging wares on the local streets, it increase the amount of cash earned as a bonus
Violently gaining assets will be bad for relation with gang that has it of course or police heat if none hold it .It will require the player to:
I]make a deal with owner
II]OR if owner doesn't want to or part of rival gang
1- Kill the gang members guarding the property if any
2- Intimidate the owner into paying protection, ie though beating the owner, threatening the staff/customers, or through smashing merchandise
3- Make deal with owner to start paying protection and be recognized as part of your territory
III]OR Kill owner and legally buy propriety
IV]Blackmail if possible[/color]
Some cases like higher class shopping areas would require a different approach, as they would probably not tolerate gangs on their property even if they were paying protection, so there could be an activity of following the owner, and then blackmailing/threatening him into paying protection.
with the player needing to track down local individuals who would be susceptible to "negotiation", for example you could convince a highly strung stock trader to start using your gangs drugs in exchange for insider trading information, you could get a lawyer to start getting you gang members false insurance claims (like in Saints' Row).
The basic idea that this came from is to have all the assets in each area be unique, with a different feel, in the slums etc. you need to rough people up,somewhere blackmail and with the upper class would be the need for subtly and sophistication, cracking them would take time and effort, but would pay handsomely.
As different assets different kinds of activities, they need different triggers, which is where the idea of informants comes in. Informants are locals or gang members who watch the areas around them, looking for opportunities for your gangs expansion. They could text the player or be approached by player and let them know of possible openings for gaining assets.
For example, lets say that the local lieutenant of your gang has been watching one of the business owners in his area, and has found out that the owner is gay (or something like that). Because this is not really socially acceptable it gives the possibility for blackmail.
So after texting the player, or after being approached by the player, a side mission would be triggered, where the player has to wait for closing time, then follow the owner to a local brothel and then get footage of the owner doing "things".
The player can then approach the shop owner with the evidence and threaten to tell the entire neighborhood unless the owner starts paying regularly.
The dock areas would be important assets to control, bringing with them the ability to smuggle in drugs and guns, as well as other illegal merchandise (ie stolen cars, fake clothing). The docks would require more upkeep to balance this, with local officials like dock inspectors and the local union bosses needing a cut to keep the dock workers cooperative.
4] Gang members
of gang members depend on territories[with respect] and
money-some part of it could go into hiring gangsmen outside of territories] larger gangs would use this alot whil smaller would have mostly from their territories
* Leader[don,king..] - Leader of entire gang and gang sets ,only few or one
* Smaller leader[hood Shot Caller] - leader of each individual gang or set [Has 3 gang members and 9 Novices under control]
* Gang member[gangster] - Full Gang Member
* Novice [Newbie can only do simple tasks like deal drugs and fight weakly]
9 novices and 3 gang members =under small leader
more small leaders=under Leader
*Exact names of these rank can possibly vary from one gang to another
5] Territory influence 0-100% [none,weak,moderate,strong,complete]
*note that this is TERRITORY influence only a part of whole global power,
Each territory has its own influence from one or more gangs
It is determined by street influence,assets, support and global power in that territory,
Gang with most influence control it
Controlling and Dominating a piece of territory would be two levels of ownership:
To control a territory, you need to have the greatest number of assets and street control in the territory compared to the rival gangs in the area. So for example, lets say the player gang controls 40% of the assets and streets in a territory, while the 2 rival gangs own only 30% each, so your gang, with the largest amount, would control the territory, which brings bonuses.
To Dominate a territory, you have to control a much larger amount of assets and streets, somewhere in the region of 75%. If you dominate a territory then you gain further bonuses to your income.
Bonuses would be things like the amount of income generated by street dealing and assets. If you controlled a territory then there would be more customers willing to come to your dealers, and the local businesses would be willing to pay more often.
The way the game determines the territorial influence each gang has would be:
Influence = Street control + Assets controlled + respect + global Gang Power, = 4:3:2:1
with each next value smaller impact pervious, streets count more than assets, and assets count more than respect...
I] Street control 0-100%
ok, well, basically the idea is to claim the streets as property of your gang, I am thinking it would be best to have a system similar to that in SA,
For this system would be best if you actually initiate a attack or defend
so basically you take a few gang members with you and attack one of gangmemebers the territory your trying to claim,
whilst the rival gang sends some bangers,
This would weaken the influence and gang members of specific gang you attacked in that hood
II] Assets 0-100%
is the number of assets in that territory that your gang controls, weighted for importance (a law firm is worth more than a hot dog stand).
III] Territory respect[support] 0-100 [none,weak,moderate,strong,complete]
It is determined by population there like race,nationality and rivalry [general attitude of population[possible gang members] there towards the controlling gang
like Koreans probably wouldn't become Italian gang members easily or blood wouldn't become a crip
Support is specific because controls number of gang members from that neighborhood and have impact on influence as well
no support= no members from there and less influence
Perk Core territory where specific gang has established over the years and thus have permanent high support and influence ,not likely to takeover
IV]The gang power
is a small bonus for the total power of your gang, the larger and better equipped your gang is, the greater the bonus, but it will count less than the streets and assets (physically owning things counts more than how much people fear you).
6] Gang relations
I Gang attitude 0-100 [hate,uneasy,neutral,good,allied]
It is clear what this means,Attitude of one gang towards other in how much they traditionally feel about each other
Affect Stance up to a point and chance to betray other one
II Gang stance 0-100 [war,uneasy,neutral,friend,allied]
Stance of one gang towards other like are they helping each other,neutral or attacking each other openly etc.
even if respect are poor they could be allied because one gang depend on other one etc.
The idea of gang alliances is that they help each other out
Alliances also provide a buffer for the gang, the gang gets some breathing room in case a rival wants to invade.
The fighting and competition should be rather within each step of the ladder[global Power], as each step is a completely different type of gang.
a gang of street thugs, punks and hoods cant become much organized,All through you as player can take that gang, and get them to be the the best, most respected street hoods.etc.
a gang could but hardly one or even two steps up or down the ladder, so maybe a gang like OGF can become like a Mafia gang and move out of the hoods.
-gangs from higher levels forming agreements with smaller gangs,
in exchange for protection the vassal gangs would pay interest
the smaller gangs are the ones running the lower down operations, in exchange for a cut of the profits to operate within the large gangs sphere of influence,
Larger gangs can use the vassals to pay interest without having to really control territory and men there .so its both side benefit
Well, there would be modifiers for allied gangs, so if you attack a small gang that has an alliance with a larger gang, then your relation with that gang will go down by a certain amount, but you relationship with the larger gang would also go down, but very little, because you're not attacking them, which is less of a problem for them and you arent on same level
This brings lots of complexity and strategic implications, which should make the game a lot more interesting.
Attacking a small gang that has strong alliances without looking at the big picture could end up with the main gang getting annoyed, so instead of having just the gang you attacked annoyed at you, you end up with more gunning for you.If it got bad enough then they could attack you,and you have a large scale gang war on your hands
This also opens up to the possibility for instead using a making an alliance with a main gang yourself and screwing over the ex-vassals
Alsi there is never one organization that sits on top of any level, but rather organizations fighting to e the best at each level of Power
Events could take place .they represent any kind of meeting/deals/shipment between gangs with possibility+ to try and break them weakening enemy and taking goods/money
or killing important people etc.
At higher levels become more advanced rival syndicates operations,
as opposed to gaining more assets, they fight over who gets the police protection, and intercepting shipments
and other things that syndicates have to worry about, so there would be full scale wars over ships coming into port, with helicopters and boats, there could be firefights at warehouses, there could be lots of competition in blackmailing/bribing politicians and police,any kind of event
the deals could have you defending a shipment as its brought in, or attacking a shipment. it could be defending a warehouse after you get tipped off of an attack, or attack a rival warehouse. the opponent depends on the circumstances of the deal
One more thing is that it require player to know about them which could be done by interrogation and imaginative spy
On top of this would be the ability to bribe/coerce local officials like police captains and politicians to give your gangs an easier time with basic things such as selling stuff on the street, or defending territory. This would tie in with your gangs ability to influence police/rival gang trouble that the player might get into, as they would be less willing to follow you into your gangs territory.Or make them gang also?
II] Gang control panel-Later[ignore for now]
* Gangs Spending - Cars and Car upgrades (specific number each gang has) , Weapons and Weapons ugrades (specific number each gang has) ,
Bribing police(if your gang is about to do or has done crimes and detected)
, hiring hitmen , Assets and upgrades , buying and upgrading drugs,coordinating attacking etc.
*]Cops searching area
I could make them try and follow your trail of destruction tounge.gif Maybe even ask random peds if they have seen you tounge.gif (yes, this is totally possible with my tracker... it's a similar concept to my vehicleTracker... but just made for peds)
LOL! The witless peds might even give the cops wrong directions! suicidal.gif They can also search for vehicles that you have stolen, look at injured/dead peds etc.
I will make their 'omniscient circle' a lot smaller (especially if you're crouching/hiding/staying still/acting normal.. Splinter Cell style!), so they only know where you are when they are very close to you. You will also not be free as soon as you escape the circle! That is totally unrealistic! Instead, I will make them search for you for a certain amount of time based on what you have done. Change your clothes! Disguises will have a purpose now!
There will be 'heat' attached to your clothes/vehicle if you do something wrong. If you're out with your gang (that performed a crime) like even a week later, the police might still recognise you (since combined with them, your 'heat' will be increased!) tounge.gif
You can get rid of heat... so it shouldn't be a problem. Minor heat will last a few minutes only, so don't worry about it. But doing a 6-star crime will haunt you a lot longer (*IF* you don't ditch your car etc)
Surrender with higher wanted level
Let's say you have 5 stars but you run out of ammo. You press a button and Niko stands up and puts his hands up. The cops stop shooting and move into make the arrest.
If you done minor offense[2 stars ] and haven't got visible gun etc.cops don't fire at you and just ask to surrender!
Theres already one in the game so why not make it work? Niko is driving and the cop flags him down. That could happen on a random bases type thing. You pull up to the marker and he searches your trunk. If he finds guns, drugs, anything illegal etc. you can either choose to drive off risking a 3 star wanted level, go to jail
Maybe even on foot
police more alert even after you lose your wanted level. So, if you've just lost 3 stars you can't walk right up to a cop and run circles around him with no consequence,and police closes off that area
No visible weapons in public without attention!
car,player and possibly gang heat[player police record
I highly encourage support for this mod by all players, especially local modders who could help them
16 January 2009 - 12:18 AM
What is the average FPS that T5550 (1.83 ghz or under 2 ghz duo core) users are getting?
Include your settings/GPU/tweaks if necessary.
I get around 18 during normal play, less during action and no higher than 32 outside while idle, and around 40+ inside.
High textures with the mem restrict shortcut.
details, shadows, etc set to 0. Resolution doesn't have much of an effect regardless of 800 by 600 or the two notches higher.
GPU: 8800m GTS
highest ingame benchmark has been average 23 FPS using the timescale 3500 and above settings.
25 December 2008 - 10:33 PM
|What is Data Execution Prevention?|
Data Execution Prevention (DEP) is a security feature that can help prevent damage to your computer from viruses and other security threats. Harmful programs can try to attack Windows by attempting to run (also known as execute) code from system memory locations reserved for Windows and other authorized programs. These types of attacks can harm your programs and files.
DEP can help protect your computer by monitoring your programs to make sure that they use system memory safely. If DEP notices a program on your computer using memory incorrectly, it closes the program and notifies you.