cybert Posted December 12, 2004 Author Share Posted December 12, 2004 (edited) About restoring the girlfriends, if you failed a girlfriend mission and couldn't be bothered to load a saved game to redo it, you would need a feature to restore that girl to replay that mission later. Just make 'em undamageable, even more fun letting steam off on them. At least they could run away. Could be nice sniping training when they run away (drive?) through town w/radar blip. I hope only open minded people read this Are you sure that whatever you do with the game, put into the game, modify etc., the good ol' PS2 grasps it? I assume the original game is highly optimized to fit just so into the threads, memory etc. Wouldn't be much fun if the game's modded and due to the probably massive extras framerates and stability suffers. R* is absolutely pro, and they have pushed the known limits far ahead already. Is there room enough for your ambitions, Barton? This thread was meant for PC mods anyway, clearing a path between possibilities and futilities, to be easily found and walked upon in the hopefully not too distant future. Don't get me wrong on this one, I love your participation!!!! Edited December 12, 2004 by cybert Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 13, 2004 Share Posted December 13, 2004 About restoring the girlfriends, if you failed a girlfriend mission and couldn't be bothered to load a saved game to redo it, you would need a feature to restore that girl to replay that mission later. Just make 'em undamageable, even more fun letting steam off on them. At least they could run away. Could be nice sniping training when they run away (drive?) through town w/radar blip. I hope only open minded people read this Are you sure that whatever you do with the game, put into the game, modify etc., the good ol' PS2 grasps it? I assume the original game is highly optimized to fit just so into the threads, memory etc. Wouldn't be much fun if the game's modded and due to the probably massive extras framerates and stability suffers. R* is absolutely pro, and they have pushed the known limits far ahead already. Is there room enough for your ambitions, Barton? This thread was meant for PC mods anyway, clearing a path between possibilities and futilities, to be easily found and walked upon in the hopefully not too distant future. Don't get me wrong on this one, I love your participation!!!! ye, another one of those things I shouldn't have mentioned. Here are some more stuff I shouldn't mention: Framerates, low res glitches, models not drawned, long loading times: A ps2 hdd fixes all that because the ps2 reads the hdd much faster than it can read the dvd, so most bugs related to the ps2 being slow gets fixed. Memory: There are room for plenty more missions (I think). Missions are loaded separately to the memory so creating the mod as a mission shouldn't require more memory than the few bytes necessary to get the mission started. GTA SA also has new features for saving memory in the main part of the code. And if I do run out of memory, I wouldn't mind ditching a girlfriend permanently by removing her from the script. Link to comment Share on other sites More sharing options...
studiog0thic666 Posted December 13, 2004 Share Posted December 13, 2004 scuba gear would be cool Link to comment Share on other sites More sharing options...
mer cinder Posted December 13, 2004 Share Posted December 13, 2004 Great ideas Barton, especially the one about teleporting to mission only interiors, especially Liberty City and "carry food with you" mod. I've got a few more.... -NOS on bicycles (seriously, those things can get you anywhere, how about a bit of NOS to get you across those long stretches of boring pedalling) -flights to Liberty City and Vice City (buyable at airports, just toss the other cities way up above or something) -car stat editor (gotta get that monster truck some more speed) -any garage becomes a mod garage -police bribe button (just hit a button combo and a star goes away and you lose like 200 bucks or something, wanted this in every GTA game but I don't know how to code) Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 13, 2004 Share Posted December 13, 2004 -NOS on bicycles (seriously, those things can get you anywhere, how about a bit of NOS to get you across those long stretches of boring pedalling) lol, imagine the pedalling. -car stat editor (gotta get that monster truck some more speed) ye, that monster truck was a letdown. If you want that in a ps2 game it would be possible to do but it would require ps2 programming skills because you would need to create it as a separate tool. I guess you could request it on a ps2 development forum. -any garage becomes a mod garage Probably possible. -police bribe button (just hit a button combo and a star goes away and you lose like 200 bucks or something, wanted this in every GTA game but I don't know how to code) I'm thinking menues. Also, I just realized that an ingame memory editor is possible with the script. Make the game crash in ways you never could imagine. Link to comment Share on other sites More sharing options...
sonix Posted December 13, 2004 Share Posted December 13, 2004 I've spent the weekend chugging through as much data as I can, external to the .scm files, mainly the text based files we could all change on the pc versions. In game car modding, especially cars not on the list. The custom paint work for the cars allowed to be modded at the Lowrider garage in LS and the Wheels garage in SF are specific to the car you're trying to mod. In the GTA.img file, there are three additional, (2 in a couple of cases) .TXD files for moddable cars of the custom paint jobs. eg:- Slamvan.txd - Original texture Slamvan1.txd - Custom paint job 1 Slamvan2.txd - Custom paint job 2 Slamvan3.txd - Custom paint job 3 The mod shop coding seems to call up each of these .txd files when in the shop. Applying these to different vehicles will mean they will look wrong. Solution will be to create new .txd files for each of the new custom paint jobs. Although new ones will need to be created for other un-moddable cars, by using the original .txd file for that car. Herein lies a problem, will they needed to be added to the main.scm file? Mind you I have noticed one of the .img files contains lots of .scm files. I can't remember if there is one in here for car modding. (Prob is IMHO) So they could be added into this .scm file if necessary. Fitting existing body kits and parts for other cars not on the current mod list. Again a small problem as the cars are different sizes and shapes. So fitting the Alien bodykit from the Elegy to the Yosemite will be a problem. New .dff files for other cars might need to be created so the body parts fit. This is true for vents, fog lights, side skirts, bull bars and bumpers. Exhausts, wheels, nitrous, bass boost, hydraulics, spoilers and paint colour 1 should be okay as these will use the usual in .dff reference points for exhaust etc. This might not be so easy as simply changing the carmod.dat file. Would make for some amusing testing though. Although if adding additional custom paint jobs for different cars, is as easy as creating a new .txd file from the original, then I forsee alot of these being produced as they will be one of the easiest mods to create for the game. Perhaps R* have this in mind, so you can change car skins in the same way we could change skins for Tommy in GTAIII&VC on PC. Would be a cool addition. Barton, regarding a car stat editor for the PS2. I found it easier to edit the handling.cfg file direct in notepad. The Monster truck already has the fastest acceleration in the game matched by the Slamvan, bar the NRG-500, Mtruck top speed is 160 (from memory). Not difficult to change to 300 and all the values are displayed and used by the game engine in the same way as the 2 previous games. (All be it there are some additional values.) Speaking of the Monster truck, there's a photo of one on the wall in the driving school with a custom paint job. Anyone know how to get this version as it can't be modded. Although in the gta.img file, there are 2 monster truck .dff files; Monster1.dff & Monster2.dff. Perhaps one is the one with the custom paint, unless it's the one you use in the Mike Toreno mission. Clothing files are in their own .img file, all .dff & .txds. Again additional .txd files could be created from the originals and either replaced or added in the .img file. .dffs will need to be created for brand new clothing objects that can't use existing models. More work tonight. Sonix. Link to comment Share on other sites More sharing options...
Coolbreeze Posted December 13, 2004 Share Posted December 13, 2004 How about custom graffiti. Link to comment Share on other sites More sharing options...
hawk_196 Posted December 13, 2004 Share Posted December 13, 2004 bigfoot would be a peice of cake. simply make your own texture and model, then add random spawn locations, a boundry it cannot pass through, and a certian time of day it spawns. Also, make it very aggresive with lots of health and lots of power at hand. peice of cake. also, I'm pretty sure people wont be able to mess with the radios as those are hardcoded (I think). also, concerning radar, it would really help to be able to filter the blips a little more. Instead of a big 'locations' category, we have 'girlfriens', 'race tournaments' 'schools' 'safehouses' 'pay 'n sprays' etc. etc. etc. Link to comment Share on other sites More sharing options...
cybert Posted December 14, 2004 Author Share Posted December 14, 2004 @ Barton: Good job you didn't mention it, so I didn't read it Wouldn't have had any clue missions are like "modules", which would have been extremely helpful, but I can't say if I have understood it correctly because.. you didn't mention it anyways @ sonix: Thx for giving the insights on the paintjobs etc. It was forseeable that paintjobs are only available to those cars R* did reserve for that. That's the point why I've added a tools section in the first post. And the 3D-kind will gladly model custom spoilers, side skirts etc. with them, now it's possible to add these unlike in VC. I think that's so symbolic: San Andreas, you can do more & you can mod more @ mer cinder: A NOS bicyle? Personally I hate the bikes, not usefull imho, but maybe I am to dumb to control them, especially scratching/touching any angled terrain makes my bike spiralling and rockejeering (sp?) somewhere. But some may like it, added. And I really think GTA:SA deserves more creativity especiallys with mods, some button pressing wouldn't be worth SA to get rid of bribes, would it? @coolbreeze, I didn't add "custom grafitti" cause that's "just" a texture thing... About the Monster truck, I have seen some cheat device codes for three monster trucks, the default one, one "USA" type and one "Checkered" type. So far I have only seen the USA type, spawning after winning 8-Track, no idea where the third is. In the SA Book there's only the one without paintjob mentioned. I have a very personal preference about the car modding. Everything should be done ingame indeed, but by modding as R* intended it, in the mod garages. Ok, some of the save house garages could be fine too. I think it may have been mentioned somewhere that ingame handling modifying that really affects the cars behaviour is hardly possible, like engine, drivetrain, wheels (grip!) upgrades and such. To me it's suspicious R* didn't do it. Link to comment Share on other sites More sharing options...
shadealorian Posted December 14, 2004 Share Posted December 14, 2004 maggie tactcher as a ped, (sorry, if this is spam) Link to comment Share on other sites More sharing options...
sonix Posted December 15, 2004 Share Posted December 15, 2004 I have a very personal preference about the car modding. Everything should be done ingame indeed, but by modding as R* intended it, in the mod garages. Ok, some of the save house garages could be fine too. I think it may have been mentioned somewhere that ingame handling modifying that really affects the cars behaviour is hardly possible, like engine, drivetrain, wheels (grip!) upgrades and such. To me it's suspicious R* didn't do it. I think the modshops should stay as they are. It kind of takes the fun out of the game if you can't be bothered to drive across the game to use a modshop. R* would have put them all on the same street otherwise. If I could find a .dff extractor, I could get to work on some new body kits and spoilers. iRipper doesn't seem to extract anything except txd files. I could do with the carmod.scm too. In-game handling changes would need to write back to the handling.cfg file which is only loaded when the game starts up. If it writes back and reads from it everytime you get in a car, then it would be possible. Sonix. Link to comment Share on other sites More sharing options...
tamzarian Posted December 15, 2004 Share Posted December 15, 2004 Only one thing missing from that list of things needed. . . SNOW!!!! Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 15, 2004 Share Posted December 15, 2004 Only one thing missing from that list of things needed. . . SNOW!!!! If you wait 20 years or so, I'm sure you'll get totally realistic snow. Build your own iglo (spelling ?) / snow cave / snow man. And an ingame animation editor. Link to comment Share on other sites More sharing options...
cybert Posted December 15, 2004 Author Share Posted December 15, 2004 Snow is a definite no. Maybe up on Mt Chiliad some altered textures, but as Barton said the real thing is a future thing. Also I want to give this topic a little directional bump. I am playing around with specially immune cars, collecting them and replacing them by means of a cheat device, more or less a bit like very restricted modding. And now as I am distributing those babies (I love the Tampa, btw), I wonder what I actually can to with them: nada. Nice having them, but they're dead weight. I want to do missions with them! I hate how the game tells you almost all of the time how to do the missions, and with which car. I even get so confused with that when you actually play the mission with your own car, like in "Wu Zi Mu". Got there with a sadler, thought I'd get a mission car, but drove (and won) the race with the sadler. God I can't wait for the PC version... Link to comment Share on other sites More sharing options...
OzzySM12 Posted December 15, 2004 Share Posted December 15, 2004 I think it would be best if R* just released the PC version wiht very easy to mod files or some sort of documentation so we could easily mod it to anything we want... Link to comment Share on other sites More sharing options...
yambanshee2004 Posted December 16, 2004 Share Posted December 16, 2004 I dont think anyone has said this but...turn engine off,mod your engine,make a better quad Link to comment Share on other sites More sharing options...
cybert Posted December 16, 2004 Author Share Posted December 16, 2004 (edited) Put sharks in the water I've reread the thread again, and will add this. Also, if that shark would be a real biting one, why not make CJ able to melee attack underwater at all? Or even add a submarine weapon like a harpune? Would fit nicely into the Waterworld scenario Turning eninge on/off added. There are a lot of people who would like to get rid of that quad, it's an disappointment, even CJ says it's hard to drive, especially with a screaming bitch firing a SMG right next to his ear *g*. So rather to mod it it would also do good as a dummy for a totally new vehicle. But what new vehicle would anyone suggest? Isn't every single type covered already? Also first post updated! Edited December 16, 2004 by cybert Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 16, 2004 Share Posted December 16, 2004 About confirmation about what's possible, I have a working car spawn code for the ps2. Not sure yet if I'll ever be able to release it though. I want to mention it because it seems most cars have something like 2 or 3 models of each car. Meaning, there aren't 200 different cars, more like less than 100. And there seems to be some equipment for the tracktor in there. And some cars and boats I'm sure some of you have never seen before. They were news to me atlest. I never got 100% though. Got bored. Link to comment Share on other sites More sharing options...
Artichao Posted December 16, 2004 Share Posted December 16, 2004 I know this would be redundant, but how about having all 3 games in one? Have there be some way to go through all three and then at the end unlock the ability to choose one of the GTA guys and go to all 5 cities. I don't think it's possible, but I know nothing of the talents here. Also, how about making at least one spawn point for every vehicle in this game (even like the RC vehicles) and make it so you can use them all. And if it's possible, adding all the cars from the previous 2 games (those that aren't in SA already that is) so the whole collection is there. If these were all possible, I think I just may get it for PC. I wish the middle one was possible for PS2, but I don't even have a mod chip. Link to comment Share on other sites More sharing options...
sonix Posted December 17, 2004 Share Posted December 17, 2004 The quad just needs a wider and slightly longer wheel base. Then increase speed and acceleration. Should be perfect and much fun then. It could do with being turned into a racing quad, take the suspension off the monster truck, scale down and fit to the quad. Suspension characteristics can then be changed in the handling.cfg file. Sonix. Link to comment Share on other sites More sharing options...
Opius Posted December 17, 2004 Share Posted December 17, 2004 I know this would be redundant, but how about having all 3 games in one? Have there be some way to go through all three and then at the end unlock the ability to choose one of the GTA guys and go to all 5 cities. I don't think it's possible, but I know nothing of the talents here. Also, how about making at least one spawn point for every vehicle in this game (even like the RC vehicles) and make it so you can use them all. And if it's possible, adding all the cars from the previous 2 games (those that aren't in SA already that is) so the whole collection is there. If these were all possible, I think I just may get it for PC. I wish the middle one was possible for PS2, but I don't even have a mod chip. There may be issues with internal limits on how many parked car generators can be ingame like Vice had, but if there's not, there's a metric assload of mostly unused car parks for them to be placed. Link to comment Share on other sites More sharing options...
cybert Posted December 17, 2004 Author Share Posted December 17, 2004 (edited) About confirmation about what's possible, I have a working car spawn code for the ps2. Not sure yet if I'll ever be able to release it though. I want to mention it because it seems most cars have something like 2 or 3 models of each car. Meaning, there aren't 200 different cars, more like less than 100. And there seems to be some equipment for the tracktor in there. And some cars and boats I'm sure some of you have never seen before. They were news to me atlest. I never got 100% though. Got bored. Super, the first confirmation, added I think you're talking scriptcode, but I can't believe there are more cars & boats than is defined in the handling config file. Have you already crossreferenced it? And to me it makes good sense R* is loading one gamemodel but showing multiple versions of it on screen, all sharing the same config, so there are less gamemodels to handle for the game as I see it. Could possibly limit individual variations though, like alter one vehicle, but more are affected. But I can't remember any two cars had the same numbers, iirc from some gameFAQ. edit/tractor equipment: It's certainly not a radiotuner. You don't happen to mean the hook? Also, have you per chance identified the spike strip code used in that one mission where you have to pop the tires by dropping it from the car ("Puncture wounds")? (added) And one general question there, could the tractor hook be added to other vehicles? Edited December 17, 2004 by cybert Link to comment Share on other sites More sharing options...
SlimShaggy Posted December 17, 2004 Share Posted December 17, 2004 There are a lot of people who would like to get rid of that quad, it's an disappointment, even CJ says it's hard to drive, especially with a screaming bitch firing a SMG right next to his ear *g*. So rather to mod it it would also do good as a dummy for a totally new vehicle. But what new vehicle would anyone suggest? Isn't every single type covered already Two words - Jet Ski .... Turn the quad into a cool personal watercraft. It already nearly handles like a Jet Ski, and it would be cool to see CJ do some wave jumping on it. Link to comment Share on other sites More sharing options...
cybert Posted December 17, 2004 Author Share Posted December 17, 2004 Two words - Jet Ski .... Turn the quad into a cool personal watercraft. It already nearly handles like a Jet Ski, and it would be cool to see CJ do some wave jumping on it. Good idea! The animation of CJ steering the Quad would fit perfectly too, so there's nothing to to do than make it "can_swim" (or the like) and a complete new 3D model, Added. Though the waves don't really qualify as jumping them without giving the Jet Ski an outrageous speed. NOS maybe? Link to comment Share on other sites More sharing options...
SlimShaggy Posted December 17, 2004 Share Posted December 17, 2004 Heheh... I'm sittin here smiling thinking about CJ riding the Jet Ski..... plus, it holds a passenger too. Can you see him take his girl on a date and her hop on the baclk of the Jet Ski? Link to comment Share on other sites More sharing options...
Artichao Posted December 17, 2004 Share Posted December 17, 2004 Metric assload?! XD I love it! Scientists and mathematicians should use that! I'd like to see all the cabs lined up together: Taxi, Cabbie, Borgnine, Kaufman, and Zebra Cab all in the same game and stuff. That'd be cool. I know Cabbie and Kaufman are like literally the same thing, but I don't care. Here's a thought, The Jetpack has properties of a weapon, so is it possible to make it collectible like one and have it turn on and off or something? Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 18, 2004 Share Posted December 18, 2004 (edited) edit/tractor equipment: It's certainly not a radiotuner. You don't happen to mean the hook? Also, have you per chance identified the spike strip code used in that one mission where you have to pop the tires by dropping it from the car ("Puncture wounds")? (added) And one general question there, could the tractor hook be added to other vehicles? As I never played through the game 100%, I don't know exactly what I missed. About that tractor equipment, there's a small thingy with several very small wheels, not sure what, I'm not a farmer. There is a small unused 4 wheel trailer for the street sweaper. Unused because it doesn't hook up with the sweaper. I'm sure you all have seen that light blue boat with the machine gun in the back (?). And that "mafia: city of lost heaven" style "hotrod" hotknife. There is some weird non-functional thingy in there shaped like some flower pot or something. If you press triangle to "drive it", the game locks up. Maby it's some unused submarine entry thingy (wild guess, like complete nonsense). There's that huge plane almost the size of that at400 that's used in that mission where you chase a plane taking off from the abandone airport using a bike. It isn't parked anywhere, but it could have been, because it's enterable and flyable. When I tested it, it looked like they skipped making a proper entry anim for it, like, you're outside, then suddenly inside. Could be I missed it too because I had like 10 planes spawned on top of it. Other (and confirmed working) things I've created in this mod are: - 2 "locators" so you can find stuff fast if you have the exact coordinates. - Automatic door lock mod. When enabled, nothing gets in or out but the player. - Set current wanted level and max wanted level. If you never want more than 3 stars, you can set that up. - Adjustable in-car/on-car camera. Like the 1st person car camera in gta 3 and VC except you can move the camera where you want it using the right stick and forward/back on the left stick (when activated). If you want the camera fixed near the left front wheel of your car all the time, you can. Haven't tested it with the train yet but it should work with the train too. - And a working ingame memory viewer for the mission modders out there. Been thinking about making it into a memory editor. Things I might put in: - Ignore mod. Makes the police chase you but never arrest you. Sort of funny, like being surrounded by tanks and soldiers and they just stand there looking stupid. - Money mod. More or less money. Pretty useless. Edited December 18, 2004 by Barton Waterduck Link to comment Share on other sites More sharing options...
cybert Posted December 18, 2004 Author Share Posted December 18, 2004 All the things you discover and that are not in the game as we know it feed my suspicion in that R* has prepared a lot of stuff already for the PC/Xbox version. I am thinking of that Sony contract and how they could go around it a bit. They may not change a lot on the game, but don't have to because it's already in the game, and so there will be some novelties without breaking the contract. Wild suspicions, I know I personally haven't seen a light blue boat with a gunturret, nor the hotknife (I don't care about that much, am keeping it for a snack later). That flower pot thingy seems like a dummy to me for something else (like a entry dummy for a crane or other not-really-car). The big plane must be the Andromeda from the "Stowaway" Mission as you said. It seems to be a completely legit vehicle, many are trying to save it in the hanger, one has had a glitch so it's spawning on the airstrip all the time after he did that mission somehow. A new idea just spawned me, it has been reported its hangardoors can be opened with the right analog, so it would be nice if you can put a vehicle into it and fly it somewhere else. Would be nice for your very special and unique cars, if you'd care. Or even as your own special force HQ, like a San Andreas Air Force One Thanks for your confirmations, I will add them. And we have a first tool too, super! One thing about the camera, I totally missed the most natural camera for the train, ie. looking out of the window 90°, so you see San Andreas pass along the road, that must be most enjoyable, but I wonder why it isn't in the default game. Link to comment Share on other sites More sharing options...
Barton Waterduck Posted December 22, 2004 Share Posted December 22, 2004 uh, some other confirmed working stuff (like the complete current status of my mod ) : spawn any car memory viewer automatic door lock set wanted level set max wanted level 2 locators, 1: if you have the coordinates of something, you can go there. 2: jetpack mod that allows you to fly about 20 times faster than the jetpack goes. adjustable on-car/in-car camera view 'no traffic' mod with speedo and coordinates. shows angle when stopped (for modders) (no traffic for car handling modders) player totally immune against falling, bullets, explosions, arrest, squishing. not immune against drowning yet. interior explorer. Liberty City, Portland, Saint Mark's Bistro only this far. And it isn't solid so the jetpack mode gets activated. set your player stats manually. set time and weather. create any actor to follow you. 30 max (with different models). markers on tags (not tested yet). walk style mod. walk as a woman. clothes and looks mod. Pink hair styles should be available (not tested yet). Link to comment Share on other sites More sharing options...
[CD]Icedude Posted December 22, 2004 Share Posted December 22, 2004 I'd like to see a mod that makes a car (the deluxo from Vice City?) behave like the hydra Also, if peds can use rocket launchers now, i'd love to see a mission where you have to drive down a long straight road on a quad while a ped at the far end hurls missiles at you Link to comment Share on other sites More sharing options...
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