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Modding Wishlist


cybert
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Well one other thing that comes with the SDK is Documention on how to mod the game, without that there wouldn' be much of a mod comunity compared to somthing like Half-Life 1/2

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The previous games have got on just fine with homemade import/export scripts, texture editors, mission compilers, etc.

 

That said, I'm trying to decide whether it would be better to have an SDK. Sure, we could do a lot of editing right off the bat, but it wouldn't motivate people to push the limits of modding, through memory hacking, DirectX hooking, etc.

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Well one other thing that comes with the SDK is Documention on how to mod the game, without that there wouldn' be much of a mod comunity compared to somthing like Half-Life 1/2

all the files with GTA come with a good description at the top... think thats what makes it so east.. stuck your SA disk in your Pc and have a look through teh files in the "Data" folder...

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I see, well thats good. Now all we need is a plug-in for any 3D model apliation and we can get some new models in there. The first i would make is a M60, why the hell did they take it out. I think one reason for R* Not releasing an SDK is that alot of people will make the things that people ask for, this will give R* no new things for the next game appart from Quality and New Graphics/Engine.

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I see, well thats good. Now all we need is a plug-in for any 3D model apliation and we can get some new models in there. The first i would make is a M60, why the hell did they take it out. I think one reason for R* Not releasing an SDK is that alot of people will make the things that people ask for, this will give R* no new things for the next game appart from Quality and New Graphics/Engine.

the amount of things left out or not finished is unreal.... I wish they had finished the skate board... and here are other things missed out...

 

1) Robbing shops.

2) The thing when he jumps over the door to get into a convertable, it only works in some of teh convertables.

3) Hardware stores.

4) People getting into the buses.

5) Adrenaline pills.

6) Rampages.

7) Taxis back to the mission marker.

8) Anonymous payphone missions.

9) Water or blood flying onto your screen.

10) Good citizen reward.

11) Police using stingers.

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7) Taxis back to the mission marker.

 

 

What do you mean? I dont remember that, and yes the rest is true. What i would like to put in ...... Hmm give me a min.

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7) Taxis back to the mission marker.

 

 

What do you mean? I dont remember that, and yes the rest is true. What i would like to put in ...... Hmm give me a min.

if you got killed in a mission, once you came out the hospital there would be a taxi wating.. it only happend after you baught the taxi place I think...

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Ohh yehh, its been so long since i done a mission in VC that i forgot, but there is a similar feature that makes the Taxi obsolete, the Trip Skip.

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Ohh yehh, its been so long since i done a mission in VC that i forgot, but there is a similar feature that makes the Taxi obsolete, the Trip Skip.

but that comes up in the mission.. the taxi took you back to the marker for teh mission...

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I think one reason for R* Not releasing an SDK is that alot of people will make the things that people ask for, this will give R* no new things for the next game appart from Quality and New Graphics/Engine.
Apart from the SDK thing (which I heard of first here o_O ) I think R* too had a hell of an "internal wishlist", many things mentioned in this thread and many many more goodies. But many things were omitted because they have to make a coherent, nononsense world. Think simple and stylish, that's what more people will buy. Also the hardware limits many possibilities, these limits will cease when the PC hardware takes over, imho.

 

And about the SDK, with it you'd never feel the thrill and excitement fullblood modders radiate within the scene. That's where the creativity comes from, as I see it, and you can feel it in every mods detail. There's no more nutrient food for creativity than boundaries (yes, you may quote me on that *g*).

 

@ozzysm, I'll add some of your suggestions, thx wink.gif

 

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Well i dont think an SDK would stop people beeing creative, it would just raise the standard. As for the things beeing missed out due to it not beeing Stylish i dont know what your talking about.

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Well i dont think an SDK would stop people beeing creative, it would just raise the standard. As for the things beeing missed out due to it not beeing Stylish i dont know what your talking about.

I dont see the real need for a SDK... why put new modles into the game anyway... im happy wiht teh moding that is avaliable in GTA already... and I dont think it is the sort of game that is really for extreme moding...

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Well i dont think an SDK would stop people beeing creative, it would just raise the standard. As for the things beeing missed out due to it not beeing Stylish i dont know what your talking about.

Gamebalance, that's what I am talking about. Not too easy, not too hard. Also give the player what he expects, in the SA scale that's still very much. Everything in SA fits, has a place in the world, has a reason why it's designed the way it is. GTA:SA is not only a hellish cool game, but also a very well designed (stylish= GTA-style) and balanced game. Many things in my modding wishlist would clearly be hazardous to the game balance, and some things like the "Waterworld Mod" is clearly not "GTA". Modding is where people can customize, individualize the game into something R* would never have been able to sell. And they're not making it too hard, even without a SDK.

 

I've heavily modded and scripted Morrowind with the official construction editor in the past. It was fun, but it was still "Morrowind", nothing else, you couldn't really make a new game with new ideas. That's why I think a SDK wouldn't be much good for creativity, for making really new and innovative stuff. It wouldn't raise the standards, but rather lower it with overwhelming numbers of simple and straight stupid mods (and even more "n00bs"). But I admit a SDK would help keep it "GTA" turn.gif

 

Last but not least, a SDK would just give you a fraction of the gratification and satisfaction you'd experience when really spending time, energy and a lot of caffeine devil.gif

 

edit:sp

Edited by cybert
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Wow you pu alot of thought into that one, I have Modded Operation Flashpoint (Some of an SDK was released for that) , Far-Cry (mostly Level creation but i did try to make a weapon) and Half Life 2. I have Plans to mod Stalker but getting back to the point. I totaly agree with what you said about R* not making some of these ideas into games. Alot of mods are just mods that are meant for a little fun and are not meant to last very long, these are ideas which would never be able to get sold.

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oh yeah, one more idea:

 

If you take a dozer to a transfender you can armour plate it and mount machine guns.

 

6/4/04 Killdozer nvr4get user posted image

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- a mod that removes auto aiming to make it more challenging. i thought that auto aim made the game patheticallly easy by the end. especially in gang war.

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@Icedude, what's/who's killdozer, share a link? Nice idea, actually it is wished that very single car can be fitted with a machin gun turret and be bulletproof. And I just drove the dozer again, and I must say I don't like it's hind-steering, especially on higher speeds it's ugly to drive. DIY wink.gif

 

@dasmico, I'll add that "under protest". If a whole group charges at you, imo it's just fine to have to plan whom to shoot first, than also actually have to aim. And I bet even you'd only spray lead at them instead of taking them out one by one aimed. It makes sense too that towards the end of the game it becomes easier to kill because your skill gets up, but also enemies get better and have bigger punch. Anyway it's easy to get out of aiming mode for single attackers, just aim first, then move your right stick, voilá aim manually. Have fun devil.gif

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Stairs.

 

Me and Diesel have/had plans for a Killdozer mission in Myriad.

 

For the people currently scratching their heads at the moment, Killdozer is that guy who armoured up a bulldozer and went on a rampage through a small town.

 

Then the police shot him. Bastards.

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For the people currently scratching their heads at the moment, Killdozer is that guy who armoured up a bulldozer and went on a rampage through a small town.

Mr. T from "A-Team" comes to my mind *humstitlesong*

One thing on that killdozer thang: make it "is_heavy" or what that flag was called in VC. That was my favorite flag anyway *g* Goes right up the car modification, I wish you could set flags right in game in the modshops inlove.gif

 

And isn't it so that in every country with army tanks one day one is stolen and taken on a rampagejoyride? Must've happen everywhere, even in a small country like mine, Austria. blink.gif

 

Stairs? notify.gif

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You can push any other physics enabled object out of the way without any noticeable effect on your vehicle.

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yum. bbq.gif

 

Almost like a damage proof car? Or is it also heavy in the sense that it doesnt catch much air?

 

I think I know what you mean though. Like in VC when you put the "Larger Wheels" cheat, the side effect was that some vehicles (rancher, bf injection, mesa grande) gained a lot of torque, and other vehicles (banshee) got really heavy in the sense that you could fly down the freeway and knock Securicars halfway into the ocean.

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Barton Waterduck
like, how heavy?

 

rah.gif

It gets heavier in the way that you can knock cars out of the way without loosing much speed. I noticed (in SA) that if you crash into oncoming traffic with a small vehicle (I tested it using the perennial), you do loose alot of speed. So I guess you can say it just makes cars heavier. Maby heavy like the firetruck.

 

I also tested stingers in SA. I'm sorry to say that random traffic driving about isn't affected by it so it can't be used as a mod. The only mission that uses it is totally scripted in the way that it simply checks if the one scripted car to be affected by it is driving over it and if it is, it uses opcodes already used in VC to blow out all the tires.

 

The only other thing I can confirm right now is that saving the game anywhere works in SA.

 

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It gets heavier in the way that you can knock cars out of the way without loosing much speed. I noticed (in SA) that if you crash into oncoming traffic with a small vehicle (I tested it using the perennial), you do loose alot of speed. So I guess you can say it just makes cars heavier. Maby heavy like the firetruck.
I hate it that even with the a trashmaster or Bus, or other not so heavy cars but at full speed (which gives a certain inertia), stupid relatively feeble lampposts can throw you out of the line, sending you whirling off the street, imho that's not much realistic nor fun. With "heavy" cars you go straight, mowing down everything except buildings and other undestructibles, and you keep going straight. There's a cheatcode for SA which makes cars float when you hit them, that's next close to the real thing, but all the way fun too.

 

I also tested stingers in SA. I'm sorry to say that random traffic driving about isn't affected by it so it can't be used as a mod. The only mission that uses it is totally scripted in the way that it simply checks if the one scripted car to be affected by it is driving over it and if it is, it uses opcodes already used in VC to blow out all the tires.
So, looking at the bright side of this the stingers are not hardcoded like in VC? Still could be useful if creating missions.

 

The only other thing I can confirm right now is that saving the game anywhere works in SA.
Niiiice!! A big step forward to one of my personal favorites, saving in a Camper or Journey anywhere cool.gif

 

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Barton Waterduck

 

The only other thing I can confirm right now is that saving the game anywhere works in SA.
Niiiice!! A big step forward to one of my personal favorites, saving in a Camper or Journey anywhere cool.gif

Well, I haven't tested saving inside a vehicle yet. Maby that works too.

 

EDIT: Nope. You can't save inside a car. The game just automatically cancels the save screen. It can be fixed by a fade to black, save the car, hide it, remove the player from the car, show save screen, get the car back, put the player back inside and then fade the screen back. Simple. rolleyes.gif

Edited by Barton Waterduck
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Well, I haven't tested saving inside a vehicle yet. Maby that works too.
I can only image what happened in between here, that's your magic wink.gif
EDIT: Nope. You can't save inside a car. The game just automatically cancels the save screen. It can be fixed by a fade to black, save the car, hide it, remove the player from the car, show save screen, get the car back, put the player back inside and then fade the screen back. Simple.  rolleyes.gif

Looks like a great R3 addition to camper/journey happy.gif

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Barton Waterduck

I added support for saving inside vehicles and it works. Confirmed. I've ran out of ideas for what to put in so I'm basicly just writing a readme and will probably be releasing it some way or another. Not entirely sure how yet. 38 working mods. About 50k of code added, about 30kb of Rockstar's debugging code removed, the mod can be loaded and unloaded from memory when needed so it should work with all the missions (since you can just unload it if a mission crashes because the game runs out of memory).

 

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