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[WIP] GTA Counter-Strike


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GTA Counter-Strike

 

A MULTIPLAYER TOTAL CONVERSION MODIFICATION FOR SAN ANDREAS

 

 

------------------------

 

 

INTRO

 

The main bits are still the same; online, multiplayer, multiple smaller maps, multiple player models, bomb defusal and hostage rescue scripts, a massive variety of weapons, custom ingame menus and an original HUD. But now i've stirred things up abit....

 

There will be 5 maps from CSS, and also 5 more exclusive maps designed to take full advantage of the GTA engine. These will include a host of army and civilian vehicles as well as paradrops and underwater diving sections.

 

Anyway enough blah'ing from me..... i may edit this intro later.....

 

Kinky x

 

 

------------------------

 

 

FEATURES

 

News from features.....i have uploaded the initial features list. Some things will be updated soon and other features will be added as they are announced be me or another member of my team. Also details will be released soon.....

 

* Features List *

 

 

------------------------

 

 

GALLERY

 

News from the gallery.....just the finalized player models at the moment but there will be more soon.....

 

 

IMAGE LIST:

 

Player Models

 

(New images in red)

 

* Image Gallery *

 

 

------------------------

 

 

TEAM MEMBERS

 

News from the team.....Some members referred to here are permanent team members, other may only be helping out with minor features

 

 

TEAM LIST:

 

KinkyJedi - Mod Leader

Jost_Vice - Lead Mapper

etix - Lead Art Director

goggz - Junior Modeller

TripleAs - Senior Modeller

bigrazzer - Senior Modeller

 

(New members in red)

 

 

------------------------

 

 

DOWNLOADS

 

News from downloads.....The first beta of the SA Weapons Pack is now available for download, bear in mind that alot of the axis' are wrong, this pack will be updated as we fix the bugs.....the VC Weapons Pack is still up for download also...

 

 

DOWNLOAD LIST:

 

SA Weapons Pack - [beta]

VC Weapons Pack - [Final]

 

(New downloads in red)

 

* Download *

 

 

------------------------

 

 

RECRUIT

 

I am aware that i should technically have a seperate topic in the recruits section for this but i found that it isnt really needed, instead i will post details here for posts that are open and you can reply here, PM or email me if/when you are interested.....

 

 

POSTS AVAILABLE:

 

MODELLERS - Modelling custom maps, maybe vehicles and weapons also. Should have decent experience in either 3D Studio MAX, Gmax or ZModeller.

 

TEXTURERS - To work alongside the modellers on their projects. Should have decent experience in Photoshop, PS Pro or GIMP.

 

CODERS - Mainly for mission coding, but some work on other features will be required as time draws on. Contact me for more information on the jobs you may be assigned to.

 

(New posts in red)

 

These are the main job descriptions, if you feel you have something else to offer feel free to contact me, Reply, PM or email.

 

 

------------------------

 

 

Thats it for now..... thanks for reading and thankyou preemptively for your replies.

 

Kind regards from the GTA Counter-Strike Team x

 

For more information see LINK...

Edited by KinkyJedi
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i remember wen u worked on this. glad ur workin on it again. kikass that theres hostage and bomb scripts. i always wanted this haha. keep on workin hard on this cool.gif can u make like all the player models? like from previous counterstrikes too? jus give more selection, that b cool. inlove.gif

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  • 2 weeks later...

Updates

 

A few updates to show since the restart of my project. I didnt really find anywa to fit these into official udates posted at the to and on Moddb as they are most works in progress. First off i now have all the weapons that im going to be using for GTACS, these are;

 

Glock 18C

USP .45

Desert Eagle .50AE

Steyr TMP

MAC-10

MP5 A5

M4A1 Carbine

AK-47Steyr Scout

AWP (Wont feature until support is given by SAMP 0.2)

 

I will convert all the ther guns for people to use in single player gamesat some point so i can release a giant weapons pack like the onei did for Vice City, but apart from some minor tweaks all the weapons above are now working perfectly.

 

The other main update is that weve started working on the SAMP Script, weve just implemented an early buy function, which you can see in action in the screens below, but we will try to make this into a menu type thing, if its possible, in time for a release. Also weve changed the teams to Counter-Terrorists and Terrorists (Also seen in the screens below). Obviously theres still lots of work to go into the SAMP scripts but i just thought if anyone cares about this project they might want to know whats going on with it. The negative money thing should be fixed soon as well as splitting the scoreboard into seperate teams.

 

There is one more thing, ive recently found a way to get in contact with some of the SAMP developers, who i will be asking for support with things like team scores, bomb and hostage scripts, round timers, win conditions etc etc. We will see how that turns out in the following weeks.

 

The next update will most likely be ingame player models as these just need rigging, which was momentarily stumped by the multiple object & texture ped models we are using form Counter-Strike Condition Zero. Keep an eye out for that one. wink.gif

 

Thats it for now..... if i think of anything else ill post it up.....also i should write a proper into for the mod and post it here and on Moddb really confused.gif Ill do that at some point.

 

And without further bulls**t here are the screens........ (The notes are gone....no longer needed)

 

user posted imageuser posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted imageuser posted image

 

Cheerz for the read

Kinky x

Edited by KinkyJedi
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Just when I had started getting bored of SA-MP this comes up. I've never played Counter-Strike (insults are expected) but I've seen lots of it and this is quite the best way to put hands on it biggrin.gif Looking forward to play it, the screens look promising at the least and the peds are awesome.

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Hey guys, some quick...

Responses

 

rampage_ani.gif BeeswaX : Cheerz man, and yea the MP5 is a tad too big......it confused me because the SA MP5 is completely out of proportion, damn lazy R* modelers. Also yes the pivots are off on some of the guns, ill fix that soon....

 

rampage_ani.gif Gunzen-R : Thank you.... if you want there will be a few texturing positions open for custom maps, but that wont be for a while....but if you let me know ill keep you informed.

 

rampage_ani.gif -/TNT\- : Thank you very much biggrin.gif, i would sit here and hit you continuously for never playing CS but im way too tired from preparing our little suprise.....and when i say little i mean more part of a big suprise tounge.gif

 

Ive been in talks today with Jost_Vice and he kindof joined my team as a mapper, obviously hes in the gostown team aswell....we started converting the CSS maps they way they did for their mod with great success. Weve got de_dust and de_aztec (the two maps that will feature in the first Alpha or Beta release) into 3DS MAX. They now just need all the materials adding to the Sub Object list and as the Co-Ords are already there they can go straight ingame......ill keep you guys posted ph34r.gif

 

Kinky x

Edited by KinkyJedi
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Updates

 

de_aztec is nearly done!!!!

 

I have here some screens of de_aztec in 3DS MAX. As i speak Mr Jost_Vice is making the .col and the .txd to have this mo fo ingame tounge.gif ....say thankyou to him because hes a legend.... with the method we semi figured out we will be doing de_dust aswell as that just needs a bit of texture work....expect to see ingame screens tomorrow!!!! ...maybe the next day if something gives us grief....then i will considering releasing test mod for an internal alpha..... but thats a bit later on

 

Screenshot

 

Screenshot

 

Screenshot

 

Kinky x

Edited by KinkyJedi
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Responses....

 

rampage_ani.gif ParoXum : Of course mate, if you dont mind though i wont be crediting you here as we have so many people to credit for this mod. You will be mentioned for your help in the mod when the first version is released though....if thats OK with you? smile.gif ....an yea what is the deal with MTARv? ....what are you planning for it?....just out of interest.........

 

rampage_ani.gif teun.steenbekkers: Cheerz man! biggrin.gif

 

I will post screens of de_aztec in here ASAP!!! wow.gif

 

Kinky x

Edited by KinkyJedi
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Updates

 

Yes indeed....HUGE CREDIT! for this it goes to Jost_Vice for his excellent mapping and ParoXum for his method of CSS map import.... cheerz guys! biggrin.gif. Also much thanks to everyone else working on my mod and those who have worked on it in the past...without them all we wouldnt be here....with our first map.....ingame.....

 

So here we are........

 

de_aztec

 

There are still some problems, which is hardly suprising considering this only went ingame yesterday...a good majority of the problems are in the COL though which is good. As im aware there is only 2 problems with the DFF and no problems with the TXD..... although with a fair amount of invisible walls to remove.....but give it a few days and most should be gone....we will see.....

 

So here are the screens.... (Excuse my inferior graphics card tounge.gif)

 

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

 

Kinky x

Edited by KinkyJedi
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hey Kinky, long time no speak wink.gif.

 

I never thought you'd continue this mod, very nice. It's nice to see you've got aztec in game, it will give you a lot of time (you remember i was modelling de_dust? tounge.gif). Though i think you need to retexture the whole map, or will it look better later on?

 

Btw if you're still looking for an art director, I'm in.. I still got he .psd file of the logo I made and i could make some wallpapers, nicer logo's, screenshottemplates, etc.

 

Keep up the good work mate!

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hey guys, cheerz for the posts, now...the innevitable...

Responses

 

rampage_ani.gif etix : Even though there isnt really much point in me replying to you here ill do it for the benefit of others. Yes it will look much better....for a start i took those screens with my GeForce FX5200 ....hardly the best graphics card ever..... also i think it needs lighting work, shadow fixing etc...

 

rampage_ani.gif blackadder18 : Im on my laptop at the moment and i dont have the files. but Jost_Vice just informed me that the landscape is around 30k and the prop_statics combine to about 10k. Anything else? tounge.gif

 

rampage_ani.gif Tennesse : Hehehe i was wondering how long it would take for someone to say it smile.gif There will be an internal alpha fairly soon. First we must finish the weapon pivots and rig the player models, edit the server script a bit and get a modified SAMP.SAA file for the samp client. I dont know how long this will take but we may well have de_dust finished and ingame by then also. At this stage though we will be running tests......so naturally........we will need testers........although i feel it would be a bit pre-mature to start taking names now.....

 

Updates

 

etix is now our lead art director. Id like to be the first to welcome him back to our team after his stupidly long absense......alot has changed since the first time we tried to do this in VC tounge.gif

 

Kinky x

Edited by KinkyJedi
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  • 1 year later...
  • 2 months later...
  • 10 months later...
Updates

 

de_aztec is nearly done!!!!

 

I have here some screens of de_aztec in 3DS MAX. As i speak Mr Jost_Vice is making the .col and the .txd to have this mo fo ingame tounge.gif ....say thankyou to him because hes a legend.... with the method we semi figured out we will be doing de_dust aswell as that just needs a bit of texture work....expect to see ingame screens tomorrow!!!! ...maybe the next day if something gives us grief....then i will considering releasing test mod for an internal alpha..... but thats a bit later on

 

Screenshot

 

Screenshot

 

Screenshot

 

Kinky x

I know, i know, uber mega super bump, but a question to ParoXum, can you set that de-aztec map online? I would use it for a stealth map in MTA: SA. Just like in this video, at 5:40

 

http://www.youtube.com/user/MTAQA?blend=2&...s/3/ljGM2eYfDhE

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nice bump idiot. i dont think he is still working on the mod.

user posted image

First off, i know that this is a giant bump, but ParoXum still modding, i saw a some video's of his map de-aztec, and that video's are from a couple months ago. Second: What hell you doing in this topic? You have nothing to do with this, i know that this mods is dead, but i also know that the map is finished. Otherwise i don't ask this. So better think twice you idiot.

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Narcis_speed6
nice bump idiot. i dont think he is still working on the mod.

user posted image

First off, i know that this is a giant bump, but ParoXum still modding, i saw a some video's of his map de-aztec, and that video's are from a couple months ago. Second: What hell you doing in this topic? You have nothing to do with this, i know that this mods is dead, but i also know that the map is finished. Otherwise i don't ask this. So better think twice you idiot.

if this mod is dead,as you can see link first post

then the bump is useless

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nice bump idiot. i dont think he is still working on the mod.

user posted image

First off, i know that this is a giant bump, but ParoXum still modding, i saw a some video's of his map de-aztec, and that video's are from a couple months ago. Second: What hell you doing in this topic? You have nothing to do with this, i know that this mods is dead, but i also know that the map is finished. Otherwise i don't ask this. So better think twice you idiot.

So what if ParoXom is still modding? No sh*t, this mod is dead

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Why are you guys so stupid? confused.gif The map where i asking for is finished, so i ask if they can upload again de-aztec... I know this mod is dead.

Do you know why he never released the 'finished' map? Because he had some issues with it (namely: Valve wasn't too pleased with it).

 

It's in fact against the EULA if you release it. You have certain workarounds but if I recall this correctly he was contacted by Valve to quit working on it/not releasing it.

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