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I would like to address a graphics problem.

 

I have downloaded the new software, however in the background is a picture of a door. I don't know why, but it keeps happening. And when heat is coming from the ground in Los Santos, the heat rays are grey and it's difficult to see.

 

Is this a technical problem, or a problem with my computer?

I don't know what you mean, can you make a screen or something? It seems you are the only one with this problem... Does anyone has this problem too?

 

@GTA Phreak: If you mean the sniper rifle up on the hill by the cropduster, I don't think that's part of the actual mod; that's one of the very few IPL-defined pickups from the standard game that will still stick around for the treasure hunt. I thought about going to get it myself after I died the first time, but just resolved to be more careful instead.

 

Yeah that's the one grrrrknowitallhackers

Know of any parked Enforcers? moto_whistle.gif

 

Omg, the final bag was obvious. Silly me, found it now XD.

Can you or anyone confirm that all the bags are on the island? Or is this a too big spoiler?

 

Im still stuck on the fifth bag..! Arghh!

Edited by Lillefixx

 

It seems the hunger fix needs to be re-fixed.

Yeah, we noticed.. confused.gif We thought I had it fixed.. sad.gif

No idea how you are trying to deal with hunger, but the issue came up last year while Demarest was developing Thirst For Blood. See this post and the rest of that thread for the discussion. The simplest solution seems to be adding 1 to stat 245 ("Calories") on a regular basis and based on a quick glance of TFB v1 source it looks like that's how Dem accomplished it. As a caveat, it was quite some time ago that I did any testing in that area though.

 

Apologies for geeking up the topic again. wink.gif

It seems the hunger fix needs to be re-fixed.

Yeah, we noticed.. confused.gif We thought I had it fixed.. sad.gif

It seemed that it WAS fixed in the v2 update that was used in round 2.

 

I'm wondering if there was some sort of copy/paste or file overwrite error when making changes for the v3 update. Maybe you overwrote your fix with the original code somehow.

Okay, there's another glitch for this round. Each time I was killed by a Loco Syndicate member, the pickup count for the objective took an increment. I was able to complete the objective by dying twice and killing only three of them. Of course, that's not the save I sent in, but I suppose this information may be useful for future rounds which have similar objectives.

 

See you guys in Round 4. smile.gif

 

You'll Never Walk Alone

Okay, there's another glitch for this round. Each time I was killed by a Loco Syndicate member, the pickup count for the objective took an increment. I was able to complete the objective by dying twice and killing only three of them. Of course, that's not the save I sent in, but I suppose this information may be useful for future rounds which have similar objectives.

 

See you guys in Round 4. smile.gif

 

You'll Never Walk Alone

We want to know all the glitches, because we want to make a final mod. And ofcourse, we don't want any glitch in that mod. smile.gif

 

We want to know all the glitches, because we want to make a final mod. And ofcourse, we don't want any glitch in that mod. smile.gif

I sent some fairly detailed info to PatrickW. The glitch is MUCH bigger than stated here, but I don't want to get into detains on the forum while the round is in progress.

 

And just as matters of detail...

 

The name of the area is "Ocean Docks" but the game tells me to go to "Oceans Docks" at the start of the level.

 

Also, in a prior level, we were told to go to Palamino, when in fact, it's called Palamino Creek.

Welcome to the fourth round of GTA TreasureHunt. The software is the same as in the previous round. The points will be updated soon, when my partner returned from his (very) short vacation.

 

In the first part of the round you have to find, again, 5 bags of money. This time in San Fierro Airport.

 

Everybody knows the legendary Panopticon Killer. You have to find and kill him in the second part of this round.

 

The acces code:

 

 

BriefcaseKeycardSkullTraffic ConeInfoGreen GooRhymebookDollarTshirt

 

 

Good luck and Happy Hunting!

Edited by Dutchy3010
Welcome to the fourth round of GTA TreasureHunt. The software is the same as in the previous round. The points will be updated soon, when my partner returned from his (very) short vacation.

 

In the first part of the round you have to find, again, 5 bags of money. This time in Blueberry.

 

Err, it looks like the 5 money bags are in SF airport instead of blueberry, and they're marked on the radar notify.gif

I don't know but must we kill the killer with our bear hands ?

And has he a chainsaw ? ( I had bad experince with the found serial killer and the gost of CJ's mom )

Yes, with your bear hands. And you've got to find out yourself if he has a chainsaw or not. tounge.gif

 

I don't know but must we kill the killer with our bear hands ?

And has he a chainsaw ? ( I had bad experince with the found serial killer and the gost of CJ's mom )

Yes, with your bear hands. And you've got to find out yourself if he has a chainsaw or not. tounge.gif

Can i just activate the good weather cheat

 

EDIT: f*ck YOU!!!

I found him, had a hearth atack, he killed me, and now am afraid to do it again...

You'r worse than Torino

 

EDIT2:

Never mind...I'd did it biggrin.gifbiggrin.gifbiggrin.gif

TIP: use a car to kill him

Edited by Bad~Boy#17
Good idea, - implementation still needs some work though wink.gif

I think the process we are going through is what is known as beta testing. With all the feedback we give, the programmers can make this mod really slick. They will also learn valuable lessons in programming, such as...do the testing when the software is in it's final state AFTER everything that needs to be hidden is hidden.

 

Overall, though, this is working out pretty well I'd say.

 

Hm, I don't get it. I've spent an hour at The Panopticon. I driven, sprinted, jogged and walked through the place, but there's no sign of the killer. I don't want to spoil the fun, but can someone tell me if the target is on the move as well?

 

crazyEdit:

Started a new game, and the results are the same. I suppose I'm doing something wrong. sad.gif

 

You'll Never Walk Alone

Edited by crazyanurag

The third post now contains the ranking after three rounds of GTA treasurehunt.

The bonus awards are now given.

From now on (round 4 and forward), 9 new bonus object will he hidden in the whole of San Andreas for additional search pleasure and bonuspoints.

 

Good idea, - implementation still needs some work though  wink.gif

I think the process we are going through is what is known as beta testing. With all the feedback we give, the programmers can make this mod really slick. They will also learn valuable lessons in programming, such as...do the testing when the software is in it's final state AFTER everything that needs to be hidden is hidden.

 

Overall, though, this is working out pretty well I'd say.

Trust me, there's very little that I need to learn about programming, with a masters of computerscience degree and 13 years of experience as professional software/system developer.

 

But development standards are quite relaxed for a project like this, where the main goal of the software is the support of a one-time event. ( Of course the mod will still be enjoyable afterwards for people that didn't join in the contest, but that was not our main goal.)

 

And getting a bugreport, analyzing the problem,solving it, testing it and releasing it, all within 3-day timeframes, in addition to a normal day-job and a social life, doesn't leave much room for extensive testing after the final product is finished.

That's also the reason the blips appear. Some testcode was not properly removed after testing.

 

So yes, we were sure at the start of this contest that we would not be able to get flaw-free software at each round. At various points we build in special safeguards, that the rounds would at least be finishable in case something went wrong.

 

This also caused the pickup "found messages" in the loco syndicate mission, when you flew high over the spawn area. The actors would get spawn, when the ground at their postion was not yet solid, and they wouldnormally be out of reach for the player. And thus the player would not be able to finish.

We made a special provision that killed the targets, when they fell through the floor.

 

 

Concerning the "hunger bug"..

The solution we made is still in the sources, no idea why it doesn't work...

 

Our solution was similar to Demarests, only we used:

 

// IDLE LOOP:idle_loopwait 500// Keep calorie stat at 5000627: update_integer_stat 245 to 500 jump @idle_loop

 

 

As idle loop of the main thread. The idea was that this prevents the calorie stat from becoming to large, "update_integer_stat" should ( according to info in the SCM modding forum) only increase the stat if it is below the given value.

 

We're still looking for the final solution.

 

Edited by PatrickW
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