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[IV|WIP | Release] Vallana Vetra GTA4 Overhaul


Vetra

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GTA4 Overhaul

 

PLEASE NOTE THAT THIS IS JUST A SHADOW TOPIC!

PLEASE GO TO ONE OF THESE LINKS FOR POSTING, UPDATED NEWS ETC:

 

GTA4 Overhaul Official Forum

GTA4 Overhaul Download (see below for which version this is)

 

FEATURES: (Updated: 18 March)

(I'll add this later. For now, see:

Ideas section: http://forums.vallanavetra.com/software/viewforum.php?f=8

Discussion section: http://forums.vallanavetra.com/software/viewforum.php?f=11

Completed section: http://forums.vallanavetra.com/software/viewforum.php?f=15)

 

NEWS: (Updated: 18 March)

(see: http://forums.vallanavetra.com/software/viewforum.php?f=21 for our news section)

 

Please note, this is a list of CHANGES since the PREVIOUS RELEASE. This isn't a freature list.

 

Sorry that there hasn't been a new test version for 2 weeks, but I had to change a lot of things and I still need some more data.

I am making some core changes to the structure of the controllers, and this is a bit of a long process.

 

The GUI will also probably be REMOVED for the next version! This is because HazardX is also working on a GUI, and we will be using his interface instead (when it is ready).

 

Controller_Vehicle has been completely revised.

  • VehicleTracker has been created as a seperate class, and has been enhanced a bit.
  • VehicleDatabase has been created as a seperate class, and has also been enhanced.
  • the same with VehicelFuel.
Controller_Vehicle_Database is the new vehicle database system.
  • It now supports multiple models and years of a vehicle

    Example:

    Dodge Viper GTS (1998)

    Dodge Viper SRT-10 (2005)

    each with it's own performance differences.

    for now, they will share the same 3D model (until we figure out how to change it).

  • Model rarety value added.

    This will affect how often a certain model will get spawned.

    This is seperate from the game's spawn ratio because of the extra models we allow.

    Example:

    Cadillac CTS (17)

    Cadillac CTS-V (4)

    So, for every (17+4=) 21 spawns of that vehicle, 4 will be high-performance CTS-V models.

  • All vehicle databases are now linked to the vehicle's <manufacturer> <series> <model> <version> <year>

    The benefit of this is, that if you replace a model in the game, like from a Toyota Corolla to a Ferrari, you won't still have the Toyota's performance and handling. The mod will automatically change the handling to that of the Ferrari (if it's in the database) or it will find the closest match. All you have to do, is change the model and the real name, and everything else will change automatically.

  • Improved async co-ordination between the databases.
Controller_Vehicle_Tracker (aka VehicleTracker) has been revised to use the new database system.
  • Bugs have been fixed. Certain vehicles no longer disappear or fall through the map.
  • Additional vehicle data is now saved, like dirtyness.
Controller_Vehicle_Fuel has been revised to use the new database system.

 

Controller_Object has been added for controlling objects/models in the game.

 

Controller_Object_Database (aka ObjectDB) has been added. This keeps details of all the objects that we catalogue.

 

Controller_Object_Tracker has been added. It has some similar functionality to VehicleTracker.

  • Events will be added soon

    This will allow objects to be added to the map based on certain times/events.

    Examples:

    • If there is a legal street race happening, barricades can be added around the track.
    • If there has been a big raid somewhere, police can close off an area.
  • Object saving is working
  • Object loading is working
  • Object streaming is working
Controller_Object_Spawner has been added. This has spawn and positioning functionality. Works with ObjectDB.Controller_Streamer has been modified to work with ObjectTracker as well as VehicleTracker.
  • Object streaming is FULLY functional
Controller_Settings has been seperated and revised. Names of settings have also been changed.

 

Controller_FileConnector has been created as a dedicated file access system. This will allow easier storage of data.

  • This systems will allow the mod to easily store large amounts of data effectively.
LIST OF TASKS THAT WE NEED TO COMPLETE: (Updated: 15 March)

(see: http://forums.vallanavetra.com/software/viewforum.php?f=9 for our tasks section)

 

This is an improved list of DATA COLLECTION tasks that we need to complete. It also shows the order of things that need to be done, and better, simpler descriptions. (This is different from my programming tasks. This is *only* data collection)

Meaning, for a stage 2 task to be accessible, stage 1 has to be at least partially completed.

Example: You can't collect fuel consumption data (S2), if you don't know the real names of the vehicles (S1).

 

VEHICLES

  • STAGE 1

    Real Names of Vehicles

    The real names are used to identify vehicles in the mod. The rest of the vehicle sub-mods rely on this information.

    Multiple models of a vehicle can be added, and the mod will automatically adjust for this.

     

  • STAGE 2

    Fuel Consumption Data

    Once a real name is found, you can research the vehicle's fuel consumption values.

     

  • STAGE 3

    Engine Data

    More on this later.

    This is needed for vehicle upgrades

     

  • Transmission Data

    More on this later.

     

  • STAGE 4

    Performance parts

 

PROPERTIES

  • STAGE 1

    Marking the positions of the properties

    This is needed before we can number the properties, and name the streets.

     

  • STAGE 2

    Street Addresses

    This is similar to how the vehicle database works. Street addresses will be used to identify buildings etc.

  • STAGE 3

    Property Attributes

    These attributes will be used to determine how a property functions, and what interiors are auto-generated for it.

GANGS/FACTIONS

(This requires Properties Stage 3, since the gang system is very dependant on properties)

more will be added after we get a start on these things...

 

DOWNLOAD: (Updated: 1 March)

http://site.vallanavetra.com/downloads?func=select&id=6

 

For a list of version features and help on this, see the Completed section:

http://forums.vallanavetra.com/software/viewforum.php?f=15

Edited by Vetra
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holy hell dude... that's.. words can't describe how awesome this awesome is awesome... I WISH I FUNKY HAD IV!!!

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To sumup: You want GTA IV to be a modern RPG ?

If I'm right: Awesome guy, I waited it too long tounge.gif

Edited by drytaffin
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...sweet! Nice idea dude! I can't wait for the beta. tounge.gif

Ok, just for you, I'll release a very basic beta in an hour.

 

It will have just the fuel consumption mod and the vehicle tracker. Basically, it just shows off the vehicle tracker, and how the fuel consumption mod links with it.

(The vehicle tracker keeps track of all the vehicles the player enters, and makes this data available to the other features to use)

Example: Lets say you enter a vehicle... the tracker adds it. Then the fuel consumption mod adds its own data. Now even if you leave this vehicle, and its idling, it will still use up fuel.

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To sumup: You want GTA IV to be a modern RPG ?

If I'm right: Awesome guy, I waited it too long tounge.gif

Yes, it will be like an RPG (hence the feature comparison with Oblivion and S.T.A.L.K.E.R)

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can you load this mod without certain features like for example i thought in the previous gtas the gangs were annoying and just blew up your cars so can i get one without that

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I love you for doing this. Especially gang's and owned properties, Those were some of the best things from previous GTA's.

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Actually sounds pretty good.

 

One suggestion, since you're not far along in development, you might want to try keeping in mind that everyone may not want all of these changes.

 

For instance, if you make your script break-apart-able, I'm sure many people would appreciate being able to add only the fuel system, or only the car ownership system, etc. rather than having everything and maybe getting a few features they don't want.

 

Of course, totally up to you (since you're doing it for free and all tounge2.gif) but just thought I'd make a suggestion.

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can you load this mod without certain features like for example i thought in the previous gtas the gangs were annoying and just blew up your cars so can i get one without that

Yes, I'm creating this mod with master controllers, and seperate sub-mods.

 

So the sub-mods can be disabled seperately, because they interact through the master controllers, and not among themselves.

 

They can't be disabled at the moment, because I have not created any toggles yet, but I will do so when I can.

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Actually sounds pretty good.

 

One suggestion, since you're not far along in development, you might want to try keeping in mind that everyone may not want all of these changes.

 

For instance, if you make your script break-apart-able, I'm sure many people would appreciate being able to add only the fuel system, or only the car ownership system, etc. rather than having everything and maybe getting a few features they don't want.

 

Of course, totally up to you (since you're doing it for free and all tounge2.gif) but just thought I'd make a suggestion.

 

EDIT: Didn't see the post above

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while i think the fuel idea is kinda useless (no offence but are we really going to get THAT attached to a certain car that we will actually drive it for so long to make it run out of feul?!? why would we get attached to a car if there are so many of them around? cuz we can mod it? can we really improve the cars in a significat enough way to make us care about it? we'll see. if it CAN be modified enough than i will really appreciate that feature.

 

i would love to have gangs, gang wars and gang interactivity.

if the player can affiliate itself with a gang and have some privileges for it than that sounds cool. if there will be some kind of gang-wars mechanics - wow!

 

purchasing properties can be nice if it gives u benefits in-game.

 

good luck. crossing fingers for u.

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gangs sounds good, kinda like they were in gta2.

 

what about manual transmission?

Yes, The gangs will be a little like that.

 

Manual transmission? I could do that, but there isn't a function available for getting the engine RPMs. I will look into it. Thanks for the idea smile.gif

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This is going to add realism to game. I don't have IV but I have a few suggestions

 

1. Manual transmission with clutch

not semi-automatic. For example manual gears but with automatic clutch like in moooost games today. I mean that Your car can STALL like in real life. I have seen that type of manual transmission in Live For Speed so far. (I don't know if You know Live For Speed but it's good example) The car moves when You depress clutch at certain engine rpm's.

 

2. To know rpm's You will need to include a speedometer

 

3. First Person Camera

at least while driving with look around feature (with mouse). I know someone on this forum created a mod similar to what I said but I forgot who. You could ask him for permission if You want.

 

Btw I wish You to complete this mod and not abandon it icon14.gif

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while i think the fuel idea is kinda useless (no offence but are we really going to get THAT attached to a certain car that we will actually drive it for so long to make it run out of feul?!? why would we get attached to a car if there are so many of them around? cuz we can mod it? can we really improve the cars in a significat enough way to make us care about it? we'll see. if it CAN be modified enough than i will really appreciate that feature.

 

i would love to have gangs, gang wars and gang interactivity.

if the player can affiliate itself with a gang and have some privileges for it than that sounds cool. if there will be some kind of gang-wars mechanics - wow!

 

purchasing properties can be nice if it gives u benefits in-game.

 

good luck. crossing fingers for u.

When the performance upgrades etc are available, some people will want to keep their cars for a long time. Also, by having a working fuel tank, there can be additional damage effects to a vehicle, like leaking fuel. Or, think about using performance fuel for a race. Or the option of having NOS (which will use the fuel tank method). Cars with more fuel are also more likely to explode. There are MANY uses for this mod.

 

Oh, and with my persistent vehicles mod, whatever vehicle you own, never disappears.

Uses of this:

Lets say you are doing the mission "Snow Storm". You only really have one option of escape in that mission (over the bridge, through the police), which isn't very realistic considering that its an island, and escaping by boat seems like a better option.

With the persistent vehicles mod, you could then leave your boat nearby, and it will still be there during/after the mission when you need it most. This opens up new gameplay styles. So people will hang onto their vehicles a little longer than you expect.

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Requests to HazardX (ScriptHookDotNet)

Line drawing function: Is there any way to draw a line on the screen? I know of the rectangle function, but that only allows me to make horizontal/vertical 'lines', which is just a thin rectangle. What I am looking for, is a way to draw a line at any angle by using [x1,y1,x2,y2]

Car components: I havent found any methods in v0.84 of your script hook that would allow be to get/set the individual parts of the car, which I need to be able to correctly store the vehicles persistently (this is needed for many features of my overhaul)

Those are some quite ambitious plans, you've got there. But it sounds very interesting.

 

Regarding your requests:

- There is is no script function to draw a line. I have to see if i'm able to fake it somehow. I've got some ideas, but i'm notsure if it works.

- Vehicle Extras are not yet supported. You can use those native calls to activate and check specific extras:

 

 

private void ToggleExtra(Vehicle vehicle, int ExtraID, bool TurnOn) {  Native.Function.Call("TURN_OFF_VEHICLE_EXTRA", Vehicle, ExtraID, !TurnOn);}private bool isExtraOn(Vehicle vehicle, int ExtraID) {  return Native.Function.Call<bool>("IS_VEHICLE_EXTRA_TURNED_ON", Vehicle, ExtraID);}

 

 

Don't ask what the ExtraIDs are, i don't know. confused.gif Please tell them to me if you find some out, so that i'm able to include a list in a future release.

 

BTW: I noticed that the beta of the mod currently uses v0.84 of the scripthook. The new v0.86 brought some breaking changes that will prevent users of the new hook to run the beta. You are most likely aware of this, but i thought it won't hurt to point it out.

Edited by HazardX
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This is going to add realism to game. I don't have IV but I have a few suggestions

 

1. Manual transmission with clutch

not semi-automatic. For example manual gears but with automatic clutch like in moooost games today. I mean that Your car can STALL like in real life. I have seen that type of manual transmission in Live For Speed so far. (I don't know if You know Live For Speed but it's good example) The car moves when You depress clutch at certain engine rpm's.

 

2. To know rpm's You will need to include a speedometer

 

3. First Person Camera

at least while driving with look around feature (with mouse). I know someone on this forum created a mod similar to what I said but I forgot who. You could ask him for permission if You want.

 

Btw I wish You to complete this mod and not abandon it icon14.gif

1) Yes, that can be done (a previous post asked for that), but I need RPM values to be able to calculate that.

 

2) I have a speed variable available, but I do not have RPM values yet. These two values are not linked in any way, so I can not assume RPMs from speed.

 

3) I do have plans for a first person camera. Yes, I have seen that mod, but I read something about the positions being weird, like in trucks. I'm assuming that mod just uses an offset from the default hood camera (which isn't always a good idea, because not all vehicles have their driver seat a set distance from the hood).

What I plan to do, is to have a configurable position for the camera, so it can be positioned properly for different vehicles.

 

I will definitely complete this mod. I do programming daily (work), so I'll always be around my pc. I don't give up easily too (my work project has been going on for 2 years now, so I'm used to long term projects. Don't worry smile.gif)

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Sounds pretty awesome, how are you making the vehicles persistant though?

I have an external storage system for data. This data consists of the vehicle info (i don't have all of it yet - some body panels randomly change), vehicle position on the map, and vehicle orientation.

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Ah. So it works something like; Check if vehicle exists, if it doesn't spawn the car and set the position etc?

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Requests to HazardX (ScriptHookDotNet)

Line drawing function: Is there any way to draw a line on the screen? I know of the rectangle function, but that only allows me to make horizontal/vertical 'lines', which is just a thin rectangle. What I am looking for, is a way to draw a line at any angle by using [x1,y1,x2,y2]

Car components: I havent found any methods in v0.84 of your script hook that would allow be to get/set the individual parts of the car, which I need to be able to correctly store the vehicles persistently (this is needed for many features of my overhaul)

Those are some quite ambitious plans, you've got there. But it sounds very interesting.

 

Regarding your requests:

- There is is no script function to draw a line. I have to see if i'm able to fake it somehow. I've got some ideas, but i'm notsure if it works.

- Vehicle Extras are not yet supported. You can use those native calls to activate and check specific extras:

 

 

private void ToggleExtra(Vehicle vehicle, int ExtraID, bool TurnOn) {  Native.Function.Call("TURN_OFF_VEHICLE_EXTRA", Vehicle, ExtraID, !TurnOn);}private bool isExtraOn(Vehicle vehicle, int ExtraID) {  return Native.Function.Call<bool>("IS_VEHICLE_EXTRA_TURNED_ON", Vehicle, ExtraID);}

 

 

Don't ask what the ExtraIDs are, i don't know. confused.gif Please tell them to me if you find some out, so that i'm able to include a list in a future release.

 

BTW: I noticed that the beta of the mod currently uses v0.84 of the scripthook. The new v0.86 brought some breaking changes that will prevent users of the new hook to run the beta. You are most likely aware of this, but i thought it won't hurt to point it out.

Oh, you have native function calls! I had not seen that. lol. (maybe I should have looked through your change log, and seen what was implemented)

I will test this out when I complete this current section.

 

Maybe additional drawing can be done via .Net using some kind of screen overlay?

 

I will make changes to use v0.86 later/tomorrow. Most of my functions rely on the master controllers, so there wouldn't be much to change.

 

Thanks for the assistance smile.gif

 

__________________________________________________

 

EDIT 1:

 

I've just upgraded everything to support v0.86. I used constructors anyway in the old version tounge.gif I just linked them in Startup, so I didn't have much to change tounge.gif I like the way you did the threading. Does this mean there can be multiple threads per script? (I haven't tested this theory yet)

(I should sleep soon)

Edited by Vetra
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Ah. So it works something like; Check if vehicle exists, if it doesn't spawn the car and set the position etc?

Yes, that's pretty much correct smile.gif

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I have some ideas to put this mod some goodies..

 

1) Niko's need to eat or he will loose some health (like in SA)

 

2) Jobs!? like cop, fireman, medic etc

 

3) when you do some stupid (like crash your car with taxi) police will penalty you and you loose your money..

 

4) police's ar thougher than earlier ( if you get one star and you run away.. they dont shoot you but they will knock you down and then arrest you)

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DaRkMiLlEnIuM

Hey, for the gangs is it possible to make it so you start without a gang and then you can go to different hideouts and chose which gang you want to join? That would be really cool

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I got some ideas.

 

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. Would that be possible? Also if you can get weapon stash location's could you make it possible to use your trunk? Like you go to the trunk of the car, pop it open, and select the weapon you want to put in it.

 

Also police stops. 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 or if it's a weapon show proof of owner ship. Now for that you would either have to bring back legal gun stores or make some of the shops legit.

 

Maybe for gang wars you you could join one gang in one place and across the city join or work for another gang and start a big gang war for control of Liberty City? That would be pretty sweet. Or you could help out a group of gang members kill some cops. They thank you and tell you that they might need some help like you, opening a new storyline.

 

What about more random encounters? Like your walking down an ally at night and out of nowhere some guy jumps at you with a knife and tries to robs you. If you don't feel like fighting pull out a gun and rob him or kill him. Or people who need help. Like some guy want's you to help get back at his boss for f*cking him over so he tell's you were he is, you go there and torch his car.

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