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GTA San Andreas Beta Discussion and Finds


SANAN7
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YufflesGaming
47 minutes ago, Helegad said:

 

Then why would you assume Smoke's prototype name was "Carter"?

Probably the textures of the drug orphanage would be called "carter" and that could be the name of the big smoke of the beta.

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Not really a Beta thing but it seems "Reuniting the Families" mission inspired by few novels:

 

image.png

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  • 2 weeks later...

I was digging through the SCM source file and, well... I've found out where "Life's a Beach" was originally supposed to occur!

 

//m1_beach_party_x =  2872.26
//m1_beach_party_y = -2157.87
//m1_beach_party_z =  1.76
m1_beach_party_x =  526.84
m1_beach_party_y = -1885.19
m1_beach_party_z =  2.4

 

As you can see, the commented-out copy of the actually used variables contain a different set of coordinates. Let's put CJ there in-game and see where we go:

 

wLslX7N.png

 

Looks like the party was originally headed for the unnamed beach by Playa Del Seville rather than Verona Beach.
The location was probably changed to make the mission easier for a number of reasons:

 

1. The drive from CJ's house to OG Loc's workplace is already long and tedious enough (unless you get enough cash early on to buy the Verona Beach safehouse near OG Loc's mission marker).
2. Playa Del Seville is much farther from OG Loc's marker than CJ's house, so it's even more tedious to get over there from OG Loc's.
3. The dancing part of the mission is fairly difficult in itself. Beginners can fail easily and have to restart all over again.
4. In fact, the target score for dancing differs between platforms. (2500 on PC is nothing... It's 4000 on PS2!)
5. Some people just overall suck at driving and playing the game on a controller probably makes everything a lot more tedious.

 

Apparently, there are three unused subtitles in the GXT files that actually support this find (but they lack voice lines though):

 

LOC1_CT - ~z~Seville always throw a good gig.
LOC1_CU - ~z~Seville Families watching over us...
LOC1_CV - ~z~Seville Boulevard throw the best parties, man.

 

Since the said mission does additional manipulation to these base coords to spawn cars, peds, objects and particles, I decided to move the party back to it's BETA location and see how things roll:

 

YKQoO70.png

 

There! Not so bad, eh? WDYT? (Yeah, that drainpipe tho, WHAT KIND OF PEOPLE PARTY IN SEWAGE AND DOCKLAND WATER)
Party music's audio zone (string name "BEACH") didn't move along because it's coords need manual change in "audiozon.ipl" and some static values in the mission code that are not dependent on the base variables still use the final location.

 

sobNTD6.png

 

Everything(?) completely works as R* intended because all the coords for the rest of the stuff are calculated from the base coords above. But this pile of wood begs to differ, however...

 

ulSte56.png

 

Digging further reveals there were once going to be three Quad bikes spawning in the party, sure does make a helluva sense to have these!:

 

//REQUEST_MODEL QUAD

   //OR NOT HAS_MODEL_LOADED QUAD

//	m1_index = 0
//	WHILE m1_index < 3
//		CREATE_CAR QUAD 0.0 0.0 -100.0 m1_perimeter_quads[m1_index]
//		m1_index++
//	ENDWHILE

 

There's also this at the start of the mission's code, cars that spawn in the final version use a similar type of these variables:

 

//LVAR_INT m1_perimeter_quads[3]
//LVAR_FLOAT m1_perimeter_quad_x[3] m1_perimeter_quad_y[3] m1_perimeter_quad_heading[3]

 

Spawn coord calculations for the cut Quads:

 

//m1_perimeter_quad_x[0] = m1_beach_party_x + 2.5
//m1_perimeter_quad_y[0] = m1_beach_party_y - 11.0
//m1_perimeter_quad_x[1] = m1_beach_party_x + 5.5
//m1_perimeter_quad_y[1] = m1_beach_party_y - 12.0
//m1_perimeter_quad_x[2] = m1_beach_party_x + 3.0
//m1_perimeter_quad_y[2] = m1_beach_party_y - 15.0

 

Developer comments cementing the proof of scrapped idea, note how one comment says four quads whereas variables allow for only three:

 

						// clear dancing area of mission quads and cars
//						m1_index = 0
//						WHILE m1_index < 3
//							IF NOT IS_CAR_DEAD m1_perimeter_quads[m1_index]
//								IF LOCATE_CAR_3D m1_perimeter_quads[m1_index] 533.81 -1891.64 2.27 10.0 10.0 10.0 FALSE
//									DELETE_CAR m1_perimeter_quads[m1_index]
//								ENDIF
//							ELSE
//								DELETE_CAR m1_perimeter_quads[m1_index]
//							ENDIF
//							m1_index++
//						ENDWHILE

// ************************************************************
// 		Create beach party with circle of parked cars,
//		four quads, sound van, beach party peds and DJ
// ************************************************************

//		// create quads
//		m1_index = 0
//		WHILE m1_index < 3
//			CREATE_CAR QUAD m1_perimeter_quad_x[m1_index] m1_perimeter_quad_y[m1_index] -100.0 m1_perimeter_quads[m1_index]
//			SET_CAR_HEADING m1_perimeter_quads[m1_index] m1_perimeter_quad_heading[m1_index]
//			m1_index++
//		ENDWHILE

//		MARK_MODEL_AS_NO_LONGER_NEEDED QUAD

 

The vehicles were going to have their engines and lights on:

 

            //FORCE_CAR_LIGHTS m1_perimeter_cars[m1_index] FORCE_CAR_LIGHTS_ON
            //SET_CAR_ENGINE_ON m1_perimeter_cars[m1_index] TRUE

 

MOAR Quad creation (these guys just got too much of these lol), just copy-pasted code perhaps?:

 

//        // create quads
//        m1_index = 0
//        WHILE m1_index < 3
//            CREATE_CAR QUAD m1_perimeter_quad_x[m1_index] m1_perimeter_quad_y[m1_index] -100.0 m1_perimeter_quads[m1_index]
//            SET_CAR_HEADING m1_perimeter_quads[m1_index] m1_perimeter_quad_heading[m1_index]
//            m1_index++
//        ENDWHILE

 

You were originally meant to get paid for your hysterical button-mashing hard work, this was found under the "mission_passed" label:

 

//ADD_SCORE player1 100

 

From the mission cleanup list:

 

//MARK_MODEL_AS_NO_LONGER_NEEDED QUAD

 

Bonus fact: A gameplay video of SA PS2 reveals Harlem Underground Band - "Smokin' Cheeba Cheeba" was originally supposed to play in the party instead of L7 - "Pretend We're Dead".
Not to mention it feels weird to see people dancing somewhat "slow"-ish to upbeat rock music, and besides, why the ghetto girl that party DJ is would want to listen to modern rock?

Edited by H-G
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HeySlickThatsMe

^ One weird thing is that according to early RT Maps there was concrete there instead of Sand, unless the location originally was somewhere further, then they they changed the concrete to sand and moved the mission there again, but felt it wasn't as good, so they finally moved it to Verona Beach?

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  • 2 weeks later...
nothasuke455

There was originally a side mission involving stopping drug boats entering Ocean Docks. Related script lines still exist inside the GXT files.

found this written on the wiki is this true?

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BennyGod
On 12/23/2021 at 9:31 AM, HeySlickThatsMe said:

^ One weird thing is that according to early RT Maps there was concrete there instead of Sand, unless the location originally was somewhere further, then they they changed the concrete to sand and moved the mission there again, but felt it wasn't as good, so they finally moved it to Verona Beach?

Rt map?

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YufflesGaming
3 hours ago, BennyGod said:

Rt map?

Yes alpha rt map.

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I was scouring through the SCM source file again and I think I've found out the cutscene names for The Introduction movie scenes!

 

// ******************PAGE3*********************

$cutscene_file3[0] = SC_02 //-outside, projects
cut_visible_area3[0] = 0
$cutscene_name3[0] = SC_02

$cutscene_file3[1] = SC_03 //-outside, grove street alleyway
cut_visible_area3[1] = 0
$cutscene_name3[1] = SC_03

$cutscene_file3[2] = SC_04 //-ryders house, INTRO2a
cut_visible_area3[2] = 2
$cutscene_name3[2] = SC_04

$cutscene_file3[3] = SC_05 //-outside, down an alley in SF
cut_visible_area3[3] = 0
$cutscene_name3[3] = SC_05

$cutscene_file3[4] = SC_06 //-outside, grove street alleyway
cut_visible_area3[4] = 0
$cutscene_name3[4] = SC_06

$cutscene_file3[5] = SC_07 //-outside, in liberty city
cut_visible_area3[5] = 0
$cutscene_name3[5] = SC_07

$cutscene_file3[6] = SC_08 //-outside in liberty city
cut_visible_area3[6] = 0
$cutscene_name3[6] = SC_08 

$cutscene_file3[7] = SC_09 //-in salvatores office (not built) 
cut_visible_area3[7] = 0
$cutscene_name3[7] = SC_09

$cutscene_file3[8] = SC_10 //-outside a rehab clinic 
cut_visible_area3[8] = 0
$cutscene_name3[8] = SC_10

$cutscene_file3[9] = SC_11 //-outside the donut diner 
cut_visible_area3[9] = 0
$cutscene_name3[9] = SC_11

$cutscene_file3[10] = SC_12 //-outside down an alleyway in liberty city 
cut_visible_area3[10] = 0
$cutscene_name3[10] = SC_12

$cutscene_file3[11] = SC_13 //-outside, by a phone in LS 
cut_visible_area3[11] = 0
$cutscene_name3[11] = SC_13

$cutscene_file3[12] = SC_13V //-outside on a wall or bench
cut_visible_area3[12] = 0
$cutscene_name3[12] = SC_13V

$cutscene_file3[13] = SC_14 //- inside UK recording studio, not built yet
cut_visible_area3[13] = 5
$cutscene_name3[13] = SC_14

$cutscene_file3[14] = SC_15 //-outside by a hole, same as the hernandez burial
cut_visible_area3[14] = 0
$cutscene_name3[14] = SC_15

$cutscene_file3[15] = SC_16 //- sals office in liberty
cut_visible_area3[15] = 0
$cutscene_name3[15] = SC_16

$cutscene_file3[16] = SC_18 //-in the airport
cut_visible_area3[16] = 0
$cutscene_name3[16] = SC_18

$cutscene_file3[17] = SC_19 //-on the streets of LS, driving (straight)
cut_visible_area3[17] = 0
$cutscene_name3[17] = SC_19

$cutscene_file3[18] = SC_20 //-Sals office, in vegas
cut_visible_area3[18] = 2
$cutscene_name3[18] = SC_20

$cutscene_file3[19] = SC_21 //-outside moms house, LS
cut_visible_area3[19] = 0
$cutscene_name3[19] = SC_21

$cutscene_file3[20] = SC_21B //-outside moms house, LS
cut_visible_area3[20] = 0
$cutscene_name3[20] = SC_21B

$cutscene_file3[21] = SC_22 //-outside in liberty city (static)
cut_visible_area3[21] = 0
$cutscene_name3[21] = SC_22

$cutscene_file3[22] = SC_23 //-outside, not sure where
cut_visible_area3[22] = 0
$cutscene_name3[22] = SC_23

 

Notice how all cutscene locations mentioned in the developer comments are at the exact same spots used in The Introduction movie. I found this bit in the unused/commented-out debug menu code, specifically the "cutscene viewer menu" part. I guess The Introduction was really designed using the actual game.

Edited by H-G
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Ray Carter

I'll bet there's a lot of new finds here for Vadim M to make another video from.

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YufflesGaming
9 hours ago, Ray Carter said:

I'll bet there's a lot of new finds here for Vadim M to make another video from.

Can't wait to see this new vid

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BennyGod
On 1/2/2022 at 12:54 PM, Ray Carter said:

I'll bet there's a lot of new finds here for Vadim M to make another video from.

He hates me…

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WildBricks Blista Gtx
On 1/7/2022 at 6:11 AM, BennyGod said:

Why?

 

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On 12/23/2021 at 3:58 PM, H-G said:

I was digging through the SCM source file and, well... I've found out where "Life's a Beach" was originally supposed to occur!

 

//m1_beach_party_x =  2872.26
//m1_beach_party_y = -2157.87
//m1_beach_party_z =  1.76
m1_beach_party_x =  526.84
m1_beach_party_y = -1885.19
m1_beach_party_z =  2.4

 

As you can see, the commented-out copy of the actually used variables contain a different set of coordinates. Let's put CJ there in-game and see where we go:

 

wLslX7N.png

 

Looks like the party was originally headed for the unnamed beach by Playa Del Seville rather than Verona Beach.
The location was probably changed to make the mission easier for a number of reasons:

 

1. The drive from CJ's house to OG Loc's workplace is already long and tedious enough (unless you get enough cash early on to buy the Verona Beach safehouse near OG Loc's mission marker).
2. Playa Del Seville is much farther from OG Loc's marker than CJ's house, so it's even more tedious to get over there from OG Loc's.
3. The dancing part of the mission is fairly difficult in itself. Beginners can fail easily and have to restart all over again.
4. In fact, the target score for dancing differs between platforms. (2500 on PC is nothing... It's 4000 on PS2!)
5. Some people just overall suck at driving and playing the game on a controller probably makes everything a lot more tedious.

 

Apparently, there are three unused subtitles in the GXT files that actually support this find (but they lack voice lines though):

 

LOC1_CT - ~z~Seville always throw a good gig.
LOC1_CU - ~z~Seville Families watching over us...
LOC1_CV - ~z~Seville Boulevard throw the best parties, man.

 

Since the said mission does additional manipulation to these base coords to spawn cars, peds, objects and particles, I decided to move the party back to it's BETA location and see how things roll:

 

YKQoO70.png

 

There! Not so bad, eh? WDYT? (Yeah, that drainpipe tho, WHAT KIND OF PEOPLE PARTY IN SEWAGE AND DOCKLAND WATER)
Party music's audio zone (string name "BEACH") didn't move along because it's coords need manual change in "audiozon.ipl" and some static values in the mission code that are not dependent on the base variables still use the final location.

 

sobNTD6.png

 

Everything(?) completely works as R* intended because all the coords for the rest of the stuff are calculated from the base coords above. But this pile of wood begs to differ, however...

 

ulSte56.png

 

Digging further reveals there were once going to be three Quad bikes spawning in the party, sure does make a helluva sense to have these!:

 

//REQUEST_MODEL QUAD

   //OR NOT HAS_MODEL_LOADED QUAD

//	m1_index = 0
//	WHILE m1_index < 3
//		CREATE_CAR QUAD 0.0 0.0 -100.0 m1_perimeter_quads[m1_index]
//		m1_index++
//	ENDWHILE

 

There's also this at the start of the mission's code, cars that spawn in the final version use a similar type of these variables:

 

//LVAR_INT m1_perimeter_quads[3]
//LVAR_FLOAT m1_perimeter_quad_x[3] m1_perimeter_quad_y[3] m1_perimeter_quad_heading[3]

 

Spawn coord calculations for the cut Quads:

 

//m1_perimeter_quad_x[0] = m1_beach_party_x + 2.5
//m1_perimeter_quad_y[0] = m1_beach_party_y - 11.0
//m1_perimeter_quad_x[1] = m1_beach_party_x + 5.5
//m1_perimeter_quad_y[1] = m1_beach_party_y - 12.0
//m1_perimeter_quad_x[2] = m1_beach_party_x + 3.0
//m1_perimeter_quad_y[2] = m1_beach_party_y - 15.0

 

Developer comments cementing the proof of scrapped idea, note how one comment says four quads whereas variables allow for only three:

 

						// clear dancing area of mission quads and cars
//						m1_index = 0
//						WHILE m1_index < 3
//							IF NOT IS_CAR_DEAD m1_perimeter_quads[m1_index]
//								IF LOCATE_CAR_3D m1_perimeter_quads[m1_index] 533.81 -1891.64 2.27 10.0 10.0 10.0 FALSE
//									DELETE_CAR m1_perimeter_quads[m1_index]
//								ENDIF
//							ELSE
//								DELETE_CAR m1_perimeter_quads[m1_index]
//							ENDIF
//							m1_index++
//						ENDWHILE

// ************************************************************
// 		Create beach party with circle of parked cars,
//		four quads, sound van, beach party peds and DJ
// ************************************************************

//		// create quads
//		m1_index = 0
//		WHILE m1_index < 3
//			CREATE_CAR QUAD m1_perimeter_quad_x[m1_index] m1_perimeter_quad_y[m1_index] -100.0 m1_perimeter_quads[m1_index]
//			SET_CAR_HEADING m1_perimeter_quads[m1_index] m1_perimeter_quad_heading[m1_index]
//			m1_index++
//		ENDWHILE

//		MARK_MODEL_AS_NO_LONGER_NEEDED QUAD

 

The vehicles were going to have their engines and lights on:

 

            //FORCE_CAR_LIGHTS m1_perimeter_cars[m1_index] FORCE_CAR_LIGHTS_ON
            //SET_CAR_ENGINE_ON m1_perimeter_cars[m1_index] TRUE

 

MOAR Quad creation (these guys just got too much of these lol), just copy-pasted code perhaps?:

 

//        // create quads
//        m1_index = 0
//        WHILE m1_index < 3
//            CREATE_CAR QUAD m1_perimeter_quad_x[m1_index] m1_perimeter_quad_y[m1_index] -100.0 m1_perimeter_quads[m1_index]
//            SET_CAR_HEADING m1_perimeter_quads[m1_index] m1_perimeter_quad_heading[m1_index]
//            m1_index++
//        ENDWHILE

 

You were originally meant to get paid for your hysterical button-mashing hard work, this was found under the "mission_passed" label:

 

//ADD_SCORE player1 100

 

From the mission cleanup list:

 

//MARK_MODEL_AS_NO_LONGER_NEEDED QUAD

 

Bonus fact: A gameplay video of SA PS2 reveals Harlem Underground Band - "Smokin' Cheeba Cheeba" was originally supposed to play in the party instead of L7 - "Pretend We're Dead".
Not to mention it feels weird to see people dancing somewhat "slow"-ish to upbeat rock music, and besides, why the ghetto girl that party DJ is would want to listen to modern rock?


This position for "Life's a Beach" makes way more sense considering that OG Loc was part of Grove (The beach is if im not mistaken part of Groves Turf, or atleast one of the Grove Factions).
That place initself looks unused, which is a shame, as the final position of the mission doesnt really match, in my eyes atleast.

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Looking through the SCM source some more... did R* actually intend to make the Valet Parking side-mission available in Los Santos and Las Venturas too and not just in San Fierro?

 

//LA

VAR_FLOAT valet_la_x[3] valet_la_y[3] valet_la_z[3]	valet_la_h[3]
VAR_FLOAT valet_sf_x[3] valet_sf_y[3] valet_sf_z[3]	valet_sf_h[3]
VAR_FLOAT valet_vg_x[3] valet_vg_y[3] valet_vg_z[3]	valet_vg_h[3]

valet_la_x[0] = 330.4229
valet_la_x[1] = 328.9663
valet_la_x[2] = 326.4376

valet_la_y[0] = -1510.7832
valet_la_y[1] = -1512.4666
valet_la_y[2] = -1515.4058

valet_la_z[0] = 35.0247
valet_la_z[1] = 35.0247
valet_la_z[2] = 35.0313

valet_la_h[0] = 222.0
valet_la_h[1] = 222.0
valet_la_h[2] = 222.0

valet_sf_x[0] = -1761.0292
valet_sf_x[1] = -1759.9138
valet_sf_x[2] = -1749.7128

valet_sf_y[0] = 959.5504 
valet_sf_y[1] = 960.2669 
valet_sf_y[2] = 960.1956 

valet_sf_z[0] = 23.8828
valet_sf_z[1] = 23.8828
valet_sf_z[2] = 23.8906

valet_sf_h[0] = 204.3268
valet_sf_h[1] = 199.1670
valet_sf_h[2] = 142.3291

valet_vg_x[0] = 2029.7582
valet_vg_x[1] = 2027.6661
valet_vg_x[2] = 2026.3937

valet_vg_y[0] = 1905.9434
//valet_vg_y[1] = 1907.6700
//valet_vg_y[2] = 1905.8102

//valet_vg_z[0] = 11.3315
//valet_vg_z[1] = 11.3349
//valet_vg_z[2] =	11.3313

//valet_vg_h[0] = 331.7047
//valet_vg_h[1] = 297.1161
//valet_vg_h[2] = 288.6038

 

Look at that, LS and LV spots for spawning your fellow valet buddies! All of that is fully defined in the final SCM code but not used.

 

VAR_FLOAT valet_drop_off_area_x1[4] valet_drop_off_area_x2[4] valet_drop_off_area_y1[4] valet_drop_off_area_y2[4]
VAR_FLOAT car_park_area_x1[4] car_park_area_x2[4] car_park_area_y1[4] car_park_area_y2[4] car_park_area_z1[4] car_park_area_z2[4]
VAR_FLOAT valet_exit_x[4] valet_exit_y[4] valet_exit_z[4]




VAR_FLOAT find_drop_off_car_x1[4] find_drop_off_car_y1[4] find_drop_off_car_x2[4] find_drop_off_car_y2[4] find_drop_off_car_h1[4] 
VAR_FLOAT find_drop_off_car_x3[4] find_drop_off_car_y3[4] find_drop_off_car_x4[4] find_drop_off_car_y4[4] find_drop_off_car_h2[4] 
VAR_FLOAT drop_off_point_x[4] drop_off_point_y[4] drop_off_point_z[4]	

valet_drop_off_area_x1[1] =	336.9336    
valet_drop_off_area_x2[1] =	323.9190 
valet_drop_off_area_y1[1] =	-1531.0270 
valet_drop_off_area_y2[1] =	-1504.1737

valet_drop_off_area_x1[2] =	-1768.2949
valet_drop_off_area_x2[2] =	-1729.0944
valet_drop_off_area_y1[2] =	958.9591 
valet_drop_off_area_y2[2] =	942.1840 

valet_drop_off_area_x1[3] =	2050.8811 
valet_drop_off_area_x2[3] =	2016.9059 
valet_drop_off_area_y1[3] =	1958.5413 
valet_drop_off_area_y2[3] =	1871.0653




car_park_area_x1[1] = 336.0477  
car_park_area_y1[1] = -1452.2249
car_park_area_z1[1] = 31.9445  							
car_park_area_x2[1] = 271.6679 
car_park_area_y2[1] = -1550.2423
car_park_area_z2[1] = 23.1681  

car_park_area_x1[2] = -1760.1785 
car_park_area_y1[2] = 972.2405 
car_park_area_z1[2] = 16.1633 
car_park_area_x2[2] = -1679.6055
car_park_area_y2[2] = 1064.2927 
car_park_area_z2[2] = 24.8629

car_park_area_x1[3] = 1968.5016 
car_park_area_y1[3] = 1755.0790
car_park_area_z1[3] = 11.4898  
car_park_area_x2[3] = 1917.8112
car_park_area_y2[3] = 1788.1465
car_park_area_z2[3] = 17.3118  



find_drop_off_car_x1[1] = 363.3463 
find_drop_off_car_y1[1] = -1522.3734
find_drop_off_car_x2[1] = 393.1729 
find_drop_off_car_y2[1] = -1479.3210
find_drop_off_car_h1[1] = 125.0

find_drop_off_car_x3[1] = 324.8593 
find_drop_off_car_y3[1] = -1591.3274
find_drop_off_car_x4[1] = 324.8593 
find_drop_off_car_y4[1] = -1591.3274
find_drop_off_car_h2[1] = 338.0

find_drop_off_car_x3[2] = -1743.5244
find_drop_off_car_y3[2] = 930.9304 					   
find_drop_off_car_x4[2] = -1780.0813
find_drop_off_car_y4[2] = 908.4018 
find_drop_off_car_h2[2] = 270.0

find_drop_off_car_x1[2] = -1737.7147
find_drop_off_car_y1[2] = 943.7812  
find_drop_off_car_x2[2] = -1704.2163
find_drop_off_car_y2[2] = 911.4586  
find_drop_off_car_h1[2] = 45.0

find_drop_off_car_x1[3] = 2067.5288
find_drop_off_car_y1[3] = 1957.2887
find_drop_off_car_x2[3] = 2097.2629
find_drop_off_car_y2[3] = 1976.0001
find_drop_off_car_h1[3] = 120.0

find_drop_off_car_x3[3] = 2051.5361
find_drop_off_car_y3[3] = 1933.6851
find_drop_off_car_x4[3] = 2062.8179
find_drop_off_car_y4[3] = 1905.0847
find_drop_off_car_h2[3] = 7.0

drop_off_point_x[1] = 332.8306  
drop_off_point_y[1] = -1516.2509
drop_off_point_z[1]	= 34.8606

drop_off_point_x[2] = -1754.5139  
drop_off_point_y[2] = 953.5991
drop_off_point_z[2]	= 23.7500

drop_off_point_x[3] = 2035.7292
drop_off_point_y[3] = 1912.0900
drop_off_point_z[3]	= 11.1751 

valet_exit_x[0] = -1748.3761
valet_exit_y[0] = 985.3066
valet_exit_z[0]	= 17.9009			    

valet_exit_x[1] = 330.7534 
valet_exit_y[1] = -1474.6079
valet_exit_z[1]	= 24.9126 				    

valet_exit_x[2] = -1738.2800
valet_exit_y[2] = 985.5498
valet_exit_z[2]	= 16.6718

valet_exit_x[3] = 2061.3367
valet_exit_y[3] = 1808.9561
valet_exit_z[3]	= 9.6719 

 

 

Park areas, drop-off points and "valet exit" stuff, all fully defined for all three cities but only used for SF. Let's check out some of the coords and see where they take us!

 

RuntuvB.png


oy9wKeG.png

 

The first image is taken outside the huge green hotel in Rodeo, Los Santos, while the second one is taken outside Las Venturas' The Visage resort/casino (ignore the sunken CJ lol).
I used the coords from the variables valet_la_x[0], valet_la_y[0], valet_la_z[0], valet_la_h[0], valet_vg_x[0], valet_vg_y[0], valet_vg_z[0] and valet_vg_h[0] in the screenshots.

 

What do you think these were intended for? Did R* wanted to just place some valets at these spots in LS and LV and make the Valet Parking side-mission exclusive to SF? Or was a full-fledged valet NPC + side-mission intended for all three cities?

Edited by H-G
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HeySlickThatsMe

Yep, somehow that was found before by Rented and he already restored these in Rewind mod it seems, but now we have actual 1:1 coordinates

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zmudziak32

Maybe it was like Burglary side mission. You can do Burglary in all cities, but you dont need to repeat it 2 times more to get inifite sprint ability.

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Spider-Vice

I believe there was evidence even years ago that Valet missions would be available in LS too, even before the script code leaks from GSG, but I suppose that certainly confirms it. I read in the modding topic a few days ago that there's been progress in compiling the scripts so I wonder if some of that could be restored.

mae_nitw_L.png

GTANet | Red Dead Network | 🌲

black lives matter | stop Asian hate | trans lives = human lives

 

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YufflesGaming

The house sweet garage lod was different and is seen in the first trailer.

 

Screenshot_20220110_055538.jpg

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17 hours ago, Spider-Vice said:

I believe there was evidence even years ago that Valet missions would be available in LS too, even before the script code leaks from GSG, but I suppose that certainly confirms it. I read in the modding topic a few days ago that there's been progress in compiling the scripts so I wonder if some of that could be restored.

Good catch.

 

AFAIK it's possible with OG Trilogy too, we just need to bring the SCR code I found into Sanny Builder's SCM syntax/format and then heavily edit the valet external script stuff to work in LS and LV too. Totally doable but I don't have the time and energy to do it myself though (too busy IRL).

Edited by H-G
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Big Smokes looks more gangsta in beta than in original.

Edited by VankeX
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On 1/7/2022 at 10:11 AM, BennyGod said:

He hates me…

 

Why would you even care, dude doesn't do any research himself, he just scours this forum for sh*t to add to his overlong, clickbaity videos.

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1 hour ago, Helegad said:

 

Why would you even care, dude doesn't do any research himself, he just scours this forum for sh*t to add to his overlong, clickbaity videos.

THANK YOU! Spitting straight facts. And most of his content focuses on how there was a beta texture that no one gives a crap about.

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YufflesGaming

Somebody?

Do still have the alpha map and can send it to me in my pv?

I want to create alcatraz Island.

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Lioshenka

Sent you this.

image.jpg

Edited by Lioshenka
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Old Man With No Name

Do we have any new knowlage about the unused ped "mediatr" by source leaks of GSG studios?

Edited by GroveStGTAV
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YufflesGaming
On 1/19/2022 at 10:33 PM, GroveStGTAV said:

Do we have any new knowlage about the unused ped "mediatr" by source leaks of GSG studios?

It must be an engine programming or whatever.

Edited by YufflesGaming
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DeeJayRaccoon

It could also just stand for 'media translator' , rather than being a mediator of some kind. Just a thought.

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YufflesGaming

How is cj called in beta?
any leaked sources on sa:de?

Edited by YufflesGaming
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nothasuke455
30 minutes ago, YufflesGaming said:

How is cj called in beta?
any leaked sources on sa:de?

Franklin Clinton haha 

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YufflesGaming
1 minute ago, nothasuke455 said:

Franklin Clinton haha 

Bruh.

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