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ZZCOOL

GTA V vehicles.ide lines found in mp3 files

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baguvix_wanrltw

I've been looking through the files some more, using findInTXT, which you can find in my sig if you want to try for yourself.

 

This time I tried "ski" and "snow".

 

"ski":

 

ambient.dat

Line 123: <SKIIERS>  PLAYER

Line 215: <<SCEN_SKIING>>     AMB_LEAN_DEFAULT, [email protected]_IDL_B, [email protected]_SMOKE_IDLES, [email protected]_IDLES

Line 273: ADD_CONTEXT(Scenario_Skiing, 4.0f,1.0f,0)

Line 274:  <<SCEN_SKIING>>

 

animgrp.dat

Line 98: #VehicleGroup( Streaming, [email protected]skimobile )

Line 117: #VehicleToDrivebyLink( - [email protected],    [email protected], - )

 

carcols.dat

Line 303: #skimobile,  98,1,8,

 

handling.dat

Line 120: ;SKIMOBILE  800.0   9.0   85 0.0 0.1 -0.18   0.0  1  0.10  1.0 60.0 0.7  0.80 0.5  25.0  1.6  1.4  30.0 0.05 0.45  1.0  2.0  2.0  0.20 -0.08 -0.02  0.5    0.5 1.0 0.8 1.5  0.0  12000   400000  1011   0

 

pedprops.dat

Line 3: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

Line 8: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

Line 12: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

...

Line 100: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

...

Line 200: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

...

Line 402: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

...

Line 605: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

...

Line 750: #slot  number HOT_WEATHER COLD_WEATHER EXPENSIVE CHEAP  SKIING  SPECIAL1

 

scenarios.dat

Line 17: #   Skiing  - Ped will attempt to ski

 

vehicles.ide

Line 134: #skimobile,  skimobile, car,  SKIMOBILE, SKIMOBILE, [email protected], NULL 100, 999,  0.2363, 0.2363,  0,  5,  1.0  FOLLOW_SKIMOBILE_CAMERA ext_strong+ext_requi

 

... and some others that were false positives.

 

 

 

"snow":

 

ambient.dat

Line 26: #   IsSnowing

 

carcols.dat

Line 340: #snowplough,  131,0,113,

 

handling.dat

Line 155: ;SNOWPLOUGH   9000.0  4.0 80 0.0  0.0  -0.2   0.0 5   0.11 0.3  110.0 0.2   0.60  0.2   40.0 0.85  0.75  13.0  0.15  0.48 1.0   0.8   1.0   0.20  -0.25  0.0   0.64   1.0  1.0  0.8  1.5  0.0   40000  224008 1   2

 

vehicles.ide

Line 142: #snowplough, snowplough, car,  SNOWPLOUGH, SNOWPLOUGH, [email protected], NULL,  1,  1,   0.3171, 0.3197,  0.8, 1,  1.5  DEFAULT_CAMERA  big+avoidturns+big+ext_strong+truckfirefx+truckexhaustfx+truckenginefx

 

... and some others that were false positives.

 

 

I dare say skiing, snowplows etc. are likely to be in V, especially due to the "Ped will attempt to ski" thing...

Edited by baguvix_wanrltw

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gtasadude

Yeah, it makes it even more likely that the information is from GTA V as well. Great find! smile.gif

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Freezer89
What? Agent is a PS3 only game, you don't know what your on about. Stop talking your just looking like a idiot....

I just had to post it after seeing multiple posts of yours with the same mistake:

 

user posted image

 

And english isn't even my main language..

 

(sorry being a grammar nazi)

 

Topic: I am still confident that snow vehicles will be available in V. R* claimed several times that GTA V will be their biggest game ever. So why not a wide countryside with snowy areas besides the area of Los Santos?

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baguvix_wanrltw

Yeah yeah, advertising the crime of Grand Theft Auto (in german) but then acting like a grammar nazi tounge.gif Don't get me wrong, I do try to use correct grammar but who cares about his grammar as long as he finds such interesting stuff for all of us biggrin.gif

 

gtasadude: Thanks, join in the hunt if you want, maybe you can think of different search strings than I can? I don't mean to bother anyone with it but in case you haven't noticed, the tool I wrote does all the ugly work for you, and anyone can download it.

 

Next up: "garage":

 

clothes.dat

Line 47: SETC garagetr torso  garagetop garagetop

Line 48: SETC garagetr feet  bask1  timbergrey

Line 49: HIDE garagetr legs

Probably has nothing to do with garages.

 

fonts.dat

Line 148: # FONT3.DDS: FO_FONT_STYLE_STREAMED:  (STANDARD = FO_FONT_STYLE_TAXI, SUBFONT_1 = FO_FONT_STYLE_CHALK, SUBFONT_2 = FO_FONT_STYLE_GARAGE) (TAXI / CHALK / GARAGE)

Probably has nothing to do with garages.

 

hud.dat

Line 21: HUD_GARAGE_MESSAGE  0.5,0.925 0.631,1.0 HUD_COLOUR_RED  255

Line 110: HUD_GARAGE_MESSAGE  0.5,0.725 0.631,1.0 HUD_COLOUR_RED  255

Might have something to do with garages in V, or might be leftovers from SA.

 

networktest.dat

Line 120: IDE platform:/DATA/MAPS/PROPS/commercial/GARAGE.IDE

I'm not sure about that one.

 

object.dat

Line 1062: ;***********garage doors***************

Line 1063: xref_garagedoor  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 1, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none

Line 1084: chinaTgarageDoor 99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none

Line 1086: DYN_GARAGE_DOOR  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none

Line 1092: cjgaragedoor  99999.0, 99999.0  0.99,  0.1,  50.0,  0.0,  1.0, 0, 4, 1,  0, 0, 0.0, 0.0, 0.0,  none

I'm not sure about that one either, might be from V, IV, SA, MP3... no idea.

 

Edited by baguvix_wanrltw

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GTA-Addicted

Some guys are really not getting it... do they *sighs*

 

Facts:

1. The objects we are talking about AREN'T used in MP3 nor is stuff for AGENT, why ? because they have GTA names. So it certainly is stuff from some GTA Game (Past / Left Out ? / Future - items)

 

2. It isn't used by the Engine, and the Engine doesn't need to read it. Why ? Because they are 'left out' off the code by putting an # in front of if. The script doesn't read or use those lines at all !

 

Now, read 1. & 2. again...

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GTA5Videos

 

Some guys are really not getting it... do they *sighs*

 

Facts:

1. The objects we are talking about AREN'T used in MP3 nor is stuff for AGENT, why ? because they have GTA names. So it certainly is stuff from some GTA Game (Past / Left Out ? / Future - items)

 

2. It isn't used by the Engine, and the Engine doesn't need to read it. Why ? Because they are 'left out' off the code by putting an # in front of if. The script doesn't read or use those lines at all !

 

Now, read 1. & 2. again...

This, people. and dutch ftw ^_^

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pilsvern

Look at this :

 

;

; Alternative pallettes for carplate charsets.

;

; Palettes here are saved in PaintshopPro7's JASC-palette format (*.PAL)

; (menu "Colors" -> "Save Palette...").

; Paste only colors here - skip palette header (3 first lines of *.PAL file: "JASC-PAL 0100 16...", etc.).

;

;

; 08/12/2003 - Andrzej:  - initial;

;

;

;

;

;

;

;

; 1. platecharset1.pal (16 colors) (SF)

;

;JASC-PAL

;0100

;16

173 181 181

148 165 165

90 115 140

123 148 156

107 123 148

49 82 123

8 41 99

74 99 132

41 74 115

82 107 132

115 140 148

140 156 165

16 57 107

57 90 123

24 66 107

0 0 0

;

;

;

;

; 2. platecharset2.pal (16 colors) (Vegas)

;

;JASC-PAL

;0100

;16

173 181 181

148 165 165

90 115 140

123 148 156

107 123 148

49 82 123

8 41 99

74 99 132

41 74 115

82 107 132

115 140 148

140 156 165

16 57 107

57 90 123

24 66 107

0 0 0

;

;

;

;

;

; 3. platecharset3.pal (16 colors) (LA)

;

;JASC-PAL

;0100

;16

173 181 181

148 165 165

90 115 140

123 148 156

107 123 148

49 82 123

8 41 99

74 99 132

41 74 115

82 107 132

115 140 148

140 156 165

16 57 107

57 90 123

24 66 107

0 0 0

;

;

;

;

;the end

 

Look like San Francisco and Las Vegas are back in Five... happy.gif

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baguvix_wanrltw

A few other ones:

 

"androm" (Andromeda plane from GTA:SA):

 

handling.dat

Line 286: ;ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0

Line 373: ;$ ANDROM  0.5  2.0  0.0  -0.003   0.002  0.10 0.03 -0.002 0.003 0.0020 0.1  0.1  1.0  1.0  0.0  0.01 0.5  0.5  0.5   0.5  0.5   0.5

 

txdcut.ide

Line 15: csandrom92, androm

 

 

"bmx" (BMX from GTA:SA):

 

handling.dat

Line 427: ^ 9  bikebmx  bikestd  bikebmx  bikestd  bikebmx  bikestd  0.5  0.0  -0.5 -0.3   0.3  0.0   0.0  0.0  0.0   0.0   0.0   0.0   0.0   0

Line 457: ;   9 bmx bike

 

 

"chil" (Mt. Chiliad from GTA:SA):

 

object.dat

Line 1151: chillidogcart,  800.0,  600.0  0.99,  0.05,  50.0,  250.0,  1.0, 0,  4, 1,  0, 0, 0.0, 0.0, 0.0,  none

Cool, but not quite a mountain.

 

 

That's all I have for now, I can't seem to think of any other strings to search for sad.gif

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Rico44

It's from San Andreas.

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GTA-King

 

 

This is what the thread reminds me of. lol.gif

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Vormek

Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!

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pilsvern
It's from San Andreas.

Maybe, but why they keep this very old file? strange..

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baguvix_wanrltw

 

It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

 

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

 

And a few more, characters this time:

 

"jimmy":

 

credits_360.dat

Line 819: N2 JimmyPeg TonyPatel

Line 1356: N3 BLANK JimmyDautre

 

credits_ps3.dat

Line 819: N2 JimmyPeg TonyPatel

Line 1356: N3 BLANK JimmyDautre

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

handling.dat

Line 92: ;--------Jimmy vehicles ----------------------------------

Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").

Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V

 

 

"niko":

 

credits_360.dat

Line 638: N2 JenniKolbe

Line 795: N2 NikoBell MichHoll

Line 968: J3 CharNiko

 

credits_ps3.dat

Line 638: N2 JenniKolbe

Line 795: N2 NikoBell MichHoll

Line 968: J3 CharNiko

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

 

"reary" (like McReary): Found 0 times.

 

"packie" (McReary): Found 0 times.

 

"roman" (Bellic):

 

credits_360.dat

Line 797: N2 RomanBell JasZumwa

 

credits_ps3.dat

Line 797: N2 RomanBell JasZumwa

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

fonts.dat

Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)

No idea.

 

 

"lazlow":

 

credits_360.dat

Line 585: N2 Lazlow

 

credits_ps3.dat

Line 585: N2 Lazlow

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

 

"claude": Found 0 times.

 

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

 

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

Edited by baguvix_wanrltw

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gamerzworld
Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!

This has been answered a million times in this thread. Max Payne 3 uses RAGE, the same engine as GTA, Red Dead and Midnight Club. Max Payne 3 was started on a build of GTAIV which has been heavily updated over time with code from the main branch of RAGE and GTAV. That doesn't directly explain the GTAV files. The most likely explanation is that Rockstar wanted to use some improvements from GTAV so they copied over code from GTAV as opposed to going back out to the main branch of RAGE and copying over code. Copying from GTAV was easier because the integration with GTA specific engine elements, which Max Payne 3 uses, was already done for them by the team at North.

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Gtaplayaminigun

The Andromada's handling values in SA are considerably different than the one in MP3's files.

 

Below is SA's

 

ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5  	1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0  	2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108	440000  0  1	0

 

 

Here's the one found in MP3(as per previous page)

 

ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0	0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0

 

 

With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

 

EDIT: The second code is exactly the same in IV's handling.dat. So, the vehicles might have been from an early build of IV as well.

Edited by Gtaplayaminigun

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Mr. Darko
"laszlow": Found 0 times.

What about "lazlow"?

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StellarFish20
The Andromada's handling values in SA are considerably different than the one in MP3's files.

 

Below is SA's

 

ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5  	1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0  	2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108	440000  0  1	0

 

 

Here's the one found in MP3(as per previous page)

 

ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0	0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0

 

 

With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

That's a good find dude!

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baguvix_wanrltw

Gtaplayaminigun: Great find/analysis!

 

Mr. Darko: My bad:

 

"lazlow":

 

credits_360.dat

Line 585: N2 Lazlow

 

credits_ps3.dat

Line 585: N2 Lazlow

 

Nothing there, sorry.

 

 

Just download the tool (and Fantaseb's data.rar and, if you don't have WinRAR or 7zip yet, one of them) and look for yourselves if you have any more ideas, I'm off for now wink.gif

Edited by baguvix_wanrltw

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ZZCOOL

70 users reading right no wi thought this thread was dying but it seems very much alive

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vijay.genius1

^And dude what was the 'new info' that you never gave due to the 'lack of evidence'?

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Fraizer
The Andromada's handling values in SA are considerably different than the one in MP3's files.

 

Below is SA's

 

ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5  	1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0  	2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108	440000  0  1	0

 

 

Here's the one found in MP3(as per previous page)

 

ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0	0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0

 

 

With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

What does all this mean exactly? Is this the code that runs the game?

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Gtaplayaminigun

The scenarios.dat file doesn't exist in San Andreas at all.

In IV, the scenarios.dat basically contains the actions that need to be performed by the peds, vehicles etc under certain scenarios like a particular time etc.

Below are a few lines from IV's scenarios.dat

 

 

Seat_StripClubChair    StartEnd(12,11)  Task(Seated) Offset(0.0, 0.0, 0.55) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_StripClubStool    StartEnd(12,11)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_BoardGamePlayer  	StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_OnCar      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_Crate      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_InternetCafe    StartEnd(0, 24)  Task(Seated) TimeTillPedLeaves(10) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_OnSteps    	StartEnd(5, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_OnStepsB    	StartEnd(7, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_OnWall      StartEnd(5, 24)  Task(Seated) Offset(0.0, -0.1, -0.65) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)Seat_OnStepsHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, 0.1, -0.526) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_OnWallHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, -0.1, -0.65) BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)Seat_HospitalWaiting  	StartEnd(8, 18)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)Seat_SlouchedDruggie  	StartEnd(0, 24)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)HangOut_Street    	StartEnd(0, 24)  Task(Group)HangOut_AlleyWay    StartEnd(0, 24)  Task(Group)HangOut_OutsideLiquorStore  StartEnd(7, 24)  Task(Group)HangOut_BaseballDiamonds  StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)HangOut_BoardGameWatcher  StartEnd(0, 24)  Task(Group)HangOut_ProjectCourtyard  StartEnd(0, 24)  Task(Group)HangOut_BasketballCourt  	StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)HangOut_OutsideMassageParlours	StartEnd(20, 5)  Task(Group)HangOut_ClubHouse    StartEnd(19, 6)  Task(Group)HangOut_WatchBoardGame  	StartEnd(06,17)  	Task(MoveBetween(4.0))Scenario_SecurityGuard  	StartEnd(0, 24)  Task(MoveBetween(4.0)) MaxInRange(1, 30)    SetSpecificModel(M_M_SECURITYMAN) ForceModelLoadScenario_TouristPhoto  	StartEnd(8, 00)  Task(MoveBetween(4.0)) MaxInRange(2, 20)    SetSpecificPopcycleGroup(SCENARIO_TOURISTS) ForceModelLoadScenario_Leaning  	StartEnd(0, 23)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Street_04) BlockModel(M_Y_GMAF_HI_01) BlockModel(M_Y_GMAF_LO_02) BlockModel(M_Y_GBIK_HI_02) BlockModel(F_M_BUSINESS_01)Scenario_Leaning  	BlockModel(F_M_BUSINESS_02) BlockModel(M_M_PITALIAN_01) BlockModel(M_O_PJERSEY_01) BlockModel(M_M_PHARBRON_01)Scenario_SellingDrugs  	StartEnd(0, 24)  Task(Stationary) SetSpecificModel(M_Y_Drug_01) ForceModelLoadScenario_RoadWorkers  	StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingRoadWorkers)  	SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoadScenario_RoadWorkerWithSign  StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20)	SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoadScenario_DiggingRoadWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_RoadWorkers)  	SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoadScenario_DrillingRoadWorkers	StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20)	SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoadScenario_IndustrialWorkers  StartEnd(6, 22)  Task(MoveBetween(4.0)) MaxInRange(1, 20)          	SetSpecificPopcycleGroup(SCENARIO_INDUSTRIAL) ForceModelLoadScenario_BuildingWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingBuildingWorkers)	SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoadScenario_DiggingBuildingWorkers	StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_BuildingWorkers)  	SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoadScenario_DrillingBuildingWorkers StartEnd(6, 18)  Task(Stationary) MaxInRange(1, 20)	SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoadScenario_HeavilyArmedPolice  StartEnd(0, 24)  Task(Stationary) SetSpecificPopcycleGroup(COPS)Scenario_SmokingOutsideOffice	StartEnd(0, 24)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Courier) BlockModel(M_Y_Swat) BlockModel(M_Y_Mechanic_02) BlockModel(F_M_BUSINESS_01) BlockModel(M_O_HASID_01) BlockModel(M_Y_GAFR_HI_02) BlockModel(M_Y_STROOPER)Location_DropOffPoint  	StartEnd(10,16)  Task(Stationary)Location_ShopBrowsing  	StartEnd(0, 24)  Task(Stationary) TimeTillPedLeaves(7) WillAttractPeds MaxInRange(1, 3)#Vehicle scenarios, spawned with vehiclesVehicle_InspectingBrokenDownVehicle  StartEnd(0, 24) Prob(0.025)       Task(Stationary)Vehicle_LookingInBoot    	StartEnd(0, 24) Prob(0.05)       Task(Stationary)Vehicle_Mechanic      StartEnd(0, 24) Task(Stationary) Vehicle_DeliveryDriver    	StartEnd(0, 24) Prob(1.0)  SetSpawnInterval(10000)    Task(Stationary)Vehicle_ParkDeliveryTruck    StartEnd(0, 24) Prob(0.1)       Task(Stationary)Vehicle_DropPassengersOff    StartEnd(0, 24) Prob(0.25)       Task(Stationary)Vehicle_LimoDropPassengerOff  	StartEnd(0, 24) Task(Stationary)Vehicle_ParkedThenWander    StartEnd(0, 24) Task(Stationary)Vehicle_SmokeThenDriveAway    StartEnd(0, 24) Task(Stationary) TimeTillPedLeaves(30)Wander_MobileConversation  BlockModel(F_O_PEastEuro_02), BlockModel(F_O_PHARBRON_01)Wander_2WayConversation  	BlockModel(m_m_trucker_01), BlockModel(F_O_PHARBRON_01)

 

 

 

We can recall a lot of interactive things that happen in IV's world from those lines of code (like Vehicle_InspectingBrokenDownVehicle ). The "StartEnd(x,x)" function is used to call that particular animation/scenario function. The two numbers in the function represent the particular ingame times at which the scenario kicks in and ends(for e.g the drilling building workers do their work between in game time of 6am-6pm, so its (6,18)). So, there's no use of this file in a non open world game as all the people's tasks in those games will be predetermined. It indeed is for an open world game and with IV's concrete jungle, I don't think people would have found a place to ski. So, the ski part is most probably from V. We can pretty safely assume that it does snow in V. Also, SA didn't have this because the peds usually just walked the street or fought. They didn't go to office at a particular time or didn't jog or do exercise at a particular time(another proof to an open world game of this gen).

 

@ StellarFish20, baguvix_wanrltw Thanks smile.gif

 

@ FRA1Z3R, Those lines are taken from a file named handling.dat(handling.cfg in III era games) which contains various parameters which control a vehicle's behavior WRT handling. For e.g in SA's code that I posted earlier, the term "ANDROM" refers to the name used inside the game for that vehicle, the first number 40000 refers to its mass in KG, 200 refers to its top speed, the one to its left states the number of gears, the one right to 200 gives the acceleration of the vehicles and so on..

Edited by Gtaplayaminigun

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Los Santos Pedestrian

It's kind of funny how there's 42 guests viewing this and only 26 actual users. Last night there was like 60 users here. Either the topic's dying, or people across the internet know about this.

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Da Perzinga
It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

 

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

 

And a few more, characters this time:

 

"jimmy":

 

credits_360.dat

Line 819: N2 JimmyPeg TonyPatel

Line 1356: N3 BLANK JimmyDautre

 

credits_ps3.dat

Line 819: N2 JimmyPeg TonyPatel

Line 1356: N3 BLANK JimmyDautre

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

handling.dat

Line 92: ;--------Jimmy vehicles ----------------------------------

Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").

Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V

 

 

"niko":

 

credits_360.dat

Line 638: N2 JenniKolbe

Line 795: N2 NikoBell MichHoll

Line 968: J3 CharNiko

 

credits_ps3.dat

Line 638: N2 JenniKolbe

Line 795: N2 NikoBell MichHoll

Line 968: J3 CharNiko

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

 

"reary" (like McReary): Found 0 times.

 

"packie" (McReary): Found 0 times.

 

"roman" (Bellic):

 

credits_360.dat

Line 797: N2 RomanBell JasZumwa

 

credits_ps3.dat

Line 797: N2 RomanBell JasZumwa

 

Most likely from IV, see other characters that seem to be listed in these credits.

 

fonts.dat

Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)

No idea.

 

 

"laszlow": Found 0 times.

 

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

 

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

Uhh, Jimmypeg? Probably an abbreviation for Jimmy Pegorino? sarcasm.gif

So Jimmy is in any case clarified. So he isn't the protagonist of GTA V. sarcasm.gif

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Rico44

Can we hit 100 pages today?

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Sean5
Can we hit 100 pages today?

YES WE CAN! biggrin.gif

this was a brilliant find btw, just read through it, hype mode : ON

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Diesel311

Awesome stuff in the ped behavior file! I looked at last night but, obviously, not close enough.

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Rico44

I see some new parameters compared to previous versions, maybe AI will be improved?

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icetea256

guys, can you hear me???

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gtasadude
gtasadude: Thanks, join in the hunt if you want, maybe you can think of different search strings than I can? I don't mean to bother anyone with it but in case you haven't noticed, the tool I wrote does all the ugly work for you, and anyone can download it.

I would, but can't/wont for three reasons.

 

1. Don't want to support the piracy of Max Payne 3 by downloading a file sourced from a leaked version of the game.

2. No time, I'm just checking in every few hours at the moment.

3. I don't want to accidentally spoil Max Payne 3, I can't play it until tomorrow in the UK tounge.gif

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