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BEGINit

Shine o' Vice

Recommended Posts

Speccy

 



As promised :)

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universetwisters

I am legally required to stay the hell away from towels for life. I'm dripping with anger!?!?!?!

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Speccy

I would like to add that in-game wheel customization was entirely made possible thanks to DK22Pac. You can find his ASI here. He provided a compiled plugin for download in his post for anyone who wants to test the feature.

 

I also recommend Plugin-sdk to anyone who is not familiar with it yet, especially if you have experience in either coding or C++.

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gts.

Speccy, that's neat!!! I've never expected a SA feature in someway on this mod.

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turbocharger

I really like it, I wish there was something similar to this back in 2003-2004. :)

Would it be possible to add a sub-menu in rims category, so you can choose which wheel you want like in SA (Atomic, Ahab etc)? Also, what are the odds of adding a colour palette on the side of the screen from which you can choose a color without having to scroll through them until you reach the desired paintjob?

Tuning system is amazing as is, but this too would be a cool step further.

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Speccy

I really like it, I wish there was something similar to this back in 2003-2004. :)

Would it be possible to add a sub-menu in rims category, so you can choose which wheel you want like in SA (Atomic, Ahab etc)? Also, what are the odds of adding a colour palette on the side of the screen from which you can choose a color without having to scroll through them until you reach the desired paintjob?

Tuning system is amazing as is, but this too would be a cool step further.

 

Both things are possible and I will work on implementing them :)

 

For anyone who's curious - I've created a custom txd in the gtavc/models folder. Using code, I load a texture and use the draw function to display it on screen in-game. The same way, I will display an image of a color palette and a selection box on top, which upon the pressing of a button will move a small distance along the palette, showing the selection of a color. Every time it moves, it'll trigger the function to change the color to the one currently selected.

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Keith Ward

Please change "Rims" to "Rimjob". It's begging for it right under "Paintjob"...

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Rented

Bit of an easy joke imo, plus menus should stay a bit formal, maybe the name for one of the rims?

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Speccy

I want to have the garage redesigned into a shop like Transfender in SA with a sign.

 

Transfender "body swapshop" - play on words - transgender sex reassignment. Our shop should be called Rimjob :D now come up with a fitting description.

Edited by Speccy

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universetwisters

Saints Row already had a mechanic called "Rimjob".

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Honker1944

Hmm interesting. Could it be possible to change the color of each part of tge car (diffrent for internior, roof, hood...)?

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turbocharger

That would require adding secondary color to each car in the game that doesn't already have it. It's kinda a lot of work. Also, I dunno if it's possible to add three or more colors to the model. I'm curious about that now that you mention it.

Edited by turbocharger

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Keith Ward

Saints Row already had a mechanic called "Rimjob".

It'd be like opposite day: stealing an idea from Saints Row for GTA.

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deltaCJ

It'd be like opposite day: stealing an idea from Saints Row for GTA.

 

For a idea that was stolen, it was a pretty damn good game :/

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SkelePap

Saints Row already had a mechanic called "Rimjob".

Rim Jobs,not Rimjob

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universetwisters

 

Saints Row already had a mechanic called "Rimjob".

Rim Jobs,not Rimjob

 

 

Oh wow a space and an S at the end like that changes anything

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marco886

Happy new year! :lol:

Any news?

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Ivan1997GTA

Nothing yet. I'm pretty sure they're still working on the mod.

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LT_vVheris

Is there any progress? Just asking if you guys are doing anything :)

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Speccy

Is there any progress? Just asking if you guys are doing anything :)

 

Around 2 weeks ago BEGINit messaged me that he is working on an in-depth documentation of SoV’s plot to allow coders on the team to continue where he left off and tackle any bugs. I guess this is helpful but it is important that we receive his code ASAP even if it is broken or incomplete. I’m quite certain we could fix any issues as we now have competent coders such as deltaCJ and myself on the team.

 

I’m busy this month and cannot work on anything at the moment, even if I had the actual script at hand. I regularly check up on the forum and Discord so despite not having anything to showcase, I don’t think anyone has abandoned this mod. There shall be some form of progress again by mid-February.

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-Anti-

-Anti- the truck looks phenomenal. I love it! We'll sort out your issues, I'll try to help you out. You should definitely continue and make more for us!

 

Perhaps you could make some new helicopters or redesign the Linerunner, maybe do a bike or boat? I've requested Leonazix to make a limo for the mod, but we are still looking for a Mesa Grande, BF injection, and Burrito replacement. A new Coach would be sweet too!

 

one year later...

 

So I tried a Mack R Series inspired truck, but I'm not that satisfied with the result.

mack1.jpg

mack2.jpg

still needs a bit work around the grille and rear.

Any first thoughts?

 

@Speccy: Did you get my PM from about month ago?

Edited by -Anti-

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BEGINit

Just sent Speccy the script file. Although slowly, but the work continues....

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Delatom

Good to see you again.

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Speccy
I've played through ~20 of BEGINit's original missions for SoV. Here's what I have to report:
SCM is well structured; progression is possible and all features are implemented. BEGINit warned that saving the game currently causes VC to crash. Nonetheless, it is possible to play for a considerable amount of time until the game crashes. I will have to modify the SCM in order to continue where I left off. Speaking of SCM editing - I will not proceed with any changes/improvements until I've played through the complete story. I've been taking notes on things to work on as I play through the missions.

 

My overall impression is that from a gameplay standpoint, the vast majority of missions are solid. The story, dialogue and cutscenes presentation need to be worked on for SoV to feel more like a genuine gta experience. We are very fortunate to have BEGINit's version of SoV as a base to build upon. BEGINit's effort has to be commended. He put lots of work and passion into this. I'll do my best to fill in the gaps and up the quality of his work. This will mostly revolve around rearranging, making contextual changes, and completing missions that already exist.

Edited by Speccy

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Braindawg

After all these years, I've finally played BEGINIT's SOV and....

 

05b68ecfb32416aa55d5f390ae7875be.png

 

I have to say quite a lot of good and bad about it. I've been a fan for a while before I actually got to help with the mod, so my review of what I've seen is from a fan's POV.

Lots of things are done right, while others are plain weird.

 

The game works well, you can free roam and progress in the game, I've even found a few new packages in my 3-4 hrs of playing.

(I crashed upon completeling a mission ((i think)) after about 10-15 missions into the story)

 

My main problem with it is the random ass story missions, given by dull characters that sprew recycled phrases from GTAVC. The game feels like the protagonist is doing fetch quests rather than trying to focus on his own mission.

There are typical and generic gta missions a-la "get the car from A to B" or "kill a bunch of gang members". I'd hate to see and do the same thing I've done in every other III-Era GTA without some sort of refreshing gameplay elements.

 

Right now, we're trying to come up with something original to make everyone really happy.

 

I honestly don't know how well the mod would have been received after all this wait if it was released at it's current form.

Its really hard to judge a project of this size at such an unstable state.

Edited by Braindawg

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KNN.

I guess it would be a lot easier to record own voice than playing with ready sh*t to fit it well.

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Sprunkadelic

I really hope that the cutscenes are more than just those generic talking anims, like Frosted Winter

 

if anything since theres no voices, the cutscenes should look more fluid and even though you cant do mocap like GTA does, you could possibly make new anims just for cutscenes

Edited by Sprunkadelic

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LT_vVheris

Man, I really wonder how much of current missions, if any, is from 2007 when I played really early version of it. Guess I will never know :)

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Braindawg

I really hope that the cutscenes are more than just those generic talking anims, like Frosted Winter

 

if anything since theres no voices, the cutscenes should look more fluid and even though you cant do mocap like GTA does, you could possibly make new anims just for cutscenes

Unless we actually get to a certain point in development where we have the people and time to implement animated cutscenes, we will.

Until then we don't plan on it, because it will require animating, scripting, voice acting and sound editing (which we don't have time or resources for atm)

 

Were trying to finish the script asap. We'll focus on everything else later on.

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Shakez

Ok let me say this straight because I see you guys don't want to do that.
In some words you are disappointed.It was a long wait and the script is not SO GOOD.
It's ok..we all understood what you meant.
But let"s hope we'll get a good conversion in the end with your retouches.

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