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Game File Mystery Hunt...


tadd
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Off-Topic:

 

I'm stepping down from this search. Reasons: It's standing still in my opinion, I have a full time job now and I want to spent some quality time with my girlfriend since here very loved uncle is very sick (braintumor). I will check once in a while, so I'm apologising on forehand for my 'what's new' posts.

 

Kudo's to you all and keep up the good work! Respect and :cookie: for all!

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@reoze posted a few conclusions about the script ambient_ufos.xsc. I finally had the time to go over everything he posted and complete the rest using @tgascoigne's tools. I wanted to recap everything in one place for your reading pleasure.

 

ambient_ufos.xsc

 

We understand this script in full. Every single line. No more missing parts.

 

This script handles the player behavior when meeting the physical flying ufos (hippie camp and fort zancudo).

 

The script waits until the player is close enough to the hardcoded locations for the hippie camp or fz ufos. When the player is close enough, loads the ambient zones for the 2 ufos (AZ_SPECIAL_UFO_01, AZ_SPECIAL_UFO_02). If the player is not inside a vehicle, force is applied to him (he is pushed away). If the player is inside a working vehicle, a sound is being played after some delay. Each ufo has its own sound name (one is SPECIAL_EVIL_UFO_DEATH_RAY and the other is SPECIAL_EVIL_UFO_DEATH_RAY_3). After some delay, if the player is still in a vehicle close enough, the vehicle engine is shut off and force is applied to the vehicle (pushed away) and the sound is stopped after some delay. When the player is far enough from the ufo, the vehicle engine is turned back on and the state is reset. Meaning the whole thing can repeat if the player moves closer once again.

 

That's it. This script does nothing else. And as @reoze pointed out, the hardcoded location inside the movie studio apparently is not used by the script at all (that's a shame, maybe cut content?)

 

My conclusions from this:

 

1. There are probably only 2 static flying ufos (which behavior is similar to these two). The script explicitly references these 2 and these alone.

 

2. There is no ufo in the movie studio. The coordinates there are currently meaningless.

 

3. The entire possible interaction with these 2 ufos is exactly what we know. You can't currently do anything with them except hear sound, shut off engine and be pushed away.

 

As you can see, with our army of two (@reoze and @tgascoigne), we have become very proficient in understanding all the scripts. This was a very small one so it's easier, but there is no reason why everything else won't be understood just as thoroughly.

Edited by talkol
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Is there a reason you're not just posting all the decompiled scripts?

 

first of all @reoze had some reservations about that due to possible malicious use

second, 99% of the people will not understand them.. it takes a long time to read this stuff until it makes sense (it is low level byte code, not C-style code)

if anyone wants access to the original material, you can always join the research team

Edited by talkol
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German-Kraut

And here is every "pushi" value that matches a hash in the list Talkol posted, so it's now matching vehicles and anything else that's mentioned in that list.

http://tom.gascoigne.me/pushed_hashes.txt

 

It's pretty massive, so any extra eyes on it would be great.

Does anyone know what "dt1_05_build1_h" is? It's referenced in ufo.xsc

 

Also, "prop_epsilon_door_l" is referenced in trevor1.xsc, which is unusual

Could this Jean when u go with Trevor to Epsilon Church or the Epsilon central that he says something like "poor souls" and that kind of

 

I mean its just a trigger area around that door that let's Trevor start his commentary about the baby blue Kifflommers

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Mad Bull gta

 

 

Hi I'm not at all good at this, but couldn't R* named the files differently, than what we are looking for? I know the file would be bigger than the others, but could they get around this by making lots of little files all over the place, and make them interact with each other to make a big file?

Yeah, it's possible. I'm not sure how likely this is. In San Andreas the Jetpack was named a "personal transportation vehicle" I believeWell I think it might be passable because R* know that we'd probably go though these files and do this so they need to keep it away from us, but they didn't for the I do because would make it tooobvious for us

If I designating the game that would be how I'd do it

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Well as said before...

 

We have a few options...

 

Its right there and we are missing it...

 

They have it server side and we need to trigger the dlc (unlikely since not all are online) ...

 

Or they have hidden it in the files (in which case we would need to know what every files purpose is, in order to decide what isnt being used or is encrypted or whatever)

 

Only other option is cut content or things ready for dlc and there really is nothing :(

Edited by tadd
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Option C seems most likely at this point but its hard to provide evidence pointing towards the lack of something

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I have been following this for awhile with a friend and apologize if it has been asked, havent seen anything in a quick search. I see people still questioning if docker is used for anything anywhere, it should be easy to prove though and put it to rest right? Has anyone grep -P everywhere for the space docker hash hex? See if its any kind of trigger outside of the omega missions? dune2=0x1FD824AF

 

also I have seen questioned the number of horns. I'd guess they would be all in a single AWC file correct? should be easy to say if there are any "secret" horns

Edited by norman86
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Dummy question for the file guys:

Based on what's been found, are you guys fairly confident that there are NO other places (other than mt. Josiah) where the UFO's can be seen from the ground?

Just trying to clarify. I know that you were able to locate the mt. Josiah spot, just not sure whether or not the possibility of any others has been ruled out entirely by what you guys have found.

I'll be the first to admit that 99% of what I've seen in this thread goes straight over my head, so sorry if that's a silly question.

Thanks guys. Awesome work on all of this! :)

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vengeancehawk

Dummy question for the file guys:

Based on what's been found, are you guys fairly confident that there are NO other places (other than mt. Josiah) where the UFO's can be seen from the ground?

Just trying to clarify. I know that you were able to locate the mt. Josiah spot, just not sure whether or not the possibility of any others has been ruled out entirely by what you guys have found.

I'll be the first to admit that 99% of what I've seen in this thread goes straight over my head, so sorry if that's a silly question.

Thanks guys. Awesome work on all of this! :)

Don't you mean Mt. Chiliad? And from as far as I know, yes there is only three active UFOs.

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PrideofofCucamonga

No he is correct in saying mt.josiah. Using the heavy sniper you can see the Zancudo UFO from the summit.

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you can zoom in on the zancudo ufo from josiah with the sniper scope.

 

 

edit: sorry to be redundant.

Edited by agonistes06
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And regarding the Chiliad UFO, can we say for certain now that it CAN'T be spotted from anywhere on the map other than the area around the viewing platform on the mountain?

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Wait what happened with the discovery of multiple "special_floaty" files that are apparently downtown and a decent amount of files including one to produce a light like the one on the bunker at FZ? I was pretty sure they were confirmed to be different from Michael's abduction?

 

EDIT: here this info was posted by /u/WarBob over here

http://www.reddit.com/r/chiliadmystery/comments/1orecw/p_secret_weapon_02/

 

==================================================

 

UFO 2 - Los Santos Downtown UFO gta5_citye\downtown_01\dt1_tc_rpf\dt1_tc_dufo.xtd

rsn_os_specialfloaty2_light2

rsn_os_specialfloaty2_light

rsn_os_specialfloaty2

Notice something strange? No mention of the hippy camp UFO or the Fort Zancudo UFO, and UFO 2 above is referenced to be part of downtown. Dun dun dun.

Before anyone suggests that the Downtown UFO is from the cutscene with Michael, I found that here (though feel free to correct me if someone discovers something that proves this to be incorrect)::

UFO N/A - Drug UFO gta5\generic\cutsobjects_rpf\p_spinning_anus_s.xdr

rsn_os_specialfloatymetal_n

rsn_os_specialfloatymetal

P_Spinning_Anus_S_Main

P_Spinning_Anus_S_Root

p_spinning_anus_s.

"cutsobjects" refers to "cutscene objects".

It's also hilarious dubbed a "Spinning Anus".

====================================================

Seems to be a clear distinction between the UFO files for Michael's abduction and then other files for an undiscovered UFO downtown? And judging by the 2 specialfloaty lights and the other files it's not just some weak prop it's more like the one at FZ?

Edited by DCXMillions
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Wait what happened with the discovery of multiple "special_floaty" files that are apparently downtown and a decent amount of files including one to produce a light like the one on the bunker at FZ? I was pretty sure they were confirmed to be different from Michael's abduction?

These special floaty files are texture names related to the models of the hippie camp and fz ufos. The complete models for both ufos (including the light over the bunker) are found inside a directory called "downtown" (we've never really understood why they're in this specific directory and not somewhere else, this initially triggered rumors that there's a ufo downtown, but we're pretty convinced that there isn't and it's just a weird place to hold all the models). The models for the ufos are only found there and not anywhere else in the game. They were confirmed 100% since our arsenal of tools can display them. They are not related to Michael's abduction cutscene. So, in short, the answer to your question is that nothing happened to them, and that's part of the discovery of where the models for both ufos are found in the game files.

 

Edit in respond to your edit:

 

downtown_01\dt1_tc_rpf is where the 2 ufo models are found.

generic\cutsobjects_rpf\p_spinning_anus is supposedly related to Michael's abduction cutscene (I personally haven't confirmed this but it makes sense).

The two are not really related aside from some textures that might be shared or have similar names (the special floaty bit)

 

And this quote from the post: "No mention of the hippy camp UFO or the Fort Zancudo UFO, and UFO 2 above is referenced to be part of downtown. Dun dun dun." is mistaken. The only ufo models inside downtown_01\dt1_tc_rpf are the hippie camp and fz and no other.

Edited by talkol
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Has anyone grep -P everywhere for the space docker hash hex? See if its any kind of trigger outside of the omega missions? dune2=0x1FD824AF

 

I recall @tgascoigne saying that he looked over all the scripts and the docker hash is only mentioned in the omega mission. But it's a good idea to run a full grep over everything just to verify. I'll do that later today.

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Watching this thread is like watching someone unravel a wool sweater then unbraiding the wool itself into tiny little stands. It's really late i gotta sleep, this is just so damn interesting though. Wish i could do more than observe but at this point i would just be a nuisance asking newbie questions, awesome work guys.

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I used Xdr2Obj and placement_v3.txt

By the way, I noticed glitch in 3ds max:

when i enter coordinates in 3ds max, for example "421.6547" , 3ds max round off coordinates, for example, to "421,0".How i can fix it?

In placement_v3.txt replace dot (.) with comma (,).

HHnErXC.png


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Btw did you know that there is a way to utilize a full 3D Map of GTA V. The first thing R* did was create a very low res map of the entire map. Then go into Higher detail and add textures and such, Then they planned the mission. Sadly I can't help at all. But try to create an entire 3D map low res. I'm sure you have probably thought of it. But there must be a way.

I have more info GTA V was delayed from early Spring until September. Now this mystery could have been created with the extra time in fact I think the mystery isn't DLC but already in the game. If it was DLC Ufo's wouldn't be in the game along with Astroid and Alien Egg in files.
Btw I have something that no one has yet to fully look at. That is the strange symbols at the hippie camp. There is another one Straight across with 2 Round Towers. This code I haven't even seen mentioned on here yet but It has got to mean the secret of the mystery, Same with the Alien Code Hud.
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A "low resolution map" is what exactly? A game map that's 320x480?

I'm guessing he's talking about sLOD models.

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If anyone has the time to compile a low detail 3d map I can get that on my mapper by using the Google maps 3D feature.

 

Edit: Scratch that just noticed Google maps 3d is not public, however if needed I can create a small program to do the same.

Edited by Glokon
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Hi guys.

Brilliant work with files everyone! I would like to ask and point out something to the investigation team.

EDIT: Actually I found myself being careless and blind. Keep up the good work talkol and fellas, hopefully we'll find something big.

Edited by NPhoBiaz
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The issue with this is the lowest LoD of the map is going to be utter crap, most likely less detailed than our game box map kind of thing. A step up from that, and you're not going to be able to fit the entire map into graphics memory. You could page meshes in/out of graphics memory, or use CPU mapped memory to get it to display at a marginal framerate but I can't be bothered to go to such lengths and write another tool so 8 people can rip it off.

Edited by reoze
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The issue with this is the lowest LoD of the map is going to be utter crap, most likely less detailed than our game box map kind of thing. A step up from that, and you're not going to be able to fit the entire map into graphics memory. You could page meshes in/out of graphics memory, or use CPU mapped memory to get it to display at a marginal framerate but I can't be bothered to go to such lengths and write another tool so 8 people can rip it off.

Well the plan was if I was to make a program I would split the map into chunks and just display visible chunks, and just use low res textures and not bother with shaders or anything that can take up extra memory.

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