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StJimmy

The GTA V beta hunt

Recommended Posts

Monkeypolice188

 

Not sure if it's already been mentioned but the unknown cutscene audio of the drunk woman near the end is likely related to the drunk woman inside the police station during Prison Break - Station. Whether it plays like that in-game or whether this is the beta version, I'm not sure, but given the length of the quotes plugged together it suggests there's plenty of variety for if another player decides to stick around the station until completion of the mission.

 

Also, listening to the fleeca finale was interesting - seems that tiny Fleeca branch on Vespucci Bvard in pillbox hill is likely one of the other two branches alongside the GOW branch - seems the bust escape plan leads them across legion square (literally outside), to the parking lot adjacent to the FIB Building. 'Left, left, then right', makes sense, leads you onto the rails and the gap in the wall does indeed lead into the river.

 

It's strange how the Seashark setup mission doesn't quite link up to the finale - Lester tells them to go through the canals and past Vespucci beach. That storm drain doesn't quite link up to the storm drain he refers to in the finale. So that'd be a lengthy mission. I really love the idea of the sub stations but I can see complications in terms of lighting.

 

The riot vans were interesting too. I always wondered how the vans were just 'coincidentally in the parking lot'. It'd have made sense to have this setup but clearly they had to think about bigger priorities - getting a plane, getting a plan to get inside and out again, etc. So putting the van in the location that makes most sense seemed a logical approach.

 

I remember hearing all these individually ages ago, even writing about it, but it makes much more sense now someone was able to order it. Most of my predictions were correct, but the fleeca case has changed my view entirely.

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Monkeypolice188

 

 

Decided to go ahead and recreate the Prison Break Riot Vans heist setup mission based entirely on the audios, but also research into the smallest of details. Enjoy!

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Vadim M.

As you already know, PS4 was officially cracked and PS4 build is now available over the Internet.

Is it true?

Edited by Vadim M.

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DerekLeet

So were the Sharmoota Heist sound files inside the SS_NP rpf in the audio folders already discovered or something? Specifically "nhh.awc" and "nhh2a.awc" inside the SS_NP.rpf file.

 

Cause I haven't seen any reference to them so far in the thread.

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WildBrick142

As you already know, PS4 was officially cracked and PS4 build is now available over the Internet.

 

Nothing too interesting, because OpenIV can't open the files, because it can't find the encryption key.

So yeah, no new beta content for now.

Sweet, gonna grab a copy over the weekend. Hopefully there will be some goodies waiting once they'll become openable.

 

inb4 controversy, I've bought the game 3 times including one copy on the PS4.

 

So were the Sharmoota Heist sound files inside the SS_NP rpf in the audio folders already discovered or something? Specifically "nhh.awc" and "nhh2a.awc" inside the SS_NP.rpf file.

 

Cause I haven't seen any reference to them so far in the thread.

I believe it was covered somewhere before. I know that Vadim has a video on it anyway.

Edited by WildBrick142

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Spider-Vice

As you already know, PS4 was officially cracked and PS4 build is now available over the Internet.

 

Nothing too interesting, because OpenIV can't open the files, because it can't find the encryption key.

So yeah, no new beta content for now.

I don't think there's going to be anything different from the PC version in the files. On a forum which I won't linkf or obvious reasons, it was found that the executable is very similar to the PC version, including all natives being in the same position and having the same hashes. Not surprising, given the game is compiled for very similar architectures on all platforms now, PC and current-gen consoles which are all x86_64 based.

Along with this, the development folder for the PS4 executable is also X:\gta5\build\dev_ng\ just like PC, only the executable format changes, which leads me to believe every single file is the same, except audio which is compressed to MP3 on the PS4 (found in the executable strings, "PS4MP3").

 

Unfortunately I don't have the executable and my findings here on this computer but it's not much, just some debugging stuff inside the strings of the executable that's not visible on PC.

Edited by Spider-Vice

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_CP_

Yeah, current-gen V is the same build on all three platforms, PC one even has few frontend textures from the consoles.

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DerekLeet

 

So were the Sharmoota Heist sound files inside the SS_NP rpf in the audio folders already discovered or something? Specifically "nhh.awc" and "nhh2a.awc" inside the SS_NP.rpf file.

 

Cause I haven't seen any reference to them so far in the thread.

I believe it was covered somewhere before. I know that Vadim has a video on it anyway.

 

 

Vadim's video was about the voice files for the setup mission, "nhs1b.awc" which wasn't a part of the 2 that I mentioned.

 

The 2 files have a bunch of sound files for enemy npcs to be used specifically in the mission, much like how the O'Neils have ones for the mission Crystal Maze.

The audio tracks appear to use a few of the voice actors for the Vagos, and the majority of the files inside nhh.awc mention the safe, the horse, the disguises that Michael and Trevor would have to wear (mimes for plan A, clowns for plan C), and a "la sharmoota" which I couldn't find a proper translation in Spanish for.

 

"nhh2a.awc" has tracks for plan B, the stealthy approach to the heist, inside it. I haven't gone through much of it yet but there'll probably be some equally interesting stuff in there.

Edited by DerekLeet

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Microsoft Word

Well, it's finally happened, and we can now dig (slightly) deeper into into the PS4 version, but encryption for the .rpf archives is still yet to be cracked. File structure and sizes are very similar to that of the PC version:

 

 

5YtZ1Vo.png

 

 

So now we know the PS4 version uses ps4x.rpf as its naming scheme.

 

In the sce_companion_httpd/html/icons directory, strangely enough, we can see the icons for the radar exposed as .pngs, which is strange as to why they're not packaged into any .rpf.

 

 

fhVBKSw.png

 

 

 

There is also a collection of what appears to be NG screenshots in the directory, sce_companion_httpd/html/info: (Not sure if these are unseen, I'll upload them to a Mega folder if they look unfamiliar as they date back as early 2014):

 

 

XM8ogg2.jpg

iPH0DHH.jpg

 

 

Edited by Microsoft Word

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oCrapaCreeper

Well, it's finally happened, and we can now dig (slightly) deeper into into the PS4 version, but encryption for the .rpf archives are still yet to be cracked. File structure and sizes are very similar to that of the PC version:

 

 

5YtZ1Vo.png

 

 

So now we know the PS4 version uses ps4x.rpf as its naming scheme.

 

In the sce_companion_httpd/html/icons directory, strangely enough, we can see the icons for the radar exposed as .pngs, which is strange as to why they're not packaged into any .rpf.

 

 

fhVBKSw.png

 

 

 

There is also a collection of what appears to be NG screenshots in the directory, sce_companion_httpd/html/info: (Not sure if these are unseen, I'll upload them to a Mega folder if they look unfamiliar as they date back as early 2014):

 

 

XM8ogg2.jpg

iPH0DHH.jpg

 

 

PC is definitely the build the current gen consoles are built from. Nvidia anti-aliasing? The launcher .exe? That's all PC stuff that wouldn't be in the PS4 version (aside from maybe the launcher, IDK how PS4 handles launching games). Though really, this might mean there wouldn't be much stuff we haven't already seen in the PC files.

 

As for those screenshots, there are definitely a few last gen shots that I recognize being posted on media. Most of these I've never seen though. It feels like they just took a bunch of screenshots for either promotional or dev purposes and just threw them in the game directory for later.

Edited by oCrapaCreeper

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R4gN0r0K

I think you misunderstood the first image, it's PC on the left and PS4 on the right

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Microsoft Word

 

[ ... ]

PC is definitely the build the current gen consoles are built from. Nvidia anti-aliasing? The launcher .exe? That's all PC stuff that wouldn't be in the PS4 version (aside from maybe the launcher, IDK how PS4 handles launching games). Though really, this might mean there wouldn't be much stuff we haven't already seen in the PC files.

 

As for those screenshots, there are definitely a few last gen shots that I recognize being posted on media. Most of these I've never seen though. It feels like they just took a bunch of screenshots for either promotional or dev purposes and just threw them in the game directory for later.

 

The PC exes are simply for the launching of RSGC and the DRM that authenticates execution of the game, whereas the PS4 has its own internal DRM and doesn't require any external processes to authenticate the execution and simply loads the eboot.bin (essentially the equivalent of GTA5.exe) and any required system libraries and drivers into RAM that the executable specifies. As for the screenshots, should I upload them? And if so which platform is the most suitable?

Edit: Folder already uploaded by Ash_735

Edited by Microsoft Word

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MrBellicLC

 

 

[ ... ]

PC is definitely the build the current gen consoles are built from. Nvidia anti-aliasing? The launcher .exe? That's all PC stuff that wouldn't be in the PS4 version (aside from maybe the launcher, IDK how PS4 handles launching games). Though really, this might mean there wouldn't be much stuff we haven't already seen in the PC files.

 

As for those screenshots, there are definitely a few last gen shots that I recognize being posted on media. Most of these I've never seen though. It feels like they just took a bunch of screenshots for either promotional or dev purposes and just threw them in the game directory for later.

 

The PC exes are simply for the launching of RSGC and the DRM that authenticates execution of the game, whereas the PS4 has its own internal DRM and doesn't require any external processes to authenticate the execution and simply loads the eboot.bin (essentially the equivalent of GTA5.exe) and any required system libraries and drivers into RAM that the executable specifies. As for the screenshots, should I upload them? And if so which platform is the most suitable?

 

Just upload them to Imgur

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Ash_735

@Microsoft Word: Those are actually the files for the "Companion" app, aka, the digital manual and guide, they are not the games actual Radar files, but used for the digital map instead, anyway it at least gives us the names of these icons, for those who want to see this folder...

 

https://www.dropbox.com/s/ywfn83eecxz122x/sce_companion_httpd.zip?dl=0

https://www.sendspace.com/file/x21vg5

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WildBrick142

 

 

So were the Sharmoota Heist sound files inside the SS_NP rpf in the audio folders already discovered or something? Specifically "nhh.awc" and "nhh2a.awc" inside the SS_NP.rpf file.

 

Cause I haven't seen any reference to them so far in the thread.

I believe it was covered somewhere before. I know that Vadim has a video on it anyway.

 

 

Vadim's video was about the voice files for the setup mission, "nhs1b.awc" which wasn't a part of the 2 that I mentioned.

 

The 2 files have a bunch of sound files for enemy npcs to be used specifically in the mission, much like how the O'Neils have ones for the mission Crystal Maze.

The audio tracks appear to use a few of the voice actors for the Vagos, and the majority of the files inside nhh.awc mention the safe, the horse, the disguises that Michael and Trevor would have to wear (mimes for plan A, clowns for plan C), and a "la sharmoota" which I couldn't find a proper translation in Spanish for.

 

"nhh2a.awc" has tracks for plan B, the stealthy approach to the heist, inside it. I haven't gone through much of it yet but there'll probably be some equally interesting stuff in there.

 

I've been doing stuff related to audio for a while now so I've listened to those 2 weeks ago and there isn't anything that could be understood. The only English lines are between the Madrazo gang members and some unknown guy they've captured, likely as a background scenario to show what Madrazo's gang is up to and give a bit of life to the ranch. It could be interesting if we had someone who understands Spanish though, but it's more than likely to be taunts and stuff we already know.

Edited by WildBrick142

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Spider-Vice

Here's the raw extracted strings for the GTA V PS4 executable. This DOES include binary garbage, so scavenge as deeply as needed. Some interesting stuff when the real strings begin in the file though.,

https://drive.google.com/open?id=0ByI_lwR4zqugTHI2SEZMMmlUMFE

 

Here are some of my finds:

First off, the development directory, which is exactly the same one as PC: x:/gta5/build/dev_ng/game_orbis_final.elf

 

 

 

Debugging info for the game:

Offset: 35495164 - ###### DEBUG INFO ######Offset: 35495191 - ============ MISC INFO ============Offset: 35495228 - == Version : %sOffset: 35495245 - == Player Position (%f;%f;%f)Offset: 35495276 - == Camera Position (%f;%f;%f)Offset: 35495307 - == Camera Front (%f;%f;%f)Offset: 35495335 - == Game Time (%d:%d)Offset: 35495357 - == Current Mission : %sOffset: 35495383 - == Current Mission : NoneOffset: 35495411 - ============ NETWORK INFO ============Offset: 35495451 - == Network Open : YesOffset: 35495474 - == Network Open : NoOffset: 35495496 - == Network Closing : YesOffset: 35495522 - == Network Closing : NoOffset: 35495547 - == Game In Progress : YesOffset: 35495574 - == Number of physical players : %dOffset: 35495610 - == Network Session Active : YesOffset: 35495643 - == Network Session Active : NoOffset: 35495675 - == Network session transition member count : %dOffset: 35495724 - == Network Session in transition : YesOffset: 35495765 - == Network Session in transition : NoOffset: 35495805 - == Game In Progress : NoOffset: 35495832 - ============ SCRIPT THREAD INFO ============Offset: 35495878 - == Number of scrThreads : %dOffset: 35495908 - == scrThreads stack traces :Offset: 35495939 - ----Offset: 35495945 - == Active scrThread StackTrace :Offset: 35495981 - == No Active scrThreadOffset: 35496005 - ###### END OF DEBUG INFO ######

 

 

 

 

 

Offset: 35525268 - MENU_UNIQUE_ID_EXIT_TO_WINDOWS

PC GXT string, obviously because the build is the exact same as said before.

 

 

 

 

A few things that seem to belong to a debug menu.

Offset: 36156352 - RayfireOffset: 36156360 - des_Offset: 36156365 - Animation ManagerOffset: 36156383 - animmgrOffset: 36156391 - animmanagerOffset: 36156403 - animationmanagerOffset: 36156420 - Animated Particle EffectOffset: 36156445 - :fxOffset: 36156449 - :effectOffset: 36156457 - Particle EffectOffset: 36156473 - fx_Offset: 36156477 - :decalOffset: 36156484 - EventOffset: 36156490 - AudioOffset: 36156496 - CameraOffset: 36156503 - cameraOffset: 36156510 - dofOffset: 36156514 - screen fadeOffset: 36156526 - screenfadeOffset: 36156537 - Removal BoundsOffset: 36156552 - removeboundOffset: 36156564 - removalboundOffset: 36156577 - Fixup ModelOffset: 36156589 - Hidden ModelOffset: 36156602 - Weapon ModelOffset: 36156615 - Prop ModelOffset: 36156626 - Vehicle ModelOffset: 36156640 - :chassisOffset: 36156649 - :vehicleOffset: 36156658 - :vehOffset: 36156663 - vehicleOffset: 36156671 - Ped ModelOffset: 36156681 - Screen OverlayOffset: 36156696 - Asset ManagerOffset: 36156710 - Object Id List EventOffset: 36156731 - Object Id EventOffset: 36156747 - LightOffset: 36156753 - lightOffset: 36156759 - Blocking BoundsOffset: 36156775 - blockboundOffset: 36156786 - blockingboundOffset: 36156800 - :weaponOffset: 36156814 - :propOffset: 36156820 - :objectOffset: 36156828 - :objOffset: 36156833 - :pedOffset: 36156838 - :skel_rootOffset: 36156849 - :dummyOffset: 36156856 - :charOffset: 36156862 - :playerOffset: 36156870 - :plyr

 

 

 

 

Leftovers from old RAGE versions for bound files, and even from the original 1998 AGE engine. It could be that format didn't really change but some things are embedded in the EXE instead.

Offset: 36340494 - triangleOffset: 36340503 - discOffset: 36340508 - cylinderOffset: 36340517 - removed probeOffset: 36340531 - planeOffset: 36340537 - unknownOffset: 36340545 - type:Offset: 36340551 - mtlOffset: 36340557 - RAGEBOUNDOffset: 36340567 - size:Offset: 36340573 - centroid:Offset: 36340583 - cg:Offset: 36340587 - materials:Offset: 36340598 - verts:Offset: 36340605 - bound:Offset: 36340612 - matrix:Offset: 36340620 - position:Offset: 36340630 - length:Offset: 36340638 - radius:Offset: 36340646 - halfheight:Offset: 36340658 - NumBounds:Offset: 36340669 - allowInternalMotionOffset: 36340689 - boundflags:Offset: 36340701 - name:Offset: 36340707 - margin:Offset: 36340715 - bndOffset: 36340719 - /boundOffset: 36340726 - /bound/boundOffset: 36340739 - version:Offset: 36340748 - 1.01Offset: 36340753 - 1.1Offset: 36340757 - 1.10

 

 

 

 

 

From what seems to be an in-game development tool.

Offset: 36346427 - * not a poly *Offset: 36346442 - CYLINDEROffset: 36346454 - * not articulated *Offset: 36346474 - AWAKEOffset: 36346480 - ASLEEPOffset: 36346487 - DONESLEEPINGOffset: 36346500 - * no sleep *Offset: 36346513 - * no collider *Offset: 36346529 - %5.3fOffset: 36346535 - X = %5.3f, Y = %5.3f, Z = %5.3fOffset: 36346567 - * right click to select *Offset: 36346593 - * none *Offset: 36346602 - * NO MATCH *Offset: 36346615 - * left click to select *

 

 

 

 

 

Orbis related stuff.

Offset: 35262128 - 19CCompanionDataOrbisOffset: 35366192 - N4rage19audMixerDeviceOrbisEOffset: 35411264 - N4rage26grcOrbisDurangoTextureBaseEOffset: 35455808 - N4rage31cOrbisCommerceConsumableManagerEOffset: 35456096 - N4rage21cOrbisCommerceManagerEOffset: 35456128 - N4rage35cOrbisCommerceConsumableTransactionEOffset: 35498495 - GTAV Orbis Final %sOffset: 35750931 - OrbisAddContPollOffset: 36235119 - orbisOffset: 36235856 - N4rage20sysOrbisServiceEventEOffset: 36257761 - orbisOffset: 36423633 - orbisOffset: 36481447 - GOrbis HW output only supports 48000, with 7.1 channel or stereo.Offset: 36481513 - Couldn't open Orbis port.Offset: 43846116 - game_orbis_finalOffset: 43846216 - x:/gta5/build/dev_ng/game_orbis_final.elfOffset: 47990540 - x:/gta5/build/dev_ng/game_orbis_final.elf

 

 

 

By the way, this also makes me think that the #ft, #map, etc files have the Y prefix on the next gen versions of the game as well. The development directory and even code is basically the same on all platforms, only audio changes (folders for each in the same root folder, i.e. /dev_ng/ps4, /dev_ng/xbox1, /dev_ng/x64) and a few select files maybe, like shaders and the version.txt. There is no reason for map placement, model, collision, etc files to be any different, so I'm staying with my theory that the "Y" is indeed for Yamhill, which is the codename for the Intel64 architecture, just like PS3 was "C" for Cell and Xbox "X" for Xenon.

After all you can just fire up Visual Studio and compile the same code for 3 different profiles, "ps4, "xbox1" and "x64".

Edited by Spider-Vice

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_CP_

Good find. I'm thinking that PS4 prefix is O instead of Y because of Orbis.

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Spider-Vice

I dunno, I would think that they kept the same for PC/PS4/Xbox One, but I guess it IS possible they used Orbis/Durango, so we'd have omap, dmap, and ymap on PC.

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George Costanza

btw what's with the ps4 dump boom now? I know the redumps work on 1.76 without having to buy games, but didn't already exist dumps, which could be browsed (but couldn't be run on ps4)?

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Spider-Vice

I guess this latest dump spread around faster than the others. Also it included a decrypted executable.

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Microsoft Word

I've always assumed that the consoles have their own unique prefixes e.g .oft and .dft since their file formats would be oriented around the different graphics APIs.

Edited by Microsoft Word

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Spider-Vice

Could be, but I thought those had to do with the CPU and not the GPU or the console's codename.

 

Edit: Yes you are right! Found in the executable. Includes old RAGE formats too, lol.

offset: 36426896 - ResourcePlacementThreadOffset: 36426923 - rpfOffset: 36426927 - odrOffset: 36426931 - oftOffset: 36426935 - oddOffset: 36426939 - otdOffset: 36426943 - ocdOffset: 36426947 - obnOffset: 36426951 - obdOffset: 36426955 - obsOffset: 36426959 - oldOffset: 36426963 - opmOffset: 36426967 - oedOffset: 36426971 - optOffset: 36426975 - omapOffset: 36426980 - opdbOffset: 36426985 - mrfOffset: 36426989 - onvOffset: 36426993 - ohnOffset: 36426997 - oscOffset: 36427001 - cutOffset: 36427005 - gfxOffset: 36427009 - oplOffset: 36427013 - oamOffset: 36427017 - ondOffset: 36427021 - nodOffset: 36427025 - ovrOffset: 36427029 - owrOffset: 36427033 - otypOffset: 36427038 - omfOffset: 36427042 - onhOffset: 36427046 - ofdOffset: 36427050 - oldb
Edited by Spider-Vice

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Darealbandicoot

Rockstar is definitely watching this beta thread closely and be like "You forget a thousand things every day, make sure this thread is one of them" lol

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WildBrick142

🤔

 

 

Edited by WildBrick142

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D.VA

 

Not sure if it's already been mentioned but the unknown cutscene audio of the drunk woman near the end is likely related to the drunk woman inside the police station during Prison Break - Station. Whether it plays like that in-game or whether this is the beta version, I'm not sure, but given the length of the quotes plugged together it suggests there's plenty of variety for if another player decides to stick around the station until completion of the mission.

 

Also, listening to the fleeca finale was interesting - seems that tiny Fleeca branch on Vespucci Bvard in pillbox hill is likely one of the other two branches alongside the GOW branch - seems the bust escape plan leads them across legion square (literally outside), to the parking lot adjacent to the FIB Building. 'Left, left, then right', makes sense, leads you onto the rails and the gap in the wall does indeed lead into the river.

 

It's strange how the Seashark setup mission doesn't quite link up to the finale - Lester tells them to go through the canals and past Vespucci beach. That storm drain doesn't quite link up to the storm drain he refers to in the finale. So that'd be a lengthy mission. I really love the idea of the sub stations but I can see complications in terms of lighting.

 

The riot vans were interesting too. I always wondered how the vans were just 'coincidentally in the parking lot'. It'd have made sense to have this setup but clearly they had to think about bigger priorities - getting a plane, getting a plan to get inside and out again, etc. So putting the van in the location that makes most sense seemed a logical approach.

 

I remember hearing all these individually ages ago, even writing about it, but it makes much more sense now someone was able to order it. Most of my predictions were correct, but the fleeca case has changed my view entirely.

It's lit!

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N. Man

Not really a beta thing, but anyone notice the map blips for weapons use GTA IV era icons? The Sniper icon is the PSG-1, the Grenade Launcher icon is the Episodes From Liberty City launcher, the SMG icon is essentially the Uzi from IV and the Assault Rifle icon doesn't even have a stock bMXj7bt.png

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Monkeypolice188

Not really a beta thing, but anyone notice the map blips for weapons use GTA IV era icons? The Sniper icon is the PSG-1, the Grenade Launcher icon is the Episodes From Liberty City launcher, the SMG icon is essentially the Uzi from IV and the Assault Rifle icon doesn't even have a stock bMXj7bt.png

Most of those weapon blips are unused though. Look at Split Sides. They're just copied over as a base. Can probably even used the same texture mapping coordinates lol

 

Edit, actually, are those used in deathmatches? I recognise them but I swear they're a little different. Might be wrong.

Edited by Monkeypolice188

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WildBrick142

 

Not really a beta thing, but anyone notice the map blips for weapons use GTA IV era icons? The Sniper icon is the PSG-1, the Grenade Launcher icon is the Episodes From Liberty City launcher, the SMG icon is essentially the Uzi from IV and the Assault Rifle icon doesn't even have a stock

bMXj7bt.png

 

Most of those weapon blips are unused though. Look at Split Sides. They're just copied over as a base. Can probably even used the same texture mapping coordinates lol

 

Edit, actually, are those used in deathmatches? I recognise them but I swear they're a little different. Might be wrong.

 

Split Sides was going to be a thing, though. It's not just a simple copy-paste job, and the icons from IV were all separate textures rather than one big texture sheet.

 

And yes, the weapon blips are used in deathmatches/any gamemode with weapon icons on the map.

Edited by WildBrick142

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