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The GTA V beta hunt


StJimmy
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i found in the lifeinvader interior files something from maybe a fake window:

 

here is the model file:

 

7U5DCs0.png

 

and here is the texture:

 

7G2XOvR.png

 

edit: here the file location: x64h.rpf\levels\gta5\interiors\v_int_9.rpf\v_9_fakeref.ydr

Edited by rollschuh2282
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same was on xbox 360

towCUBM.jpg

 

What are we meant to be seeing here?

Edited by ZANTHERA
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^ What a load of BS...

1.He most likely got the names of "Albert and Kevin" and description of Kevin from Rush Casting Call. We all know that all 3 protagonists were since the beginning. (Both Frank and Trevor are mentioned in the builds.xml somewhere in 2011...)
2.This is based off RDR multiplayer, so again that's BS
3.Again, BS. The map is 4 times as big as LC AT BEST and LS is not even close to the "just under half of the map"
4.I think that everyone could assume that you can fly the planes after first trailer
5.This was another guess. Customization seems to be added later down the road, since there is no mention in the builds.xml [citation needed]
6."Deceptor" kek
7.BS
8.HUUUUGE BS
9.BS, not a trace of flashbangs found in the files
10.BS
11. BWAHAHAHAHAHAHAHAHAHA!
7 (for some reason). BWAHAHAHAHAHAHAHAHAHA!
11.BWAHAHAHAHAHAHA!
12."Underworld" is technically non existent in V...
13.BS
14.Speeding? Kek
15. All of that is BS. 6th star was never planned feature

 

Edited by MGgames100
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6th star was never planned feature

That's debatable, actually. There is a 6th star leftover in the code and the hud is capable of displaying it in the event where it is somehow triggered via playing with the code. No cops spawn when it's set to 6, of course.

90lIXTu.jpg

Edited by oCrapaCreeper
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6th star was never planned feature

That's debatable, actually. There is a 6th star leftover in the code and the hud is capable of displaying it in the event where it is somehow triggered.

90lIXTu.jpg

Never heard that...

Sauce?

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Never heard that...

Sauce?

The game code of course.

 

A fellow forum member explained it in the V modding section when someone had issues getting it to display:

 

 

Huh? The sixth star definitely exists. Its just not as easy to set, since it was clearly meant to exist as an internal feature or something that was eventually pulled from the game.

 

Heres how you can do it though (update b877):

 

First you will need these defined somewhere:

struct CPlayerWantedData{public:	char pad0[0x84]; //0x0-0x84	float iWantedLevelTimer; //0x84-0x88	char pad1[0xC]; //0x88-0x94	__int32 iWantedLevel1; //0x94-0x98	__int32 iWantedLevel; //0x98-0x9C};class CPlayerInfo{public:	char pad0[0x150]; //0x0-0x150	int playerState; //0x150-0x154	char pad1[0xA2C]; //0x154-0xB80	CPlayerWantedData *wantedLevelData; //0xB80-0xB88};class CPed{public:	char pad0[0x10A8];	CPlayerInfo *playerInfo;};
Then just do this to set 6 stars..

 

CPed * ped = (CPed*)getScriptHandleBaseAddress(PLAYER::PLAYER_PED_ID());ped->playerInfo->wantedLevelData->iWantedLevel = 6;

 

e5de0668f79ad80936f4d349d36830f4.jpg

 

 

 

My experience was that it needs to be set every frame to override the default behaviour of the game.

 

 

 

 

And before that it was achieved with cheat engine:

 

 

 

 

Of course nothing happens because there is no dispatch behavior associated with wantedlevel 6 among other things that leave in defunct. But it does exist and was probably pulled somewhat early in development.

 

There's also the possibility that the 6th star's existence is merely legacy code from GTAIV and R* planned 5 stars from the beginning but kept the leftover code from IV intact, meaning the system is capable of six stars if you brute forced it in a way that doesn't crash the game. As I said, it's debatable, I don't think we'd have a way of knowing for sure if the game was supposed to have more than 5 stars. It is interesting nonetheless that a vestigial 6th star that can only be triggered internally.

Edited by oCrapaCreeper
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Oh sh*t! I forgot about that!

Fixed, but still let's be honest, the vid is 10000% BS.

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Realism Dispatch Enhanced mod takes advantage of the leftover sixth star.

  • Like 2
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the static car on the big ramp near the airport, does have actually a unknown car Manufacturer:

 

PoYyybm.png

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the static car on the big ramp near the airport, does have actually a unknown car Manufacturer:

 

PoYyybm.png

weeny is the manufacturer of the issi (e.g. tracey de santa's car)

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the static car on the big ramp near the airport, does have actually a unknown car Manufacturer:

 

PoYyybm.png

You did not notice the car was an Issi, did you?

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the static car on the big ramp near the airport, does have actually a unknown car Manufacturer:

 

 

You did not notice the car was an Issi, did you?

 

 

correct

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uv_carslist.gfx (last-gen only) contains old vehicle names and is a strange file that was leftover.

 

eAE3ADr.png

NXZTnuV.png

6rFlApL.png

LgA3TBM.png

 

Apparently "Venem" was the original name for the Adder but I that's mostly [citation needed] as I can't find the source at all (see below for source or click here). "Cogsport" was the original name for the Cognoscenti 55. "Barbarian" was the original name for the Ruffian. No idea what was "Veloce", but it does sound cool (edit: apparently it was the original name for the Vacca, also see below).

 

There is also a mention of a Khamelion and Stinger GT. Assuming that the file is about cut SP content/feature, guess what else was cut?

MmFpqZu.png

CBcn7w4.png

 

 

Aside from those six, there are a few more vehicles mentioned which are also written in that text: Felon GT, Z Type, Voltic, Super Diamond, Rapid GT, 9F, Monroe, JB 700, Infernus, Feltzer, F620, Exemplar, Entity XF, Daemon, Cognoscenti Cabrio (written as "Cog Cabrio"), Cheetah, Bullet, and Bati 801 (simply written as "Bati"). There's also a bunch of unreadable text, like the one you'd see on Devin's UV car list in the final game. I wonder if it was a cut side mission after doing the missions for Devin or something entirely else.

Edited by WildBrick142
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^

Proof that Venem was the Adder:

VLBLCDI.png

 

Vacca textures are called 'vel,' so it might be safe to assume that Veloce is its old name:

SkQpArN.png

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Cogsport? Cognoscenti 55 was meant to appear earlier than it actually did? Beta name for the Cog Cabrio? Another Cognoscenti variant? And what the f*ck is a Veloce? A sports bike? A supercar? Aw, okay. It's just the original Vacca's name.

 

The guys above me explained what those names mean.

Edited by Phnx.
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Cogsport? Cognoscenti 55 was meant to appear earlier than it actually did? Beta name for the Cog Cabrio?

Nope.

It was meant to be, like we have it now - 3 variants of Cog: Cognoscenti, Cognoscenti Cabrio and Cognoscenti (Sport) 55

Edited by MGgames100
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PoYyybm.png

Since we are on the topic of beta car names - why is texture name "ap_weener1ap_weener1a"?

 

Could it be beta name for Weeny?

 

 

E:sorry for DP

Edited by MGgames100
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Nothing Major as such, but I was looking through the ped files for the IAA Agent Model, and couldnt help but notice the following:

 

0JKNTUe.jpg^ This, is the IAA Badge that some of the agents will wear on their Utility Belt, but when I looked at the UV Mapped file for it, I found this:

XOxTp2H.jpgInstead of an IAA imprint, it clearly displays an FIB Badge.

 

So I was wondering, considering V's orientation around the FIB, could perhaps these models have been originally been used for the FIB, but R* maybe changed the storyline a bit, to include the IAA, and so they used these models for the IAA instead?

For instance, Michael was going to be brought back to work with the Bureau, through Dave Norton, and they were going to do their thing, but R* decided to add the CIA/IAA to replicate the whole crap between the rivalry between the CIA/FBI, and decided to make them (The IAA) look as corrupt as the FIB, to justify the way they've portrayed the Feds in this game.

Perhaps far fetched, but just a potential idea.

 

 

EDIT:

Path for these files is as follows:

 

x64e.rpf\models\cdimages\componentpeds_s_m_m.rpf\s_m_m_ciasec_01.ytd

 

Also, I decided to make a quick edit to replace the IAA files with FIB Varients (These aren't in-game files, I made these ones myself), to see what it would look like, if R* were planning on having these models as FIB instead of IAA, and here's the results:uJGoqAJ.jpg

wL64v8t.png

Edited by SA's Most Wanted
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Also, not sure if this is known, but while strolling around the files, I found a file that assigns a PTFX/VFX effect set to each mission. Inside it are A TON of commented out references to missions, development tests, and... Yes... The Sharmoota Job.

###### SHARMOOTA #######SH_1_INT#SH_1B_INT#SH_1B_MCS_1#SH_2A_INT_P1#SH_2A_INT_P2#SH_2B_INT_P1#SH_2B_INT_P2#SH_2C_INT_P1#SH_2C_INT_P2
#nice_house_heist#nice_house_setup1a#nice_house_setup1b

The file is common.rpf/data/effects/scriptfx.dat. Have fun looking at the pastebin, there's a lot of commented out stuff, including missions, parts of existing missions, and multiple takes of cutscenes they probably took! It also references a load of debug scripts, and other scripts we don't have in our final version of the game.

 

http://pastebin.com/RWynrnn8

 

 

Edit: Also references to LOADS of Cops and Crooks script files.

#Arrest.sc#Cop_partner.sch#CP_ARREST.sc#CP_InformHeli.sc#CP_PrisonTrans.sc#cr_prison_break.sc#CP_ProWitCourt.sc#CP_vip_tour.sc#CP_weapons_ambush.sc#CP_welcometut.sc#CR_Asin.sc#CR_ASIN.sc#CR_ATTACKBOAT.sc#CR_BossMeet.sc#CR_Convoy_Steal.sc#CR_DefendBase.sc#CR_DisposeOfVehicle.sc#CR_escortcrimboss.sc#CR_farmhouse.sc#CR_Funeral.sc#CR_GET_VEHICLE.sc#CR_GOGET.sc#CR_oceandrop.sc#CR_Packagegrab.sc#CR_parley.sc#CR_RACES.sc#CR_RACES.sc#CR_Showroom.sc#CR_Steal_vehicle.sc#CR_Triathlon.sc#CR_van_rescue.sc#CR_WELCOME.sc
Edited by Spider-Vice
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^ Quality sh*t.
IDK if they are used.

taxi_clowncar               scr_oddjobtaxi
#ab_guncar#act_cinema (used)#act_comedyclub#act_livemusic 
#dale1#dale2
#magenta1#magenta2#michael1 (used)#minute1 (used)#minute2  (used)#minute3  (used)#mrsavb1#mrsavb2#mrsavb3#mrsavb4#mrsavb5
#re_tacovan#re_ungratefulwhore
#soldier1#soldier2
#space_shooter
#vigilantemission
Edited by MGgames100
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#act_livemusic (IDK if used)

 

This is not used. fwiw it's a cut live music performance that the player could watch like the comedy clubs or cinemas. Even has an unused map icon aB7HGZe.png.

 

 

#michael1#minute1#minute2       #minute3

 

These are used. michael1 is Bury The Hatchet and minute1-3 are Minute Men.
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Are the #BS_2A (Big Score 2A) parts also unused or what? They're all commented out except the first part.

 

Edit: Lester1B is mentioned in Vadim's new beta missions video, actually. It separated Jay Norris' death into a different mission.

Edited by Spider-Vice
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Defuq is Rayfire

<CRayFireArray>	<RayFires>		<Item>			<Position x="-1234.810059" y="-1105.000000" z="10.370000"/>			<Orientation x="0.000000" y="0.000000" z="0.000000"/>			<Name>RAYFIRE_TEST</Name>			<AnimDict>v_inttest</AnimDict>			<AnimName>v_ray_root</AnimName>			<StartModel>V_RAY_START</StartModel>			<AnimatedModel>V_RAY_ROOT</AnimatedModel>			<EndModel>V_RAY_END</EndModel>		</Item>		<Item>			<Position x="0.000000" y="0.000000" z="0.000000"/>			<Orientation x="1.000000" y="0.000000" z="0.000000"/>			<Name/>			<AnimDict/>			<AnimName/>			<StartModel/>			<AnimatedModel/>			<EndModel/>		</Item>		<Item>			<Position x="0.000000" y="0.000000" z="0.000000"/>			<Orientation x="1.000000" y="0.000000" z="0.000000"/>			<Name>new</Name>			<AnimDict/>			<AnimName/>			<StartModel/>			<AnimatedModel/>			<EndModel/>		</Item>	</RayFires></CRayFireArray>

^ And yes there is only "Test" one
it looks like Animation for the explosion (Like in the mission where you destroy O neil's farm)

Edited by HeySlickThatsMe
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