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The GTA V beta hunt


StJimmy
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Weird how the article mentions just the things that were cut lr at least many times... such as the weapons. All cut or most and still only those were mentioned.. no comments on it

 

EDIT

Like the post above me says

Edited by BrownieBear
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I've spent the last few days digging through Prologue's text files.

 

And yes, I know I'm responding to a year old post. For the sake of clearing things up and updating info, time doesn't matter.

 

According to text files inside the game, before the starting cutscene where Michael, Brad and Trevor capture the hostages, there was another part.

 

First of all, i think you were out of the bank, and you had to go inside it from the back.

 

4ghKUQC.png

That's correct, there was more to the intro! But the line you've posted is actually in-game. This is supposed to be a subtitle for what Trevor says after he gets through the door and hits the guard but instead the game displays the objective.

 

This is how the original intro played out

 

PRO_INTRO_1 = ~z~Ah, you didn't hear us, huh? The big boys are here!               //Brad. Audio file still exists.PRO_INTRO_2 = ~z~Alright, knock it off.                                            //Michael. Audio file still exists.PRO_INTRO_3 = ~z~Get down there!                                                   //This is where the intro begins in the final game.PRO_INTRO_4 = ~z~Precious asshole.                                                 //This line IS in the final game intro. It is not subtitled, but you can still very faintly hear Brad say it.PRO_INTRO_5 = ~z~Alright, everybody pays attention, no one gets hurt.PRO_INTRO_6 = ~z~Aarrgh! Open the door, or they'll get worse than hurt!PRO_INTRO_7 = ~z~Hey, hey, ah! Come on!PRO_INTRO_8 = ~z~In the back. Come on. Let's go. Come on.                          //In the final game, this line is confused.
Interestingly, the actual subtitles for the intro are NOT in the "aud" text file. They're in the standard text file where the objectives & fail reasons are.

 

PRO_SUBTITLE1 = Get down there!PRO_SUBTITLE2 = Alright, everybody pays attention, no one gets hurt.PRO_SUBTITLE3 = Aarrgh! Open the door, or they'll get worse than hurt!PRO_SUBTITLE4 = Hey, hey, ah! Come on!PRO_SUBTITLE5 = Let's go, shut up! Shut the f*ck up! Come on, in the back. Come on. Come on.
Even weirder thing is, PRO_INTRO_8 is used in the game and played AFTER PRO_SUBTITLE5. Except that PRO_SUBTITLE5 isn't used, and PRO_INTRO_8 is used.

 

Then you had to enter in the room were the final game starts, but before the cutscene start, you had to grab the woman seen in it.

 

FFFi5KQ.png

 

-snip-

 

I think also the final was different, because there is a line that suggests a failure if the helicopter lift zone is abandoned (so all the crew would be saved)

 

XjA6zU6.png

This actually is the last objective in the mission. Not the first. The woman you're supposed to grab as hostage is the same woman Trevor grabs in the end cutscene. This is supported by many mentions in the text files, and even the game script.

 

//The objective. Called "PRO_HOSTAGE".PRO_HOSTAGE = ~s~Grab the ~b~woman.~s~//Top tier subtitles for Hostage's audio. Called "PRO_HOSTAGE_0x". Enough to tie it to the objective. In addition, the hostage says "Oh police!" as if she (considering that most of the audio files for these subtitiles have the same VA, it's safe to assume) saw the cops and tried to get their attention while Trevor had her hostage.PRO_HOSTAGE_01 = ~z~Ahhhh! Oh Jesus, oh Jesus!                  //0x14837C3B -- pro.awcPRO_HOSTAGE_02 = ~z~Uh huh huh huh! Oh God, help me! Help me!   //0x1815835D -- pro.awcPRO_HOSTAGE_03 = ~z~Ohhh aahhhhhh uh uh. Ahhhhhhh! Ohhh!PRO_HOSTAGE_04 = ~z~Oh police! Help! Help!PRO_HOSTAGE_05 = ~z~Ahhhh! Ahhhh! Help! Help me!                //0x0DF77E07 -- pro.awcPRO_HOSTAGE_06 = ~z~Ahhhhh! Help! Aaaaahhh Haaaaaa!PRO_HOSTAGE_07 = ~z~Aaaaahhh hu hu hu hu haaa. Ahhhh ha hu hu!  //0x10F6F524 -- pro.awc//In addition, the script refers to grabbing a woman/hostage numerous times, usually near/after the train crash scripts.		if (!audio::is_audio_scene_active("PROLOGUE_GRAB_WOMAN")) {			audio::start_audio_scene("PROLOGUE_GRAB_WOMAN");		}------------------------------------------------------------------------------------------	case 28:		if (audio::trigger_music_event("PROLOGUE_TEST_AFTER_TRAIN")) {			iLocal_1256 = 0;		}		break;	case 29:		if (audio::trigger_music_event("PROLOGUE_TEST_FINALE_RT")) {			iLocal_1256 = 0;		}		break;	case 30:		if (audio::trigger_music_event("PROLOGUE_TEST_GRAB_WOMAN")) {			iLocal_1256 = 0;		}		break;	case 32:		if (audio::trigger_music_event("PROLOGUE_TEST_FINAL_CUTSCENE_MA")) {			iLocal_1256 = 0;		}		break;//You would also fail the mission for letting the hostage get away.PRO_FHOSTAWAY = ~s~The hostage got away.~s~
This leads into the "Chopper Lift Zone was abandoned" failure. This is still in-game, and you can trigger that fail by teleporting out of the shootout (note: if you try to move instead of teleporting, the ending cutscene will play). It makes sense, if you try to run away from the fight or the hostage, as Trevor thinks that this is where the helicopter is going to land.

 

exqOHJs.png

 

 

 

The rest of the mission until the car getaway was more or less the same.

About the getaway, here's more:

 

The original cutscene had some quality acting and subtitiles, while the final cutscene you see in-game had just one line cut.

 

//The original getaway cutscene.PRO_CHASE_1 = ~z~f*ck.PRO_CHASE_2 = ~z~Ugh, aghh!PRO_CHASE_3 = ~z~Come on. Move it.PRO_CHASE_4 = ~z~f*ck! Ughh, aghh!PRO_CHASE_5 = ~z~f*ckers!PRO_CHASE_6 = ~z~Jesus. I think they're gonna...PRO_CHASE_7 = ~z~Oh f*ck...PRO_CHASE_8 = ~z~Aghhh!PRO_CHASE_9 = ~z~Aghh!PRO_CHASE_10 = ~z~f*ck! The local yokel's bought it!PRO_CHASE_11 = ~z~Ughh, aghhh!PRO_CHASE_12 = ~z~Guy's a dick.PRO_CHASE_13 = ~z~f*ck you, too!PRO_CHASE_14 = ~z~Bam!PRO_CHASE_15 = ~z~Oh yeah!PRO_CHASE_16 = ~z~Yeah!PRO_CHASE_17 = ~z~f*ck you!PRO_CHASE_18 = ~z~Wooo!PRO_CHASE_19 = ~z~Wooo!PRO_CHASE_20 = ~z~Wooo!PRO_CHASE_21 = ~z~Ha!//The final getaway cutscene had one line cut after the driver got shotPRO_GETAWAY_14 = ~z~Local yokel's bought it.PRO_GETAWAY_15 = ~z~You buy cheap...             //This line is missingPRO_GETAWAY_16 = ~z~That guy's a dick...
After the cutscene, Trevor and Brad had lines for bitching about you going the wrong way, stopping the car, or leaving the car. In the final game they only react to you going offroad. I've tried to get them to talk but got nothing apart from a bunch of mission fails. Even if you blow past the roadblock they will think you're offroad and not going the wrong way.

 

PRO_LEFTCAR_01 = ~z~Where are you going?PRO_LEFTCAR_02 = ~z~Hey! Back in the car!PRO_LEFTCAR_03 = ~z~Where's this prick off to?PRO_LEFTCAR_04 = ~z~Get back in here, asshole!PRO_LEFTCAR_05 = ~z~No you don't! Get back here!PRO_STOP_01 = ~z~Why we stopped!?PRO_STOP_02 = ~z~What you waiting for!?PRO_STOP_03 = ~z~Hey! f*cking drive!PRO_STOP_04 = ~z~Drive already, you pompous prick!PRO_STOP_05 = ~z~Can we go!? Come on!PRO_WRONGWAY_01 = ~z~This ain't the f*cking way!PRO_WRONGWAY_02 = ~z~You're going the wrong way!PRO_WRONGWAY_03 = ~z~Where you going?PRO_WRONGWAY_04 = ~z~Turn the car around!PRO_WRONGWAY_05 = ~z~Hey! Idiot! This is wrong!PRO_WRONGWAY_06 = ~z~What's with this guy? Turn around!PRO_WRONGWAY_07 = ~z~Whoa, whoa. Wrong way.
That's not all. It seems that someone had some lines cut. Note that "PRO_IDLE4_9" and "PRO_IDLE4_11" are missing. I'm guessing it's the security guard since him and Trevor are talking, and Trevor sound like he would be responding to the guard rather than randomly saying threats.

 

PRO_IDLE4_1 = ~z~I see it in his eyes. He's crazy.PRO_IDLE4_2 = ~z~No one's crazy. Alright, think. Be cool.PRO_IDLE4_3 = ~z~That's right, pal. I'm f*cking crazy.PRO_IDLE4_4 = ~z~Oh, boy!PRO_IDLE4_6 = ~z~Alright, look, you wanna live? Tell me you wanna live. Work this out.PRO_IDLE4_7 = ~z~For sure I want to live! Tell him to put the gun down.PRO_IDLE4_8 = ~z~Ain't gonna happen, pal.PRO_IDLE4_10 = ~z~Make a move. I got all day.PRO_IDLE4_12 = ~z~It looks like the cavalry ain't gonna show, pal!
A cut line when Brad is blowing up the doors to the exit. "PRO_DOORS_2" is missing.

 

PRO_DOORS_1 = ~z~What are you doing? Find some cover!PRO_DOORS_3 = ~z~Quit f*cking around and get down!
I haven't heard any line after "In the back! Come on!".

 

PRO_BRADHOST_1 = ~z~In the back! Come on!PRO_BRADHOST_2 = ~z~Come on, let's go!PRO_BRADHOST_3 = ~z~Hurry!PRO_BRADHOST_4 = ~z~You!PRO_BRADHOST_5 = ~z~On your feet!PRO_BRADHOST_6 = ~z~Oh God, oh God!PRO_BRADHOST_7 = ~z~Shut the f*ck up!PRO_BRADHOST_8 = ~z~Mmm. Mmmm. Mmmm.PRO_BRADHOST_9 = ~z~Let's go. Let's go. Let's go.
Haven't heard any of those, so they're probably unused too.

 

PRO_QUIET_01 = ~z~Hey, be quiet!PRO_QUIET_02 = ~z~You, shut up!PRO_QUIET_03 = ~z~Calm down!PRO_UNDER_1 = ~z~Heads down. We got to go!PRO_UNDER_2 = ~z~They're out here. Get ready.PRO_WHERE_1 = ~z~Come on! Let's get to the chopper!
Was Michael shot in-game rather than cutscene? Or was the cutscene different?

 

PRO_SHOT_1 = ~z~Mikey! I'm not going to leave you!PRO_SHOT_2 = ~z~You gotta go, T! I'm not gonna make it. I'm gonna bleed out. Aw, f*ck.PRO_SHOT_3 = ~z~Arghhh! Noooo! Mikey!

These are the strings I haven't got a text label for yet, if anyone wants to try themselves. I would try to bruteforce those, but there are either no tools to bruteforce jenkins hashes or Google is once again being useless. ¯\_(ツ)_/¯

 

This list includes both used lines, like the final hostage cutscene or the funeral cutscene, and unused lines, like the different variations of entering the vault or Trevor repeatedly asking the hostage about the chopper. The more labels, the better. It'll help sort out the unused dialogue and help determine when it would have played, as well as make the list more complete. It's also worth noting that the "torch the servers" line(s) are not here at all. It was either cut really early, really late, or never actually existed outside of planning.

 

 

0x00AC03CF = ~z~Ha! f*ck 'em!0x0223AB63 = ~z~Move it! Move! Move!0x06F2697E = ~z~Go! Go!0x0BEF31BB = ~z~Michael...0x0FAB11F6 = ~z~Here we go. Now, let's get out of here.0x1CBE6098 = ~z~The closet! Come on!0x2AC19B15 = ~z~Where's the chopper?0x2B149BC7 = ~z~sh*t! sh*t! sh*t!0x2E893614 = ~z~We put these guys down in cover, and then we make a play for the car!0x3C3BD70C = ~z~Let's just go.0x3C6B3E68 = ~z~Drive! Drive!0x3CDE3F5A = ~z~What's wrong with you?0x4AAD73EF = ~z~Can we just go?0x5ABADC6B = ~z~Get up here! Come on!0x5BFC9399 = ~z~we should not judge.0x6BF33386 = ~z~But he was a man.0x6D09281E = ~z~It's about time.0x6F544303 = ~z~In and out, man. In and out.0x6FB67930 = ~z~Father, we do not know your infinite mysteries but we know that you will show mercy to our friend.0x7B752C1A = ~z~We cant let him in here.0x7CC7479A = ~z~Oh, jeez, let's go.0x7E8F493F = ~z~Brad!0x8A2D5B5B = ~z~Oh God. Don't shoot!0x8BE4FD19 = ~z~and in this, Michael...0x8DEE777C = ~z~so perhaps...0x9AB76F4A = ~z~C'mon mister, we're giving you everything you want.0x12E66CE3 = ~z~Oh, God, help me! Help me! Oh!0x24DD3C5A = ~z~We don't need that prick. We never have.0x34F26C5B = ~z~Ohhh! That's too bad!0x40A99B1B = ~z~0x41C810E3 = ~z~Brad's hit!0x45C81970 = ~z~Oh f*ck. You hear that? Sirens.0x58FB8EDE = ~z~Let's go, let's go!0x59A41898 = ~z~that you will show mercy to our friend.0x66C52A71 = ~z~Move it! Come on!0x69B38897 = ~z~What are we gonna f*cking do?0x75C5D0DB = ~z~and we die in sin...0x97E8E501 = ~z~This guy's gonna f*cking kill us!0x98C3ACD0 = ~z~Come on. This way. On me.0x200D2476 = ~z~Let's get that green, man.0x231FA1D8 = ~z~Michael...0x253F845C = ~z~Don't even think about it.0x279AF600 = ~z~This is the way, asshole!0x334AAD97 = ~z~I don't know what you're talking about!0x416F49E0 = ~z~Where's the chopper? ~c~~n~Help! Help, please!0x449CEE82 = ~z~was like anybody else.0x541C44D2 = ~z~Michael!0x595E3532 = ~z~Screw you, cop!0x740E01E3 = ~z~...was not always a good husband, not always a good citizen, he did not die a heroes death, but he was a man.0x855C2751 = ~z~Michael!0x862E418C = ~z~We gotta get outta here.0x950C85B4 = ~z~Michael...0x985F764F = ~z~That way!0x7791FD03 = ~z~f*ck the cops. T, hit the shutter switch.0x8688D2A2 = ~z~No, no, no.0x8972CF3A = ~z~Should be up by that barn!0x12960A75 = ~z~Father...0x19404C5D = ~z~We are born of sin and we die in sin; and in this, Michael was like anybody else.0x55408EDC = ~z~M! Come on. Let's go.0x81249D75 = ~z~Would you look at that?0x296057D4 = ~z~Why are you doing this to us?0x365409AB = ~z~Slow and steady, T. Slow and steady.0x28004452 = ~z~Chopper. Got to find the chopper.0x47558258 = ~z~Here's hoping.0x97807601 = ~z~You, hey! ~c~~n~Oh, oh, oh God!0xA055DEC0 = ~z~Charges set. Get behind something!0xA0E108DA = ~z~f*cking stay back!0xA25F2059 = ~z~was not always a good husband.0xA49B2E7D = ~z~We are born of sin,0xA68AE9AE = ~z~Mikey!0xA1255C11 = ~z~Our Lord was crucified with two thieves... so perhaps we should not judge?0xA52625EB = ~z~He did not die a hero's death.0xA504865D = ~z~C'mon! C'mon! C'mon!0xA617195B = ~z~You're always on edge, let's go.0xAC3AA499 = ~z~f*cking Bradley!0xAF6BF89E = ~z~Michael...0xAF6825E8 = ~z~You come near me, she's f*ckin' dead!0xAF134375 = ~z~we do not know your infinite mysteries.0xB2F5223E = ~z~Get us to the chopper!0xB5B7D4C1 = ~z~Okay. Alright. We're good. We're good.0xB835BD98 = ~z~You're in a mood, let's go.0xBB871DDA = ~z~Let's get out of here!0xBBDB9EDC = ~z~Let's go! Get in there!0xBF423F02 = ~z~You! You're going to take me to the chopper!0xC0FC0709 = ~z~Oh f*ck!0xC4ADB43B = ~z~Cover the hostages!0xC4F06F2F = ~z~But we know...0xC149DE32 = ~z~Our Lord was crucified with two thieves,0xC422E49D = ~z~Who said North Yankton was a dead end? There's enough here to keep us all entertained.0xCB9847AB = ~z~What's all this commotion?0xCD94DBA7 = ~z~Hey, lady! Where's the chopper? Where's the f*cking chopper!?0xCED57949 = ~z~Not always a good citizen.0xD1F99842 = ~z~Chopper. Chopper. Where's the chopper?0xD2B55F45 = ~z~Hands behind your back.0xD34A2BA5 = ~z~He's gonna f*cking kill us all!0xD976E368 = ~z~Arghhhh! Arghhhh!0xE1E39CCA = ~z~We get through these pricks, then we make a run!0xE751AB88 = ~z~Can we move!?0xE34741D6 = ~z~Okay, T. Stay close.0xECC1DBFB = ~z~sh*t! There it goes!0xEE093869 = ~z~Depends how you look at it.0xF10C3026 = ~z~Come on, will ya?0xF30E58B9 = ~z~You know what feels good? Not giving the walking stick twenty cents on the dollar. That's what feels good.0xF509E55B = ~z~Let's bag it up and get out of here.0xF8363783 = ~z~Stay back!0xFC5F3FC1 = ~z~Hey! You!0xFE077E86 = ~z~You see that!?

 

Also, I can't figure this out. These are supposed to be some sort of text labels.

 

 

                if (!func_688(151))                {                    func_441(&uLocal_318, 8, iLocal_166[0], "PROVICTIM1", 0, 1);                    func_595(iLocal_166[0], "PRO_FLAA", "PROVICTIM1", 3);                    func_687(151, 1);                }                else if (!func_688(152))                {                    func_441(&uLocal_318, 8, iLocal_166[3], "PROVICTIM1", 0, 1);                    func_595(iLocal_166[3], "PRO_FLAB", "PROVICTIM1", 3);                    func_687(152, 1);                }                else if (!func_688(153))                {                    func_441(&uLocal_318, 8, iLocal_166[2], "PROVICTIM1", 0, 1);                    func_595(iLocal_166[2], "PRO_FLAC", "PROVICTIM1", 3);                    func_687(153, 1);                }                else if (!func_688(154))                {                    func_441(&uLocal_318, 8, iLocal_166[0], "PROVICTIM1", 0, 1);                    func_595(iLocal_166[0], "PRO_FLAD", "PROVICTIM1", 3);                    func_687(154, 1);                }

 

And, finally, here are 301 text labels that I found. All done by hand through random guessing, completing the incomplete lines you get in OpenIV by default, and different hints and labels inside the script. Labels before "PRO_IDLE2_1" are for the non-audio text file (prolog.gxt2). Add to Documents/OpenIV/GTA V/Strings/TextKeys.txt

 

 

PROHLP_PHONE2PROHLP_PHONE3PROHLP_PHONE6PROHLP_SWITCH1PROHLP_SWITCH3PROHLP_SWITCH5PROHLP_FREEAIMPROHLP_FREEAIMAPROHLP_BLIPS1PROHLP_BLIPS3PRO_SUBTITLE5PRO_HOSTAGEPRO_EXITPRO_PASSPRO_SWITCHPRO_SWITCHTPRO_IDLE2_1PRO_IDLE2_2PRO_IDLE2_3PRO_IDLE2_4PRO_IDLE2_5PRO_IDLE2_6PRO_IDLE2_7PRO_SAFE_3PRO_INTRO_1PRO_INTRO_2PRO_INTRO_3PRO_INTRO_4PRO_INTRO_5PRO_INTRO_6PRO_INTRO_7PRO_IDLE4_1PRO_IDLE4_2PRO_IDLE4_3PRO_IDLE4_4PRO_IDLE4_5PRO_IDLE4_6PRO_IDLE4_7PRO_IDLE4_8PRO_IDLE4_9PRO_IDLE4_10PRO_IDLE4_11PRO_IDLE4_12PRO_DRIVE_1PRO_DRIVE_2PRO_RETURN_2PRO_MOVE_1PRO_MOVE_2PRO_MOVE_3PRO_GETAWAY_1PRO_GETAWAY_2PRO_GETAWAY_3PRO_GETAWAY_4PRO_GETAWAY_5PRO_GETAWAY_6PRO_GETAWAY_7PRO_GETAWAY_8PRO_GETAWAY_9PRO_GETAWAY_10PRO_GETAWAY_11PRO_GETAWAY_12PRO_GETAWAY_13PRO_GETAWAY_14PRO_GETAWAY_15PRO_GETAWAY_16PRO_GETAWAY_17PRO_GETAWAY_18PRO_GETAWAY_19PRO_SHOT_1PRO_SHOT_2PRO_SHOT_3PRO_CHOPPER_1PRO_AMBUSH_1PRO_AMBUSH_2PRO_AMBUSH_3PRO_AMBUSH_4PRO_AMBUSH_5PRO_CHASE_1PRO_CHASE_2PRO_CHASE_3PRO_CHASE_4PRO_CHASE_5PRO_CHASE_6PRO_CHASE_7PRO_CHASE_8PRO_CHASE_9PRO_CHASE_10PRO_CHASE_11PRO_CHASE_12PRO_CHASE_13PRO_CHASE_14PRO_CHASE_15PRO_CHASE_16PRO_CHASE_17PRO_CHASE_18PRO_CHASE_19PRO_CHASE_20PRO_CHASE_21PRO_PANIC_1PRO_PANIC_2PRO_PANIC_3PRO_PANIC_4PRO_WHERE_1PRO_DRIVE2_6PRO_DRIVE2_7PRO_DRIVE2_8PRO_BLOCKADE_1PRO_BLOCKADE_2PRO_COMBAT2_1PRO_COMBAT2_2PRO_COMBAT2_3PRO_COMBAT2_4PRO_COMBAT3_1PRO_COMBAT3_2PRO_COMBAT3_3PRO_SHUTTER_1PRO_SHUTTER_2PRO_SHUTTER_3PRO_SET2_1PRO_SET3_1PRO_RESCUED_1PRO_RESCUED_2PRO_RESCUED_3PRO_MCS3LI_1PRO_CHARGES_1PRO_CHARGES_2PRO_HOSTF_1PRO_HOSTF_2PRO_HOSTAGE_01PRO_HOSTAGE_02PRO_HOSTAGE_03PRO_HOSTAGE_04PRO_HOSTAGE_05PRO_HOSTAGE_06PRO_HOSTAGE_07PRO_RAGE_01PRO_RAGE_02PRO_RAGE_03PRO_RAGE_04PRO_RAGE_05PRO_RAGE_06PRO_RAGE_07PRO_RAGE_08PRO_LEFTCAR_01PRO_LEFTCAR_02PRO_LEFTCAR_03PRO_LEFTCAR_04PRO_LEFTCAR_05PRO_OFFROUTE_01PRO_OFFROUTE_02PRO_OFFROUTE_03PRO_OFFROUTE_04PRO_OFFROUTE_05PRO_OFFROUTE_06PRO_WRONGWAY_01PRO_WRONGWAY_02PRO_WRONGWAY_03PRO_WRONGWAY_04PRO_WRONGWAY_05PRO_WRONGWAY_06PRO_WRONGWAY_07PRO_OFFSHOOT_01PRO_OFFSHOOT_02PRO_OFFSHOOT_03PRO_OFFSHOOT_04PRO_OFFSHOOT_05PRO_OFFSHOOT_06PRO_UNMASK_01PRO_UNMASK_02PRO_RUNTOCAR_01PRO_RUNTOCAR_02PRO_RUNTOCAR_03PRO_TOCAR_01PRO_TOCAR_02PRO_RESPCAR_01PRO_RESPCAR_02PRO_COMBATM_01PRO_COMBATM_02PRO_COMBATM_03PRO_COMBATM_04PRO_COMBATM_05PRO_COMBATM_06PRO_COMBATM_07PRO_COMBATM_08PRO_COMBATT_01PRO_COMBATT_02PRO_COMBATT_03PRO_COMBATT_04PRO_COMBATT_05PRO_COMBATT_06PRO_COMBATT_07PRO_COMBATT_08PRO_COMBATB_01PRO_COMBATB_02PRO_COMBATB_03PRO_COMBATB_04PRO_COMBATB_05PRO_COMBATB_06PRO_COMBATB_07PRO_COMBATB_08PRO_MOVE_HST_01PRO_MOVE_HST_02PRO_MOVE_HST_03PRO_COVER1_01PRO_COVER1_02PRO_COVER2_01PRO_COVER2_02PRO_COVER2_03PRO_SHOOT_01PRO_SHOOT_02PRO_LEAVE_01PRO_LEAVE_02PRO_LEAVE_03PRO_LEAVE_04PRO_MCS2_1PRO_MCS2_2PRO_MCS2_3PRO_MCS5_1PRO_MCS5_2PRO_MCS5_3PRO_MCS5_4PRO_MCS5_5PRO_MCS5_6PRO_MCS5_7PRO_MCS5_8PRO_MCS5_9PRO_MCS5_10PRO_MCS5_11PRO_MCS5_12PRO_MCS5_13PRO_MCS5_14PRO_MCS5_15PRO_MCS5_16PRO_MCS5_17PRO_MCS5_18PRO_MCS5_19PRO_MCS5_20PRO_MCS5_21PRO_MCS5_22PRO_MCS5_23PRO_MCS5_24PRO_MCS5_25PRO_MCS5_26PRO_MCS5_27PRO_MCS5_28PRO_VAULT_01PRO_VAULT_02PRO_VAULT_03PRO_VAULT_04PRO_BACKHERE_01PRO_BACKHERE_02PRO_GENIDLE_01PRO_GENIDLE_02PRO_GENIDLE_03PRO_GENIDLE_04PRO_GENIDLE_05PRO_SEE_01PRO_SEE_02PRO_BILLS_01PRO_BILLS_02PRO_CALL_01PRO_CALL_02PRO_DETONATE_01PRO_DETONATE_02PRO_DETONATE_03PRO_CALLIT_01PRO_CALLIT_02PRO_LISTEN_01PRO_LISTEN_02PRO_HOSTAGEF_1PRO_HOSTAGEF_2PRO_QUIET_01PRO_QUIET_02PRO_QUIET_03PRO_DOOR_1PRO_BACK_01PRO_BACK_02PRO_IDLE1T_01PRO_IDLE1T_02PRO_IDLE1T_03PRO_IDLE1B_01PRO_IDLE1B_02PRO_IDLE1B_03PRO_IDLE1B_04PRO_IDLE1B_05PRO_KILLHOST_01PRO_KILLHOST_02PRO_KILLHOST_03PRO_KILLHOST_04PRO_KILLHOST_05PRO_KILLHOST_06PRO_KILLHOST_07PRO_STOP_01PRO_STOP_02PRO_STOP_03PRO_STOP_04PRO_STOP_05PRO_COMEON_01PRO_COMEON_02PRO_COMEON_03PRO_COMEON_04

 

 

Got some more coming up for another mission that was discussed before, just need to sort out the info because it really is a mess.

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When you see the latest post in this topic is by WildBrick

 

200.gif

 

Was Michael shot in-game rather than cutscene? Or was the cutscene different?

PRO_SHOT_1 = ~z~Mikey! I'm not going to leave you!PRO_SHOT_2 = ~z~You gotta go, T! I'm not gonna make it. I'm gonna bleed out. Aw, f*ck.PRO_SHOT_3 = ~z~Arghhh! Noooo! Mikey!

 

Probably doesn't mean anything, but I recall finding two instances of Michael being shot in the prologue's cutscene animations. Both animations looked the same though.
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Was Michael shot in-game rather than cutscene? Or was the cutscene different?

PRO_SHOT_1 = ~z~Mikey! I'm not going to leave you!PRO_SHOT_2 = ~z~You gotta go, T! I'm not gonna make it. I'm gonna bleed out. Aw, f*ck.PRO_SHOT_3 = ~z~Arghhh! Noooo! Mikey!
Probably doesn't mean anything, but I recall finding two instances of Michael being shot in the prologue's cutscene animations. Both animations looked the same though.

 

I think this cutscene text about Mikey get shot was something different, but it was really cutscene. This is when Michael gets shot by Feds (Xbox 360 version):

Same is for PC I have checked.

Edited by mads1153
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I got a bit sidetracked, so here's a fun video. Any vehicles depicted here are not the actual "vehicles" that are supposed to be here.

 

 

*nhsetup001 and nhsetup003 don't work if anyone's wondering.

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Is that based in the nhhsetup path files?

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Just a weird stupid question but is there any way to get that smoke and fire effect on that plane outside the mission? I should ask this somewhere else but I gave it a try..

 

 

In other news...

So the prologue was meant to be way bigger or little bigger like the 'chass' in gta sa in LC?

 

EDIT

Aaaaand I have found some beta vehicle parts, i'll add pics when I get home. But I havent seen them posted here yet soo i thought lets put them back where they belong, ish

Edited by BrownieBear
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Just a weird stupid question but is there any way to get that smoke and fire effect on that plane outside the mission? I should ask this somewhere else but I gave it a try..

 

 

In other news...

So the prologue was meant to be way bigger or little bigger like the 'chass' in gta sa in LC?

 

EDIT

Aaaaand I have found some beta vehicle parts, i'll add pics when I get home. But I havent seen them posted here yet soo i thought lets put them back where they belong, ish

bitch, you ever gunna get home?

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TuWT1lL.png

2kbqx2d.png

in 2011 the north yankton map was moved

Edited by rollschuh2282
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Just a weird stupid question but is there any way to get that smoke and fire effect on that plane outside the mission? I should ask this somewhere else but I gave it a try..

 

 

In other news...

So the prologue was meant to be way bigger or little bigger like the 'chass' in gta sa in LC?

 

EDIT

Aaaaand I have found some beta vehicle parts, i'll add pics when I get home. But I havent seen them posted here yet soo i thought lets put them back where they belong, ish

bitch, you ever gunna get home?

Yes I am

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So do you got the pics yet ORRRRRRR

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EDIT

Aaaaand I have found some beta vehicle parts, i'll add pics when I get home. But I havent seen them posted here yet soo i thought lets put them back where they belong, ish

inb4 it's the stuff Aztecas/JohnnyK/BMWSauber found eons ago

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No havent got anything as I haven't returned home yet. But if these parts have been found already it would be rather useless, but still worth to post??

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No havent got anything as I haven't returned home yet. But if these parts have been found already it would be rather useless, but still worth to post??

Do you remember what parts did you found or where did you found it? If found them in the x64e, they are alredy known. Edited by MGgames100
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Well then im stupid af .. sorry! But also found some parts in dlcpack thing, not sure which one it was but I do know it isn't used. A bumper, a spoiler I think

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No worries dude. It's an easy mistake to make when there's over 200 pages of unsorted finds in this topic. All we have left are obscure lines of mission code it seems.

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Do you remember in which one? The Business Update files? Cuz they had tuning parts for High Life Update, for some reason.

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What tuning parts? Is this about the Tampa, Feroci, etc?

 

i think he means the tuning parts in the bussines update, because it have for example: Zentorno tuning parts added, but the Zentorno was added in the next update.

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What tuning parts? Is this about the Tampa, Feroci, etc?

i think he means the tuning parts in the bussines update, because it have for example: Zentorno tuning parts added, but the Zentorno was added in the next update.

 

oooooh sp00ky

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Some vehicle stuff and speculation.

 

Clown Van has unused modifications. The Sharmoota Job anyone? Originally found by XXII but he didn't actually say where it came from, just slapped it all on a stock Speedo without making sure the models are in the correct place and released the model as a "Speedo Custom" which some people believed to be an actual leak.

Anyway, the modifications were a bullbar, spoiler and roof lights, and side exhausts. None paintable - roof lights and bullbar are permanently yellow, and the spoiler is permanently red. These parts don't exist on last-gen.

67r9y7m.png

 

2TQdCtr.png

g3BXJ8T.png

BoMzugO.png

 

 

The carcols data doesn't anymore, but the game will load everything just fine when you make it. The modkit name was "105_speedo2_modkit", if you use that name you won't even have to edit carvariations. Interestingly the basegame modkits only go up to ID 86 (82_polmav_modkit) so who knows what's up with that massive gap in numbers.

 

If anyone wants to restore this, here's a quickly put together carcols data.

 

 

    <Item>      <kitName>105_speedo2_modkit</kitName>      <id value="238"/>      <kitType>MKT_STANDARD</kitType>      <visibleMods>        <Item>          <modelName>sp2_bar</modelName>          <modShopLabel>DUB_BUMF1</modShopLabel>          <linkedModels/>          <turnOffBones/>          <type>VMT_BUMPER_F</type>          <bone>bumper_f</bone>          <collisionBone>chassis</collisionBone>          <cameraPos>VMCP_DEFAULT</cameraPos>          <audioApply value="1.00000000"/>          <weight value="20"/>          <turnOffExtra value="false"/>          <disableBonnetCamera value="false"/>          <allowBonnetSlide value="true"/>        </Item>        <Item>          <modelName>sp2_exhaust</modelName>          <modShopLabel>MNU_EXH4</modShopLabel>          <linkedModels/>          <turnOffBones>            <Item>misc_a</Item>          </turnOffBones>          <type>VMT_EXHAUST</type>          <bone>chassis</bone>          <collisionBone>chassis</collisionBone>          <cameraPos>VMCP_DEFAULT</cameraPos>          <audioApply value="0.50000000"/>          <weight value="20"/>          <turnOffExtra value="false"/>          <disableBonnetCamera value="false"/>          <allowBonnetSlide value="true"/>        </Item>        <Item>          <modelName>sp2_spoiler</modelName>          <modShopLabel>MNU_ROOFB</modShopLabel>          <linkedModels/>          <turnOffBones/>          <type>VMT_ROOF</type>          <bone>chassis</bone>          <collisionBone>mod_col_1</collisionBone>          <cameraPos>VMCP_DEFAULT</cameraPos>          <audioApply value="1.00000000"/>          <weight value="15"/>          <turnOffExtra value="false"/>          <disableBonnetCamera value="false"/>          <allowBonnetSlide value="true"/>        </Item>            </visibleMods>      <linkMods/>      <statMods>        <Item>          <identifier/>          <modifier value="25"/>          <audioApply value="1.00000000"/>          <weight value="20"/>          <type>VMT_ENGINE</type>        </Item>        <Item>          <identifier/>          <modifier value="50"/>          <audioApply value="1.00000000"/>          <weight value="20"/>          <type>VMT_ENGINE</type>        </Item>        <Item>          <identifier/>          <modifier value="75"/>          <audioApply value="1.00000000"/>          <weight value="20"/>          <type>VMT_ENGINE</type>        </Item>        <Item>          <identifier/>          <modifier value="100"/>          <audioApply value="1.00000000"/>          <weight value="20"/>          <type>VMT_ENGINE</type>        </Item>        <Item>          <identifier/>          <modifier value="25"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_BRAKES</type>        </Item>        <Item>          <identifier/>          <modifier value="50"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_BRAKES</type>        </Item>        <Item>          <identifier/>          <modifier value="100"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_BRAKES</type>        </Item>        <Item>          <identifier/>          <modifier value="25"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_GEARBOX</type>        </Item>        <Item>          <identifier/>          <modifier value="50"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_GEARBOX</type>        </Item>        <Item>          <identifier/>          <modifier value="100"/>          <audioApply value="1.00000000"/>          <weight value="5"/>          <type>VMT_GEARBOX</type>        </Item>        <Item>          <identifier/>          <modifier value="20"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_ARMOUR</type>        </Item>        <Item>          <identifier/>          <modifier value="40"/>          <audioApply value="1.00000000"/>          <weight value="10"/>          <type>VMT_ARMOUR</type>        </Item>        <Item>          <identifier/>          <modifier value="60"/>          <audioApply value="1.00000000"/>          <weight value="20"/>          <type>VMT_ARMOUR</type>        </Item>        <Item>          <identifier/>          <modifier value="80"/>          <audioApply value="1.00000000"/>          <weight value="30"/>          <type>VMT_ARMOUR</type>        </Item>        <Item>          <identifier/>          <modifier value="100"/>          <audioApply value="1.00000000"/>          <weight value="40"/>          <type>VMT_ARMOUR</type>        </Item>        <Item>          <identifier>HORN_TRUCK</identifier>          <modifier value="1766676233"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_COP</identifier>          <modifier value="2904189469"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_CLOWN</identifier>          <modifier value="2543206147"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_MUSICAL_1</identifier>          <modifier value="1732399718"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_MUSICAL_2</identifier>          <modifier value="2046162893"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_MUSICAL_3</identifier>          <modifier value="2194999691"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_MUSICAL_4</identifier>          <modifier value="2508304100"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_MUSICAL_5</identifier>          <modifier value="3707223535"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HORN_SAD_TROMBONE</identifier>          <modifier value="632950117"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier/>          <modifier value="5"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_SUSPENSION</type>        </Item>        <Item>          <identifier/>          <modifier value="10"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_SUSPENSION</type>        </Item>        <Item>          <identifier/>          <modifier value="15"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_SUSPENSION</type>        </Item>        <Item>          <identifier/>          <modifier value="20"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_SUSPENSION</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_1</identifier>          <modifier value="3628534289"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_2</identifier>          <modifier value="3892554122"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_3</identifier>          <modifier value="4112892878"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_4</identifier>          <modifier value="116877169"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_5</identifier>          <modifier value="2684983719"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_6</identifier>          <modifier value="2982690084"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>MUSICAL_HORN_BUSINESS_7</identifier>          <modifier value="3203290992"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_C0</identifier>          <modifier value="771284519"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_D0</identifier>          <modifier value="2586621229"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_E0</identifier>          <modifier value="283386134"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_F0</identifier>          <modifier value="3884502400"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_G0</identifier>          <modifier value="265723083"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_A0</identifier>          <modifier value="1746883687"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_B0</identifier>          <modifier value="1919870950"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>DLC_BUSI2_C_MAJOR_NOTES_C1</identifier>          <modifier value="1085277077"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HIPSTER_HORN_1</identifier>          <modifier value="444549672"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HIPSTER_HORN_2</identifier>          <modifier value="1603064898"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HIPSTER_HORN_3</identifier>          <modifier value="240366033"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>HIPSTER_HORN_4</identifier>          <modifier value="960137118"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>INDEP_HORN_1</identifier>          <modifier value="3572144790"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>INDEP_HORN_2</identifier>          <modifier value="3801396714"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>INDEP_HORN_3</identifier>          <modifier value="2843657151"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>INDEP_HORN_4</identifier>          <modifier value="3341811489"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXE_HORN_1</identifier>          <modifier value="3199657341"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXE_HORN_2</identifier>          <modifier value="2900378064"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXE_HORN_3</identifier>          <modifier value="3956195248"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXORY_HORN_1</identifier>          <modifier value="676333254"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXURY_HORN_2</identifier>          <modifier value="2099578296"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LUXURY_HORN_3</identifier>          <modifier value="1373384483"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>ORGAN_HORN_LOOP_01</identifier>          <modifier value="2916775806"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>ORGAN_HORN_LOOP_01_PREVIEW</identifier>          <modifier value="3714706952"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>ORGAN_HORN_LOOP_02</identifier>          <modifier value="2611860261"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>ORGAN_HORN_LOOP_02_PREVIEW</identifier>          <modifier value="3206770359"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LOWRIDER_HORN_1</identifier>          <modifier value="310529291"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LOWRIDER_HORN_1_PREVIEW</identifier>          <modifier value="2965568987"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LOWRIDER_HORN_2</identifier>          <modifier value="55291550"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>LOWRIDER_HORN_2_PREVIEW</identifier>          <modifier value="965054819"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_01</identifier>          <modifier value="55862314"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_01_PREVIEW</identifier>          <modifier value="2156743178"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_02</identifier>          <modifier value="400002352"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_02_PREVIEW</identifier>          <modifier value="897484282"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_03</identifier>          <modifier value="560832604"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>        <Item>          <identifier>XM15_HORN_03_PREVIEW</identifier>          <modifier value="314232747"/>          <audioApply value="1.00000000"/>          <weight value="0"/>          <type>VMT_HORN</type>        </Item>      </statMods>      <slotNames/>      <liveryNames/>      <livery2Names/>    </Item>

 

 

This brings me onto the next thing: "speedo3" and "speedo4".

 

"speedo3", "speedo4", and a vehicle called "squaddie" are mentioned in objectcovertuning.ymt.

    <Item>      <ModelName>speedo3</ModelName>      <TuningName>ForceLowCornersNorthEndAndSouthFace</TuningName>    </Item>    <Item>      <ModelName>speedo4</ModelName>      <TuningName>ForceLowCornersNorthEndAndSouthFace</TuningName>    </Item>    <Item>      <ModelName>SQUADDIE</ModelName>      <TuningName>VehicleNoDoors</TuningName>    </Item>
[insert info about the Squaddie here]

No idea what speedo3 and speedo4 would be. speedo2 is the Clown Van, speedo is, well, the stock van we see in-game. Liveried vans like the Burritos maybe?

I still have no idea what speedo3 would be, but I believe that speedo4 would have been either a worn out version of the Speedo, or another Clown Van variant. The badges for the clown van (which are dirty/worn out badges of the stock Speedo) are named "speedo4_badges" so that's a hint.

 

 

Speaking of texture names, there are some other oddities with the basegame cars;

-Coquette's lights are called "coquette2" lights. I hope this doesn't mean that the IV Coquette was cut, or I'll be disappointed. Coquette Classic (coquette2) uses light textures from the vehshare.

-Faggio's lights texture is called "calabrone_lights". It's a topic more appropriate for GTA IV, so I've already covered this in the thread over there.

 

 

Anyway, there's something I've missed inside the "objectcovertuning.ymt" the last time. It's another cut vehicle.

    <Item>      <ModelName>digger</ModelName>      <TuningName>VehicleLowCornersOnlySouthNoDoors</TuningName>    </Item>

A digger. Likely named "Digger", if "Cutter", "Dump", and "Dozer" are anything to go by.

 

 

Finally, the convertible Rapid GT has two unused spoilers. If you restore them, they barely fit the car so they must've been scrapped early. They don't exist in last-gen, and the hardtop Rapid GT doesn't have those. The first one is "rap2_spoil_2" and the second one is "rap2_spoil_4".

 

muYjZb5.png

AT29Dqc.png

5isicJb.png

gdYP30v.png

 

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

 

rip.

are they the only vehicles or haven't you checked everything yet?

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

 

rip.

are they the only vehicles or haven't you checked everything yet?

 

 

you know how many vehicles there are in this game, do you?

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

 

rip.

are they the only vehicles or haven't you checked everything yet?

 

you know how many vehicles there are in this game, do you?

 

If my memory serves me correctly there is a total of 521 vehicles (not counting unused vehicles). There's nothing wrong in asking a simple question Edited by N R G
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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

 

rip.

are they the only vehicles or haven't you checked everything yet?

 

you know how many vehicles there are in this game, do you?

 

If my memory serves me correctly there is a total of 521 vehicles (not counting unused vehicles). There's nothing wrong in asking a simple question

 

 

there is nothing wrong with asking a question, i only meant that with that large number of vehicles, he can´t know if these are the only unused part. example: he needs to go ingame for every vehicle to see if it´s used.

i didn´t wanted to be mean, sry if it sounded like that

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-snip-

Marry me. Are we able to apply the modification parts to the vehicles by a glitch or are they not linked?

 

They're not linked (don't have the data), so there's no way to apply those without modding the game.

 

rip.

are they the only vehicles or haven't you checked everything yet?

 

I've only trawled through the basegame stuff yesterday, so, no, I haven't checked everything yet. The one thing I couldn't find is "Lemniscate" which some people claim to be the beta name for the FQ 2 -- would be great to know if there is an actual source for that or if someone made it up.

 

There are still some old modification parts that I can't view the model of (Feroci, Detonator/Gresley, Barbarian/Ruffian, and Tampa) but they're likely a copy-paste anyway so I'm not prioritizing that.

 

Aside from that I found a copy of Dubsta 6x6's parts in Heist Update files a few months ago. They're a much lower quality than the used Dubsta 6x6 parts and the rear bumpers have a slightly different appearance. To the left is the actual bumper, to the right is the unused one from Heists. Same difference is found on the other rear bumper.

5ynOvLD.png

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//In addition, the script refers to grabbing a woman/hostage numerous times, usually near/after the train crash scripts.

if (!audio::is_audio_scene_active("PROLOGUE_GRAB_WOMAN")) {

audio::start_audio_scene("PROLOGUE_GRAB_WOMAN")

 

Isn't grab_woman where the police grab the terrified lady who Trevor grabs near the end?

 

Edit: yep, didn't see you already noted that lol

Edited by Monkeypolice188
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