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StJimmy

The GTA V beta hunt

Recommended Posts

WWEshnik
On 10/10/2018 at 8:43 PM, HeySlickThatsMe said:

Took the unused Collision from the Trial Stadium and made it a model (Ironically without the collision, can't get it working ingame, however i got the model itself working!)
The textures have been remade on their corresponding materials, i wasn't really sure what to choose for the ground so i decided to use the Sand


Grand_Theft_Auto_V_Screenshot_2018.10.10

Grand_Theft_Auto_V_Screenshot_2018.10.10

Grand_Theft_Auto_V_Screenshot_2018.10.10

Grand_Theft_Auto_V_Screenshot_2018.10.10


Fun fact: The interior seems bigger than the maze bank arena itself

Grand_Theft_Auto_V_Screenshot_2018.10.10

Also, this is userful. I believe thats from stadium since its called 'trials'5VNVaAW.png

possible coordinates (from .ytyp from same foldier with collision) :

          <name>Trial_mainroom</name>
          <bbMin x="3.40282356122255E38" y="3.40282356122255E38" z="3.40282356122255E38"/>
          <bbMax x="-3.40282356122255E38" y="-3.40282356122255E38" z="-3.40282356122255E38"/>

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HeySlickThatsMe

Those aren't the coordinates, it's the bounding box corners of the MLO, but MLO Gets placed on the map with ymap, and the ymap doesn't exist so we don't have the coords

 

However! Im also working on Vagos Safehouse, and oh boy you guys gonna love it :D

 

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universetwisters

Did Trevor ever wear a hardhat like Franklin did in the mission where he kills the architect guy? I was monkeying with a trainer and I saw Trevor had a hardhat under "hats" but I don't remember if it showed up ingame or if it was shared here before.

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Spider-Vice
On 10/14/2018 at 3:46 PM, cp1dell said:

Wow, that’s incredible. He mentions the .ymaps can be edited with a text editor. Is this true? I’ve never touched map files before.

Only once initially decrypted/extracted. The game can then read an unencrypted version when it's imported back to the archive, it's just an XML file, so text based.

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DavSte

I don't know if anybody already found this, but the Sheriff SUV originially had instead of a license plate, a hook like the Park Ranger on the front bumper....

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KENNYOUT3

conversation*

Edited by KENNYOUT3

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Deadman2112
On 10/21/2018 at 11:35 AM, universetwisters said:

Did Trevor ever wear a hardhat like Franklin did in the mission where he kills the architect guy? I was monkeying with a trainer and I saw Trevor had a hardhat under "hats" but I don't remember if it showed up ingame or if it was shared here before.

Think so

When him, Wade, and Floyd go the the port of LS during the prep before the hiest

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universetwisters
21 minutes ago, Deadman2112 said:

Think so

When him, Wade, and Floyd go the the port of LS during the prep before the hiest

 

But he was wearing a beanie for that one

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universetwisters

Double post but w/e; you guys know about that guy who leaked the Bully 2 and Agent concept art? Do you guys think he has any concept art of GTA 5? I dunno, just a shower thought

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KENNYOUT3
2 minutes ago, universetwisters said:

Double post but w/e; you guys know about that guy who leaked the Bully 2 and Agent concept art? Do you guys think he has any concept art of GTA 5? I dunno, just a shower thought

he did acknowledge that he'll try to get some if he can form his source and that he might release some if he gets his hands on it. btw the guy who leaked it was a user named gtafanclub

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BlackScout

Cooking up something here... Hope it turns out well.
_
Taking too long. Have this instead:

D6OQ7oO.png

_
UPDATE:
As the weekend approaches, you will see more details about a problem that's happening with the game. What may or not be intentional, probably the former, which is quite unfortunate if true.
Regardless, it's nothing new, at least not exactly. You will see :D

Edited by BlackScout

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Spider-Vice
On 11/10/2018 at 4:28 AM, BlackScout said:

As the weekend approaches, you will see more details about a problem that's happening with the game. What may or not be intentional, probably the former, which is quite unfortunate if true.
Regardless, it's nothing new, at least not exactly. You will see

This is pretty big btw, I've been involved in this a bit and I have a few things to say, and a few speculations of my own about what's happening, but for now I think Rockstar has been pretty nasty about it. There'll be a post whenever all the info is organised.

 

Maybe the world of GTA V is a bit more alive than we all thought in the final version, with a very big catch... ;)  

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BlackScout
13 minutes ago, Spider-Vice said:

This is pretty big btw, I've been involved in this a bit and I have a few things to say, and a few speculations of my own about what's happening, but for now I think Rockstar has been pretty nasty about it. There'll be a post whenever all the info is organised.

 

Maybe the world of GTA V is a bit more alive than we all thought in the final version, with a very big catch... ;)  

Yes, indeed.

I am proud to announce something that I have been working on for an entire week. V PropRestore. I'm sure all the beta hunters here will really appreciate this.

Teaser GIF:

WholeFrighteningCrow-size_restricted.gif

Edited by BlackScout

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Spider-Vice

Simply put, I think it's clear Rockstar has hidden the props for whatever reason. There are props OF THE SAME TYPE in the SAME LOCATION with different priorities. NONE of the props with a Low priority with imap extensions attached to them spawn, but anything above Low will spawn (High priority is reserved for maximum draw distance setting on PC). The map has a sh*t ton of props missing around the map that are set to low priority and this is especially noticeable in the beaches. You already see some sand castles, sun screen bottles and a couple of backpacks right? There's hundreds more.

 

Here are a few extra screenshots:

http://screenshotcomparison.com/comparison/124199

http://screenshotcomparison.com/comparison/124198

 

Will update with more soon.

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universetwisters

Maaan, when yall were teasing that I was expecting something BIG like a sh*tton of code being found for the scrapped missions or the original multiplayer modes and instead this.


It's still quite a find though

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Spider-Vice

It makes the world more alive and proves R* were hiding enhancements pretty much, I think it's pretty big ;) Code for scrapped missions probably only on beta builds. :(  

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Legomanarthur

It's still a great find, LS sure feels a bit empty and lifeless compared to LC.

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KENNYOUT3
6 minutes ago, Spider-Vice said:

It makes the world more alive and proves R* were hiding enhancements pretty much, I think it's pretty big ;) Code for scrapped missions probably only on beta builds. :(  

stop it spider vice. everytime i see the word beta build on here i have..... the flashbacks

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BlackScout
14 minutes ago, universetwisters said:

Maaan, when yall were teasing that I was expecting something BIG like a sh*tton of code being found for the scrapped missions or the original multiplayer modes and instead this.


It's still quite a find though

Anything beta is always pretty cool to find. There was only so much that was cut from this game.
Being able to restore cut content though, that's a whole new level.

I mean, this is as ridiculous as it can get:
Xc1RnIe.jpg

Not only the chairs would not spawn but certain scenarios wouldn't even trigger. They only appear in this comparison because I took the original Rockstar Editor clip with the mod enabled.
Besides, that's how it is.

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Tuskin38

Hm interesting

Edited by Tuskin38

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Xerukal

Those props are insane. Will the restored versions be available for download later? 

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Spider-Vice

The mod is already available, visit the thread linked above.

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burger_mike

I love how they tried to fix this on next gen by spamming the same 5 trash props everywhere

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SodaDog

I can tell that using this mod, AND the one that brings back all the trees makes Los Santos feel more alive than ever.

 

Now all we need are heatwave effects and more interiors to explore freely!

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WildBrick142

Working on a little project that I need certain Max Payne 3 vehicles for. I was looking in the textures for a particular vehicle and then I noticed a familiar name.

 

Turns out that some vehicles use names found on the vehicles.ide list.

 

bus_rs (Railshooter Bus) uses a texture from a "brzbus" (Brazil Bus). That's more than likely an alternative name for the railshooter bus but it's something. The texture looks a bit corrupted.

Quote

yGHm2qH.png

"brzbus_dash"

 

car_luxury uses several textures starting with "cadge". eg "cadge_aa_exterior_dr", "cadge_aa_interior_dm" or "cadge_aa_lights_01_dm". "Cadge" was one of the vehicles on the list.

Quote

nK67IJG.png

This is "car_luxury". The name "cadge" is seen nowhere near the car apart from the textures. This either could have been it, or it could just reuse the textures.

 

"heli_cs" uses rotor blur texture from a "bentham" ("bentham_rotorblur_dbentham_rotorblur_a"). Which, in fact, was a helicopter, also on the list.

Quote

863Noyk.png

The helicopter ("heli_cs")

 

eqwc6Mq.png

The texture

 

Just a quick post, got more stuff in store as far as finds/speculation goes.

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Spider-Vice

I feel like they wanted to use GTA-like names for vehicles in MP3, barring those from GTA V and Agent that were in the handling and vehicles files. Maybe Max was going to be able to drive in the initial rendition of MP3.

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HeySlickThatsMe

Reworked version of my old Vine Climbing video, this one has some camera angles which are custom, but R* planned to have scripted camera for it too (obviously if it was working i would use it, either its blank or broken so it doesn't work ingame)
Its gonna be released soon as working mod, after i make sure everything works right and fix some bugs


in meanwhile you can check this - using a "hacky" way (Scripting) i added the unused three mission complete themes to T/M/F, though we need proper audio editing badly, turns out the game already calls the audio hashes "FRANKLIN_BIG" "TREVOR_SMALL" and so on, except all of those hashes point to the final game mission complete sound, so all that needs to be done is the sound paths being replaced in the .rel files and it should work how its supposed to

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HelloMyNameIsHuman
On 11/17/2018 at 10:32 AM, Spider-Vice said:

Simply put, I think it's clear Rockstar has hidden the props for whatever reason. There are props OF THE SAME TYPE in the SAME LOCATION with different priorities. NONE of the props with a Low priority with imap extensions attached to them spawn, but anything above Low will spawn (High priority is reserved for maximum draw distance setting on PC). The map has a sh*t ton of props missing around the map that are set to low priority and this is especially noticeable in the beaches. You already see some sand castles, sun screen bottles and a couple of backpacks right? There's hundreds more.

 

Here are a few extra screenshots:

http://screenshotcomparison.com/comparison/124199

http://screenshotcomparison.com/comparison/124198

 

Will update with more soon.

 

Hey Spider, can you say these are disabled most likely for parity between nexgen console versions and PC versions (performance on consoles, left disabled for PC parity/"fairness") or do you think it's possible that these actually do spawn, but it's for a variety system of some kind? I mean, maybe in different times of day and times of the story (as long as you aren't standing there waiting and watching), these population numbers of these props change? Or some other reason altogether?

 

I ask because I don't know just how much the mod changes, however a lot of the pictures are of trash/trash cans. Well, these only come out and show on certain days of week and times of day and only in certain places at a given time - just like real trash collection, apparently. Is this actually functioning in game, and if so, are we sure the "trash" props are left out, and not just unnoticed when they are out in certain areas? How much of this is actually leaving stuff out, and how much is us not noticing when it's actually used, I guess is my question but also, just, whatever else you can offer conjecture about this, I would appreciate, I'm greatly interested in this because I like the tech side and the simulation rules.

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Spider-Vice

It's an actual bug in the engine according to more experienced modders, there's an alternate version of the mod that just flips a bit in the executable and everything suddenly spawns, because the game doesn't consider low priority props AT ALL. Those props don't spawn at all, not even at certain times, we considered this and couldn't find anything, they're just gone.

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KENNYOUT3

welp. it looks like the arena's comin back https://www.rockstargames.com/newswire/article/60744/Arena-War-Coming-December-11-to-GTA-Online

Edited by KENNYOUT3

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