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StJimmy

The GTA V beta hunt

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BlackScout

  

12 hours ago, DeGeneratorX said:

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. Tips are welcome

-pic-

PS: i'm using the original PC timecycle, but this was only a test, I will move to the old gen timecycle and then start working on it.

looks cool but like
https://www.gta5-mods.com/misc/xbox-360-timecycle-gta-5
https://www.gta5-mods.com/misc/old-gen-timecycle
this is reinventing the wheel in a way

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Antasurris

I've been working for some time on restoring the circular minimap of the beta version, so I had to study Scaleform and GFX files in depth.

I think I've made some discoveries while studying the Xbox 360 version. It's however very possible that some of these elements have already been found in the past, I don't have an absolute memory unfortunately.

 

 

I - V_NoFly_Military & V_NoFly_Prison

These are two radar elements corresponding to the flight exclusion zones, namely Fort Zancudo and Bolingbroke Penitentiary. It is also present on the PC version. I'm pretty sure I've seen this before, but I can't remember where. If anyone has an idea...

Spoiler

 

V_NoFly_Military

 

V_NoFly_Prison

 

Here is the result in game by forcing their use : https://i.imgur.com/JTAidKN.mp4

 

 

II - test_movie_01 & test_movie_w_texture

These are visibly the only remnants of the menu dedicated to the story mode DLC, why ? Because they're in scaleform_dlc.rpf and were compiled on May 14, 2013, a few months before the release of the game, a bit late to test such basic menus.

Spoiler


test_movie_01

 

test_movie_w_texture

 

 

 

III - graphic_design

A debug menu visibly dedicated to checked the rendering of textures in different contexts and scales. The absence of a metadata file prevents dating its creation, but one can imagine that it is quite old.

Spoiler


graphic_design 

 

graphic_design in game

 

 

 

IV - mp_killstrip_freemode

 Another debug menu dedicated this time to the Online mode. The interface is designed to display the weapon used by the player and locate on a 2D sprite the damage caused on an opposing player. One can imagine that this was used to test the interpolation between clients. Again impossible to date the creation of the interface because of the absence of metadata file.

The rendering I managed to recreate in game is far from being faithful to the original model, it is probably possible to do better with a little more work.

Spoiler


mp_killstrip_freemode

 

mp_killstrip_freemode in game

 

 

 

V - introscrn, newgame & startup

These are 3 similar Scaleform with the 3 conceptual logos from the first phases of the game design (they have already been found, I share them only to illustrate). They are dated December 10, 2009 and were visibly used to present the logos in fullscreen in the first version of the GTA V executable.

Spoiler


 

iwwLolh.png

 

0lWmgmx.png

 

S4t8oKQ.png

 

Here is the in game result of the Scaleform : https://i.imgur.com/Tl1oQmk.mp4

 

 

VI - sub_cam & sub_pc

I think I found something related to the char_dial_a_sub contact vge4GXD.png )

Both interfaces are very complete and visibly fully functional (although I didn't do enough research to make them work perfectly in game). They are both dated June 10, 2010.

The first corresponds to a surveillance / firing HUD like that of the Maverick for example. I can't define the interest of all the components except the compass at the top, but since it's a submarine I would tend to think it's a periscope.

Spoiler


sub_cam.gfx

 

sub_cam.gfx in game


 

 

 

The second is more surprising, it's visibly the interface of a computer of the Port Authority of Los Santos, a part of the game camera is displayed at the bottom (on my screen I'm in loading, hence the aerial view).

It's only a theory but I would tend to believe that the first interface coincides with the second, I made a montage to illustrate that.

Spoiler


sub_pc.gfx in game

 

sub_pc.gfx in game with my montage

 

I didn't manage to make it in game, but the interface is more complete of that, here's a video showing it in action https://i.imgur.com/4wBzjTy.mp4

 

Even stranger, these two textures are present in sub_pc.xtd. The first corresponds to a view of the said submarine (schematic), but the second corresponds to the minimap of an unknown interior (map).

Spoiler


schematic

 

map

 


  And after research it's visibly a beta version of the foundry ( V_Foundry ) :

Spoiler


V_Foundry

 

I think it's a big cut content. I don't really have any idea when in the scenario we could have played this mission, but it seemed really cool !

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HeySlickThatsMe

Here's the same minimap but from PC Files
map.png

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Antasurris
4 minutes ago, HeySlickThatsMe said:

Here's the same minimap but from PC Files
map.png

Indeed, I hadn't checked, but the files concerning my part VI are also available on PC.

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Alex106
3 hours ago, Antasurris said:

I - V_NoFly_Military & V_NoFly_Prison

These are two radar elements corresponding to the flight exclusion zones, namely Fort Zancudo and Bolingbroke Penitentiary. It is also present on the PC version. I'm pretty sure I've seen this before, but I can't remember where. If anyone has an idea...

  Reveal hidden contents

 

V_NoFly_Military

 

V_NoFly_Prison

 

Here is the result in game by forcing their use : https://i.imgur.com/JTAidKN.mp4

Off topic question: how did you manage to enable both scaleforms at the same time?

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Antasurris
1 hour ago, Alex106 said:

Off topic question: how did you manage to enable both scaleforms at the same time?

For the prison and Fort Zancudo ? I just use the Simple Trainer.

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gta7dev
On 7/10/2020 at 10:52 PM, DeGeneratorX said:

I'm trying to restore the beta timecycle of the game. Hopefully I made some progress. Tips are welcome

 

91j6TeN.png

 

PS: i'm using the original PC timecycle, but this was only a test, I will move to the old gen timecycle and then start working on it.

I'm 100% sure the beta/alpha timecycle we saw in those portfolio screenshots are a carbon copy of GTA IV's timecycle.

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rollschuh2282
8 hours ago, gta7dev said:

I'm 100% sure the beta/alpha timecycle we saw in those portfolio screenshots are a carbon copy of GTA IV's timecycle.

Some Max Payne 3 timecycles look almost exactly like beta V.

But bc of some new values they added to PS4/XONE/PC it glitches.

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DeGeneratorX
Posted (edited)

I'm making some huge progress on the beta timecyc and learning a lot about the values.

 

For example, original Xbox 360 timecyc (clear at 19:00, probably you will see something like this in your game):

IZp7SlJ.png

 

Beta 2011 Photo (clear):

Wc4KThg.jpg

 

Beta timecyc project:

4fniPZR.png

 

 

Now I'm trying to increase sun HDR/brightness enough to not see the disc of it and add those small clouds, but that can be hardcoded and almost impossible for me to do, because that could be a early beta thing that can't be modified via timecycle files.

 

My project for now will cover only the daytime something between 5:00 ~ 21:00 and at least 3 weathers: extrasunny, clear and clouds.

Edited by DeGeneratorX
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D T

That looks pretty much identical to the real thing! I can't wait to try it out man. 

 

2IR6U9Z.png

 

Do you think it's possible to recreate the visuals seen here?

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DeGeneratorX
12 hours ago, D T said:

That looks pretty much identical to the real thing! I can't wait to try it out man. 

 

image

 

Do you think it's possible to recreate the visuals seen here?

Sure.

This is the original timecyc you will see in your game (7PM extrasunny):

 

o3T0mmK.png

 

For some reason your image is oversaturated, so I took a screenshot myself from youtube trailer:

 

6gybT50.png

 

And this is the modified timecyc from my project:

 

9PPhkcX.png

 

It's not easy to do this. Took a few hours to make most close as possible. It's not perfect, because you know, I'm not a super expert in timecycle editing. I think the palm was more green on the beta, because I'm using old gen palm tree and was impossible to replicate the colors of the leafs via timecycle editing. But there is, and I kinda liked the visual. But the problem is: it's clear that this scene is manipulated. Rockstar clearly manipulated the sun position (you can see that in shadows), so that could be a simply foggy afternoon with sunset on east or idk, it's impossible to know what weather is that. It's possible to change sun position on the file, but since 2010 (the most old screenshot that we have from portfolios) the sun always was in the same position, then the sun was never changed (only for promotional SS and trailer purposes).

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D T

Holy sh*t it's beautiful. I love you man. I can't tell you how much I appreciate you going back and recreating that scene. It's probably the one that has stuck with me most since the day I watched that trailer. Thank you so much!

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Midnight Hitman
Posted (edited)

@DeGeneratorX

 

Looks absolutely amazing, keep it up!

 

Just one thing: the trailer version back then, it looks "warmer" and "more vibrant" than your version, I don't know how to describe it. Hope you get what I mean. Maybe it is that "heat" or "haze" effect which seems to be absent in the released version. Do you think you can accomplish something like that?

Edited by Midnight Hitman
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Monkeypolice188

So today I figured, "hey, why not restore the beta fbiold car mentioned throughout GTA V's game files?" So I did exactly that. 

 

Rockstar were nice enough to include the following data for the vehicle:
- handling data

- audio data (settings which set basic information such as default radio settings, door/hood/trunk sounds, sirens, scanner information, engine sounds and much more)

- carcols (settings which define custom lighting, such as siren lights, which this vehicle has)
All I needed was a model, a vehicles.meta entry, a carvariations.meta entry to assign the carcols data to the vehicle, and bam, I have a basic idea of what the model would've been like.

So, how did I deduce what the model would look like? Well, there are several pointers which strongly suggest the model was a first generation Vapid Stanier - for those not entirely familiar, the original GTA IV Police Cruiser
- the fbiold's audio police scanner data lists the vehicle as a Stanier:

  <Item type="VehicleScannerParams" ntOffset="268930">
   <Name>fbiold_scanner_params</Name>
   <Flags value="0xAAAAAAA9" />
   <Params>
    <Item>
     <Unk01>police_scanner_manufacturer_fib_b</Unk01>
     <Unk02>police_scanner_model_stanier_b</Unk02>
     <Unk03>hash_83077C9B</Unk03>
     <Unk04>null_sound</Unk04>
    </Item>
   </Params>
  </Item>

- the fbiold's handling data is almost identical to the first generation Stanier's. It has one difference, which is its clutch rate for transmission (up and down). This appears to be a pretty normal change between regular and police spec models on most vanilla models.

 

The vehicle's carcols sirensetting data also gives indication as to how the police lights would have been set up:
- the vehicle would have had a single, rotating red beacon - this is confirmed by its only "enabled" siren item 1, which pairs to siren_1. Unfortunately the leftover data for its entry kinda breaks that light, as the rotation sequence value is left blank.
- the vehicle may also have had additional red/blue flashing emissive lights (like those on the Police Riot), suggested by the presence of 7 other siren items which are not blank (all values between 8 and 20 are 0/blank entries), however they do not have a scale value defined, which means they would not work (flashing emissive lights work by scaling mesh from a pivot, defaulted to be "hidden" within the lightbar/container and then scaled by a multiplier to appear "outside" the container).

- the rear taillights flash, in multiples of 4. This looks kinda hideous, like it does on all vanilla police vehicles.

 

The beta car also uses an engine sound not used by any other existing vehicle in the game. This is pretty rare, there are very few engine sounds in the game files which aren't used (I did find a couple of unused truck sounds). It uses a 4cyl engine sound which doesn't sound as sh*t as the regular Stanier's. Again, the fact it uses a different engine sound to the vanilla Police Cruiser also suggests it was not a second generation model. It also kinda shows how early on the model may have been included, given the regular Stanier, which appears to have been added much later, uses the same sound as the Police Cruiser).
 

 

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[Ambient]

Since the "fbiold" is supposed to be based on the 1st-gen Vapid Stanier and there's "old" in the game's files, does it mean that this car was meant to appear in Prologue, as only the North Yankton police vehicles have "old" in their model names? If yes, can it mean that Prologue was supposed to be different? Or maybe the Stanier-based FIB car was just meant to spawn during the Prologue we all know?

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Naean
1 hour ago, [Ambient] said:

Since the "fbiold" is supposed to be based on the 1st-gen Vapid Stanier and there's "old" in the game's files, does it mean that this car was meant to appear in Prologue, as only the North Yankton police vehicles have "old" in their model names? If yes, can it mean that Prologue was supposed to be different? Or maybe the Stanier-based FIB car was just meant to spawn during the Prologue we all know?

Seems very plausible that at one point in time, an older FIB vehicle may have been planned to appear in the Prologue mission. Perhaps it could have been used for the scene where Dave Norton appears in the final game; maybe at some point in development, it was intended that he would be seen driving that vehicle and arriving at the location where he fires the shots. Just my speculation, of course.

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Monkeypolice188

After yesterday's unused engine sound discovery, I thought I might try out some of the other unused engine sounds. So here they are:

musclecar_1_us_v8
sports_saloon_1_eur_4cyl
sportscar_9_eur_v6
suv_3_us_v6
suv_4_us_v8
v_twin_500cc_chopper

I simply replaced the granular engine hashes of a few vanilla vehicles (picked randomly) and did a couple of data edits to make sure they would work. Some sound a little funky, the muscle car and chopper sound in particular is kinda broken, but otherwise the SUV and sportscar sounds are pretty nice. You can definitely hear samples of other engine sounds in these, R* definitely did some mixing and matching. I'm really surprised some haven't been used.

 

There are a couple more, which don't have enough/correct grain data for them to work:
 

truck_large_1_us_v12
truck_medium_us_6cyl - this one doesn't have a proper engine sound, the exhaust and engine are the same, suggesting it was scrapped pretty early or was just a test.

There are also some early test bed sounds, which are probably early stages of granular engine testing, since this was something V did entirely new.

ck_test_sportscar_2_eur_5cyl
ck_test_supercar_4_eur_v8
ck_test_supercar_4_eur_v8_2
custom_mag_demo

 

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DeGeneratorX

While I was editing some values of the timecyc to make some 2011 shots almost identical, I noticed that the palm trees had in fact different colors back in the day. After inumerous hours recoloring the leafs on photoshop and making some timecyc ajusts (because shadows, direct colors and sky color can influence the leaf colors), I think I found the default color for the palm trees. The model itself is intact since 2011 (before that, palm trees used Max Payne 3 and Agent models). Several global lightning changes was made from 2011 to today, and because of that it's impossible for now to replicate the exact same way that those vegetations was rendered back in the day. Also, today the same palm trees have some sort of reflection, making some leafs white. Increasing the reflection quality, shadows and ambient occlusion can reduce this white noise, but only partially.

 

2011 palms (dark-ish)

gicKMWq.png

 

Old Gen palm trees (no changes). Note: it's gray-ish and blue-ish in comparison with trailer 1.

 

Nbjhn0n.png

 

Recolored leafs most as possible to match the 2011 palm:

 

m2okQSC.png

 

Spoiler

Modified timecyc to 2011 colors to match J. Gwyn photo

oM5RIlz.png

 

If you want the recolored leafs to use, here it is. Took almost 12 hours to make most close as possible (yeah, very time consuming since I have always to restart the game to see the colors). Use it with Old Gen palm trees/vegetation mods. Next step is to recolor the fanpalms. Maybe it will be more easy that the traditional palm, since the "rockstar games presents" scene from trailer 1 is close enough to them to compare.

 nBBH0Xj.png

 

The leafs was recolored again to the current Xbox 360/PS3 state between late 2011~mid 2012. The first mirror park official screenshot released before trailer 2 shows that.

 

Spoiler

latest?cb=20150701173840&path-prefix=pt

 

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Americana
Posted (edited)
On 7/18/2020 at 11:52 PM, Monkeypolice188 said:

 

 

 

Crazy, it looks so good... it should have been an FBI car in Grand Theft Auto IV. 

 


Edited by Americana
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DeGeneratorX

Made a little but important find when I was watching the Surano commercial.

 

This commercial can prove that scenes that are captured for commercial and TV shows can be a mix of old and more recent content. For example, Rockstar took scenes recorded from them in 2011, 2012 and 2013. Or maybe even replace some of then, but others random scenes don't. This building is an example.

 

There is a building that in one shot of the commercial is normal just like in actual game. But there is another shot that shows the same building but a little bit smaller. This building also appears in 2405 house scene on background.

 

Qzhx3zs.png

 

This is crucial because this can show that a single commercial can use 2012 and 2013 scenes at same time. But at same time, this can be bad because can be more difficult to see when the commercial was recorded. Maybe there is more 2011 content than we thought on commercials.

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DeGeneratorX

It's not really a beta thing (I think), but solo just posted a photo from 2011 on his instagram going to Rockstar Games Studios to work with GTA V.

 

VlptF8Y.png

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zanesix

the fact that a literal picture of a man going to work was good enough to be posted here is a pretty telltale sign this thread is dead.

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ricotiga666
On 7/10/2020 at 4:07 PM, Originope said:

I've found a weapon metadata file in the Casino Heist's DLC files that suggests there was going to be a proper Tranquilizer Gun weapon at some point, that could be directly wielded by the player rather than as part of the Nano Drone.

 

If you want to take a look at it yourself, the file is weapon_tranquilizer.meta, located in update/x64/dlcpacks/mpheist3/dlc.rpf/common/data/ai

 

...I've also pasted the whole file below if you can't be bothered looking for it and opening it up yourself:

  Reveal hidden contents

<?xml version="1.0" encoding="UTF-8"?>

<CWeaponInfoBlob>
  <SlotNavigateOrder>
    <Item>
      <WeaponSlots>
        <Item>
          <OrderNumber value="460" />
          <Entry>SLOT_TRANQUILIZER</Entry>
        </Item>
      </WeaponSlots>
    </Item>
    <Item>
      <WeaponSlots>
        <Item>
          <OrderNumber value="460" />
          <Entry>SLOT_TRANQUILIZER</Entry>
        </Item>
      </WeaponSlots>
    </Item>
  </SlotNavigateOrder>
  <SlotBestOrder>
    <WeaponSlots>
      <Item>
        <OrderNumber value="1002" />
        <Entry>SLOT_TRANQUILIZER</Entry>
      </Item>
    </WeaponSlots>
  </SlotBestOrder>
  <TintSpecValues />
  <FiringPatternAliases />
  <UpperBodyFixupExpressionData />
  <AimingInfos />
  <Infos>
    <Item>
      <Infos>
        <Item type="CAmmoInfo">
          <Name>AMMO_TRANQUILIZER</Name>
          <Model />
          <Audio />
          <Slot />
          <AmmoMax value="250" />
          <AmmoMax50 value="1000" />
          <AmmoMax100 value="9999" />
          <AmmoMaxMP value="250" />
          <AmmoMax50MP value="1000" />
          <AmmoMax100MP value="9999" />
          <AmmoFlags>InfiniteAmmo</AmmoFlags>
          <AmmoSpecialType>None</AmmoSpecialType>
        </Item>
      </Infos>
    </Item>
    <Item>
      <Infos>
        <Item type="CWeaponInfo">
          <Name>WEAPON_TRANQUILIZER</Name>
          <Model>w_pi_stungun</Model>
          <Audio>AUDIO_ITEM_TRANQUILIZER</Audio>
          <Slot>SLOT_TRANQUILIZER</Slot>
          <DamageType>TRANQUILIZER</DamageType>
          <Explosion>
            <Default>DONTCARE</Default>
            <HitCar>DONTCARE</HitCar>
            <HitTruck>DONTCARE</HitTruck>
            <HitBike>DONTCARE</HitBike>
            <HitBoat>DONTCARE</HitBoat>
            <HitPlane>DONTCARE</HitPlane>
          </Explosion>
          <FireType>INSTANT_HIT</FireType>
          <WheelSlot>WHEEL_PISTOL</WheelSlot>
          <Group>GROUP_TRANQILIZER</Group>
          <AmmoInfo ref="AMMO_TRANQUILIZER" />
          <AimingInfo ref="PISTOL_2H_BASE_STRAFE" />
          <ClipSize value="2104529083" />
          <AccuracySpread value="1.000000" />
          <AccurateModeAccuracyModifier value="0.500000" />
          <RunAndGunAccuracyModifier value="2.000000" />
          <RunAndGunAccuracyMinOverride value="-1.000000" />
          <RecoilAccuracyMax value="1.000000" />
          <RecoilErrorTime value="0.000000" />
          <RecoilRecoveryRate value="1.000000" />
          <RecoilAccuracyToAllowHeadShotAI value="1000.000000" />
          <MinHeadShotDistanceAI value="1000.000000" />
          <MaxHeadShotDistanceAI value="1000.000000" />
          <HeadShotDamageModifierAI value="1000.000000" />
          <RecoilAccuracyToAllowHeadShotPlayer value="0.175000" />
          <MinHeadShotDistancePlayer value="5.000000" />
          <MaxHeadShotDistancePlayer value="40.000000" />
          <HeadShotDamageModifierPlayer value="18.000000" />
          <Damage value="1.000000" />
          <DamageTime value="4.000000" />
          <DamageTimeInVehicle value="5.000000" />
          <DamageTimeInVehicleHeadShot value="5.000000" />
          <HitLimbsDamageModifier value="0.500000" />
          <NetworkHitLimbsDamageModifier value="0.800000" />
          <LightlyArmouredDamageModifier value="0.750000" />
          <VehicleDamageModifier value="1.000000" />
          <Force value="0.000000" />
          <ForceHitPed value="0.000000" />
          <ForceHitVehicle value="0.000000" />
          <ForceHitFlyingHeli value="0.000000" />
          <OverrideForces />
          <ForceMaxStrengthMult value="1.000000" />
          <ForceFalloffRangeStart value="0.000000" />
          <ForceFalloffRangeEnd value="50.000000" />
          <ForceFalloffMin value="1.000000" />
          <ProjectileForce value="0.000000" />
          <FragImpulse value="0.000000" />
          <Penetration value="0.000000" />
          <VerticalLaunchAdjustment value="0.000000" />
          <DropForwardVelocity value="0.000000" />
          <Speed value="2000.000000" />
          <BulletsInBatch value="1" />
          <BatchSpread value="0.000000" />
          <ReloadTimeMP value="-1.000000" />
          <ReloadTimeSP value="-1.000000" />
          <VehicleReloadTime value="2.000000" />
          <AnimReloadRate value="1.000000" />
          <BulletsPerAnimLoop value="1" />
          <TimeBetweenShots value="2.800000" />
          <TimeLeftBetweenShotsWhereShouldFireIsCached value="-1.000000" />
          <SpinUpTime value="0.000000" />
          <SpinTime value="0.000000" />
          <SpinDownTime value="0.000000" />
          <AlternateWaitTime value="-1.000000" />
          <BulletBendingNearRadius value="0.000000" />
          <BulletBendingFarRadius value="0.250000" />
          <BulletBendingZoomedRadius value="0.150000" />
          <FirstPersonBulletBendingNearRadius value="0.000000" />
          <FirstPersonBulletBendingFarRadius value="0.250000" />
          <FirstPersonBulletBendingZoomedRadius value="0.150000" />
          <Fx>
            <EffectGroup>WEAPON_EFFECT_GROUP_RUBBER</EffectGroup>
            <FlashFx />
            <FlashFxAlt />
            <FlashFxFP />
            <FlashFxFPAlt />
            <MuzzleSmokeFx />
            <MuzzleSmokeFxFP />
            <MuzzleSmokeFxMinLevel value="0.000000" />
            <MuzzleSmokeFxIncPerShot value="0.000000" />
            <MuzzleSmokeFxDecPerSec value="0.000000" />
            <MuzzleOverrideOffset x="0.000000" y="0.000000" z="0.000000" />
            <MuzzleUseProjTintColour value="false" />
            <ShellFx />
            <ShellFxFP />
            <TracerFx>bullet_tracer</TracerFx>
            <PedDamageHash />
            <TracerFxChanceSP value="0.150000" />
            <TracerFxChanceMP value="0.750000" />
            <TracerFxIgnoreCameraIntersection value="false" />
            <FlashFxChanceSP value="1.000000" />
            <FlashFxChanceMP value="1.000000" />
            <FlashFxAltChance value="0.000000" />
            <FlashFxScale value="0.500000" />
            <FlashFxLightEnabled value="false" />
            <FlashFxLightCastsShadows value="false" />
            <FlashFxLightOffsetDist value="0.000000" />
            <FlashFxLightRGBAMin x="0.000000" y="0.000000" z="0.000000" />
            <FlashFxLightRGBAMax x="0.000000" y="0.000000" z="0.000000" />
            <FlashFxLightIntensityMinMax x="0.000000" y="0.000000" />
            <FlashFxLightRangeMinMax x="0.000000" y="0.000000" />
            <FlashFxLightFalloffMinMax x="0.000000" y="0.000000" />
            <GroundDisturbFxEnabled value="false" />
            <GroundDisturbFxDist value="5.000000" />
            <GroundDisturbFxNameDefault />
            <GroundDisturbFxNameSand />
            <GroundDisturbFxNameDirt />
            <GroundDisturbFxNameWater />
            <GroundDisturbFxNameFoliage />
          </Fx>
          <InitialRumbleDuration value="100" />
          <InitialRumbleIntensity value="0.800000" />
          <InitialRumbleIntensityTrigger value="0.300000" />
          <RumbleDuration value="100" />
          <RumbleIntensity value="0.800000" />
          <RumbleIntensityTrigger value="0.300000" />
          <RumbleDamageIntensity value="1.000000" />
          <InitialRumbleDurationFps value="150" />
          <InitialRumbleIntensityFps value="1.000000" />
          <RumbleDurationFps value="95" />
          <RumbleIntensityFps value="1.000000" />
          <NetworkPlayerDamageModifier value="1.000000" />
          <NetworkPedDamageModifier value="1.000000" />
          <NetworkHeadShotPlayerDamageModifier value="1.000000" />
          <LockOnRange value="10.000000" />
          <WeaponRange value="11.000000" />
          <BulletDirectionOffsetInDegrees value="0.000000" />
          <BulletDirectionPitchOffset value="0.000000" />
          <BulletDirectionPitchHomingOffset value="0.000000" />
          <AiSoundRange value="5.000000" />
          <AiPotentialBlastEventRange value="-1.000000" />
          <DamageFallOffRangeMin value="11.000000" />
          <DamageFallOffRangeMax value="11.000000" />
          <DamageFallOffModifier value="0.300000" />
          <VehicleWeaponHash />
          <DefaultCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_CAMERA</DefaultCameraHash>
          <AimCameraHash />
          <FireCameraHash />
          <CoverCameraHash>DEFAULT_THIRD_PERSON_PED_AIM_IN_COVER_CAMERA</CoverCameraHash>
          <CoverReadyToFireCameraHash />
          <RunAndGunCameraHash>DEFAULT_THIRD_PERSON_PED_RUN_AND_GUN_CAMERA</RunAndGunCameraHash>
          <CinematicShootingCameraHash>DEFAULT_THIRD_PERSON_PED_CINEMATIC_SHOOTING_CAMERA</CinematicShootingCameraHash>
          <AlternativeOrScopedCameraHash />
          <RunAndGunAlternativeOrScopedCameraHash />
          <CinematicShootingAlternativeOrScopedCameraHash />
          <PovTurretCameraHash />
          <CameraFov value="45.000000" />
          <FirstPersonAimFovMin value="42.000000" />
          <FirstPersonAimFovMax value="47.000000" />
          <FirstPersonScopeFov value="30.000000" />
          <FirstPersonScopeAttachmentFov value="0.000000" />
          <FirstPersonDrivebyIKOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonRNGOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonRNGRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonLTOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonLTRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonScopeOffset x="-0.003000" y="0.000000" z="0.009000" />
          <FirstPersonScopeAttachmentOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonScopeRotationOffset x="-0.300000" y="0.000000" z="0.000000" />
          <FirstPersonScopeAttachmentRotationOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonAsThirdPersonIdleOffset x="0.075000" y="0.000000" z="0.000000" />
          <FirstPersonAsThirdPersonRNGOffset x="-0.025000" y="-0.025000" z="-0.040000" />
          <FirstPersonAsThirdPersonLTOffset x="0.050000" y="0.060000" z="-0.025000" />
          <FirstPersonAsThirdPersonScopeOffset x="0.070000" y="0.000000" z="-0.020000" />
          <FirstPersonAsThirdPersonWeaponBlockedOffset x="0.000000" y="0.000000" z="0.000000" />
          <FirstPersonDofSubjectMagnificationPowerFactorNear value="1.025000" />
          <FirstPersonDofMaxNearInFocusDistance value="0.000000" />
          <FirstPersonDofMaxNearInFocusDistanceBlendLevel value="0.300000" />
          <FirstPersonScopeAttachmentData />
          <ZoomFactorForAccurateMode value="1.300000" />
          <RecoilShakeHash>PISTOL_RECOIL_SHAKE</RecoilShakeHash>
          <RecoilShakeHashFirstPerson>FPS_PISTOL_RECOIL_SHAKE</RecoilShakeHashFirstPerson>
          <AccuracyOffsetShakeHash />
          <MinTimeBetweenRecoilShakes value="150" />
          <RecoilShakeAmplitude value="0.333000" />
          <ExplosionShakeAmplitude value="-1.000000" />
          <IkRecoilDisplacement value="0.000000" />
          <IkRecoilDisplacementScope value="0.004000" />
          <IkRecoilDisplacementScaleBackward value="1.000000" />
          <IkRecoilDisplacementScaleVertical value="0.400000" />
          <ReticuleHudPosition x="0.000000" y="0.000000" />
          <ReticuleHudPositionOffsetForPOVTurret x="0.000000" y="0.000000" />
          <AimOffsetMin x="0.200000" y="0.100000" z="0.600000" />
          <AimProbeLengthMin value="0.380000" />
          <AimOffsetMax x="0.170000" y="-0.200000" z="0.500000" />
          <AimProbeLengthMax value="0.315000" />
          <AimOffsetMinFPSIdle x="0.178000" y="0.392000" z="0.135000" />
          <AimOffsetMedFPSIdle x="0.169000" y="0.312000" z="0.420000" />
          <AimOffsetMaxFPSIdle x="0.187000" y="0.064000" z="0.649000" />
          <AimOffsetMinFPSLT x="0.009000" y="0.334000" z="0.555000" />
          <AimOffsetMaxFPSLT x="0.062000" y="-0.164000" z="0.588000" />
          <AimOffsetMinFPSRNG x="0.114000" y="0.390000" z="0.485000" />
          <AimOffsetMaxFPSRNG x="0.113000" y="-0.263000" z="0.586000" />
          <AimOffsetMinFPSScope x="0.009000" y="0.421000" z="0.462000" />
          <AimOffsetMaxFPSScope x="0.037000" y="-0.224000" z="0.639000" />
          <AimOffsetEndPosMinFPSIdle x="0.208000" y="0.700000" z="0.003000" />
          <AimOffsetEndPosMedFPSIdle x="0.203000" y="0.604000" z="0.553000" />
          <AimOffsetEndPosMaxFPSIdle x="0.207000" y="-0.040000" z="0.942000" />
          <AimOffsetEndPosMinFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimOffsetEndPosMedFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimOffsetEndPosMaxFPSLT x="0.000000" y="0.000000" z="0.000000" />
          <AimProbeRadiusOverrideFPSIdle value="0.000000" />
          <AimProbeRadiusOverrideFPSIdleStealth value="0.000000" />
          <AimProbeRadiusOverrideFPSLT value="0.000000" />
          <AimProbeRadiusOverrideFPSRNG value="0.000000" />
          <AimProbeRadiusOverrideFPSScope value="0.000000" />
          <TorsoAimOffset x="-1.300000" y="0.550000" />
          <TorsoCrouchedAimOffset x="0.200000" y="0.050000" />
          <LeftHandIkOffset x="-0.025000" y="0.100000" z="-0.050000" />
          <ReticuleMinSizeStanding value="0.650000" />
          <ReticuleMinSizeCrouched value="0.550000" />
          <ReticuleScale value="0.300000" />
          <ReticuleStyleHash>WEAPON_PISTOL</ReticuleStyleHash>
          <FirstPersonReticuleStyleHash />
          <PickupHash>PICKUP_WEAPON_STUNGUN</PickupHash>
          <MPPickupHash>PICKUP_AMMO_BULLET_MP</MPPickupHash>
          <HumanNameHash>WT_STUN</HumanNameHash>
          <MovementModeConditionalIdle>MMI_1Handed</MovementModeConditionalIdle>
          <StatName>TRANQ</StatName>
          <KnockdownCount value="-1" />
          <KillshotImpulseScale value="1.000000" />
          <NmShotTuningSet>normal</NmShotTuningSet>
          <AttachPoints />
          <GunFeedBone />
          <TargetSequenceGroup />
          <WeaponFlags>CarriedInHand Silenced Gun CanLockonOnFoot CanLockonInVehicle CanFreeAim AnimCrouchFire UsableOnFoot UsableClimbing UsableInCover DoesRevivableDamage DisplayRechargeTimeHUD OnlyFireOneShot NonLethal AllowCloseQuarterKills DisablePlayerBlockingInMP CanPerformArrest SuppressGunshotEvent HasLowCoverSwaps DontBreakRopes QuitTransitionToIdleIntroOnWeaponChange DisableLeftHandIkWhenOnFoot TorsoIKForWeaponBlock UseFPSAimIK UseFPSSecondaryMotion</WeaponFlags>
          <TintSpecValues ref="TINT_DEFAULT" />
          <FiringPatternAliases ref="NULL" />
          <ReloadUpperBodyFixupExpressionData ref="default" />
          <AmmoDiminishingRate value="0" />
          <AimingBreathingAdditiveWeight value="1.000000" />
          <FiringBreathingAdditiveWeight value="1.000000" />
          <StealthAimingBreathingAdditiveWeight value="1.000000" />
          <StealthFiringBreathingAdditiveWeight value="1.000000" />
          <AimingLeanAdditiveWeight value="1.000000" />
          <FiringLeanAdditiveWeight value="1.000000" />
          <StealthAimingLeanAdditiveWeight value="1.000000" />
          <StealthFiringLeanAdditiveWeight value="1.000000" />
          <ExpandPedCapsuleRadius value="0.000000" />
          <AudioCollisionHash />
          <HudDamage value="1" />
          <HudSpeed value="10" />
          <HudCapacity value="100" />
          <HudAccuracy value="40" />
          <HudRange value="5" />
          <VehicleAttackAngle value="25.000000" />
          <TorsoIKAngleLimit value="-1.000000" />
          <MeleeDamageMultiplier value="-1.000000" />
          <MeleeRightFistTargetHealthDamageScaler value="-1.000000" />
          <AirborneAircraftLockOnMultiplier value="1.000000" />
          <ArmouredVehicleGlassDamageOverride value="-1.000000" />
          <CamoDiffuseTexIdxs />
          <RotateBarrelBone />
          <RotateBarrelBone2 />
          <FrontClearTestParams>
            <ShouldPerformFrontClearTest value="false" />
            <ForwardOffset value="0.000000" />
            <VerticalOffset value="0.000000" />
            <HorizontalOffset value="0.000000" />
            <CapsuleRadius value="0.000000" />
            <CapsuleLength value="0.000000" />
          </FrontClearTestParams>
        </Item>
      </Infos>
    </Item>
    <Item>
      <Infos />
    </Item>
    <Item>
      <Infos />
    </Item>
  </Infos>
  <VehicleWeaponInfos />
  <WeaponGroupDamageForArmouredVehicleGlass />
  <Name>DLC - Tranquilizer</Name>
</CWeaponInfoBlob>

 

Take note of how it mentions stuff like weapon wheel slots, first person ADS camera offsets and the weapon flags - this proves that the tranquilizer gun this file is speaking of was going to be a proper weapon and is not just the one that we get with the Nano Drone.

indeed, we got them on thelvaneh

indeed we got it on theivaneh fivem server

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Cyber Soldier
On 7/30/2020 at 11:19 AM, DeGeneratorX said:

It's not really a beta thing (I think), but solo just posted a photo from 2011 on his instagram going to Rockstar Games Studios to work with GTA V.

 

VlptF8Y.png

Interesting

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Americana
Posted (edited)

Had he posted that in 2012 people would think that the map behind him was Grand Theft Auto V's map...

 

Unless...

 


Edited by Americana
  • Like 2

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goblinthegnome

Idk if this has been brought up already, but ever since Rico Nasty's name was initially included in the Rockstar newswire post detailing the iFruit Radio tracklist before being removed (perhaps it was a mistake after all), has anyone checked to see if the music files from the Diamond Casino Heist update have any trace of her whatsoever?

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Konata Inoue

Aye, peep this. 

Remember the GTA Online trailer from 2013? They showed a number of baseball tees / jerseys at 1:37, ones that never made it ingame.


Looks like some of them might've been added with the most recent update (Mostly ballas and Vagos). I'll get ingame pics later. 

  • Like 2
  • fir thi bairns 1

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BadaBing_1996
6 minutes ago, Konata Inoue said:

Aye, peep this. 

Remember the GTA Online trailer from 2013? They showed a number of baseball tees / jerseys at 1:37, ones that never made it ingame.


Looks like some of them might've been added with the most recent update (Mostly ballas and Vagos). I'll get ingame pics later. 

Glad I wasn't the only who noticed that.

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HeySlickThatsMe

Also Axe Fury was originally cut from Casino Heist and brought back in this dlc

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universetwisters
8 hours ago, HeySlickThatsMe said:

Also Axe Fury was originally cut from Casino Heist and brought back in this dlc

 

tfw they're cutting stuff from DLCs to sell back to us as DLC instead of cutting stuff from story mode

  • Like 2
  • KEKW 4

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