Jump to content

The GTA V beta hunt


StJimmy

Recommended Posts

nnxnnennxnnnex

Some interesting details from builds log that weren't mentioned in this topic:

Spoiler

Rockstar planned last gen and next gen versions since early stages of development:

18-11-2011 - 360 crash using -lastgen (resolved)

Some info about CnC tutorials:

30-01-2012 - Hold up tutorial ends as the player approaches the designated store

Player entered AmmuNation at approx 22:30 while on the Gun Shop Tutorial and could buy a pistol because the shop was closed

01-06-2012 - Two players stuck on the Cop partner tutorial

2012-07-09 - Crook runs away after arresting him on the stolen car tutorial

15-08-2012 - Sell Cars tutorial did not progress after driving into the spray booth

You were able to leave your character dead in CnC?

08-03-2012 - Crash attempting to exit multiplayer after swapping a dead Lost character to an already created Vagos character

Game had inventory system in 2012(probably food and armor like in GTAO):

2012-03-26 - remove inventory items when dead

Game had GTA IV wanted system that was changed in September 2012:

2012-03-26 - Player's wanted rating and associated radius does not update when observed by a Cop

18-09-2012 - Includes Wanted Level change. You can lose your wanted level by hiding (avoiding LOS to cops) for a set period of time that varies per level

The best mission in entire game had forklift section:

22-12-2011 - Crates bounce of the forklift forks - Forklift section cannot be completed

09-07-2012 - Floyd unable to pick up the crates

CnC had heists system and prison break heist:

25-07-2012 - Player is presented with a completely black screen when using the Lost MC Heist Planning Board

14-06-2012 - Player crashes / hangs when entering or flying the helicopter on prison break

What is the point of this feature being in the game where you can't save until completing second mission?

16-08-2012 - Game saves all named "In the beginning"

Minimap update (probably from Gwyn's screenshots version to Josimar's version):

02-04-2012 - Minimap updates

Lighting shaders update (probably from IV/RDR1 lighting which trailer 1 and dev screenshots had to more trailer 2-like):

02-04-2012 - Latest lighting shaders included

Radar pulses?

26-06-2012 - No radar pulses when running, shooting or creating explosions

Development of phase 2 MP (aka GTAO) started around July-August 2012:

29-08-2012 - Not all phase 2 MP prebuild checks completed

Multiplayer had aim segregation:

29-08-2012 - "Players with different aim set ups are now segregated from one another", to connect to a MP game these setting must match across the clients

Final version of loading screen was added in September 2012:

19-09-2012 - First version of new loading screen for bugs "to do now"

Dead players dropped cash and ammo in freemode:

12-09-2012 - Unable to collect cash and ammo dropped by killed players in Freemode

Interested to see how it worked:

22-01-2013 - Player was unable to add friend via aiming at them

Fog of war was enabled as default in June 2013:

25-06-2013 - Fog of War enable on map as default

There was a video of September 2012 magdemo playthrough:

06-09-2012 - Magdemo will be played following this manner, any testing should be done in the same way:

oT:\Mag Demo\Mag Demo Playthrough.mp4

Some logs about trailer 1:

29-09-2011 - Updated '/script/dev/shared/include/native/' and trailer script

05-10-2011 - Includes latest trailer updates

20-10-2012 - Contains latest trailer changes

 

Edited by nnxnnennxnnnex
Link to comment
Share on other sites

19 hours ago, nnxnnennxnnnex said:

Some interesting details from builds log that weren't mentioned in this topic:

Game had inventory system in 2012(probably food and armor like in GTAO):

2012-03-26 - remove inventory items when dead


OR
 

Maybe like in Red Dead Redemption 1, and similar to what we seen in the GTA VI leaks, as how they took the inventory system from RDR II.

Link to comment
Share on other sites

What is the music thats used in the begining of the video? Some beta track? Sounds simular to the Pause Menu track and Greyhound

Link to comment
Share on other sites

On 6/13/2020 at 1:07 PM, Yan2295 said:

Not really "beta", but here's an unreleased artwork. It's not perfect since some parts were missing and I had to "reconstruct" them myself.

 

H0AOxac.jpg

 

RE this; Here's the full version, posted on Instagram by Roxie.

 

RrHuDnp.jpg

Link to comment
Share on other sites

52 minutes ago, Phelps_1247 said:

What is the music thats used in the begining of the video? Some beta track? Sounds simular to the Pause Menu track and Greyhound

 

It is Greyhound, just a particular mix of it, since it is present as stems in the game files, you can make anything you want of it

 

I believe some stems of Greyhound are even used in the flight school in-game music

Edited by wintereffect
  • Like 1
Link to comment
Share on other sites

2 hours ago, HeySlickThatsMe said:

Part 1

Hi, it's been a while since the story mode dlc content has been discussed. It's time to make a difference, especially now when some people are still convinced of things that aren't true or are unconfirmed.

Buckle up because this is a long one!

 

Intro

First I'd all I'd like to start with a small mention of Alien DLC - there is no evidence this was ever in production, at this stage I will ignore the alien references in GTA Online content updates, however if you wanna prove it otherwise by mentioning the leaked rockstar document from long time ago then here's a single quote from it:

Alien/zombie that seems a lot of work on top.  I would pick one - zombie seems easier

This already sums it up, the DLC was considered but wasn't being worked on, extra evidence exists in form of not existing... To be clear there was no leftovers of any Alien DLC content found, only Zombies and Agent.

 

A "new" technique

There's a common belief that some GTA Online DLC assets are repurposed SP DLC assets. While this is no doubt true, it doesn't mean all of them were. There is a simple technique that can help us find out more information.

You see, with every DLC, every time Rockstar adds new assets to the game - be it props or interiors, every texture and model file has a part of the name which indicates which DLC file it is from, usually that's a DLC prefix.

 

Zombie Assets

For example we will take a look at Arena War DLC which is rumoured to contain assets from the scrapped Zombie DLC. Specific example i will be using are: destroyed gas station (prop_arena_des_buildings.rpf), boarded building (prop_arena_des_buildings.rpf), graffiti rusted factory thing (prop_arena_des_buildings_01.rpf)

 

First, the gas station:

  Reveal hidden contents

image.png

 

It's YTD mentions "Arena", this means it's a completely new asset.

 

image.png

 

Boarded building:

 

  Reveal hidden contents

image.png

 

Arena mentions:

 

image.png

 

Rusted building:

 

  Reveal hidden contents

image.png

 

The embed textures look interesting because they do mention "v_apocalypse" which is out of ordinary compared to other assets.

 

image.png

 

However the graffiti it uses actually has arena in the name.

 

image.png

 

So i would say this one is 50/50, it's possible it was part of the Zombie DLC in some way, but the graffiti is completely new. This means that for the most part the theory of Arena War assets being part of the Zombie DLC is debunked.

And before you talk about the Laser weapons from Arena War being part of Alien DLC - they have different texturing style compared to other weapons in the game that would've been done at that point. For example it's known that Executives & Other Criminals was originally supposed to launch on Xbox360 and PS3, this is further indicated by some of the textures being lower quality (such as the bulletproof vests) and most of the assets being in-pair with day one quality, like the Heavy Revolver in this case.

 

Agent Assets

The doomsday heist is a different case though, you see, the interiors are clearly using xm_ prefix:

 

image.png

 

But what stands out are the texture names, as you can see the ytd file mentions v_cia_facility. Inside the ytd we can find numerous textures that contain references to v_cia_facility:

 

image.png

 

There however is two textures with xm_ prefix which are xm_warroom_tag and it's normal map, but this is a only a slight edit to the interior, meaning that almost the entirety of the IAA Facility interior is a time capsule and a clear reused asset from Story DLC.

It's very clear all the models have been renamed from v_cia_facility_* to xm_*

 

Inside the timecycle files we can find actual v_cia_facility timecycle modifier that was left unused, as doomsday heist created new timecycle presets for the reused interior(s).

 

  <modifier name="V_CIA_Facility" numMods="56" userFlags="0">
    <light_amb_down_wrap>0.400 0.000</light_amb_down_wrap>
    <light_artificial_int_down_col_r>0.878 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.992 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.150 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.851 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.894 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.980 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.902 1.000</ped_light_col_r>
    <ped_light_col_g>0.961 1.000</ped_light_col_g>
    <ped_light_col_b>0.584 1.000</ped_light_col_b>
    <ped_light_mult>0.200 1.000</ped_light_mult>
    <ssao_inten>3.000 0.000</ssao_inten>
    <light_ped_rim_mult>0.366 0.000</light_ped_rim_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>1.000 0.000</postfx_intensity_bloom>
    <water_reflection_lod_range_enabled>0.000 0.000</water_reflection_lod_range_enabled>
    <water_reflection_lod_range_hd_start>-1.000 0.000</water_reflection_lod_range_hd_start>
    <water_reflection_lod_range_hd_end>-1.000 0.000</water_reflection_lod_range_hd_end>
    <water_reflection_lod_range_orphanhd_start>-1.000 0.000</water_reflection_lod_range_orphanhd_start>
    <water_reflection_lod_range_orphanhd_end>-1.000 0.000</water_reflection_lod_range_orphanhd_end>
    <water_reflection_lod_range_lod_start>-1.000 0.000</water_reflection_lod_range_lod_start>
    <water_reflection_lod_range_lod_end>-1.000 0.000</water_reflection_lod_range_lod_end>
    <water_reflection_lod_range_slod1_start>-1.000 0.000</water_reflection_lod_range_slod1_start>
    <water_reflection_lod_range_slod1_end>-1.000 0.000</water_reflection_lod_range_slod1_end>
    <water_reflection_lod_range_slod2_start>-1.000 0.000</water_reflection_lod_range_slod2_start>
    <water_reflection_lod_range_slod2_end>-1.000 0.000</water_reflection_lod_range_slod2_end>
    <water_reflection_lod_range_slod3_start>-1.000 0.000</water_reflection_lod_range_slod3_start>
    <water_reflection_lod_range_slod3_end>-1.000 0.000</water_reflection_lod_range_slod3_end>
    <water_reflection_lod_range_slod4_start>-1.000 0.000</water_reflection_lod_range_slod4_start>
    <water_reflection_lod_range_slod4_end>-1.000 0.000</water_reflection_lod_range_slod4_end>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>-1.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>-1.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>-1.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>20.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.832 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>7.424 0.000</reflection_tweak_emissive>
    <reflection_tweak_directional>0.000 0.000</reflection_tweak_directional>
    <reflection_hdr_mult>0.500 0.000</reflection_hdr_mult>
    <far_clip>4000.000 4000.000</far_clip>
    <temperature>22.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.800 0.000</artificial_int_ambient_multiplier>
    <light_falloff_mult>1.000 0.000</light_falloff_mult>
    <lodlight_range_mult>0.816 0.000</lodlight_range_mult>
    <shadow_distance_mult>0.000 0.000</shadow_distance_mult>
    <lod_mult_lod>0.823 0.000</lod_mult_lod>
    <lod_mult_slod1>0.971 0.000</lod_mult_slod1>
    <lod_mult_slod2>1.000 0.000</lod_mult_slod2>
    <lod_mult_slod3>1.000 0.000</lod_mult_slod3>
    <lod_mult_slod4>1.000 0.000</lod_mult_slod4>
  </modifier>

 

The only real difference it has in-game is that there's a fog visible in daytime, but it looks pretty bad anyway:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_16.31.20.65.png

 

I've mentioned that one texture that uses xm_ texture prefix, it's located right here:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.11.10.png

 

It's clear that this room was something different back then, something like another Conference room which would make sense, especially with the TV screens that seem to have render targets allowing them to display a texture.

The green monitors used for the turrets were plastered over on top of the existing TV's, this also means that the base originally didn't have this goofy defense system.

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.37.10.png

 

The most interesting room in my opinion is the prototyping room, think of what it could be used for? The way it looks is like some vehicle upgrade station, jetpack?

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.12.18.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.20.36.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.27.65.png

 

 

The actual texture that features names of individual rooms has some empty space for extra text which could've been used for the edited room instead:

 

tl_v_iaa_facility_signs.png

 

What other interiors were reused? The IAA Server Farm, you heard that right - the farm belongs to the IAA, but considering it has no any identifiable iconography, the context has been switched in favor of GTA Online. Both the Facility and Server Farm are directly connected with the lift which further proves the theory:

 

Grand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.38.80.pngGrand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.43.27.png

 

 

Another interior is the Submarine, there's not much to say here, it has mentions of "gz_dlc_sub" and shares some textures with the Aircraft Carrier from heists DLC...

It's also obvious this is another reused interior, as the model and texture names are "xm_int_sub_*" which means they changed it from "v_int_sub" and it becomes yet another time capsule.

*Editing note: The submarine exterior "Ramius" is completely new and has nothing to do with SP DLC based on texture names.

 

image.png

 

However Wildbrick has managed to dig up an unused paths file inside Xbox 360/PS3 version of the game which has bunch of points above the water, this is called assisted movement paths. What it does is help the player navigate along tight corners, it has been widely used in many areas of the map such as on stairs, interior entrances or plenty of walkways. The example will be shown on the map using Codewalker's waypoint tool.

 

 

nodes974_4.png

 

Obviously there's nothing here but if we line it up with the submarine interior...

 

image.png 

 

image.png

 

It's almost a perfect match apart from this one area that must've been remodeled sometime during the DLC's development.

 

image.png

 

Thanks to this we pretty much have the original coordinates of the submarine interior, obviously it would have been disabled in open world and only loaded for mission use when required.

Lastly, xbox 360/PS3 version also has unused int_sub timecycles which were completely wiped from PC release, instead new ones have been created for Doomsday Heist DLC.

 

  <modifier name="int_sub_control" numMods="29" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>1.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.250 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.960 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.160 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>130.000 130.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub_red" numMods="33" userFlags="0">
    <light_dir_col_r>0.000 1.000</light_dir_col_r>
    <light_dir_col_g>0.000 1.000</light_dir_col_g>
    <light_dir_col_b>0.000 1.000</light_dir_col_b>
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.300 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.961 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.322 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.322 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub" numMods="22" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_amb_down_wrap>0.800 0.000</light_amb_down_wrap>
    <light_natural_push>0.000 0.000</light_natural_push>
    <light_artificial_int_down_col_r>0.875 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.910 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.894 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.839 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.859 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.875 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.250 0.000</postfx_intensity_bloom>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <far_clip>0.000 200.000</far_clip>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>

 

 

These are the only interiors that are reused, the Mount Chiliad silo is completely new interior made for the DLC for example, there is no evidence that the "Chiliad Mystery" was ever part of this DLC, unless you count Jetpack as that.

 

Agent Assets 2

We all know that the casino had some sort of involvement with the Agent DLC. Obviously it wasn't the Diamond Casino as it didn't exist back then. However I managed to find these 4 textures inside the diamond casino interior files:

 

nxg_casino_lightstrip_03bnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03bnxg_casino_ligh

 

nxg_casino_lightstrip_03cnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03cnxg_casino_ligh

 

nxg_casino_lightstrip_03dnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03dnxg_casino_ligh

 

nxg_casino_marble_01

 

nxg_casino_marble_01.png

 

The interesting thing is that they have "nxg" prefix which stands for "nextgen", that is something that was used during the upgrade of Xbox360/PS3 to Xbox One/PS4/PC and is no longer used in DLC Packs today. This clearly proves that these textures have been reused from the old casino interior.

A further investigation of the casino exterior by being viewed with Codewalker tool reveals that there's some more leftover assisted movement paths.

First of all the entrance has two paths on both sides, you can still trigger them in normal game if you try to walk forward, the game will try to forcefully make your character enter the casino but ofcourse the door is locked.

 

image.png

 

Footage of it in action:

 

 

 

It looks like there also was a staircase to another floor.

 

image.png

 

 

There were three floors in total. For this image i loaded Diamond Casino so it's clearer to see because there's less geometry that obstructs the view. It's possible the casino would've been slightly remodeled and the car park would've been edited because otherwise it would all clip into the interior.

 

image.png

 

There's also this second set of dual doors on the third floor, some sort of office?

 

image.png

 

Another interesting location is the Heist DLC Aircraft carrier. On the first glance there's nothing out of ordinary...

 

image.png

 

However it's when you look into more assisted movement paths and notice something is wrong.

 

image.png

 

You guessed it - the aircraft carrier was completely moved, but Rockstar forgot to move some of it's paths. The original location was near the Merryweather base in the docks.

 

image.png

 

The base itself is internally referred to as "subbase" but we will return to that later in part 2... Another thing that the carrier has interesting in it, is the fact that a lot of it's textures mention "gz_dlc" much like a few textures found inside the submarine which were also shared between both models. In my opinion the carrier was also part of SP DLC, but again i will return to this in the future.

 

image.png

 

An additional carrier mention is that there's a low quality carrier model "prop_temp_carrier" in day one files with a weird path (x64h.rpf\levels\gta5\props\residential\v_kitchen.rpf\):

 

image.png

 

Another location, and more assisted movement paths! This mansion that will be familiar to you, since in Heists DLC it's used as Dima Popov's mansion, later it became Miguel Madrazo's. But much like the carrier it will make more sense in the second post...

 

image.png

 

All of the assisted movement paths and timecycle modifiers that have been shown in this post have been added with Heists DLC, which by itself was the time when the most SP DLC leftovers were introduced.

I personally believe that the SP DLC was scrapped sometime before Heists DLC was released and bunch of the it's assets made it into heists. It would make sense with the characters that are featured too.

 

Characters

Now that i mentioned characters, let's talk about them!

 

Karen Daniels

A popular choice, she does exist in the heists DLC, but also has outfits that are completely unused. The Heist DLC also left unused generic voice lines. Three of them are for Trevor dying, which still wouldn't trigger normally, as the DLC was for Trevor only and the game would show fail screen in a mission before she gets to say it. However it's still proof that she was part of this DLC.

 

 

Now i will show EVERY outfit, including the used ones, with funny TPose. Obviously the accessories like the holster might've been swapped around, so who knows if these are the proper variations.

 

Default (Only used in singleplayer, but this model is completely separate)

 

image.png

 

Bikini (This raises a lot of questions, but it could make sense later again...)

 

image.png


Leather Jacket (used in Heists)

 

image.png

 

Blue Suit Shirt (Unused)

image.png

 

 

Agent 14

There is no clear evidence that Agent 14 was part of the DLC, although it could definitely be possible. Some of the assassination mission blips are supposed to use a text label which is called "A14", on top of the fact that Agent 14 has a model specifically for Multiplayer... that means that SP version must have also existed at some point?

 

image.png

 

We also know he was supposed to be different looking, because in day one files there's unused phone image of him with blonde hair. According to the unused Heist DLC voice lines he also had a different voice actor.

 

dia_agent14.png

 

Agents

I think another possibility is the two agents that accompany Agent 14, as his box movers etc. They're visible only in three cutscenes in Online (Heists setups and Gunrunning Intro) but their models are highly detailed. The model name is ig_agent

Agent 1:

image.png

Agent 2 (No that's not ULP😞

image.png

 

ULP

But considering that Karen Daniels is there, maybe ULP was also supposed to be part of this? He does have a minor role in Doomsday Heist so who knows, just a hunch. What is interesting though is the artstyle of his texture and the UV Map, it was created by the same artist that did Bogdan and Dima Popov, could they have been part of the DLC aswell?

 

head_diff_000_a_whi.png

 

Bogdan, and Dima Popov

Both characters are highly detailed and made by the same artist who did ULP based on the way the UV is structured, as mentioned above. There's always a possibility they played some role, especially since Bogdan is already in Doomsday Heist. Although the submarine interior lacks any sort of indication that it's russian property (unless it was stolen?), and the book he uses in the cutscene in Doomsday Heist has xm17 texture tag.

 

bogdan.png

popov.png

 

 

Misc

There's this unused door model inside Doomsday Heist files and it's called xm_prop_agt_door_01.ydr

image.png

 

When walking around your facility in GTA Online, you can hear bunch of announcements being played. The odd thing here is that some of these lines clearly reference IAA, which has nothing to do with your facility, i believe this is another reused asset.

 

 

 

 

The End

For now this will be the end of Part 1 due to the sheer length of this post. Part 2 will pick up with the script and story related stuff!

 

 

 

 

Amazing stuff slick! Will wait for the supposed part 2, one love

  • Like 1
Link to comment
Share on other sites

Didn't see it mentioned here: in SCRIPT.rpf there is sound effects from the cut "torch the servers" thing, where you smash the monitors. Its called prologue_monitor_smash.awc

Link to comment
Share on other sites

3 hours ago, HeySlickThatsMe said:

Part 1

Hi, it's been a while since the story mode dlc content has been discussed. It's time to make a difference, especially now when some people are still convinced of things that aren't true or are unconfirmed.

Buckle up because this is a long one!

 

Intro

First I'd all I'd like to start with a small mention of Alien DLC - there is no evidence this was ever in production, at this stage I will ignore the alien references in GTA Online content updates, however if you wanna prove it otherwise by mentioning the leaked rockstar document from long time ago then here's a single quote from it:

Alien/zombie that seems a lot of work on top.  I would pick one - zombie seems easier

This already sums it up, the DLC was considered but wasn't being worked on, extra evidence exists in form of not existing... To be clear there was no leftovers of any Alien DLC content found, only Zombies and Agent.

 

A "new" technique

There's a common belief that some GTA Online DLC assets are repurposed SP DLC assets. While this is no doubt true, it doesn't mean all of them were. There is a simple technique that can help us find out more information.

You see, with every DLC, every time Rockstar adds new assets to the game - be it props or interiors, every texture and model file has a part of the name which indicates which DLC file it is from, usually that's a DLC prefix.

 

Zombie Assets

For example we will take a look at Arena War DLC which is rumoured to contain assets from the scrapped Zombie DLC. Specific example i will be using are: destroyed gas station (prop_arena_des_buildings.rpf), boarded building (prop_arena_des_buildings.rpf), graffiti rusted factory thing (prop_arena_des_buildings_01.rpf)

 

First, the gas station:

  Hide contents

image.png

 

It's YTD mentions "Arena", this means it's a completely new asset.

 

image.png

 

Boarded building:

 

  Hide contents

image.png

 

Arena mentions:

 

image.png

 

Rusted building:

 

  Hide contents

image.png

 

The embed textures look interesting because they do mention "v_apocalypse" which is out of ordinary compared to other assets.

 

image.png

 

However the graffiti it uses actually has arena in the name.

 

image.png

 

So i would say this one is 50/50, it's possible it was part of the Zombie DLC in some way, but the graffiti is completely new. This means that for the most part the theory of Arena War assets being part of the Zombie DLC is debunked.

And before you talk about the Laser weapons from Arena War being part of Alien DLC - they have different texturing style compared to other weapons in the game that would've been done at that point. For example it's known that Executives & Other Criminals was originally supposed to launch on Xbox360 and PS3, this is further indicated by some of the textures being lower quality (such as the bulletproof vests) and most of the assets being in-pair with day one quality, like the Heavy Revolver in this case.

 

Agent Assets

The doomsday heist is a different case though, you see, the interiors are clearly using xm_ prefix:

 

image.png

 

But what stands out are the texture names, as you can see the ytd file mentions v_cia_facility. Inside the ytd we can find numerous textures that contain references to v_cia_facility:

 

image.png

 

There however is two textures with xm_ prefix which are xm_warroom_tag and it's normal map, but this is a only a slight edit to the interior, meaning that almost the entirety of the IAA Facility interior is a time capsule and a clear reused asset from Story DLC.

It's very clear all the models have been renamed from v_cia_facility_* to xm_*

 

Inside the timecycle files we can find actual v_cia_facility timecycle modifier that was left unused, as doomsday heist created new timecycle presets for the reused interior(s).

 

  <modifier name="V_CIA_Facility" numMods="56" userFlags="0">
    <light_amb_down_wrap>0.400 0.000</light_amb_down_wrap>
    <light_artificial_int_down_col_r>0.878 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.992 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.150 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.851 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.894 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.980 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.902 1.000</ped_light_col_r>
    <ped_light_col_g>0.961 1.000</ped_light_col_g>
    <ped_light_col_b>0.584 1.000</ped_light_col_b>
    <ped_light_mult>0.200 1.000</ped_light_mult>
    <ssao_inten>3.000 0.000</ssao_inten>
    <light_ped_rim_mult>0.366 0.000</light_ped_rim_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>1.000 0.000</postfx_intensity_bloom>
    <water_reflection_lod_range_enabled>0.000 0.000</water_reflection_lod_range_enabled>
    <water_reflection_lod_range_hd_start>-1.000 0.000</water_reflection_lod_range_hd_start>
    <water_reflection_lod_range_hd_end>-1.000 0.000</water_reflection_lod_range_hd_end>
    <water_reflection_lod_range_orphanhd_start>-1.000 0.000</water_reflection_lod_range_orphanhd_start>
    <water_reflection_lod_range_orphanhd_end>-1.000 0.000</water_reflection_lod_range_orphanhd_end>
    <water_reflection_lod_range_lod_start>-1.000 0.000</water_reflection_lod_range_lod_start>
    <water_reflection_lod_range_lod_end>-1.000 0.000</water_reflection_lod_range_lod_end>
    <water_reflection_lod_range_slod1_start>-1.000 0.000</water_reflection_lod_range_slod1_start>
    <water_reflection_lod_range_slod1_end>-1.000 0.000</water_reflection_lod_range_slod1_end>
    <water_reflection_lod_range_slod2_start>-1.000 0.000</water_reflection_lod_range_slod2_start>
    <water_reflection_lod_range_slod2_end>-1.000 0.000</water_reflection_lod_range_slod2_end>
    <water_reflection_lod_range_slod3_start>-1.000 0.000</water_reflection_lod_range_slod3_start>
    <water_reflection_lod_range_slod3_end>-1.000 0.000</water_reflection_lod_range_slod3_end>
    <water_reflection_lod_range_slod4_start>-1.000 0.000</water_reflection_lod_range_slod4_start>
    <water_reflection_lod_range_slod4_end>-1.000 0.000</water_reflection_lod_range_slod4_end>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>-1.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>-1.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>-1.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>20.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.832 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>7.424 0.000</reflection_tweak_emissive>
    <reflection_tweak_directional>0.000 0.000</reflection_tweak_directional>
    <reflection_hdr_mult>0.500 0.000</reflection_hdr_mult>
    <far_clip>4000.000 4000.000</far_clip>
    <temperature>22.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.800 0.000</artificial_int_ambient_multiplier>
    <light_falloff_mult>1.000 0.000</light_falloff_mult>
    <lodlight_range_mult>0.816 0.000</lodlight_range_mult>
    <shadow_distance_mult>0.000 0.000</shadow_distance_mult>
    <lod_mult_lod>0.823 0.000</lod_mult_lod>
    <lod_mult_slod1>0.971 0.000</lod_mult_slod1>
    <lod_mult_slod2>1.000 0.000</lod_mult_slod2>
    <lod_mult_slod3>1.000 0.000</lod_mult_slod3>
    <lod_mult_slod4>1.000 0.000</lod_mult_slod4>
  </modifier>

 

The only real difference it has in-game is that there's a fog visible in daytime, but it looks pretty bad anyway:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_16.31.20.65.png

 

I've mentioned that one texture that uses xm_ texture prefix, it's located right here:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.11.10.png

 

It's clear that this room was something different back then, something like another Conference room which would make sense, especially with the TV screens that seem to have render targets allowing them to display a texture.

The green monitors used for the turrets were plastered over on top of the existing TV's, this also means that the base originally didn't have this goofy defense system.

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.37.10.png

 

The most interesting room in my opinion is the prototyping room, think of what it could be used for? The way it looks is like some vehicle upgrade station, jetpack?

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.12.18.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.20.36.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.27.65.png

 

 

The actual texture that features names of individual rooms has some empty space for extra text which could've been used for the edited room instead:

 

tl_v_iaa_facility_signs.png

 

What other interiors were reused? The IAA Server Farm, you heard that right - the farm belongs to the IAA, but considering it has no any identifiable iconography, the context has been switched in favor of GTA Online. Both the Facility and Server Farm are directly connected with the lift which further proves the theory:

 

Grand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.38.80.pngGrand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.43.27.png

 

 

Another interior is the Submarine, there's not much to say here, it has mentions of "gz_dlc_sub" and shares some textures with the Aircraft Carrier from heists DLC...

It's also obvious this is another reused interior, as the model and texture names are "xm_int_sub_*" which means they changed it from "v_int_sub" and it becomes yet another time capsule.

*Editing note: The submarine exterior "Ramius" is completely new and has nothing to do with SP DLC based on texture names.

 

image.png

 

However Wildbrick has managed to dig up an unused paths file inside Xbox 360/PS3 version of the game which has bunch of points above the water, this is called assisted movement paths. What it does is help the player navigate along tight corners, it has been widely used in many areas of the map such as on stairs, interior entrances or plenty of walkways. The example will be shown on the map using Codewalker's waypoint tool.

 

 

nodes974_4.png

 

Obviously there's nothing here but if we line it up with the submarine interior...

 

image.png 

 

image.png

 

It's almost a perfect match apart from this one area that must've been remodeled sometime during the DLC's development.

 

image.png

 

Thanks to this we pretty much have the original coordinates of the submarine interior, obviously it would have been disabled in open world and only loaded for mission use when required.

Lastly, xbox 360/PS3 version also has unused int_sub timecycles which were completely wiped from PC release, instead new ones have been created for Doomsday Heist DLC.

 

  <modifier name="int_sub_control" numMods="29" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>1.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.250 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.960 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.160 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>130.000 130.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub_red" numMods="33" userFlags="0">
    <light_dir_col_r>0.000 1.000</light_dir_col_r>
    <light_dir_col_g>0.000 1.000</light_dir_col_g>
    <light_dir_col_b>0.000 1.000</light_dir_col_b>
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.300 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.961 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.322 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.322 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub" numMods="22" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_amb_down_wrap>0.800 0.000</light_amb_down_wrap>
    <light_natural_push>0.000 0.000</light_natural_push>
    <light_artificial_int_down_col_r>0.875 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.910 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.894 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.839 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.859 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.875 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.250 0.000</postfx_intensity_bloom>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <far_clip>0.000 200.000</far_clip>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>

 

 

These are the only interiors that are reused, the Mount Chiliad silo is completely new interior made for the DLC for example, there is no evidence that the "Chiliad Mystery" was ever part of this DLC, unless you count Jetpack as that.

 

Agent Assets 2

We all know that the casino had some sort of involvement with the Agent DLC. Obviously it wasn't the Diamond Casino as it didn't exist back then. However I managed to find these 4 textures inside the diamond casino interior files:

 

nxg_casino_lightstrip_03bnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03bnxg_casino_ligh

 

nxg_casino_lightstrip_03cnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03cnxg_casino_ligh

 

nxg_casino_lightstrip_03dnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03dnxg_casino_ligh

 

nxg_casino_marble_01

 

nxg_casino_marble_01.png

 

The interesting thing is that they have "nxg" prefix which stands for "nextgen", that is something that was used during the upgrade of Xbox360/PS3 to Xbox One/PS4/PC and is no longer used in DLC Packs today. This clearly proves that these textures have been reused from the old casino interior.

A further investigation of the casino exterior by being viewed with Codewalker tool reveals that there's some more leftover assisted movement paths.

First of all the entrance has two paths on both sides, you can still trigger them in normal game if you try to walk forward, the game will try to forcefully make your character enter the casino but ofcourse the door is locked.

 

image.png

 

Footage of it in action:

 

 

 

It looks like there also was a staircase to another floor.

 

image.png

 

 

There were three floors in total. For this image i loaded Diamond Casino so it's clearer to see because there's less geometry that obstructs the view. It's possible the casino would've been slightly remodeled and the car park would've been edited because otherwise it would all clip into the interior.

 

image.png

 

There's also this second set of dual doors on the third floor, some sort of office?

 

image.png

 

Another interesting location is the Heist DLC Aircraft carrier. On the first glance there's nothing out of ordinary...

 

image.png

 

However it's when you look into more assisted movement paths and notice something is wrong.

 

image.png

 

You guessed it - the aircraft carrier was completely moved, but Rockstar forgot to move some of it's paths. The original location was near the Merryweather base in the docks.

 

image.png

 

The base itself is internally referred to as "subbase" but we will return to that later in part 2... Another thing that the carrier has interesting in it, is the fact that a lot of it's textures mention "gz_dlc" much like a few textures found inside the submarine which were also shared between both models. In my opinion the carrier was also part of SP DLC, but again i will return to this in the future.

 

image.png

 

An additional carrier mention is that there's a low quality carrier model "prop_temp_carrier" in day one files with a weird path (x64h.rpf\levels\gta5\props\residential\v_kitchen.rpf\):

 

image.png

 

Another location, and more assisted movement paths! This mansion that will be familiar to you, since in Heists DLC it's used as Dima Popov's mansion, later it became Miguel Madrazo's. But much like the carrier it will make more sense in the second post...

 

image.png

 

All of the assisted movement paths and timecycle modifiers that have been shown in this post have been added with Heists DLC, which by itself was the time when the most SP DLC leftovers were introduced.

I personally believe that the SP DLC was scrapped sometime before Heists DLC was released and bunch of the it's assets made it into heists. It would make sense with the characters that are featured too.

 

Characters

Now that i mentioned characters, let's talk about them!

 

Karen Daniels

A popular choice, she does exist in the heists DLC, but also has outfits that are completely unused. The Heist DLC also left unused generic voice lines. Three of them are for Trevor dying, which still wouldn't trigger normally, as the DLC was for Trevor only and the game would show fail screen in a mission before she gets to say it. However it's still proof that she was part of this DLC.

 

 

Now i will show EVERY outfit, including the used ones, with funny TPose. Obviously the accessories like the holster might've been swapped around, so who knows if these are the proper variations.

 

Default (Only used in singleplayer, but this model is completely separate)

 

image.png

 

Bikini (This raises a lot of questions, but it could make sense later again...)

 

image.png


Leather Jacket (used in Heists)

 

image.png

 

Blue Suit Shirt (Unused)

image.png

 

 

Agent 14

There is no clear evidence that Agent 14 was part of the DLC, although it could definitely be possible. Some of the assassination mission blips are supposed to use a text label which is called "A14", on top of the fact that Agent 14 has a model specifically for Multiplayer... that means that SP version must have also existed at some point?

 

image.png

 

We also know he was supposed to be different looking, because in day one files there's unused phone image of him with blonde hair. According to the unused Heist DLC voice lines he also had a different voice actor.

 

dia_agent14.png

 

Agents

I think another possibility is the two agents that accompany Agent 14, as his box movers etc. They're visible only in three cutscenes in Online (Heists setups and Gunrunning Intro) but their models are highly detailed. The model name is ig_agent

Agent 1:

image.png

Agent 2 (No that's not ULP😞

image.png

 

ULP

But considering that Karen Daniels is there, maybe ULP was also supposed to be part of this? He does have a minor role in Doomsday Heist so who knows, just a hunch. What is interesting though is the artstyle of his texture and the UV Map, it was created by the same artist that did Bogdan and Dima Popov, could they have been part of the DLC aswell?

 

head_diff_000_a_whi.png

 

Bogdan, and Dima Popov

Both characters are highly detailed and made by the same artist who did ULP based on the way the UV is structured, as mentioned above. There's always a possibility they played some role, especially since Bogdan is already in Doomsday Heist. Although the submarine interior lacks any sort of indication that it's russian property (unless it was stolen?), and the book he uses in the cutscene in Doomsday Heist has xm17 texture tag.

 

bogdan.png

popov.png

 

 

Misc

There's this unused door model inside Doomsday Heist files and it's called xm_prop_agt_door_01.ydr

image.png

 

When walking around your facility in GTA Online, you can hear bunch of announcements being played. The odd thing here is that some of these lines clearly reference IAA, which has nothing to do with your facility, i believe this is another reused asset.

 

 

 

 

The End

For now this will be the end of Part 1 due to the sheer length of this post. Part 2 will pick up with the script and story related stuff!

 

 

 

 

This is some awesome work right here, really well done.

 

I have one small inquiry regarding the beginning, you said some stuff were supposedly renamed to remove references to the Agent DLC, couldn't that also be true for the Arena ytd archive at the very start? maybe artists renamed everything?

Link to comment
Share on other sites

universetwisters
On 9/12/2023 at 8:58 AM, DenjiChainsawman said:

Yea in this audio clip he would say the hard R I can see why they remove it.

 

 

Literally shaking and throwing up. Trevor would NEVER say that.

 

Jokes aside I can see why they got rid of it, it's really out of place to have Trevor saying sh*t like that, unless he was written as some racist weirdo early on and this was recorded early

  • Like 2
  • KEKW 1
Link to comment
Share on other sites

HeySlickThatsMe
1 hour ago, MaddenedGhost said:

This is some awesome work right here, really well done.

 

I have one small inquiry regarding the beginning, you said some stuff were supposedly renamed to remove references to the Agent DLC, couldn't that also be true for the Arena ytd archive at the very start? maybe artists renamed everything?

They only renamed ytds, models, ytyps and such but not actual individual png texture files that are used by the models, this was done to prevent conflicts with older files, and that's usually only a prefix change to add the dlc name to existing filename 

 

That's also why for example casino dlc added ig_brucie2 while ig_brucie is still missing, as we know Brucie was cut from the original game and the old model still exists on their servers 

 

It's the same case here, all the original assets are still on their servers, they just duplicated everything and gave it new prefix and called it a day 

 

In the second part I will go over more leftovers of the zombie dlc and I think it was in barebones stage, while the Agent DLC took priority 

Edited by HeySlickThatsMe
  • Like 3
Link to comment
Share on other sites

4 hours ago, Yan2295 said:

 

RE this; Here's the full version, posted on Instagram by Roxie.

 

RrHuDnp.jpg

Crazy! Despite the SA plate, those are bona fide Los Angeles Police Department cars. The simplistic logo and "to serve and protect" kinda give it away.

 

 

 

1 hour ago, universetwisters said:

 

Literally shaking and throwing up. Trevor would NEVER say that.

 

Jokes aside I can see why they got rid of it, it's really out of place to have Trevor saying sh*t like that, unless he was written as some racist weirdo early on and this was recorded early

I'm pretty sure it's just supposed to be a continuation of him acting "ghetto" after hanging out with Franklin and Lamar - and not being the most intelligent guy, he said it the wrong way. 

Edited by LeakyLine
Link to comment
Share on other sites

Midnight Dutch
2 hours ago, LeakyLine said:

Crazy! Despite the SA plate, those are bona fide Los Angeles Police Department cars. The simplistic logo and "to serve and protect" kinda give it away.

 

I mean, since it’s just an artwork I’m not too surprised..  It’s clearly a Crown Victoria (specifically a 2009-2011 based on the door trim), not a game “in-universe” vehicle and the car even has Goodyear RSA tires on it. I think that this direct representation of a licensed vehicle is more surprising than the LAPD livery, tbh.

 

One of the loading screens has an E250 van on it which is clearly an artwork of a licensed vehicle minus the badging.

 

  • Like 2
Link to comment
Share on other sites

Great analysis as always @HeySlickThatsMe
I want to add something that's related to it, this Ammunation ad, which I don't think a lot of people mentioned:

Which I'm 100% sure it was tied to the Zombie DLC, a teaser for it.

I kinda wonder if there are more teasers like so in the game that went unnoticed. Maybe ads or some internet article on the in-game website.

Link to comment
Share on other sites

Was there ever a before and after comparison with those beta screenshots from circa 2010/2011? If so, can someone point me to the thread?

 

5b4a4hvcwmk81.jpg?width=1080&format=pjpg

Link to comment
Share on other sites

nnxnnennxnnnex
5 hours ago, suicidehummer said:

Was there ever a before and after comparison with those beta screenshots from circa 2010/2011? If so, can someone point me to the thread?

 

5b4a4hvcwmk81.jpg?width=1080&format=pjpg

page 84-85 of this topic

Edited by nnxnnennxnnnex
  • Like 1
Link to comment
Share on other sites

universetwisters
On 9/19/2023 at 1:40 AM, MGgames100 said:

Great analysis as always @HeySlickThatsMe
I want to add something that's related to it, this Ammunation ad, which I don't think a lot of people mentioned:

Which I'm 100% sure it was tied to the Zombie DLC, a teaser for it.

I kinda wonder if there are more teasers like so in the game that went unnoticed. Maybe ads or some internet article on the in-game website.


I wouldn’t think too much about it tbh. The Ammunation ads in VC and SA and LCS were all based around fearmongering like a Russian invasion, burglars, Y2K etc. so it’s not impossible that ammunation in V would be doing the same in advertisements, this time probably playing off sh*t like the 2012 doomsday theory idk

 

I mean it very well could be a nod towards the cut zombie dlc but, considering what past ads for the company were like, I wouldn’t lean too much into that tbh 

Link to comment
Share on other sites

On 9/18/2023 at 5:16 PM, universetwisters said:

 

Literally shaking and throwing up. Trevor would NEVER say that.

 

Jokes aside I can see why they got rid of it, it's really out of place to have Trevor saying sh*t like that, unless he was written as some racist weirdo early on and this was recorded early

Ever since we got the beta dialogue from the dev copy or whatever (which someone reposted on this page), and interviews with Dan Houser about how we sort of get to play as the "antagonist," I've always had the theory that originally the Trevor we see in Blaine County before "Fame or Shame" was going to be his character the entire game. There's a very obvious tonal shift in his personality and character when we're first introduced to him, and when he arrives in Los Santos and essentially becomes the comedic relief.

 

And the beta dialogue for "Fame or Shame" when he first walks into Michael's house matches up a lot more with the version we see in his Blaine County introduction, versus what we got in the final relase.

  • Like 3
  • Realistic Steak! 1
Link to comment
Share on other sites

On 9/18/2023 at 2:24 PM, Phelps_1247 said:

What is the music thats used in the begining of the video? Some beta track? Sounds simular to the Pause Menu track and Greyhound

The beta cutscene of "Mr.Philips" was the funniest sh*t ever lol.

Link to comment
Share on other sites

On 9/19/2023 at 1:39 AM, Yan2295 said:

 

RE this; Here's the full version, posted on Instagram by Roxie.

 

RrHuDnp.jpg

Plate format is different? You can see it's NLLNNNN (N=number, L=letter)

 

In game is NNLLLNNN

 

Real life is NLLLNNN

Link to comment
Share on other sites

On 9/18/2023 at 9:09 PM, Midnight Dutch said:

I mean, since it’s just an artwork I’m not too surprised..  It’s clearly a Crown Victoria (specifically a 2009-2011 based on the door trim), not a game “in-universe” vehicle and the car even has Goodyear RSA tires on it. I think that this direct representation of a licensed vehicle is more surprising than the LAPD livery, tbh.

 

One of the loading screens has an E250 van on it which is clearly an artwork of a licensed vehicle minus the badging.

 

I was a more surprised by the LAPD logo than the usage of a real Crown Vic because the LAPD is a registered trademark, and I'm pretty sure that includes the logo, similar to the NYPD. If I had to guess, that might be one of the reasons this artwork never saw the light of day as actual promo material.

Link to comment
Share on other sites

6 hours ago, LeakyLine said:

I was a more surprised by the LAPD logo than the usage of a real Crown Vic because the LAPD is a registered trademark, and I'm pretty sure that includes the logo, similar to the NYPD. If I had to guess, that might be one of the reasons this artwork never saw the light of day as actual promo material.

Their location too, it's the city police all the way out in Plato Bay.

Link to comment
Share on other sites

Spoiler
On 9/18/2023 at 6:56 PM, HeySlickThatsMe said:

Part 1

Hi, it's been a while since the story mode dlc content has been discussed. It's time to make a difference, especially now when some people are still convinced of things that aren't true or are unconfirmed.

Buckle up because this is a long one!

 

Intro

First I'd all I'd like to start with a small mention of Alien DLC - there is no evidence this was ever in production, at this stage I will ignore the alien references in GTA Online content updates, however if you wanna prove it otherwise by mentioning the leaked rockstar document from long time ago then here's a single quote from it:

Alien/zombie that seems a lot of work on top.  I would pick one - zombie seems easier

This already sums it up, the DLC was considered but wasn't being worked on, extra evidence exists in form of not existing... To be clear there was no leftovers of any Alien DLC content found, only Zombies and Agent.

 

A "new" technique

There's a common belief that some GTA Online DLC assets are repurposed SP DLC assets. While this is no doubt true, it doesn't mean all of them were. There is a simple technique that can help us find out more information.

You see, with every DLC, every time Rockstar adds new assets to the game - be it props or interiors, every texture and model file has a part of the name which indicates which DLC file it is from, usually that's a DLC prefix.

 

Zombie Assets

For example we will take a look at Arena War DLC which is rumoured to contain assets from the scrapped Zombie DLC. Specific example i will be using are: destroyed gas station (prop_arena_des_buildings.rpf), boarded building (prop_arena_des_buildings.rpf), graffiti rusted factory thing (prop_arena_des_buildings_01.rpf)

 

First, the gas station:

  Reveal hidden contents

image.png

 

It's YTD mentions "Arena", this means it's a completely new asset.

 

image.png

 

Boarded building:

 

  Reveal hidden contents

image.png

 

Arena mentions:

 

image.png

 

Rusted building:

 

  Reveal hidden contents

image.png

 

The embed textures look interesting because they do mention "v_apocalypse" which is out of ordinary compared to other assets.

 

image.png

 

However the graffiti it uses actually has arena in the name.

 

image.png

 

So i would say this one is 50/50, it's possible it was part of the Zombie DLC in some way, but the graffiti is completely new. This means that for the most part the theory of Arena War assets being part of the Zombie DLC is debunked.

And before you talk about the Laser weapons from Arena War being part of Alien DLC - they have different texturing style compared to other weapons in the game that would've been done at that point. For example it's known that Executives & Other Criminals was originally supposed to launch on Xbox360 and PS3, this is further indicated by some of the textures being lower quality (such as the bulletproof vests) and most of the assets being in-pair with day one quality, like the Heavy Revolver in this case.

 

Agent Assets

The doomsday heist is a different case though, you see, the interiors are clearly using xm_ prefix:

 

image.png

 

But what stands out are the texture names, as you can see the ytd file mentions v_cia_facility. Inside the ytd we can find numerous textures that contain references to v_cia_facility:

 

image.png

 

There however is two textures with xm_ prefix which are xm_warroom_tag and it's normal map, but this is a only a slight edit to the interior, meaning that almost the entirety of the IAA Facility interior is a time capsule and a clear reused asset from Story DLC.

It's very clear all the models have been renamed from v_cia_facility_* to xm_*

 

Inside the timecycle files we can find actual v_cia_facility timecycle modifier that was left unused, as doomsday heist created new timecycle presets for the reused interior(s).

 

  <modifier name="V_CIA_Facility" numMods="56" userFlags="0">
    <light_amb_down_wrap>0.400 0.000</light_amb_down_wrap>
    <light_artificial_int_down_col_r>0.878 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.992 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.150 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.851 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.894 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.980 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.902 1.000</ped_light_col_r>
    <ped_light_col_g>0.961 1.000</ped_light_col_g>
    <ped_light_col_b>0.584 1.000</ped_light_col_b>
    <ped_light_mult>0.200 1.000</ped_light_mult>
    <ssao_inten>3.000 0.000</ssao_inten>
    <light_ped_rim_mult>0.366 0.000</light_ped_rim_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>1.000 0.000</postfx_intensity_bloom>
    <water_reflection_lod_range_enabled>0.000 0.000</water_reflection_lod_range_enabled>
    <water_reflection_lod_range_hd_start>-1.000 0.000</water_reflection_lod_range_hd_start>
    <water_reflection_lod_range_hd_end>-1.000 0.000</water_reflection_lod_range_hd_end>
    <water_reflection_lod_range_orphanhd_start>-1.000 0.000</water_reflection_lod_range_orphanhd_start>
    <water_reflection_lod_range_orphanhd_end>-1.000 0.000</water_reflection_lod_range_orphanhd_end>
    <water_reflection_lod_range_lod_start>-1.000 0.000</water_reflection_lod_range_lod_start>
    <water_reflection_lod_range_lod_end>-1.000 0.000</water_reflection_lod_range_lod_end>
    <water_reflection_lod_range_slod1_start>-1.000 0.000</water_reflection_lod_range_slod1_start>
    <water_reflection_lod_range_slod1_end>-1.000 0.000</water_reflection_lod_range_slod1_end>
    <water_reflection_lod_range_slod2_start>-1.000 0.000</water_reflection_lod_range_slod2_start>
    <water_reflection_lod_range_slod2_end>-1.000 0.000</water_reflection_lod_range_slod2_end>
    <water_reflection_lod_range_slod3_start>-1.000 0.000</water_reflection_lod_range_slod3_start>
    <water_reflection_lod_range_slod3_end>-1.000 0.000</water_reflection_lod_range_slod3_end>
    <water_reflection_lod_range_slod4_start>-1.000 0.000</water_reflection_lod_range_slod4_start>
    <water_reflection_lod_range_slod4_end>-1.000 0.000</water_reflection_lod_range_slod4_end>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>-1.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>-1.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>-1.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>20.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.832 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>7.424 0.000</reflection_tweak_emissive>
    <reflection_tweak_directional>0.000 0.000</reflection_tweak_directional>
    <reflection_hdr_mult>0.500 0.000</reflection_hdr_mult>
    <far_clip>4000.000 4000.000</far_clip>
    <temperature>22.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.800 0.000</artificial_int_ambient_multiplier>
    <light_falloff_mult>1.000 0.000</light_falloff_mult>
    <lodlight_range_mult>0.816 0.000</lodlight_range_mult>
    <shadow_distance_mult>0.000 0.000</shadow_distance_mult>
    <lod_mult_lod>0.823 0.000</lod_mult_lod>
    <lod_mult_slod1>0.971 0.000</lod_mult_slod1>
    <lod_mult_slod2>1.000 0.000</lod_mult_slod2>
    <lod_mult_slod3>1.000 0.000</lod_mult_slod3>
    <lod_mult_slod4>1.000 0.000</lod_mult_slod4>
  </modifier>

 

The only real difference it has in-game is that there's a fog visible in daytime, but it looks pretty bad anyway:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_16.31.20.65.png

 

I've mentioned that one texture that uses xm_ texture prefix, it's located right here:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.11.10.png

 

It's clear that this room was something different back then, something like another Conference room which would make sense, especially with the TV screens that seem to have render targets allowing them to display a texture.

The green monitors used for the turrets were plastered over on top of the existing TV's, this also means that the base originally didn't have this goofy defense system.

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.37.10.png

 

The most interesting room in my opinion is the prototyping room, think of what it could be used for? The way it looks is like some vehicle upgrade station, jetpack?

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.12.18.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.20.36.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.27.65.png

 

 

The actual texture that features names of individual rooms has some empty space for extra text which could've been used for the edited room instead:

 

tl_v_iaa_facility_signs.png

 

What other interiors were reused? The IAA Server Farm, you heard that right - the farm belongs to the IAA, but considering it has no any identifiable iconography, the context has been switched in favor of GTA Online. Both the Facility and Server Farm are directly connected with the lift which further proves the theory:

 

Grand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.38.80.pngGrand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.43.27.png

 

 

Another interior is the Submarine, there's not much to say here, it has mentions of "gz_dlc_sub" and shares some textures with the Aircraft Carrier from heists DLC...

It's also obvious this is another reused interior, as the model and texture names are "xm_int_sub_*" which means they changed it from "v_int_sub" and it becomes yet another time capsule.

*Editing note: The submarine exterior "Ramius" is completely new and has nothing to do with SP DLC based on texture names.

 

image.png

 

However Wildbrick has managed to dig up an unused paths file inside Xbox 360/PS3 version of the game which has bunch of points above the water, this is called assisted movement paths. What it does is help the player navigate along tight corners, it has been widely used in many areas of the map such as on stairs, interior entrances or plenty of walkways. The example will be shown on the map using Codewalker's waypoint tool.

 

 

nodes974_4.png

 

Obviously there's nothing here but if we line it up with the submarine interior...

 

image.png 

 

image.png

 

It's almost a perfect match apart from this one area that must've been remodeled sometime during the DLC's development.

 

image.png

 

Thanks to this we pretty much have the original coordinates of the submarine interior, obviously it would have been disabled in open world and only loaded for mission use when required.

Lastly, xbox 360/PS3 version also has unused int_sub timecycles which were completely wiped from PC release, instead new ones have been created for Doomsday Heist DLC.

 

  <modifier name="int_sub_control" numMods="29" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>1.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.250 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.960 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.160 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>130.000 130.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub_red" numMods="33" userFlags="0">
    <light_dir_col_r>0.000 1.000</light_dir_col_r>
    <light_dir_col_g>0.000 1.000</light_dir_col_g>
    <light_dir_col_b>0.000 1.000</light_dir_col_b>
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.300 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.961 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.322 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.322 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub" numMods="22" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_amb_down_wrap>0.800 0.000</light_amb_down_wrap>
    <light_natural_push>0.000 0.000</light_natural_push>
    <light_artificial_int_down_col_r>0.875 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.910 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.894 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.839 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.859 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.875 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.250 0.000</postfx_intensity_bloom>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <far_clip>0.000 200.000</far_clip>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>

 

 

These are the only interiors that are reused, the Mount Chiliad silo is completely new interior made for the DLC for example, there is no evidence that the "Chiliad Mystery" was ever part of this DLC, unless you count Jetpack as that.

 

Agent Assets 2

We all know that the casino had some sort of involvement with the Agent DLC. Obviously it wasn't the Diamond Casino as it didn't exist back then. However I managed to find these 4 textures inside the diamond casino interior files:

 

nxg_casino_lightstrip_03bnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03bnxg_casino_ligh

 

nxg_casino_lightstrip_03cnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03cnxg_casino_ligh

 

nxg_casino_lightstrip_03dnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03dnxg_casino_ligh

 

nxg_casino_marble_01

 

nxg_casino_marble_01.png

 

The interesting thing is that they have "nxg" prefix which stands for "nextgen", that is something that was used during the upgrade of Xbox360/PS3 to Xbox One/PS4/PC and is no longer used in DLC Packs today. This clearly proves that these textures have been reused from the old casino interior.

A further investigation of the casino exterior by being viewed with Codewalker tool reveals that there's some more leftover assisted movement paths.

First of all the entrance has two paths on both sides, you can still trigger them in normal game if you try to walk forward, the game will try to forcefully make your character enter the casino but ofcourse the door is locked.

 

image.png

 

Footage of it in action:

 

 

 

It looks like there also was a staircase to another floor.

 

image.png

 

 

There were three floors in total. For this image i loaded Diamond Casino so it's clearer to see because there's less geometry that obstructs the view. It's possible the casino would've been slightly remodeled and the car park would've been edited because otherwise it would all clip into the interior.

 

image.png

 

There's also this second set of dual doors on the third floor, some sort of office?

 

image.png

 

Another interesting location is the Heist DLC Aircraft carrier. On the first glance there's nothing out of ordinary...

 

image.png

 

However it's when you look into more assisted movement paths and notice something is wrong.

 

image.png

 

You guessed it - the aircraft carrier was completely moved, but Rockstar forgot to move some of it's paths. The original location was near the Merryweather base in the docks.

 

image.png

 

The base itself is internally referred to as "subbase" but we will return to that later in part 2... Another thing that the carrier has interesting in it, is the fact that a lot of it's textures mention "gz_dlc" much like a few textures found inside the submarine which were also shared between both models. In my opinion the carrier was also part of SP DLC, but again i will return to this in the future.

 

image.png

 

An additional carrier mention is that there's a low quality carrier model "prop_temp_carrier" in day one files with a weird path (x64h.rpf\levels\gta5\props\residential\v_kitchen.rpf\):

 

image.png

 

Another location, and more assisted movement paths! This mansion that will be familiar to you, since in Heists DLC it's used as Dima Popov's mansion, later it became Miguel Madrazo's. But much like the carrier it will make more sense in the second post...

 

image.png

 

All of the assisted movement paths and timecycle modifiers that have been shown in this post have been added with Heists DLC, which by itself was the time when the most SP DLC leftovers were introduced.

I personally believe that the SP DLC was scrapped sometime before Heists DLC was released and bunch of the it's assets made it into heists. It would make sense with the characters that are featured too.

 

Characters

Now that i mentioned characters, let's talk about them!

 

Karen Daniels

A popular choice, she does exist in the heists DLC, but also has outfits that are completely unused. The Heist DLC also left unused generic voice lines. Three of them are for Trevor dying, which still wouldn't trigger normally, as the DLC was for Trevor only and the game would show fail screen in a mission before she gets to say it. However it's still proof that she was part of this DLC.

 

 

Now i will show EVERY outfit, including the used ones, with funny TPose. Obviously the accessories like the holster might've been swapped around, so who knows if these are the proper variations.

 

Default (Only used in singleplayer, but this model is completely separate)

 

image.png

 

Bikini (This raises a lot of questions, but it could make sense later again...)

 

image.png


Leather Jacket (used in Heists)

 

image.png

 

Blue Suit Shirt (Unused)

image.png

 

 

Agent 14

There is no clear evidence that Agent 14 was part of the DLC, although it could definitely be possible. Some of the assassination mission blips are supposed to use a text label which is called "A14", on top of the fact that Agent 14 has a model specifically for Multiplayer... that means that SP version must have also existed at some point?

 

image.png

 

We also know he was supposed to be different looking, because in day one files there's unused phone image of him with blonde hair. According to the unused Heist DLC voice lines he also had a different voice actor.

 

dia_agent14.png

 

Agents

I think another possibility is the two agents that accompany Agent 14, as his box movers etc. They're visible only in three cutscenes in Online (Heists setups and Gunrunning Intro) but their models are highly detailed. The model name is ig_agent

Agent 1:

image.png

Agent 2 (No that's not ULP😞

image.png

 

ULP

But considering that Karen Daniels is there, maybe ULP was also supposed to be part of this? He does have a minor role in Doomsday Heist so who knows, just a hunch. What is interesting though is the artstyle of his texture and the UV Map, it was created by the same artist that did Bogdan and Dima Popov, could they have been part of the DLC aswell?

 

head_diff_000_a_whi.png

 

Bogdan, and Dima Popov

Both characters are highly detailed and made by the same artist who did ULP based on the way the UV is structured, as mentioned above. There's always a possibility they played some role, especially since Bogdan is already in Doomsday Heist. Although the submarine interior lacks any sort of indication that it's russian property (unless it was stolen?), and the book he uses in the cutscene in Doomsday Heist has xm17 texture tag.

 

bogdan.png

popov.png

 

 

Misc

There's this unused door model inside Doomsday Heist files and it's called xm_prop_agt_door_01.ydr

image.png

 

When walking around your facility in GTA Online, you can hear bunch of announcements being played. The odd thing here is that some of these lines clearly reference IAA, which has nothing to do with your facility, i believe this is another reused asset.

 

 

 

 

The End

For now this will be the end of Part 1 due to the sheer length of this post. Part 2 will pick up with the script and story related stuff!

 

 

 

 

 

Maybe that's why it took them so long to finish the heists dlc, I think their idea was to release one dlc for sp and another for online, but at some point they scrapped sp dlc and reused some things into heists dlc and later in doomsday dlc, it was a risky decision on Rockstar's part because at that time the online was about to fail, but in the end it was the best decision for his interests.

Link to comment
Share on other sites

On 9/18/2023 at 6:56 PM, HeySlickThatsMe said:

Part 1

Hi, it's been a while since the story mode dlc content has been discussed. It's time to make a difference, especially now when some people are still convinced of things that aren't true or are unconfirmed.

Buckle up because this is a long one!

 

Intro

First I'd all I'd like to start with a small mention of Alien DLC - there is no evidence this was ever in production, at this stage I will ignore the alien references in GTA Online content updates, however if you wanna prove it otherwise by mentioning the leaked rockstar document from long time ago then here's a single quote from it:

Alien/zombie that seems a lot of work on top.  I would pick one - zombie seems easier

This already sums it up, the DLC was considered but wasn't being worked on, extra evidence exists in form of not existing... To be clear there was no leftovers of any Alien DLC content found, only Zombies and Agent.

 

A "new" technique

There's a common belief that some GTA Online DLC assets are repurposed SP DLC assets. While this is no doubt true, it doesn't mean all of them were. There is a simple technique that can help us find out more information.

You see, with every DLC, every time Rockstar adds new assets to the game - be it props or interiors, every texture and model file has a part of the name which indicates which DLC file it is from, usually that's a DLC prefix.

 

Zombie Assets

For example we will take a look at Arena War DLC which is rumoured to contain assets from the scrapped Zombie DLC. Specific example i will be using are: destroyed gas station (prop_arena_des_buildings.rpf), boarded building (prop_arena_des_buildings.rpf), graffiti rusted factory thing (prop_arena_des_buildings_01.rpf)

 

First, the gas station:

  Reveal hidden contents

image.png

 

It's YTD mentions "Arena", this means it's a completely new asset.

 

image.png

 

Boarded building:

 

  Reveal hidden contents

image.png

 

Arena mentions:

 

image.png

 

Rusted building:

 

  Reveal hidden contents

image.png

 

The embed textures look interesting because they do mention "v_apocalypse" which is out of ordinary compared to other assets.

 

image.png

 

However the graffiti it uses actually has arena in the name.

 

image.png

 

So i would say this one is 50/50, it's possible it was part of the Zombie DLC in some way, but the graffiti is completely new. This means that for the most part the theory of Arena War assets being part of the Zombie DLC is debunked.

And before you talk about the Laser weapons from Arena War being part of Alien DLC - they have different texturing style compared to other weapons in the game that would've been done at that point. For example it's known that Executives & Other Criminals was originally supposed to launch on Xbox360 and PS3, this is further indicated by some of the textures being lower quality (such as the bulletproof vests) and most of the assets being in-pair with day one quality, like the Heavy Revolver in this case.

 

Agent Assets

The doomsday heist is a different case though, you see, the interiors are clearly using xm_ prefix:

 

image.png

 

But what stands out are the texture names, as you can see the ytd file mentions v_cia_facility. Inside the ytd we can find numerous textures that contain references to v_cia_facility:

 

image.png

 

There however is two textures with xm_ prefix which are xm_warroom_tag and it's normal map, but this is a only a slight edit to the interior, meaning that almost the entirety of the IAA Facility interior is a time capsule and a clear reused asset from Story DLC.

It's very clear all the models have been renamed from v_cia_facility_* to xm_*

 

Inside the timecycle files we can find actual v_cia_facility timecycle modifier that was left unused, as doomsday heist created new timecycle presets for the reused interior(s).

 

  <modifier name="V_CIA_Facility" numMods="56" userFlags="0">
    <light_amb_down_wrap>0.400 0.000</light_amb_down_wrap>
    <light_artificial_int_down_col_r>0.878 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.992 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.150 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.851 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.894 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.980 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.902 1.000</ped_light_col_r>
    <ped_light_col_g>0.961 1.000</ped_light_col_g>
    <ped_light_col_b>0.584 1.000</ped_light_col_b>
    <ped_light_mult>0.200 1.000</ped_light_mult>
    <ssao_inten>3.000 0.000</ssao_inten>
    <light_ped_rim_mult>0.366 0.000</light_ped_rim_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>1.000 0.000</postfx_intensity_bloom>
    <water_reflection_lod_range_enabled>0.000 0.000</water_reflection_lod_range_enabled>
    <water_reflection_lod_range_hd_start>-1.000 0.000</water_reflection_lod_range_hd_start>
    <water_reflection_lod_range_hd_end>-1.000 0.000</water_reflection_lod_range_hd_end>
    <water_reflection_lod_range_orphanhd_start>-1.000 0.000</water_reflection_lod_range_orphanhd_start>
    <water_reflection_lod_range_orphanhd_end>-1.000 0.000</water_reflection_lod_range_orphanhd_end>
    <water_reflection_lod_range_lod_start>-1.000 0.000</water_reflection_lod_range_lod_start>
    <water_reflection_lod_range_lod_end>-1.000 0.000</water_reflection_lod_range_lod_end>
    <water_reflection_lod_range_slod1_start>-1.000 0.000</water_reflection_lod_range_slod1_start>
    <water_reflection_lod_range_slod1_end>-1.000 0.000</water_reflection_lod_range_slod1_end>
    <water_reflection_lod_range_slod2_start>-1.000 0.000</water_reflection_lod_range_slod2_start>
    <water_reflection_lod_range_slod2_end>-1.000 0.000</water_reflection_lod_range_slod2_end>
    <water_reflection_lod_range_slod3_start>-1.000 0.000</water_reflection_lod_range_slod3_start>
    <water_reflection_lod_range_slod3_end>-1.000 0.000</water_reflection_lod_range_slod3_end>
    <water_reflection_lod_range_slod4_start>-1.000 0.000</water_reflection_lod_range_slod4_start>
    <water_reflection_lod_range_slod4_end>-1.000 0.000</water_reflection_lod_range_slod4_end>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>-1.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>-1.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>-1.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>20.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.832 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>7.424 0.000</reflection_tweak_emissive>
    <reflection_tweak_directional>0.000 0.000</reflection_tweak_directional>
    <reflection_hdr_mult>0.500 0.000</reflection_hdr_mult>
    <far_clip>4000.000 4000.000</far_clip>
    <temperature>22.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.800 0.000</artificial_int_ambient_multiplier>
    <light_falloff_mult>1.000 0.000</light_falloff_mult>
    <lodlight_range_mult>0.816 0.000</lodlight_range_mult>
    <shadow_distance_mult>0.000 0.000</shadow_distance_mult>
    <lod_mult_lod>0.823 0.000</lod_mult_lod>
    <lod_mult_slod1>0.971 0.000</lod_mult_slod1>
    <lod_mult_slod2>1.000 0.000</lod_mult_slod2>
    <lod_mult_slod3>1.000 0.000</lod_mult_slod3>
    <lod_mult_slod4>1.000 0.000</lod_mult_slod4>
  </modifier>

 

The only real difference it has in-game is that there's a fog visible in daytime, but it looks pretty bad anyway:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_16.31.20.65.png

 

I've mentioned that one texture that uses xm_ texture prefix, it's located right here:

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.11.10.png

 

It's clear that this room was something different back then, something like another Conference room which would make sense, especially with the TV screens that seem to have render targets allowing them to display a texture.

The green monitors used for the turrets were plastered over on top of the existing TV's, this also means that the base originally didn't have this goofy defense system.

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.45.37.10.png

 

The most interesting room in my opinion is the prototyping room, think of what it could be used for? The way it looks is like some vehicle upgrade station, jetpack?

 

Grand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.12.18.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.20.36.pngGrand_Theft_Auto_V_Screenshot_2023.09.18_-_18.46.27.65.png

 

 

The actual texture that features names of individual rooms has some empty space for extra text which could've been used for the edited room instead:

 

tl_v_iaa_facility_signs.png

 

What other interiors were reused? The IAA Server Farm, you heard that right - the farm belongs to the IAA, but considering it has no any identifiable iconography, the context has been switched in favor of GTA Online. Both the Facility and Server Farm are directly connected with the lift which further proves the theory:

 

Grand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.38.80.pngGrand_Theft_Auto_V_Screenshot_2020.04.03_-_18.15.43.27.png

 

 

Another interior is the Submarine, there's not much to say here, it has mentions of "gz_dlc_sub" and shares some textures with the Aircraft Carrier from heists DLC...

It's also obvious this is another reused interior, as the model and texture names are "xm_int_sub_*" which means they changed it from "v_int_sub" and it becomes yet another time capsule.

*Editing note: The submarine exterior "Ramius" is completely new and has nothing to do with SP DLC based on texture names.

 

image.png

 

However Wildbrick has managed to dig up an unused paths file inside Xbox 360/PS3 version of the game which has bunch of points above the water, this is called assisted movement paths. What it does is help the player navigate along tight corners, it has been widely used in many areas of the map such as on stairs, interior entrances or plenty of walkways. The example will be shown on the map using Codewalker's waypoint tool.

 

 

nodes974_4.png

 

Obviously there's nothing here but if we line it up with the submarine interior...

 

image.png 

 

image.png

 

It's almost a perfect match apart from this one area that must've been remodeled sometime during the DLC's development.

 

image.png

 

Thanks to this we pretty much have the original coordinates of the submarine interior, obviously it would have been disabled in open world and only loaded for mission use when required.

Lastly, xbox 360/PS3 version also has unused int_sub timecycles which were completely wiped from PC release, instead new ones have been created for Doomsday Heist DLC.

 

  <modifier name="int_sub_control" numMods="29" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>1.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>1.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.250 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.960 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.160 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.150 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>130.000 130.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub_red" numMods="33" userFlags="0">
    <light_dir_col_r>0.000 1.000</light_dir_col_r>
    <light_dir_col_g>0.000 1.000</light_dir_col_g>
    <light_dir_col_b>0.000 1.000</light_dir_col_b>
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_artificial_int_down_col_r>1.000 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.000 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.000 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.300 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.961 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.322 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.322 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <ped_light_col_r>0.816 1.000</ped_light_col_r>
    <ped_light_col_g>1.000 1.000</ped_light_col_g>
    <ped_light_col_b>0.502 1.000</ped_light_col_b>
    <ped_light_mult>0.100 1.000</ped_light_mult>
    <postfx_exposure>-0.500 0.000</postfx_exposure>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.350 0.000</postfx_intensity_bloom>
    <fog_start>73.000 73.000</fog_start>
    <reflection_lod_range_start>0.000 0.000</reflection_lod_range_start>
    <reflection_lod_range_end>5.000 0.000</reflection_lod_range_end>
    <reflection_slod_range_start>5.000 0.000</reflection_slod_range_start>
    <reflection_slod_range_end>5.000 0.000</reflection_slod_range_end>
    <reflection_interior_range>50.000 0.000</reflection_interior_range>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>
  <modifier name="int_sub" numMods="22" userFlags="0">
    <light_directional_amb_col_r>0.000 1.000</light_directional_amb_col_r>
    <light_directional_amb_col_g>0.000 1.000</light_directional_amb_col_g>
    <light_directional_amb_col_b>0.000 1.000</light_directional_amb_col_b>
    <light_amb_down_wrap>0.800 0.000</light_amb_down_wrap>
    <light_natural_push>0.000 0.000</light_natural_push>
    <light_artificial_int_down_col_r>0.875 1.000</light_artificial_int_down_col_r>
    <light_artificial_int_down_col_g>0.910 1.000</light_artificial_int_down_col_g>
    <light_artificial_int_down_col_b>0.894 1.000</light_artificial_int_down_col_b>
    <light_artificial_int_down_intensity>0.200 0.000</light_artificial_int_down_intensity>
    <light_artificial_int_up_col_r>0.839 1.000</light_artificial_int_up_col_r>
    <light_artificial_int_up_col_g>0.859 1.000</light_artificial_int_up_col_g>
    <light_artificial_int_up_col_b>0.875 1.000</light_artificial_int_up_col_b>
    <light_artificial_int_up_intensity>0.080 0.000</light_artificial_int_up_intensity>
    <postfx_bright_pass_thresh_width>0.700 0.000</postfx_bright_pass_thresh_width>
    <postfx_bright_pass_thresh>0.700 0.000</postfx_bright_pass_thresh>
    <postfx_intensity_bloom>0.250 0.000</postfx_intensity_bloom>
    <reflection_tweak_interior_amb>8.000 0.000</reflection_tweak_interior_amb>
    <reflection_tweak_emissive>12.000 0.000</reflection_tweak_emissive>
    <far_clip>0.000 200.000</far_clip>
    <temperature>20.000 0.000</temperature>
    <natural_ambient_multiplier>0.000 0.000</natural_ambient_multiplier>
    <artificial_int_ambient_multiplier>0.300 0.000</artificial_int_ambient_multiplier>
  </modifier>

 

 

These are the only interiors that are reused, the Mount Chiliad silo is completely new interior made for the DLC for example, there is no evidence that the "Chiliad Mystery" was ever part of this DLC, unless you count Jetpack as that.

 

Agent Assets 2

We all know that the casino had some sort of involvement with the Agent DLC. Obviously it wasn't the Diamond Casino as it didn't exist back then. However I managed to find these 4 textures inside the diamond casino interior files:

 

nxg_casino_lightstrip_03bnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03bnxg_casino_ligh

 

nxg_casino_lightstrip_03cnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03cnxg_casino_ligh

 

nxg_casino_lightstrip_03dnxg_casino_lightstrip_03b_a

 

nxg_casino_lightstrip_03dnxg_casino_ligh

 

nxg_casino_marble_01

 

nxg_casino_marble_01.png

 

The interesting thing is that they have "nxg" prefix which stands for "nextgen", that is something that was used during the upgrade of Xbox360/PS3 to Xbox One/PS4/PC and is no longer used in DLC Packs today. This clearly proves that these textures have been reused from the old casino interior.

A further investigation of the casino exterior by being viewed with Codewalker tool reveals that there's some more leftover assisted movement paths.

First of all the entrance has two paths on both sides, you can still trigger them in normal game if you try to walk forward, the game will try to forcefully make your character enter the casino but ofcourse the door is locked.

 

image.png

 

Footage of it in action:

 

 

 

It looks like there also was a staircase to another floor.

 

image.png

 

 

There were three floors in total. For this image i loaded Diamond Casino so it's clearer to see because there's less geometry that obstructs the view. It's possible the casino would've been slightly remodeled and the car park would've been edited because otherwise it would all clip into the interior.

 

image.png

 

There's also this second set of dual doors on the third floor, some sort of office?

 

image.png

 

Another interesting location is the Heist DLC Aircraft carrier. On the first glance there's nothing out of ordinary...

 

image.png

 

However it's when you look into more assisted movement paths and notice something is wrong.

 

image.png

 

You guessed it - the aircraft carrier was completely moved, but Rockstar forgot to move some of it's paths. The original location was near the Merryweather base in the docks.

 

image.png

 

The base itself is internally referred to as "subbase" but we will return to that later in part 2... Another thing that the carrier has interesting in it, is the fact that a lot of it's textures mention "gz_dlc" much like a few textures found inside the submarine which were also shared between both models. In my opinion the carrier was also part of SP DLC, but again i will return to this in the future.

 

image.png

 

An additional carrier mention is that there's a low quality carrier model "prop_temp_carrier" in day one files with a weird path (x64h.rpf\levels\gta5\props\residential\v_kitchen.rpf\):

 

image.png

 

Another location, and more assisted movement paths! This mansion that will be familiar to you, since in Heists DLC it's used as Dima Popov's mansion, later it became Miguel Madrazo's. But much like the carrier it will make more sense in the second post...

 

image.png

 

All of the assisted movement paths and timecycle modifiers that have been shown in this post have been added with Heists DLC, which by itself was the time when the most SP DLC leftovers were introduced.

I personally believe that the SP DLC was scrapped sometime before Heists DLC was released and bunch of the it's assets made it into heists. It would make sense with the characters that are featured too.

 

Characters

Now that i mentioned characters, let's talk about them!

 

Karen Daniels

A popular choice, she does exist in the heists DLC, but also has outfits that are completely unused. The Heist DLC also left unused generic voice lines. Three of them are for Trevor dying, which still wouldn't trigger normally, as the DLC was for Trevor only and the game would show fail screen in a mission before she gets to say it. However it's still proof that she was part of this DLC.

 

 

Now i will show EVERY outfit, including the used ones, with funny TPose. Obviously the accessories like the holster might've been swapped around, so who knows if these are the proper variations.

 

Default (Only used in singleplayer, but this model is completely separate)

 

image.png

 

Bikini (This raises a lot of questions, but it could make sense later again...)

 

image.png


Leather Jacket (used in Heists)

 

image.png

 

Blue Suit Shirt (Unused)

image.png

 

 

Agent 14

There is no clear evidence that Agent 14 was part of the DLC, although it could definitely be possible. Some of the assassination mission blips are supposed to use a text label which is called "A14", on top of the fact that Agent 14 has a model specifically for Multiplayer... that means that SP version must have also existed at some point?

 

image.png

 

We also know he was supposed to be different looking, because in day one files there's unused phone image of him with blonde hair. According to the unused Heist DLC voice lines he also had a different voice actor.

 

dia_agent14.png

 

Agents

I think another possibility is the two agents that accompany Agent 14, as his box movers etc. They're visible only in three cutscenes in Online (Heists setups and Gunrunning Intro) but their models are highly detailed. The model name is ig_agent

Agent 1:

image.png

Agent 2 (No that's not ULP😞

image.png

 

ULP

But considering that Karen Daniels is there, maybe ULP was also supposed to be part of this? He does have a minor role in Doomsday Heist so who knows, just a hunch. What is interesting though is the artstyle of his texture and the UV Map, it was created by the same artist that did Bogdan and Dima Popov, could they have been part of the DLC aswell?

 

head_diff_000_a_whi.png

 

Bogdan, and Dima Popov

Both characters are highly detailed and made by the same artist who did ULP based on the way the UV is structured, as mentioned above. There's always a possibility they played some role, especially since Bogdan is already in Doomsday Heist. Although the submarine interior lacks any sort of indication that it's russian property (unless it was stolen?), and the book he uses in the cutscene in Doomsday Heist has xm17 texture tag.

 

bogdan.png

popov.png

 

 

Misc

There's this unused door model inside Doomsday Heist files and it's called xm_prop_agt_door_01.ydr

image.png

 

When walking around your facility in GTA Online, you can hear bunch of announcements being played. The odd thing here is that some of these lines clearly reference IAA, which has nothing to do with your facility, i believe this is another reused asset.

 

 

 

 

The End

For now this will be the end of Part 1 due to the sheer length of this post. Part 2 will pick up with the script and story related stuff!

 

 

 

 

Can you do the same type of visualization with the "nhh" prefixed YWRs in /update/x64/levels/gta5/waypointrec.rpf? This could piece together more unknowns of the Sharmoota Job

UFsunF6.png

  • Like 1
Link to comment
Share on other sites

I'm hoping someone can help as I'm at odds. I've just moved from Xbox to laptop so downloaded gta ready to try a bunch of mods and have fun with the game. My intention is to use controller as I don't have a clue how to use keyboard and mouse yet. Set it up control connected threw Bluetooth cool. Playing the start of story( not playing online not interested this far onto it) get past franklin and Lamar jackin 2 cars fine. So decided have a look at mods see what would be fun. Install a couple I see on YouTube Lovin it. Go back to the game load it up quick time mods are on looks good I'm thinking lets do it! Go to walk forward out franklins house and my buttons are f**ked as I start pulling the phone out every time I walk forward. I click the left analogue to crouch and it minimizes the game to windows desktop and bring a gta graphic keyboard as if to search. So close that bring game back up try to sprint and every time I press A it starts record stops record starts record use get the picture. I've tried uninstalling and reinstalling that's not worked. I done the same to OpenIV that's not fixed it. I've reset setting to default nope. Anytime I try to calibrate the controller I try pressing A and it does nothing. Also I've just bought a new wired Xbox/pc controller and same problem. All drivers for controller are up to date. I have searched for anything that'll help online and come up trumps so if you've made it this far help a brother out!! I've been at this for 5 days now just want to play some GTA and chill

Link to comment
Share on other sites

1 hour ago, KoolAidGuy said:

I'm hoping someone can help as I'm at odds. I've just moved from Xbox to laptop so downloaded gta ready to try a bunch of mods and have fun with the game. My intention is to use controller as I don't have a clue how to use keyboard and mouse yet. Set it up control connected threw Bluetooth cool. Playing the start of story( not playing online not interested this far onto it) get past franklin and Lamar jackin 2 cars fine. So decided have a look at mods see what would be fun. Install a couple I see on YouTube Lovin it. Go back to the game load it up quick time mods are on looks good I'm thinking lets do it! Go to walk forward out franklins house and my buttons are f**ked as I start pulling the phone out every time I walk forward. I click the left analogue to crouch and it minimizes the game to windows desktop and bring a gta graphic keyboard as if to search. So close that bring game back up try to sprint and every time I press A it starts record stops record starts record use get the picture. I've tried uninstalling and reinstalling that's not worked. I done the same to OpenIV that's not fixed it. I've reset setting to default nope. Anytime I try to calibrate the controller I try pressing A and it does nothing. Also I've just bought a new wired Xbox/pc controller and same problem. All drivers for controller are up to date. I have searched for anything that'll help online and come up trumps so if you've made it this far help a brother out!! I've been at this for 5 days now just want to play some GTA and chill

You'd be better off asking that here: https://gtaforums.com/forum/292-help-support/

This is a beta content thread, not support.

  • Like 1
Link to comment
Share on other sites

1 hour ago, KoolAidGuy said:

I'm hoping someone can help as I'm at odds. I've just moved from Xbox to laptop so downloaded gta ready to try a bunch of mods and have fun with the game. My intention is to use controller as I don't have a clue how to use keyboard and mouse yet. Set it up control connected threw Bluetooth cool. Playing the start of story( not playing online not interested this far onto it) get past franklin and Lamar jackin 2 cars fine. So decided have a look at mods see what would be fun. Install a couple I see on YouTube Lovin it. Go back to the game load it up quick time mods are on looks good I'm thinking lets do it! Go to walk forward out franklins house and my buttons are f**ked as I start pulling the phone out every time I walk forward. I click the left analogue to crouch and it minimizes the game to windows desktop and bring a gta graphic keyboard as if to search. So close that bring game back up try to sprint and every time I press A it starts record stops record starts record use get the picture. I've tried uninstalling and reinstalling that's not worked. I done the same to OpenIV that's not fixed it. I've reset setting to default nope. Anytime I try to calibrate the controller I try pressing A and it does nothing. Also I've just bought a new wired Xbox/pc controller and same problem. All drivers for controller are up to date. I have searched for anything that'll help online and come up trumps so if you've made it this far help a brother out!! I've been at this for 5 days now just want to play some GTA and chill

What does this have to do with GTA V beta content?

Link to comment
Share on other sites

universetwisters

The trivia section for V on IMDB has some pretty fantastical stuff…

 

Quote

The original ending for "Kill Michael", if Franklin Clinton chose to pull Michael De Santa up and not drop him, Franklin would then sacrifice himself. Michael would then call Trevor Philips, leaving an apology voice mail. Once the credits have passed or skipped, there would be an epilogue mission where Michael and Trevor would then kill Steve Haines, and Trevor would make Devin Weston suffer a painfull death for having Franklin sacrifice himself, Franklin's Aunt Denise would have called Michael saying that it should have been him with a bullet in his head and not Franklin, and Lamar Davis would've emailed Michael saying, "My homie's dead because of you. The next time I see you, I'll kill you."


 

Quote

There was a scrapped mission where Michael De Santa would task Franklin Clinton with cutting his grass and performing chores around the house for free to earn his trust as Franklin took out the Gardener during his break in to Michael's house, and originally a lot of the dialogue between Franklin and Jimmy De Santa in Father/Son is recycled dialogue from the scrapped mission, where Jimmy came out to keep Franklin company.


I think it’s safe to assume there’s no truth in any of these and no beta leftovers in the files?

Link to comment
Share on other sites

HeySlickThatsMe

That's some BS lol ^

 

//edit I read all the IMDB trivia and yeah... somebody was bored, all of this is bullsh*t

 

12 hours ago, vovov said:

Can you do the same type of visualization with the "nhh" prefixed YWRs in /update/x64/levels/gta5/waypointrec.rpf? This could piece together more unknowns of the Sharmoota Job

UFsunF6.png

Wasn't that already done

Edited by HeySlickThatsMe
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.