Jump to content

The GTA V beta hunt


Recommended Posts

HeySlickThatsMe
5 minutes ago, Kyox said:

Hi, by "full source code", i mean't it in a way that if the chunk of the source code that wasn't shared yet contained all of the assets necessary. Because atm we don't have those. It is being gatekept and probably will never be shared imo but that's a story for another day. My main question revolved around a "what if" scenario pretty much.


I don't think it would contain all the cut content, but it would definitely have things that could be restored or such, the source code we have actually has mentions of bunch of cut things like laser sights, i saw a bunch of code related to that and even more code that disables the crosshair when laser is active like in Max Payne 3. I also saw Programmable AR code but not sure if that would even work.

 

I think the DLCs would have a higher possibility of being playable if we had asset leaks etc.

  • Best Bru 2
5 hours ago, jkraljik said:

Could you share everything you found? 

 

As a petrolhead this is what I'm mostly interested in!

CustomShaderEffectVehicle.cpp -> if( pVehicle->GetHasGlowingBrakes() ) lines 1342 - 1506 contains logic for the temperature



Vehicle.cpp -> m_nVehicleFlags.bHasGlowingBrakes = (m_Swankness == SWANKNESS_5);



Vehicle.h -> SetHasGlowingBrakes() && GetHasGlowingBrakes()



VehicleFlags.h ->     u8    bHasGlowingBrakes            : 1;

 

Some stuff is hidden behind USE_DISKBRAKEGLOW. There is also this DISKBRAKEGLOW_V2 define which seems interesting.

 

I don't know if this shader group actually exists in the final game.

m_idVarDiskBrakeGlow = VehShaderGroupLookupVar(pShaderGroup, "DiskBrakeGlow",FALSE);

 

But maybe this is actually the TBOGT one, the shader itself only has this defined, 

#if USE_GLOW
    OUT.rgb = OUT.rgb + (glowColor * intensity) * DiskBrakeGlow; // Add emissive glow 
#endif // USE_GLOW 

 

Vehicles also have flags like this;

    u8    bHasCoolingFan                : 1;
    u8    bIsCoolingFanOn                : 1;

 

Is that anywhere in the game? I don't remember seeing that anywhere. This is the motor fan that runs after a hot engine is turned off just like real life.

Edited by no_option
  • Like 3
HeySlickThatsMe

^ I've posted Agent 14's beta pic in my part 1

As for the clothing - i don't think so, we shouldn't be quick to jump into conclusions, especially when this post says it was modelled for smuggler's run, there's no known clothing from this DLC apart from Army outfit which i actually only mentioned at the end

Edited by HeySlickThatsMe
On 12/29/2023 at 3:04 PM, HeySlickThatsMe said:

^ I've posted Agent 14's beta pic in my part 1

As for the clothing - i don't think so, we shouldn't be quick to jump into conclusions, especially when this post says it was modelled for smuggler's run, there's no known clothing from this DLC apart from Army outfit which i actually only mentioned at the end

 

Edited by Kyox
AverageOnlinePlayer
3 hours ago, HeySlickThatsMe said:

Part 2

So it's been a while since i've posted Part 1 of the Agent Trevor DLC investigation. Obviously since then many things have happened such as the leak.

 

Interiors & Locations:
APARTMENT
I speculated that there was another interior being added as part of the DLC, and it would be a new apartment interior.
My initial idea came from a single texture file i found inside the IAA facility interior, it's actually used in there too.
The texture is named tl_v_apartment_agent_floor_wood and it appears to be a recolored version of Michael's floor.

 

1nWpNl1.png


This turns out to be true, as in the leak there's a file called ResourceChanges_gta5_5_5_2014.html which has paths to bunch of assets and we'll use it quite a bit in this part.
One of the mentions is the following:

//depot/gta5/art/animation/resources/sets/Korean_Apartment_Int.FBX
//depot/gta5/art/animation/resources/sets/Max_Files/Korean_Apartment_Int.max


I strongly believe that this floor texture was also used in that apartment, the yellowish wood would fit a korean aesthetic.

 

RUSSIAN COMPOUND
Mentions of the following:
 

//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.obj
//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.txt
//depot/gta5/art/animation/resources/sets/Russian_Compound_Ext.fbx

 

IAA TRAILER PARK
Another mentions in this file are: 
 

//depot/gta5/art/animation/resources/sets/CIA_TrailerPark_Ext.fbx
//depot/gta5/art/animation/resources/sets/Max_Files/Trailer_Park_Ext.max
//depot/gta5/art/animation/resources/sets/Trailer_Park_Ext.FBX

It's said that the CIA_TrailerPark replaced Trailer_Park files so it's essentially the same thing.
There's also a mention of "MILO", this essentially means that there also was an interior for it, although this is all we know.

 

CHUMASH BEACH
I speculated that the Chumash beach would play a role, based on the fact that there are two russian strand missions which begin there.
This also turns out to be true: 
 

//depot/gta5/art/animation/resources/sets/Beach_Chumash_Ext.FBX

 

SPY LAB?
A mention of the following:
 

//depot/gta5/art/animation/resources/sets/Max_Files/TSPY_Layby_Ext.max
//depot/gta5/art/animation/resources/sets/TSPY_Layby_Ext.FBX

Caption says "Updated for shoot."

T must stand for Trevor, but i don't exactly know why it says "Layby" unless it's mispelled "Lab".

 

DEL PERRO PIER?
Mentions of new ferris and roller cars:
 

//depot/gta5/art/animation/resources/props/ingame/furniture/Prop_Ferris_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_02.FBX

 

CASINO
I've found another texture inside the new Chopshop DLC files, the new casino podium underground interior thing has a specular map for the previously found floor texture in my previous post.

 

kIVsFo7.png

 

Vehicles

I have also speculated that some of the vehicles from Agent Trevor DLC were reused for Heists DLC.
This is also true, i already posted this but i'll repost it for consistency:
 

ARMORDILLO4
ARMYBOXCAR
ARMYCAR
ARMYCAR2
ARMYCOACH
ARMYFLATBED
ARMYFREIGHT
DRONE
DRONE2
SLEUTH
STROMBERG

 

The armordillo4 is the one in particular, we know Armordillo was beta name for Insurgent, so it appears that there were 4 variants of it in this DLC.
armordillo - Pickup with turret
armordillo2 - Standard non turret version
armordillo3 - Pickup non turret version? (speculation)
armordillo4 - Mission variant version? (speculation)
Considering this DLC was agent themed, and Heists DLC also came with bunch of vehicles from the scrapped Agent game (savage, casco, valkyrie, enduro) i personally think those were part of the DLC as well. (There actually is proof of valkyrie being part of the DLC, more on that later)
We can only speculate, as you can see this incomplete list reveals that Stromberg was also part of the DLC, it seemed to play a quite important role as it was Trevor's personal vehicle.

 

Stromberg

 

There seemed to be a new mission type for Stromberg only missions.

 

		CC 		CLF Car (Clifford DLC Specific)

#IF USE_CLF_DLC
		CASE MISSION_TYPE_CLF_CAR					RETURN "CLF_CAR"					BREAK	
#ENDIF

 

Weapons
There is a code snippet confirming that previously found harpoon and crossbow are from the Agent Trevor DLC:

		//Clifford
		#IF FEATURE_CLIFFORD
		CASE PICKUP_WEAPON_DLC_HARPOON
		CASE PICKUP_WEAPON_DLC_JETPACK
		CASE PICKUP_WEAPON_DLC_CROSSBOW
		#ENDIF

 

At some point Rockstar has added two new weapon flags - UsableUnderwaterOnly and MeleeKungFu, i believe these are related to the DLC.
I think Harpoon gun was originally supposed to be usable underwater only, but that has changed as there's a dev comment saying it can be used on land:

			//If using harpoon gun on land, use the fallback clip set


MeleeKungFu flag has some code but it doesn't seem to actually do anything significant, it's just used to check if a weapon has this flag.
I think MeleeKungFu was related to the Korean mission strand, think about it...

 

HARPOON
Quite a bunch of code mentions:

			//Keep us flagged as swimming if we are in a SwimIdle state (ie aiming harpoon underwater)
			//how many stick-to-ped projectiles (ie harpoon projectiles) has this ped shot
			// Don't apply buoyancy force if we're in Swim FPS strafe underwater or aiming underwater (ie harpoon)
			// Harpoon: Don't swap weapons if we're in the SwimIdleIntro state
			// Harpoon: Only enter gun state if SwimIdleOutro isn't playing
			//B*1800599: Play holster anim for harpoon gun if we're in water
			// Used for automatically reloading water weapons (ie harpoon) after a specified time
			//B*1783494: Scale harpoon damage if underwater or has been shot in the head/torso

And in one of previous posts i said how there would be new animations for it too:

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_UNDERW", 0x70445420);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_SURFACE", 0xb12aee44);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

The game actually supports underwater weapons, assigning underwater flags to rifles will allow you to somewhat use them in the water, but it's pretty broken:

This is probably because those animations are missing.

CROSSBOW
No other information exists.

 

JETPACK

Now... there is a lot of jetpack mentions, but instead i'll show something that's in retail, in defaulttasks.ymt there's this mention:

   <JetpackData>
    <VelocityInheritance>
     <Enabled value="true" />
     <X value="0" />
     <Y value="-2" />
     <Z value="-2" />
    </VelocityInheritance>
    <PhaseToBlendOut value="0.85" />
    <BlendOutDelta value="-4" />
    <ForceToApplyAfterInterrupt value="300" />
    <ClipSetHash>skydive@parachute@pack</ClipSetHash>
    <PedClipHash>Chute_Off</PedClipHash>
    <PropClipHash>Chute_Off_Bag</PropClipHash>
   </JetpackData>

 

Fun fact: the mentioned Clipset can be found in RDR2 exe too!

 

There's also a mention of the jetpack using gad_clifford particle dictionary, and gad_clifford_thrust particle effect. I think Clifford originally was the jetpack, and not an AI like in Doomsday Heist.

The jetpack itself was closer to the parachute than the Thruster we have now, that is a reskinned helicopter.

I will skip all the leaked jetpack code because there is lots of it, and it's not that much interesting... i mean it is a jetpack.

 

DRONE LASER
This is probably what those laser projectiles were for. These would be used on drone or drone2.

 

VEHICLE_WEAPON_DRONE_LASER

 

SPYCAR WEAPONS
Vehicle weapon names belonging to the original version of Stromberg/"Spy Car", we pretty much ended up with the same set in final although different names:

	WEAPONTYPE_DLC_VEHICLE_TORPEDO = HASH("VEHICLE_WEAPON_TORPEDO"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARGUN = HASH("VEHICLE_WEAPON_SPYCARGUN"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARROCKET = HASH("VEHICLE_WEAPON_SPYCARROCKET")

There is also a mention of Stromberg EMP and some code for it:

ptxEffectInst* pFxInst = ptfxManager::GetTriggeredInst(ATSTRINGHASH("veh_stromberg_emp", 

There is mentions of a script for "spycar_vehicle_system", but it doesn't exist anymore. Only globals are left and they don't tell us anything interesting so it will be skipped.
I think that code had something to do with respawning the car as there's a lot of functions related to that still left. Some dev comments exist mentioning that only a single instance of Stromberg should exist at once.

 

Characters

Thanks to these leaks we also have a list of all characters (as of it's last progress) in the DLC:

  • Trevor Phillips (Obviously)
  • Ron Jakowski
  • Wade
  • UL Paper (Referred to as "Paperman")
  • Agent 14 (As rumoured)
  • Agent 35
  • Simon Fence
  • Karen Daniels (There already was evidence for this)
  • Miles Goldstein (some files also say Goldstien, not sure which one is correct)
  • Vasily Silverstein
  • Kiril Sorokin
  • Galina Sorokin (Some files also call her "Galiana")
  • Afif
  • Adil
  • Basil
  • Dr Minton
  • Ji Hun
  • Jung Ho Song
  • Hak (Jung Ho Song's Girlfriend)
  • Kwak (returning)
  • Casino Owner (without a name it seems)
  • Lilly (casino related)
  • Claire ("ClaireOC", unknown what OC stands for, Stranger & Freaks)
  • Agnes (Stranger & Freaks)
  • Melody (Stranger & Freaks)
  • Alex (Stranger & Freaks)
  • Jack Howitzer (New Jack Howitzer episode)
  • Rufus Bellows (New Jack Howitzer episode)

Scripts

DLC Selection Screen

Back on Xbox 360 Rockstar has left a DLC selection screen inside startup script that allowed you to switch between "GTA", "Trevor" and "Dead". Those names were placeholder strings reused from somewhere else (GTA is a race type, Trevor and Dead are blip names).
The following code also exists in the source code leaks, but the labels were changed to instead use "DBG_GTAV", "DBG_CLIF" and "DBG_NORM" respectively. Along that the spZombies check was changed to spNorman. The menu checks if DLC_AgentTrevor or spNorman DLCs are installed and then it'll show a menu entry. It's also coded to show only single entry if only single DLC is present which makes it use slightly different layout.


ChromeXModz showed this menu long time ago on Xbox 360 (original video here and here), but i ported the code to PC as a Scripthook Dot Net mod to showcase it myself.
Label names have been adjusted to the leak ones, but obviously we don't have the original strings, so i just added ! before the label name, indicating a missing string.


Excuse the watermark but i don't want those stupid twitter kids to steal it and pretend it's from the leaked debug game build!

Zenpxj2.png

 

Casino Test Code

Existed on Xbox 360 as well, but was included in the leak. This code spawns a few casino test minigames under the map... or here it seems to spawn them inside player's apartment?

	// Setup clifford MG launcher
	#IF FEATURE_CLIFFORD
		IF IS_DLC_PRESENT(HASH("dlc_AgentTrevor"))
		
			CMGL_InitLauncher(cliffordLauncher, serverBD.mCliffordBD, playerBD[NATIVE_TO_INT(PLAYER_ID())].mCliffordBD, mpPropMaintain.iMostRecentPropertyID)
			
			MP_PROP_OFFSET_STRUCT tablePosition
			
			IF GET_PROPERTY_SIZE_TYPE(iCurrentProperty) = PROP_SIZE_TYPE_LARGE_APT
			
				IF IS_PROPERTY_BUSINESS_APARTMENT(iCurrentProperty)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ELSE
				
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ENDIF
			ENDIF
		ENDIF
	#ENDIF


I haven't ported this code yet, but if anything it'll be in Part 3.

 

Missions

Now this is the most interesting part... i will start with a mission list and their internal order by strand (not actual story placement order, as that is still unknown, if it gets worked out then expect it in Part 3)

 

(Both Trevor and Space are now part of one CLF strand, but i split them into two under CLF just to match Xbox 360 stuff)
CLF/Trevor Strand
----------------------
1. Trevor_Train
2. Trevor_Finale

CLF/Space Strand
----------------------
1. Space_1
2. Space_2
3. Space_Finale

Russian Strand
----------------------
1. Russian_Plane
2. Russian_Car
3. Russian_Satellite
4. Russian_Jetpack
5. Russian_Cloak
6. Russian_Vasily

Korean Strand
----------------------
1. Korean_Protect
2. Korean_Rescue
3. Korean_SubBase
4. Korean_Satellites
5. Korean_5

IAA Strand
----------------------
1. IAA_Lies
2. IAA_Training
3. IAA_Jetpack
4. IAA_Drone
5. IAA_RTS
6. IAA_Heli

Casino Strands (It's possible all the three prep missions were active at once somehow)
----------------------
(Strand 1)
1. Casino_Setup
2. Casino_Prep1
5. Casino_Heist
(Strand 2)
3. Casino_Prep2
(Strand 3)
4. Casino_Prep3

Miles Strand (each mission is split into it's own strand so probably each mission in-between other missions, placement is guessed)
----------------------
1. Miles_Dam
2. Miles_Rocket
3. Miles_Planes

Arab Strand (placement is guessed)
----------------------
1. Arab_1
2. Arab_Defend
3. Arab_Fake
4. Arab_Tank

Jetpack Strand
----------------------
1. Clifford_Jetpack1
2. Clifford_Jetpack2
3. Clifford_Jetpack3
4. Clifford_Jetpack_Repeat

Alex Random Character Strand
----------------------
1. RCM_Alex_Ground
2. RCM_Alex_Air
3. RCM_Alex_Underwater
4. RCM_Alex_Reward

Melody Random Character Strand
----------------------
1. RCM_Melody_Montage
2. RCM_Melody_Airport
3. RCM_Melody_Wingwalk
4. RCM_Melody_Dive

Agnes Random Character Strand
----------------------
1. RCM_Agnes_Bodyparts
2. RCM_Agnes_Recapture
3. RCM_Agnes_Escape

Claire Random Character Strand
----------------------
1. RCM_Claire_Hacking
2. RCM_Claire_Drugs
3. RCM_Claire_Final

Agent 14 Strand
----------------------
(Assassin Missions)
3. Assassin_Cablecar
4. Assassin_General
5. Assassin_Subway
6. Assassin_Deal
7. Assassin_Heli
8. Assassin_Barber
9. Assassin_Street
(Cutscenes)
1. Agent_14_1
2. Agent_14_2
3. Agent_14_3

Paperman Strand
----------------------
(Assassin Missions)
1. Assassin_Police
2. Assassin_Retrieve
10. Assassin_Vineyard
11. Assassin_Hunter
12. Assassin_Skydive
(Cutscenes)
1. Paperman_1
2. Paperman_2
3. Paperman_3
4. Paperman_4
5. Paperman_5

 

Locations
First of all here's a list of all leaked Xbox 360 mission spawn point locations on the map (marked with yellow icons😞

b9uffbQ.png

 

mg2i2oA.png

 

Ingame locations in this post will be marked with red markers and blips, this is my own code that uses some of the original coordinate data.

 

Assassinations

I'll start with the assassin missions:


It looks like they were almost completed, in some script files you can even find their names. They seem to be tested till perfection. These missions were originally part of spAssassination DLC. As Franklin, Lester would send you a message about these missions and that would make them available.
Accidentally Rockstar has included the mission objectives back on Xbox 360, and due to this f*ckup, removing these entries had to be worked around because somehow it created memory issues in GTA Online.
For unknown reason these missions were never released, it looks like they were supposed to return in Agent DLC and be playable for Trevor instead, this time they were given by Agent 14 and UL Paper.
And i also believe that the Paperman/Agent14 cutscenes would take place in between these assassinations as there's no actual mission data for those. Their strands also have "ASS" in the name, standing for assassination and not actual budonkadonks.
Now let's actually begin talking about them, i'll skip generic information like kills that are being tracked, i will only list the important information.

 

Contact: ULP | Police Station Assassination | Payout: 0$ (No payout set for some reason)
Lawyered Up - Find and take out the lawyer to gain access to the target.
Loud Execution - Kill the target with explosives.
Shanked - Kill the target with a knife.
Mission Time - Complete within 02:50
Unmarked - Complete with minimal damage to health and armor.
----------------------
It appears this assassination also gave you a black suit for some reason, probably it was used to access the police station. The code from this still mentions Franklin however.

    #IF USE_CLF_DLC
        // Fix for bug 1731819 - Give player suit for police station assassination mission if they can't afford it.
        IF GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH(HASH("DLC_Assassin_Police")) > 0
            IF eCompType = COMP_TYPE_OUTFIT
            AND eCompName = OUTFIT_P1_3PC_SUIT_0
            AND GET_TOTAL_CASH(CHAR_FRANKLIN) < 3800
                RETURN TRUE
            ENDIF
        ENDIF
    #ENDIF


The mission would probably take place at the Mission Row Police Station.
This mission begins outside of the artwork VC girl building in Hawick:

YIntKi5.png

 

Contact: ULP | Kill and Retrieve | Payout: 179000$
Carriers Capped - Kill the briefcase carriers with a headshot.
No Man Standing - Kill all security guards.
Pre-emptive Force - Plant a Sticky Bomb at the deal location to kill targets on arrival.
Sightseer - Use a telescope to observe the deal.
Mission Time - Complete within 06:40.
----------------------
Actual mission location is unknown, it mentions telescope so at least that's a lead.
This mission begins outside of Tequi-La-La, there's no actual payphone here though.

sZQPKZT.png

 

Contact: Agent 14 | Cable Car | Payout: 134000$
Disconnected - Snipe the cable car rig to drop the car and kill the target.
Lazy Kill - Wait for the target to reach the bottom before killing him.
Out of Batteries - Stop the cable car using the console.
Parachute Drive-by - Kill the target as you parachute past.
Mission Time - Complete within 03:15.
Tip Top - Reach the top of mount Chiliad within 03:30 time.
----------------------
Mission begins in paleto bay:

NhklxOG.png

 

Contact: Agent 14 | General Murder | Payout: 200000$
False Alarm – Kill the general without being detected.
Hidden Package – Hide in the back of the truck to enter the base.
Over and Out – Snipe the general from the radio tower.
Stairmaster – Take the stairs to the top of the control tower... ...and back down again.
Mission Time - Complete within 06:00.
Military Hardware – Kill the general using a Buzzard.
----------------------
It's obvious this mission took place in Fort Zancudo.
Mission begins near the highway to Fort Zancudo:

CCqdsv7.png

 

Contact: Agent 14 | Subway Sacrifice | Payout: 121000$
Headhunted – Kill the target with a headshot.
Scared of the Dark – Follow the tram on the surface.
Mission Time - Complete within 06:10.
Stay on Target – Do not kill the target’s companion.
----------------------
This mission begins at the car wash near Franklin's aunt's house:

sla7daI.png

 

Contact: Agent 14 | Drugs Kill | Payout: 172000$
Demolition Kid - Kill targets using a vehicle armed with Sticky Bombs.
Hear No Evil - Kill 3 enemies using stealth attacks.
No Mercy - Kill all targets before they start to escape.
Running Men - Kill all fleeing targets with a sniper rifle.
Mission Time - Complete within 02:20.
Untouchable - Complete with no damage to health and armor.
----------------------
The mission begins near a clothing shop in the desert:

9pxIkLM.png

 

Contact: Agent 14 | Helicopter Takedown | Payout: 166000$
Untouchable - Complete with minimal damage to health and armor.
Mission Time - Complete within 02:50.
Headshot Pilot - kill the pilot as he lands to make it crash and kill all targets.
Grounded - Wait for the helicopter to land before taking out the targets.
Fly Swatter - Shoot down the helicopter with a rocket.
----------------------
The mission begins near Grapeseed:

v1xd2d9.png

 

Contact: Agent 14 | Barber Shop Chop | Payout: 112000$
Hot Shave - kill target with scissors.
A Little off the Top - Kill the target with a headshot.
Quartet - Kill all 3 guards and the target.
Silence Please - kill the target with a silenced weapon.
Mission Time Complete within 01:20.
----------------------
It's obvious the mission location is the Rancho barber shop.
The mission begins near Vanilla Unicorn:

uHdLt6U.png

 

Contact: Agent 14 | Street Race Assassination | Payout: 145000$
Drive by Win - Kill all racers using drive by.
Pull Over - Use a cop car to stop the racers.
Sticky Win - Kill all racers using sticky bombs.
Mission Time Complete within 03:10.
----------------------
The mission begins near the outside of Hornbills strip club:

rVmtX7y.png

 

Contact: ULP | Vineyard Killing | Payout: 170000$
Accuracy - Finish with a shooting accuracy of 100%.
Capo'd - Headshot each boss.
Engine Trouble - Use a Sticky Bomb to kill all targets after they've entered their car.
Raining Grenades - Kill all targets in one explosion thrown blind over the house.
Mission Time Complete within 01:50.
Untouchable - Complete with minimal damage to health and armor.
----------------------
Mission location is obvious.
The mission begins near the Vineyard:

vXG2s0D.png

 

Contact: ULP | The Hunt | Payout: 193000$
Huntsman - Kill 3 animals.
Proof of Kill - Snap a photo of the dead hunter.
Scoped - Kill the hunter with a sniper rifle.
Mission Time Complete within 02:40.
Up Close and Personal - Melee kill the hunter.
----------------------
This mission probably used a new "U_M_Y_HUNTER_01" character model as the target.
Mission begins outside of the Cable Car area near Mount Chiliad:

RcNJlfo.png

 

Contact: ULP | Skydive Death | Payout: 104000$
Head Trauma - Headshot at least 1 target as they parachute down.
Off Course - Shoot all 3 targets parachutes to send them off course.
Rough Landing - Kill the all 3 characters before they land.
Mission Time Complete within 01:30.
----------------------
Mission begins in paleto bay, same as Cable Car location. (Pic not included because i showed it before already)

 

Random Characters
Next i'll cover random characters, it's quite hard to say what's happening here though.

 

Alex
The first mission for Alex involved some sort of tracking device, prop name is cs_tablet_02.
The second mission involved a drone and a flight box.
Third mission is unknown, but we know it's named underwater so there's that.
The fourth mission is reward, it looks like the reward was Zentorno but it was most definitely a placeholder.
In my opinion Alex's mission strand was some sort of fetch quest that would reward us with a fast car.

 

Melody
Her missions are very mysterious, all i can say is that the second mission involved a suitcase (model name: agt_Prop_Agent_Case) and it seemed to take place on the airport as indicated by the name.
A lot of background NPCs as well.

 

Agnes
Agnes is the most interesting character in my opinion, she had a personal vehicle which was a bobcat XL with metallic garnet red primary, metallic straw beige secondary and "11SBS214" plate.
The first mission is internally named bodyparts, my speculation is that we had to dispose of some sort of bodyparts. You don't say? Strangely enough the vehicle is named "bobcatxm" here, but it might be a typo, there's also a mention of four heist money bags named "Agnes_Sack".
The second mission has absolutely 0 information other than the cutscene involving Agnes and the bobcat.
The third is the most interesting, the name is "escape" and cutscene mentions Tables, Chairs, Plates, Silver Tray, Cocktail Glasses, Wine and Forks.
My speculation is that Agnes is a psycho girl that invites Trevor to a dinner, drugs Trevor and then tries to kill him, he has to escape her house or even kill her, this idea begins with the first mission which involved bodyparts.
Basically i think she's sorta a female version of Eddie Low, but again all of this is just speculation based on some cutscene object references...

 

Claire
Her missions involve a phone, the "fugitive" car, and crates, but unfortunately that's all we know.
We can only speculate that they had to do with drugs and hacking, as expected by the mission names...

 

Main Missions
This is the highlight - what you've been waiting for, there's still a lot of blanks but i'll go through each mission and share my findings and thoughts.
As i said all mission start coordinates have been leaked back in Xbox 360/PS3 era, so at least we have something to go with, however there have been some new missions added as well which we don't have coordinates for.

 

Trevor_Train
This mission has a weird start position, my explanation for this is that it's just placeholder, the mission itself was essentially a prologue so it doesn't need a start point because it starts automatically.
My speculation is that Trevor robs an army train and attracts IAA's attention somehow, the train part can be confirmed by the new train models added in the DLC (armyfreight, armycar, armycar2 and armyboxcar).

 

AUJY0gU.png

 

Trevor_Finale
This seems to be the final mission of the DLC where Trevor parts ways with IAA. It starts outside of the IAA building.
Oracle XS, Agent14's car is mentioned in the cutscene data.

 

7wuBIGW.png

 

Space_1, Space_2, Space_Finale
It's hard to say exactly what's going on here, but the original Agent game was supposed to end in space.
It's possible once Agent was scrapped they took the idea for Agent Trevor, think about it - they have quite a few similarties...
Unfortunately these are new and we have zero information or coordinates.

 

Russian_Plane
This mission involved Trevor boarding a jet at LSIA.
The following props are mentioned: Prop_Passport_01 (Trevor_Passport), agt_Prop_DLC_Boarding_Pass (Trevor_Ticket), agt_Prop_Agent_Case, agt_Prop_DLC_Spyglasses, agt_Prop_Marshal_Badge_01, agt_Prop_Plane_int_1st_AG, agt_Prop_Plane_int_2nda_AG, agt_Prop_Plane_int_2ndb_AG, agt_Prop_Plane_int_fus_AG, agt_Prop_Plane_int_fus2_AG, agt_Prop_Plane_Int_rear_door, agt_Prop_Agent_Plane_Trolly
It would probably be similar to TBOGT's final mission. Here Trevor has to presumably retrieve an USB drive (agt_Prop_DLC_USB_Drive) belonging to one of russians on the plane.
The spyglasses would be used to identify the potential target i assume.

The first cutscene has a mention of a lot of NPC's and baggages so i assume Trevor would be entering the airport terminal.

There is also a mention of the jet taking off, so yeah.

 

O5iFdSt.png

 

Russian_Car
In the first cutscene Karen and Simon are mentioned, it seems that Simon was smoking a cigarette.
Stromberg and parachute is also mentioned but idk how it plays into it.
It looks like in this mission Trevor has to steal Vasily's oracle, this is also the first mission where Vasily, Kiril and Galina appear.
There's also a mention of new magnet prop (agt_Prop_Agent_magnet) and cargobob, so presumably the car would be lifted by cargobob similarly to Fleeca Heist in GTA O.
Weirdly enough there's also a mention of skates, agt_prop_agt_CS_Skates_R, agt_prop_agt_CS_Skates_L but i don't know what's the link.

 

I1hekOG.png

 

Russian_Satellite
The cutscene mentions Michelle and Beach Towels... This is the mission where Michelle used her bikini outfit.
As i said, this mission started at the chumash beach.
Simon is also mentioned, UAV Remote (agt_Prop_CS_UAV_Remote) and UAV Drone (to be clear it's "drone" vehicle model from this DLC).
There's also a mention of a tiger shark (agt_P_tigershark_S).

 

wL8rtmv.png

 

gyfOt0M.png

 

Russian_Jetpack
Nothing is known about this mission, but clearly it had some involvement with Jetpack, maybe the Russians stole it?
This mission is new so it doesn't have any coordinates.

 

Russian_Vasily
Karen, Trevor, Agent 35 and Simon gear up, there's mentions of body armor (agt_Prop_Agent_Overalls_01), nightvision goggles (agt_Prop_Night_Vision_goggles), Carbine Rifles and heist bags.
Simon's cigarette and binoculars are also mentioned.
Smoke grenade is being used as "EMP Grenade".
Karen has a tablet.
Probably infiltrating the russian compound mentioned earlier, i guess capturing Vasily.
The mission begins in the same spot as Russian_Satellite, but this was before Russian_Jetpack existed, so perhaps the coordinates were switched for final.


Korean_Protect
Intro cutscene involves "agt_Prop_Agent_din_chair_01" (Korean_Chair), and laptop (P_Laptop_02_S).
The entire mission seems to be about protecting Jung Ho Song and his girlfriend "Hak" from an assassin.
Both of them are on the Marquis boat so actual mission took place somewhere out in the sea.
Somehow Hak ends up getting kidnapped.

 

3UlNC0F.png

 

Korean_Rescue
Trevor meets with Kwak who seems to be a friend of Jung Ho Song, to me it looks like they meet somewhere in vinewood. Although the xbox 360 mission start point is somewhere else.
There's a mention of the Space Ranger NPC with the laser gun, and a new U_M_M_PRB_Cosplay ped, a *Male* Princess Bubblegum Cosplayer.
Bunch of other background NPCs are also mentioned.
In this mission Trevor has to use the Stromberg to reach the submarine, where Hak is being held.
Trevor boards the submarine and finds cell keys (agt_prop_cs_uw_keys_01) to free Hak.

 

f6ysGJT.png

 

Korean_Subbase
Intro cutscene involves a laptop, chairs, door and a katana... (Yes that's what the katana prop in files was for)
There's nothing known about this mission, but Subbase is the internal name of the Merryweather base in the docks, so maybe it had some sort of involvement.
Additionally as mentioned in my previous post, the aircraft carrier was located right next to it.
Lastly there was a new ped model called S_M_M_SPECOPKOR_01 (Spec Ops Korean), so maybe it had something to do with this mission.
This mission begins in the same spot as Korean_Rescue, it looks like the Dream Tower is where the Korean Apartment would've been.

 

xNJ8Xjy.png

 

Korean_Satellites
Nothing is known about this mission apart from kwak being present with a briefcase. Mention of Korean Guard too.
My speculation is that the IAA facility gets raided by an enemy faction and everyone has to defend it, that would explain why the IAA facility has so much breakable glass (it was also used in Online ofc).
This is the only korean mission that begins in the IAA facility.

 

9rygEya.png

 

Korean_5
Unknown. This mission startup point seems to be placeholder and unrelated to the mission, but i'll show it anyway.

 

LOpSPmL.png

 

IAA_Lies
This is the first IAA mission, definitely right after Trevor_Train.
UL Paper is mentioned in the intro cutscene, he's smoking a cigarette and probably is wearing headphones (agt_Prop_DLC_Headphone_01).
The mission starts at Trevor's trailer... and in the cutscene there's mentions of bottle litter and bottle caps...
My speculation is that Trevor returns to his trailer and sees UL Paper sitting in there and smoking, and somehow ULP ends up convincing Trevor to work for them, probably blackmail.
The next cutscene mentions speedo van, UL's paper fugitive is mentioned but it's actually Karen who owned a metallic black fugitive with "DANIELSK" license plate.
Two suitbags "agt_Prop_cs_cia_suitbag" for Karen and Trevor.
Spyglasses are also mentioned again (agt_Prop_DLC_Spyglasses)
It appears Karen Daniels and Trevor Phillips protect a senator at a fundraiser event. The mission name probably comes from the fact that the Senator wasn't truthful about what he's saying...
While the Senator is giving some speech at a Lectern, an assassin shows up on a daemon bike, Karen and Trevor chase him on Sanchez bikes.
There's also a mention of characters "Jeremy" and "Dwight" but it's unknown who they are. Another assassin using S_M_M_MovAlien_01 model, aliens confirmed?

 

Pg0EwRF.png

 

IAA_Training
First cutscene where Trevor visits the IAA facility. Elevator is mentioned and a baggage check.
As we know there's a bagagge check at the entrance of the IAA facility interior so this matches, two guards at the entrance.

 

G2VHPBD.png


Looks like there would be a meeting where you would meet Miles Goldstien for the first time.
Mentions of notepads, pencils, tablets, office chairs and background npcs.
Mission begins at the same location as Korean_Sattelites

I wonder if this room is related... but there's no evidence it was ever open:

L78wur5.png

 

IAA_Jetpack
Mission starts outside of Rex's diner.
First mission involving jetpack "agt_Prop_SPA_Jetpack".
It's also revealed that Miles wears glasses, prop name "agt_P_CS_MG_glasses_S".
Miles' black speedo van is mentioned.

 

4ublkU5.png

 

IAA_Drone
Mission begins outside of the FIB building logo. Based on this i guess the titular Drone belongs to the FIB.
This time speedo is referred to as "Karens_Van".
Miles' khamelion is mentioned.
Paper's metallic graphite black jackal is mentioned. As expected he also smoked a cigarette.
A server drive is mentioned "Prop_CS_Server_Drive".
Miles' laptop and phones of Karen and UL paper are mentioned.

 

2gSP56M.png

 

IAA_RTS
Unknown. This mission is completely new so no coordinates exist.

 

IAA_Heli
This mission is new so coordinates don't exist.
Simon and his frogger are mentioned.
Pebbles (Prop_CS_Pebble), Simon's megaphone (Prop_Megaphone_01) and Simon's harness (P_mrK_harness_S) are also mentioned.

 

Casino_Setup, Casino_Prep1, Casino_Prep2, Casino_Prep3, Casino_Heist
Cutscenes involving Claire and Lilly.
A prop named "agt_Prop_agt_CS_Mace" (Actual mace? Wtf is this? Guess that GTA IV leak wasn't wrong after all...)


Casino_Setup starts at another IAA Facility Dish.

 

oSch4bC.png


The rest start behind IAA building, but Casino_Prep3 is completely new, so it's unknown where it started.
It also doesn't make sense for them to all start in the same place if the preps missions were active all at once, but who knows...

 

U1zty9T.png

 

Miles_Dam
New mission, no coordinates.
Unknown.

 

Miles_Rocket
New mission, no coordinates.
Mission featured the drone again.

 

Miles_Planes
New mission, no coordinates.
Intro cutscene only mentions a phone (Prop_NPC_Phone).
In the middle cutscene there's a mention of army npc model, and two lazer jets named "Miles_Jet_1" and "Miles_Jet_2".
Ending cutscene has mentions of Karen Daniels, Cargobob, Valkyrie2 (Valkyrie MOD.0), and a lot of army npc models.
Trevor had a headset (agt_Prop_Agt_cs_headset).

 

Arab_1
Mission mentions Agent14's car again, this time fugitive (probably placeholder).
Agent14's phone and "agt_Prop_CS_SIM" prop (probably a sim card?).
Prop_LrgGate_03b_LD as arab_gate is mentioned, this is actually the same prop as the small entrance gate to the mansion.

 

kp6i2Sm.png


Arab_1 was originally Arab_Defend so it's unknown where this mission would start, but logically it could've been the same place.
Considering there's no mentions of Afif, Adil, Basil and Dr Minton so far, i expect them to be part of this mission strand.

 

Arab_Defend
Unknown. Possibly defending the mansion from attackers.
Mission starts outside of the mansion.

 

DMlyisz.png

 

Arab_Fake
Unknown. Originally was Arab_Horse but looks like horses were cut yet again.
Arab_Horse starts at the bottom entrance to the mansion.

 

qLA1Ftz.png

 

Arab_Tank
Unknown. Originally was Arab_Heli but the concept might've been moved to the new IAA_Heli.
Arab_Heli mission start point was the same as Arab_Horse.

 

Clifford_Jetpack1, Clifford_Jetpack2, Clifford_Jetpack3, Clifford_Jetpack_Repeat
Four jetpack missions which we know nothing about, they all start in the same location which is right next to the facility, near a road.
These always were weird, again - i don't know what Clifford has to do with it unless the Jetpack was named Clifford.
I think 1, 2 and 3 were some sort of time trials or tutorials for the jetpack, while repeat would just let you use it at any time you want.

 

dHRtdZ5.png

 

Agent_14_1
Cutscene only.
Only Agent 14's phone is mentioned.

 

Agent_14_2
Cutscene only.
Claire makes an appearance.
Mentions of office chairs, milk pot, saucer, sugar pot, tea pot, two tea cups, and a silver tray.
...Potluck? Perhaps? Maybe Claire was an inspiration for Mrs Rackman in Doomsday Heist too?

 

Agent_14_3
Cutscene only.
One office chair for Agent14 and one for Trevor.
A "beaker" is mentioned.

 

Paperman_1
Cutscene only.
ULP is mentioned ofcourse, smoking a cigarette ofcourse.

 

Paperman_2
Cutscene only.
Pretty interesting, mention of coffin (agt_Prop_Cliff_Coffin), Romero (Paper_Hearse) and Coffin Tray (agt_Prop_CS_Coffin_Tray).
Was UL Paper supposed to die? Or maybe fake his death? Something that's weird is the coffin has "Cliff" in the name, obviously standing for Clifford.
Another thing is that after this Paper seems to be out of story and paperman cutscenes, so maybe he really is dead.

 

Paperman_3
Cutscene only.
Miles' glasses are mentioned.

 

Paperman_4
Cutscene only.
Only a cigarette is mentioned.

 

Paperman_5
Cutscene only.
A cigarette is mentioned, Miles' Khamelion and Prop_CS_Box_Clothes (Trevors Clothes).
Considering the Army outfit was planned, maybe you'd unlock it for completing all assassination missions? Would make sense with the clothes box.

That concludes this massive post, for now at least... if there will be anything more that's interesting, it will come in Part 3!

 

We lost all of this

 

I need time alone

@HeySlickThatsMe
Thank you for all posting you do, always pleasure to read 

 

Thinking about this all, its SUCH A SHAME we never saw daylight of these DLC's
They would defienilty be priced same as base game, later R* would relaes some Gold Edition GTAV with base game and all DLC's and it would be great.
I know its a game but i really wont ever forgive them this decision, someone had to pick and decide "we cut" that stuff.


And yea, we can "speculate" that maybe this was done because of slightly rise of GTAO in these years but really?
Someone want to tell me STORY DLC'S for each character wouldnt sell much? and up to that, THEY COULD EASILY SUPPORT ONLINE ON ITS OWN WITH NO DECISION TO CUT SOME FUTURE SINGEPLAYER CONTENT.


Everytime you pick Ending C there's some emptiness, maybe GTAV isnt the best story in franchise, probably it isnt but at the same time anyone would enjoy these DLC's, you could have fun and laugh and spent another doznes of hours in stories of each character, what a stupid ass decision.

tenor-1552282646435767423092.gif.png
back in days someone should say it and never cancel stuff.

arisfelbonilla

one thing surprises me
and they haven't made a mod that is dedicated to the beta of gta v
I mean
a mod that completely changes the game based on photos and game files

in gta san andreas for example the community did it

I was trying to search gta 5 mods.com
 a gta v beta vehicle pack but it doesn't exist

The only one this is the stanier police  XD

I wanted to see a recreation of several from the beta like the f620 from gta 4 to gta v

Edited by arisfelbonilla
5 hours ago, HeySlickThatsMe said:

Part 2

So it's been a while since i've posted Part 1 of the Agent Trevor DLC investigation. Obviously since then many things have happened such as the leak.

 

Interiors & Locations:
APARTMENT
I speculated that there was another interior being added as part of the DLC, and it would be a new apartment interior.
My initial idea came from a single texture file i found inside the IAA facility interior, it's actually used in there too.
The texture is named tl_v_apartment_agent_floor_wood and it appears to be a recolored version of Michael's floor.

 

1nWpNl1.png


This turns out to be true, as in the leak there's a file called ResourceChanges_gta5_5_5_2014.html which has paths to bunch of assets and we'll use it quite a bit in this part.
One of the mentions is the following:

//depot/gta5/art/animation/resources/sets/Korean_Apartment_Int.FBX
//depot/gta5/art/animation/resources/sets/Max_Files/Korean_Apartment_Int.max


I strongly believe that this floor texture was also used in that apartment, the yellowish wood would fit a korean aesthetic.

 

RUSSIAN COMPOUND
Mentions of the following:
 

//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.obj
//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.txt
//depot/gta5/art/animation/resources/sets/Russian_Compound_Ext.fbx

 

IAA TRAILER PARK
Another mentions in this file are: 
 

//depot/gta5/art/animation/resources/sets/CIA_TrailerPark_Ext.fbx
//depot/gta5/art/animation/resources/sets/Max_Files/Trailer_Park_Ext.max
//depot/gta5/art/animation/resources/sets/Trailer_Park_Ext.FBX

It's said that the CIA_TrailerPark replaced Trailer_Park files so it's essentially the same thing.
There's also a mention of "MILO", this essentially means that there also was an interior for it, although this is all we know.

 

CHUMASH BEACH
I speculated that the Chumash beach would play a role, based on the fact that there are two russian strand missions which begin there.
This also turns out to be true: 
 

//depot/gta5/art/animation/resources/sets/Beach_Chumash_Ext.FBX

 

SPY LAB?
A mention of the following:
 

//depot/gta5/art/animation/resources/sets/Max_Files/TSPY_Layby_Ext.max
//depot/gta5/art/animation/resources/sets/TSPY_Layby_Ext.FBX

Caption says "Updated for shoot."

T must stand for Trevor, but i don't exactly know why it says "Layby" unless it's mispelled "Lab".

 

DEL PERRO PIER?
Mentions of new ferris and roller cars:
 

//depot/gta5/art/animation/resources/props/ingame/furniture/Prop_Ferris_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_02.FBX

 

CASINO
I've found another texture inside the new Chopshop DLC files, the new casino podium underground interior thing has a specular map for the previously found floor texture in my previous post.

 

kIVsFo7.png

 

Vehicles

I have also speculated that some of the vehicles from Agent Trevor DLC were reused for Heists DLC.
This is also true, i already posted this but i'll repost it for consistency:
 

ARMORDILLO4
ARMYBOXCAR
ARMYCAR
ARMYCAR2
ARMYCOACH
ARMYFLATBED
ARMYFREIGHT
DRONE
DRONE2
SLEUTH
STROMBERG

 

The armordillo4 is the one in particular, we know Armordillo was beta name for Insurgent, so it appears that there were 4 variants of it in this DLC.
armordillo - Pickup with turret
armordillo2 - Standard non turret version
armordillo3 - Pickup non turret version? (speculation)
armordillo4 - Mission variant version? (speculation)
Considering this DLC was agent themed, and Heists DLC also came with bunch of vehicles from the scrapped Agent game (savage, casco, valkyrie, enduro) i personally think those were part of the DLC as well. (There actually is proof of valkyrie being part of the DLC, more on that later)
We can only speculate, as you can see this incomplete list reveals that Stromberg was also part of the DLC, it seemed to play a quite important role as it was Trevor's personal vehicle.

 

Stromberg

 

There seemed to be a new mission type for Stromberg only missions.

 

		CC 		CLF Car (Clifford DLC Specific)

#IF USE_CLF_DLC
		CASE MISSION_TYPE_CLF_CAR					RETURN "CLF_CAR"					BREAK	
#ENDIF

 

Weapons
There is a code snippet confirming that previously found harpoon and crossbow are from the Agent Trevor DLC:

		//Clifford
		#IF FEATURE_CLIFFORD
		CASE PICKUP_WEAPON_DLC_HARPOON
		CASE PICKUP_WEAPON_DLC_JETPACK
		CASE PICKUP_WEAPON_DLC_CROSSBOW
		#ENDIF

 

At some point Rockstar has added two new weapon flags - UsableUnderwaterOnly and MeleeKungFu, i believe these are related to the DLC.
I think Harpoon gun was originally supposed to be usable underwater only, but that has changed as there's a dev comment saying it can be used on land:

			//If using harpoon gun on land, use the fallback clip set


MeleeKungFu flag has some code but it doesn't seem to actually do anything significant, it's just used to check if a weapon has this flag.
I think MeleeKungFu was related to the Korean mission strand, think about it...

 

HARPOON
Quite a bunch of code mentions:

			//Keep us flagged as swimming if we are in a SwimIdle state (ie aiming harpoon underwater)
			//how many stick-to-ped projectiles (ie harpoon projectiles) has this ped shot
			// Don't apply buoyancy force if we're in Swim FPS strafe underwater or aiming underwater (ie harpoon)
			// Harpoon: Don't swap weapons if we're in the SwimIdleIntro state
			// Harpoon: Only enter gun state if SwimIdleOutro isn't playing
			//B*1800599: Play holster anim for harpoon gun if we're in water
			// Used for automatically reloading water weapons (ie harpoon) after a specified time
			//B*1783494: Scale harpoon damage if underwater or has been shot in the head/torso

And in one of previous posts i said how there would be new animations for it too:

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_UNDERW", 0x70445420);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_SURFACE", 0xb12aee44);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

The game actually supports underwater weapons, assigning underwater flags to rifles will allow you to somewhat use them in the water, but it's pretty broken:

This is probably because those animations are missing.

CROSSBOW
No other information exists.

 

JETPACK

Now... there is a lot of jetpack mentions, but instead i'll show something that's in retail, in defaulttasks.ymt there's this mention:

   <JetpackData>
    <VelocityInheritance>
     <Enabled value="true" />
     <X value="0" />
     <Y value="-2" />
     <Z value="-2" />
    </VelocityInheritance>
    <PhaseToBlendOut value="0.85" />
    <BlendOutDelta value="-4" />
    <ForceToApplyAfterInterrupt value="300" />
    <ClipSetHash>skydive@parachute@pack</ClipSetHash>
    <PedClipHash>Chute_Off</PedClipHash>
    <PropClipHash>Chute_Off_Bag</PropClipHash>
   </JetpackData>

 

Fun fact: the mentioned Clipset can be found in RDR2 exe too!

 

There's also a mention of the jetpack using gad_clifford particle dictionary, and gad_clifford_thrust particle effect. I think Clifford originally was the jetpack, and not an AI like in Doomsday Heist.

The jetpack itself was closer to the parachute than the Thruster we have now, that is a reskinned helicopter.

I will skip all the leaked jetpack code because there is lots of it, and it's not that much interesting... i mean it is a jetpack.

 

DRONE LASER
This is probably what those laser projectiles were for. These would be used on drone or drone2.

 

VEHICLE_WEAPON_DRONE_LASER

 

SPYCAR WEAPONS
Vehicle weapon names belonging to the original version of Stromberg/"Spy Car", we pretty much ended up with the same set in final although different names:

	WEAPONTYPE_DLC_VEHICLE_TORPEDO = HASH("VEHICLE_WEAPON_TORPEDO"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARGUN = HASH("VEHICLE_WEAPON_SPYCARGUN"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARROCKET = HASH("VEHICLE_WEAPON_SPYCARROCKET")

There is also a mention of Stromberg EMP and some code for it:

ptxEffectInst* pFxInst = ptfxManager::GetTriggeredInst(ATSTRINGHASH("veh_stromberg_emp", 

There is mentions of a script for "spycar_vehicle_system", but it doesn't exist anymore. Only globals are left and they don't tell us anything interesting so it will be skipped.
I think that code had something to do with respawning the car as there's a lot of functions related to that still left. Some dev comments exist mentioning that only a single instance of Stromberg should exist at once.

 

Characters

Thanks to these leaks we also have a list of all characters (as of it's last progress) in the DLC:

  • Trevor Phillips (Obviously)
  • Ron Jakowski
  • Wade
  • UL Paper (Referred to as "Paperman")
  • Agent 14 (As rumoured)
  • Agent 35
  • Simon Fence
  • Karen Daniels (There already was evidence for this)
  • Miles Goldstein (some files also say Goldstien, not sure which one is correct)
  • Vasily Silverstein
  • Kiril Sorokin
  • Galina Sorokin (Some files also call her "Galiana")
  • Afif
  • Adil
  • Basil
  • Dr Minton
  • Ji Hun
  • Jung Ho Song
  • Hak (Jung Ho Song's Girlfriend)
  • Kwak (returning)
  • Casino Owner (without a name it seems)
  • Lilly (casino related)
  • Claire ("ClaireOC", unknown what OC stands for, Stranger & Freaks)
  • Agnes (Stranger & Freaks)
  • Melody (Stranger & Freaks)
  • Alex (Stranger & Freaks)
  • Jack Howitzer (New Jack Howitzer episode)
  • Rufus Bellows (New Jack Howitzer episode)

Scripts

DLC Selection Screen

Back on Xbox 360 Rockstar has left a DLC selection screen inside startup script that allowed you to switch between "GTA", "Trevor" and "Dead". Those names were placeholder strings reused from somewhere else (GTA is a race type, Trevor and Dead are blip names).
The following code also exists in the source code leaks, but the labels were changed to instead use "DBG_GTAV", "DBG_CLIF" and "DBG_NORM" respectively. Along that the spZombies check was changed to spNorman. The menu checks if DLC_AgentTrevor or spNorman DLCs are installed and then it'll show a menu entry. It's also coded to show only single entry if only single DLC is present which makes it use slightly different layout.


ChromeXModz showed this menu long time ago on Xbox 360 (original video here and here), but i ported the code to PC as a Scripthook Dot Net mod to showcase it myself.
Label names have been adjusted to the leak ones, but obviously we don't have the original strings, so i just added ! before the label name, indicating a missing string.


Excuse the watermark but i don't want those stupid twitter kids to steal it and pretend it's from the leaked debug game build!

Zenpxj2.png

 

Casino Test Code

Existed on Xbox 360 as well, but was included in the leak. This code spawns a few casino test minigames under the map... or here it seems to spawn them inside player's apartment?

	// Setup clifford MG launcher
	#IF FEATURE_CLIFFORD
		IF IS_DLC_PRESENT(HASH("dlc_AgentTrevor"))
		
			CMGL_InitLauncher(cliffordLauncher, serverBD.mCliffordBD, playerBD[NATIVE_TO_INT(PLAYER_ID())].mCliffordBD, mpPropMaintain.iMostRecentPropertyID)
			
			MP_PROP_OFFSET_STRUCT tablePosition
			
			IF GET_PROPERTY_SIZE_TYPE(iCurrentProperty) = PROP_SIZE_TYPE_LARGE_APT
			
				IF IS_PROPERTY_BUSINESS_APARTMENT(iCurrentProperty)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ELSE
				
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ENDIF
			ENDIF
		ENDIF
	#ENDIF


I haven't ported this code yet, but if anything it'll be in Part 3.

 

Missions

Now this is the most interesting part... i will start with a mission list and their internal order by strand (not actual story placement order, as that is still unknown, if it gets worked out then expect it in Part 3)

 

(Both Trevor and Space are now part of one CLF strand, but i split them into two under CLF just to match Xbox 360 stuff)
CLF/Trevor Strand
----------------------
1. Trevor_Train
2. Trevor_Finale

CLF/Space Strand
----------------------
1. Space_1
2. Space_2
3. Space_Finale

Russian Strand
----------------------
1. Russian_Plane
2. Russian_Car
3. Russian_Satellite
4. Russian_Jetpack
5. Russian_Cloak
6. Russian_Vasily

Korean Strand
----------------------
1. Korean_Protect
2. Korean_Rescue
3. Korean_SubBase
4. Korean_Satellites
5. Korean_5

IAA Strand
----------------------
1. IAA_Lies
2. IAA_Training
3. IAA_Jetpack
4. IAA_Drone
5. IAA_RTS
6. IAA_Heli

Casino Strands (It's possible all the three prep missions were active at once somehow)
----------------------
(Strand 1)
1. Casino_Setup
2. Casino_Prep1
5. Casino_Heist
(Strand 2)
3. Casino_Prep2
(Strand 3)
4. Casino_Prep3

Miles Strand (each mission is split into it's own strand so probably each mission in-between other missions, placement is guessed)
----------------------
1. Miles_Dam
2. Miles_Rocket
3. Miles_Planes

Arab Strand (placement is guessed)
----------------------
1. Arab_1
2. Arab_Defend
3. Arab_Fake
4. Arab_Tank

Jetpack Strand
----------------------
1. Clifford_Jetpack1
2. Clifford_Jetpack2
3. Clifford_Jetpack3
4. Clifford_Jetpack_Repeat

Alex Random Character Strand
----------------------
1. RCM_Alex_Ground
2. RCM_Alex_Air
3. RCM_Alex_Underwater
4. RCM_Alex_Reward

Melody Random Character Strand
----------------------
1. RCM_Melody_Montage
2. RCM_Melody_Airport
3. RCM_Melody_Wingwalk
4. RCM_Melody_Dive

Agnes Random Character Strand
----------------------
1. RCM_Agnes_Bodyparts
2. RCM_Agnes_Recapture
3. RCM_Agnes_Escape

Claire Random Character Strand
----------------------
1. RCM_Claire_Hacking
2. RCM_Claire_Drugs
3. RCM_Claire_Final

Agent 14 Strand
----------------------
(Assassin Missions)
3. Assassin_Cablecar
4. Assassin_General
5. Assassin_Subway
6. Assassin_Deal
7. Assassin_Heli
8. Assassin_Barber
9. Assassin_Street
(Cutscenes)
1. Agent_14_1
2. Agent_14_2
3. Agent_14_3

Paperman Strand
----------------------
(Assassin Missions)
1. Assassin_Police
2. Assassin_Retrieve
10. Assassin_Vineyard
11. Assassin_Hunter
12. Assassin_Skydive
(Cutscenes)
1. Paperman_1
2. Paperman_2
3. Paperman_3
4. Paperman_4
5. Paperman_5

 

Locations
First of all here's a list of all leaked Xbox 360 mission spawn point locations on the map (marked with yellow icons😞

b9uffbQ.png

 

mg2i2oA.png

 

Ingame locations in this post will be marked with red markers and blips, this is my own code that uses some of the original coordinate data.

 

Assassinations

I'll start with the assassin missions:


It looks like they were almost completed, in some script files you can even find their names. They seem to be tested till perfection. These missions were originally part of spAssassination DLC. As Franklin, Lester would send you a message about these missions and that would make them available.
Accidentally Rockstar has included the mission objectives back on Xbox 360, and due to this f*ckup, removing these entries had to be worked around because somehow it created memory issues in GTA Online.
For unknown reason these missions were never released, it looks like they were supposed to return in Agent DLC and be playable for Trevor instead, this time they were given by Agent 14 and UL Paper.
And i also believe that the Paperman/Agent14 cutscenes would take place in between these assassinations as there's no actual mission data for those. Their strands also have "ASS" in the name, standing for assassination and not actual budonkadonks.
Now let's actually begin talking about them, i'll skip generic information like kills that are being tracked, i will only list the important information.

 

Contact: ULP | Police Station Assassination | Payout: 0$ (No payout set for some reason)
Lawyered Up - Find and take out the lawyer to gain access to the target.
Loud Execution - Kill the target with explosives.
Shanked - Kill the target with a knife.
Mission Time - Complete within 02:50
Unmarked - Complete with minimal damage to health and armor.
----------------------
It appears this assassination also gave you a black suit for some reason, probably it was used to access the police station. The code from this still mentions Franklin however.

    #IF USE_CLF_DLC
        // Fix for bug 1731819 - Give player suit for police station assassination mission if they can't afford it.
        IF GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH(HASH("DLC_Assassin_Police")) > 0
            IF eCompType = COMP_TYPE_OUTFIT
            AND eCompName = OUTFIT_P1_3PC_SUIT_0
            AND GET_TOTAL_CASH(CHAR_FRANKLIN) < 3800
                RETURN TRUE
            ENDIF
        ENDIF
    #ENDIF


The mission would probably take place at the Mission Row Police Station.
This mission begins outside of the artwork VC girl building in Hawick:

YIntKi5.png

 

Contact: ULP | Kill and Retrieve | Payout: 179000$
Carriers Capped - Kill the briefcase carriers with a headshot.
No Man Standing - Kill all security guards.
Pre-emptive Force - Plant a Sticky Bomb at the deal location to kill targets on arrival.
Sightseer - Use a telescope to observe the deal.
Mission Time - Complete within 06:40.
----------------------
Actual mission location is unknown, it mentions telescope so at least that's a lead.
This mission begins outside of Tequi-La-La, there's no actual payphone here though.

sZQPKZT.png

 

Contact: Agent 14 | Cable Car | Payout: 134000$
Disconnected - Snipe the cable car rig to drop the car and kill the target.
Lazy Kill - Wait for the target to reach the bottom before killing him.
Out of Batteries - Stop the cable car using the console.
Parachute Drive-by - Kill the target as you parachute past.
Mission Time - Complete within 03:15.
Tip Top - Reach the top of mount Chiliad within 03:30 time.
----------------------
Mission begins in paleto bay:

NhklxOG.png

 

Contact: Agent 14 | General Murder | Payout: 200000$
False Alarm – Kill the general without being detected.
Hidden Package – Hide in the back of the truck to enter the base.
Over and Out – Snipe the general from the radio tower.
Stairmaster – Take the stairs to the top of the control tower... ...and back down again.
Mission Time - Complete within 06:00.
Military Hardware – Kill the general using a Buzzard.
----------------------
It's obvious this mission took place in Fort Zancudo.
Mission begins near the highway to Fort Zancudo:

CCqdsv7.png

 

Contact: Agent 14 | Subway Sacrifice | Payout: 121000$
Headhunted – Kill the target with a headshot.
Scared of the Dark – Follow the tram on the surface.
Mission Time - Complete within 06:10.
Stay on Target – Do not kill the target’s companion.
----------------------
This mission begins at the car wash near Franklin's aunt's house:

sla7daI.png

 

Contact: Agent 14 | Drugs Kill | Payout: 172000$
Demolition Kid - Kill targets using a vehicle armed with Sticky Bombs.
Hear No Evil - Kill 3 enemies using stealth attacks.
No Mercy - Kill all targets before they start to escape.
Running Men - Kill all fleeing targets with a sniper rifle.
Mission Time - Complete within 02:20.
Untouchable - Complete with no damage to health and armor.
----------------------
The mission begins near a clothing shop in the desert:

9pxIkLM.png

 

Contact: Agent 14 | Helicopter Takedown | Payout: 166000$
Untouchable - Complete with minimal damage to health and armor.
Mission Time - Complete within 02:50.
Headshot Pilot - kill the pilot as he lands to make it crash and kill all targets.
Grounded - Wait for the helicopter to land before taking out the targets.
Fly Swatter - Shoot down the helicopter with a rocket.
----------------------
The mission begins near Grapeseed:

v1xd2d9.png

 

Contact: Agent 14 | Barber Shop Chop | Payout: 112000$
Hot Shave - kill target with scissors.
A Little off the Top - Kill the target with a headshot.
Quartet - Kill all 3 guards and the target.
Silence Please - kill the target with a silenced weapon.
Mission Time Complete within 01:20.
----------------------
It's obvious the mission location is the Rancho barber shop.
The mission begins near Vanilla Unicorn:

uHdLt6U.png

 

Contact: Agent 14 | Street Race Assassination | Payout: 145000$
Drive by Win - Kill all racers using drive by.
Pull Over - Use a cop car to stop the racers.
Sticky Win - Kill all racers using sticky bombs.
Mission Time Complete within 03:10.
----------------------
The mission begins near the outside of Hornbills strip club:

rVmtX7y.png

 

Contact: ULP | Vineyard Killing | Payout: 170000$
Accuracy - Finish with a shooting accuracy of 100%.
Capo'd - Headshot each boss.
Engine Trouble - Use a Sticky Bomb to kill all targets after they've entered their car.
Raining Grenades - Kill all targets in one explosion thrown blind over the house.
Mission Time Complete within 01:50.
Untouchable - Complete with minimal damage to health and armor.
----------------------
Mission location is obvious.
The mission begins near the Vineyard:

vXG2s0D.png

 

Contact: ULP | The Hunt | Payout: 193000$
Huntsman - Kill 3 animals.
Proof of Kill - Snap a photo of the dead hunter.
Scoped - Kill the hunter with a sniper rifle.
Mission Time Complete within 02:40.
Up Close and Personal - Melee kill the hunter.
----------------------
This mission probably used a new "U_M_Y_HUNTER_01" character model as the target.
Mission begins outside of the Cable Car area near Mount Chiliad:

RcNJlfo.png

 

Contact: ULP | Skydive Death | Payout: 104000$
Head Trauma - Headshot at least 1 target as they parachute down.
Off Course - Shoot all 3 targets parachutes to send them off course.
Rough Landing - Kill the all 3 characters before they land.
Mission Time Complete within 01:30.
----------------------
Mission begins in paleto bay, same as Cable Car location. (Pic not included because i showed it before already)

 

Random Characters
Next i'll cover random characters, it's quite hard to say what's happening here though.

 

Alex
The first mission for Alex involved some sort of tracking device, prop name is cs_tablet_02.
The second mission involved a drone and a flight box.
Third mission is unknown, but we know it's named underwater so there's that.
The fourth mission is reward, it looks like the reward was Zentorno but it was most definitely a placeholder.
In my opinion Alex's mission strand was some sort of fetch quest that would reward us with a fast car.

 

Melody
Her missions are very mysterious, all i can say is that the second mission involved a suitcase (model name: agt_Prop_Agent_Case) and it seemed to take place on the airport as indicated by the name.
A lot of background NPCs as well.

 

Agnes
Agnes is the most interesting character in my opinion, she had a personal vehicle which was a bobcat XL with metallic garnet red primary, metallic straw beige secondary and "11SBS214" plate.
The first mission is internally named bodyparts, my speculation is that we had to dispose of some sort of bodyparts. You don't say? Strangely enough the vehicle is named "bobcatxm" here, but it might be a typo, there's also a mention of four heist money bags named "Agnes_Sack".
The second mission has absolutely 0 information other than the cutscene involving Agnes and the bobcat.
The third is the most interesting, the name is "escape" and cutscene mentions Tables, Chairs, Plates, Silver Tray, Cocktail Glasses, Wine and Forks.
My speculation is that Agnes is a psycho girl that invites Trevor to a dinner, drugs Trevor and then tries to kill him, he has to escape her house or even kill her, this idea begins with the first mission which involved bodyparts.
Basically i think she's sorta a female version of Eddie Low, but again all of this is just speculation based on some cutscene object references...

 

Claire
Her missions involve a phone, the "fugitive" car, and crates, but unfortunately that's all we know.
We can only speculate that they had to do with drugs and hacking, as expected by the mission names...

 

Main Missions
This is the highlight - what you've been waiting for, there's still a lot of blanks but i'll go through each mission and share my findings and thoughts.
As i said all mission start coordinates have been leaked back in Xbox 360/PS3 era, so at least we have something to go with, however there have been some new missions added as well which we don't have coordinates for.

 

Trevor_Train
This mission has a weird start position, my explanation for this is that it's just placeholder, the mission itself was essentially a prologue so it doesn't need a start point because it starts automatically.
My speculation is that Trevor robs an army train and attracts IAA's attention somehow, the train part can be confirmed by the new train models added in the DLC (armyfreight, armycar, armycar2 and armyboxcar).

 

AUJY0gU.png

 

Trevor_Finale
This seems to be the final mission of the DLC where Trevor parts ways with IAA. It starts outside of the IAA building.
Oracle XS, Agent14's car is mentioned in the cutscene data.

 

7wuBIGW.png

 

Space_1, Space_2, Space_Finale
It's hard to say exactly what's going on here, but the original Agent game was supposed to end in space.
It's possible once Agent was scrapped they took the idea for Agent Trevor, think about it - they have quite a few similarties...
Unfortunately these are new and we have zero information or coordinates.

 

Russian_Plane
This mission involved Trevor boarding a jet at LSIA.
The following props are mentioned: Prop_Passport_01 (Trevor_Passport), agt_Prop_DLC_Boarding_Pass (Trevor_Ticket), agt_Prop_Agent_Case, agt_Prop_DLC_Spyglasses, agt_Prop_Marshal_Badge_01, agt_Prop_Plane_int_1st_AG, agt_Prop_Plane_int_2nda_AG, agt_Prop_Plane_int_2ndb_AG, agt_Prop_Plane_int_fus_AG, agt_Prop_Plane_int_fus2_AG, agt_Prop_Plane_Int_rear_door, agt_Prop_Agent_Plane_Trolly
It would probably be similar to TBOGT's final mission. Here Trevor has to presumably retrieve an USB drive (agt_Prop_DLC_USB_Drive) belonging to one of russians on the plane.
The spyglasses would be used to identify the potential target i assume.

The first cutscene has a mention of a lot of NPC's and baggages so i assume Trevor would be entering the airport terminal.

There is also a mention of the jet taking off, so yeah.

 

O5iFdSt.png

 

Russian_Car
In the first cutscene Karen and Simon are mentioned, it seems that Simon was smoking a cigarette.
Stromberg and parachute is also mentioned but idk how it plays into it.
It looks like in this mission Trevor has to steal Vasily's oracle, this is also the first mission where Vasily, Kiril and Galina appear.
There's also a mention of new magnet prop (agt_Prop_Agent_magnet) and cargobob, so presumably the car would be lifted by cargobob similarly to Fleeca Heist in GTA O.
Weirdly enough there's also a mention of skates, agt_prop_agt_CS_Skates_R, agt_prop_agt_CS_Skates_L but i don't know what's the link.

 

I1hekOG.png

 

Russian_Satellite
The cutscene mentions Karen and Beach Towels... This is the mission where Karen used her bikini outfit.
As i said, this mission started at the chumash beach.
Simon is also mentioned, UAV Remote (agt_Prop_CS_UAV_Remote) and UAV Drone (to be clear it's "drone" vehicle model from this DLC).
There's also a mention of a tiger shark (agt_P_tigershark_S).

 

wL8rtmv.png

 

gyfOt0M.png

 

Russian_Jetpack
Nothing is known about this mission, but clearly it had some involvement with Jetpack, maybe the Russians stole it?
This mission is new so it doesn't have any coordinates.

 

Russian_Vasily
Karen, Trevor, Agent 35 and Simon gear up, there's mentions of body armor (agt_Prop_Agent_Overalls_01), nightvision goggles (agt_Prop_Night_Vision_goggles), Carbine Rifles and heist bags.
Simon's cigarette and binoculars are also mentioned.
Smoke grenade is being used as "EMP Grenade".
Karen has a tablet.
Probably infiltrating the russian compound mentioned earlier, i guess capturing Vasily.
The mission begins in the same spot as Russian_Satellite, but this was before Russian_Jetpack existed, so perhaps the coordinates were switched for final.


Korean_Protect
Intro cutscene involves "agt_Prop_Agent_din_chair_01" (Korean_Chair), and laptop (P_Laptop_02_S).
The entire mission seems to be about protecting Jung Ho Song and his girlfriend "Hak" from an assassin.
Both of them are on the Marquis boat so actual mission took place somewhere out in the sea.
Somehow Hak ends up getting kidnapped.

 

3UlNC0F.png

 

Korean_Rescue
Trevor meets with Kwak who seems to be a friend of Jung Ho Song, to me it looks like they meet somewhere in vinewood. Although the xbox 360 mission start point is somewhere else.
There's a mention of the Space Ranger NPC with the laser gun, and a new U_M_M_PRB_Cosplay ped, a *Male* Princess Bubblegum Cosplayer.
Bunch of other background NPCs are also mentioned.
In this mission Trevor has to use the Stromberg to reach the submarine, where Hak is being held.
Trevor boards the submarine and finds cell keys (agt_prop_cs_uw_keys_01) to free Hak.

 

f6ysGJT.png

 

Korean_Subbase
Intro cutscene involves a laptop, chairs, door and a katana... (Yes that's what the katana prop in files was for)
There's nothing known about this mission, but Subbase is the internal name of the Merryweather base in the docks, so maybe it had some sort of involvement.
Additionally as mentioned in my previous post, the aircraft carrier was located right next to it.
Lastly there was a new ped model called S_M_M_SPECOPKOR_01 (Spec Ops Korean), so maybe it had something to do with this mission.
This mission begins in the same spot as Korean_Rescue, it looks like the Dream Tower is where the Korean Apartment would've been.

 

xNJ8Xjy.png

 

Korean_Satellites
Nothing is known about this mission apart from kwak being present with a briefcase. Mention of Korean Guard too.
My speculation is that the IAA facility gets raided by an enemy faction and everyone has to defend it, that would explain why the IAA facility has so much breakable glass (it was also used in Online ofc).
This is the only korean mission that begins in the IAA facility.

 

9rygEya.png

 

Korean_5
Unknown. This mission startup point seems to be placeholder and unrelated to the mission, but i'll show it anyway.

 

LOpSPmL.png

 

IAA_Lies
This is the first IAA mission, definitely right after Trevor_Train.
UL Paper is mentioned in the intro cutscene, he's smoking a cigarette and probably is wearing headphones (agt_Prop_DLC_Headphone_01).
The mission starts at Trevor's trailer... and in the cutscene there's mentions of bottle litter and bottle caps...
My speculation is that Trevor returns to his trailer and sees UL Paper sitting in there and smoking, and somehow ULP ends up convincing Trevor to work for them, probably blackmail.
The next cutscene mentions speedo van, UL's paper fugitive is mentioned but it's actually Karen who owned a metallic black fugitive with "DANIELSK" license plate.
Two suitbags "agt_Prop_cs_cia_suitbag" for Karen and Trevor.
Spyglasses are also mentioned again (agt_Prop_DLC_Spyglasses)
It appears Karen Daniels and Trevor Phillips protect a senator at a fundraiser event. The mission name probably comes from the fact that the Senator wasn't truthful about what he's saying...
While the Senator is giving some speech at a Lectern, an assassin shows up on a daemon bike, Karen and Trevor chase him on Sanchez bikes.
There's also a mention of characters "Jeremy" and "Dwight" but it's unknown who they are. Another assassin using S_M_M_MovAlien_01 model, aliens confirmed?

 

Pg0EwRF.png

 

IAA_Training
First cutscene where Trevor visits the IAA facility. Elevator is mentioned and a baggage check.
As we know there's a bagagge check at the entrance of the IAA facility interior so this matches, two guards at the entrance.

 

G2VHPBD.png


Looks like there would be a meeting where you would meet Miles Goldstien for the first time.
Mentions of notepads, pencils, tablets, office chairs and background npcs.
Mission begins at the same location as Korean_Sattelites

I wonder if this room is related... but there's no evidence it was ever open:

L78wur5.png

 

IAA_Jetpack
Mission starts outside of Rex's diner.
First mission involving jetpack "agt_Prop_SPA_Jetpack".
It's also revealed that Miles wears glasses, prop name "agt_P_CS_MG_glasses_S".
Miles' black speedo van is mentioned.

 

4ublkU5.png

 

IAA_Drone
Mission begins outside of the FIB building logo. Based on this i guess the titular Drone belongs to the FIB.
This time speedo is referred to as "Karens_Van".
Miles' khamelion is mentioned.
Paper's metallic graphite black jackal is mentioned. As expected he also smoked a cigarette.
A server drive is mentioned "Prop_CS_Server_Drive".
Miles' laptop and phones of Karen and UL paper are mentioned.

 

2gSP56M.png

 

IAA_RTS
Unknown. This mission is completely new so no coordinates exist.

 

IAA_Heli
This mission is new so coordinates don't exist.
Simon and his frogger are mentioned.
Pebbles (Prop_CS_Pebble), Simon's megaphone (Prop_Megaphone_01) and Simon's harness (P_mrK_harness_S) are also mentioned.

 

Casino_Setup, Casino_Prep1, Casino_Prep2, Casino_Prep3, Casino_Heist
Cutscenes involving Claire and Lilly.
A prop named "agt_Prop_agt_CS_Mace" (Actual mace? Wtf is this? Guess that GTA IV leak wasn't wrong after all...)


Casino_Setup starts at another IAA Facility Dish.

 

oSch4bC.png


The rest start behind IAA building, but Casino_Prep3 is completely new, so it's unknown where it started.
It also doesn't make sense for them to all start in the same place if the preps missions were active all at once, but who knows...

 

U1zty9T.png

 

Miles_Dam
New mission, no coordinates.
Unknown.

 

Miles_Rocket
New mission, no coordinates.
Mission featured the drone again.

 

Miles_Planes
New mission, no coordinates.
Intro cutscene only mentions a phone (Prop_NPC_Phone).
In the middle cutscene there's a mention of army npc model, and two lazer jets named "Miles_Jet_1" and "Miles_Jet_2".
Ending cutscene has mentions of Karen Daniels, Cargobob, Valkyrie2 (Valkyrie MOD.0), and a lot of army npc models.
Trevor had a headset (agt_Prop_Agt_cs_headset).

 

Arab_1
Mission mentions Agent14's car again, this time fugitive (probably placeholder).
Agent14's phone and "agt_Prop_CS_SIM" prop (probably a sim card?).
Prop_LrgGate_03b_LD as arab_gate is mentioned, this is actually the same prop as the small entrance gate to the mansion.

 

kp6i2Sm.png


Arab_1 was originally Arab_Defend so it's unknown where this mission would start, but logically it could've been the same place.
Considering there's no mentions of Afif, Adil, Basil and Dr Minton so far, i expect them to be part of this mission strand.

 

Arab_Defend
Unknown. Possibly defending the mansion from attackers.
Mission starts outside of the mansion.

 

DMlyisz.png

 

Arab_Fake
Unknown. Originally was Arab_Horse but looks like horses were cut yet again.
Arab_Horse starts at the bottom entrance to the mansion.

 

qLA1Ftz.png

 

Arab_Tank
Unknown. Originally was Arab_Heli but the concept might've been moved to the new IAA_Heli.
Arab_Heli mission start point was the same as Arab_Horse.

 

Clifford_Jetpack1, Clifford_Jetpack2, Clifford_Jetpack3, Clifford_Jetpack_Repeat
Four jetpack missions which we know nothing about, they all start in the same location which is right next to the facility, near a road.
These always were weird, again - i don't know what Clifford has to do with it unless the Jetpack was named Clifford.
I think 1, 2 and 3 were some sort of time trials or tutorials for the jetpack, while repeat would just let you use it at any time you want.

 

dHRtdZ5.png

 

Agent_14_1
Cutscene only.
Only Agent 14's phone is mentioned.

 

Agent_14_2
Cutscene only.
Claire makes an appearance.
Mentions of office chairs, milk pot, saucer, sugar pot, tea pot, two tea cups, and a silver tray.
...Potluck? Perhaps? Maybe Claire was an inspiration for Mrs Rackman in Doomsday Heist too?

 

Agent_14_3
Cutscene only.
One office chair for Agent14 and one for Trevor.
A "beaker" is mentioned.

 

Paperman_1
Cutscene only.
ULP is mentioned ofcourse, smoking a cigarette ofcourse.

 

Paperman_2
Cutscene only.
Pretty interesting, mention of coffin (agt_Prop_Cliff_Coffin), Romero (Paper_Hearse) and Coffin Tray (agt_Prop_CS_Coffin_Tray).
Was UL Paper supposed to die? Or maybe fake his death? Something that's weird is the coffin has "Cliff" in the name, obviously standing for Clifford.
Another thing is that after this Paper seems to be out of story and paperman cutscenes, so maybe he really is dead.

 

Paperman_3
Cutscene only.
Miles' glasses are mentioned.

 

Paperman_4
Cutscene only.
Only a cigarette is mentioned.

 

Paperman_5
Cutscene only.
A cigarette is mentioned, Miles' Khamelion and Prop_CS_Box_Clothes (Trevors Clothes).
Considering the Army outfit was planned, maybe you'd unlock it for completing all assassination missions? Would make sense with the clothes box.

That concludes this massive post, for now at least... if there will be anything more that's interesting, it will come in Part 3!

 

Wow, what a great post! I’ve been following the beta hunt thread since before I even set up an account for the forums, and this is definitely one of the coolest pieces of information I’ve read here in years.

Gonna buy a Stromberg in GTA Online - driving around in it knowing you’re cruising with the remnants of a single player DLC is kinda cool!

arisfelbonilla
27 minutes ago, TimTri said:

Wow, what a great post! I’ve been following the beta hunt thread since before I even set up an account for the forums, and this is definitely one of the coolest pieces of information I’ve read here in years.

Gonna buy a Stromberg in GTA Online - driving around in it knowing you’re cruising with the remnants of a single player DLC is kinda cool!

admit one thing
because Trevor was chosen to do this big operation
It would be logical for it to be Michael, don't you think?

1 hour ago, arisfelbonilla said:

admit one thing
because Trevor was chosen to do this big operation
It would be logical for it to be Michael, don't you think?

Maybe because Trevor is the one who kills Steve Haines and Devin Weston, so the IAA is pleased with him and calls him for a meeting? Also, Michael is the one who gets in a shootout with the IAA dude in the mission "The Wrap Up" and he can even kill him, so they wouldn't really be up for a partnership during some missions, would they?

Edited by Agent Edward
  • Like 3
HeySlickThatsMe
7 hours ago, Agent Edward said:

Maybe because Trevor is the one who kills Steve Haines and Devin Weston, so the IAA is pleased with him and calls him for a meeting? Also, Michael is the one who gets in a shootout with the IAA dude in the mission "The Wrap Up" and he can even kill him, so they wouldn't really be up for a partnership during some missions, would they?

After some brainstorming here's potential ideas how IAA could convince Trevor:

-They somehow know about the union depository and threaten to reveal identities of Michael, Franklin and Trevor, unless Trevor works with them

-They somehow know about the "super weapon" that Trevor stole and planned to sell to the Chinese, Lester did say that every agency would be on their ass, obviously they did put it back, but they could still reveal the identities of everyone involved with that heist 

-They threaten Patricia's life in some way which makes Trevor want to cooperate

 

Well anyway there must've been some reason, in my original part 2 that I wrote before the leak came out I wanted to say that in my opinion they choose Trevor because he's someone they can pin the blame on if the whole things f*cks up, but he's also pretty resourceful in a way, he's from Sandy Shores and basically knows entire San Andreas, he literally lives almost next to IAA, and he's crazy enough to be able to pull off whatever IAA wants him to do

  • Like 9
Tim The Tool Bag Taylor
20 hours ago, HeySlickThatsMe said:

Part 2

So it's been a while since i've posted Part 1 of the Agent Trevor DLC investigation. Obviously since then many things have happened such as the leak.

 

Interiors & Locations:
APARTMENT
I speculated that there was another interior being added as part of the DLC, and it would be a new apartment interior.
My initial idea came from a single texture file i found inside the IAA facility interior, it's actually used in there too.
The texture is named tl_v_apartment_agent_floor_wood and it appears to be a recolored version of Michael's floor.

 

1nWpNl1.png


This turns out to be true, as in the leak there's a file called ResourceChanges_gta5_5_5_2014.html which has paths to bunch of assets and we'll use it quite a bit in this part.
One of the mentions is the following:

//depot/gta5/art/animation/resources/sets/Korean_Apartment_Int.FBX
//depot/gta5/art/animation/resources/sets/Max_Files/Korean_Apartment_Int.max


I strongly believe that this floor texture was also used in that apartment, the yellowish wood would fit a korean aesthetic.

 

RUSSIAN COMPOUND
Mentions of the following:
 

//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.obj
//depot/gta5/art/animation/resources/sets/obj/Russian_Compound_Ext.txt
//depot/gta5/art/animation/resources/sets/Russian_Compound_Ext.fbx

 

IAA TRAILER PARK
Another mentions in this file are: 
 

//depot/gta5/art/animation/resources/sets/CIA_TrailerPark_Ext.fbx
//depot/gta5/art/animation/resources/sets/Max_Files/Trailer_Park_Ext.max
//depot/gta5/art/animation/resources/sets/Trailer_Park_Ext.FBX

It's said that the CIA_TrailerPark replaced Trailer_Park files so it's essentially the same thing.
There's also a mention of "MILO", this essentially means that there also was an interior for it, although this is all we know.

 

CHUMASH BEACH
I speculated that the Chumash beach would play a role, based on the fact that there are two russian strand missions which begin there.
This also turns out to be true: 
 

//depot/gta5/art/animation/resources/sets/Beach_Chumash_Ext.FBX

 

SPY LAB?
A mention of the following:
 

//depot/gta5/art/animation/resources/sets/Max_Files/TSPY_Layby_Ext.max
//depot/gta5/art/animation/resources/sets/TSPY_Layby_Ext.FBX

Caption says "Updated for shoot."

T must stand for Trevor, but i don't exactly know why it says "Layby" unless it's mispelled "Lab".

 

DEL PERRO PIER?
Mentions of new ferris and roller cars:
 

//depot/gta5/art/animation/resources/props/ingame/furniture/Prop_Ferris_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_01.FBX
//gta5_dlc/art/animation/resources/Props/Large/Prop_Roller_Car_02.FBX

 

CASINO
I've found another texture inside the new Chopshop DLC files, the new casino podium underground interior thing has a specular map for the previously found floor texture in my previous post.

 

kIVsFo7.png

 

Vehicles

I have also speculated that some of the vehicles from Agent Trevor DLC were reused for Heists DLC.
This is also true, i already posted this but i'll repost it for consistency:
 

ARMORDILLO4
ARMYBOXCAR
ARMYCAR
ARMYCAR2
ARMYCOACH
ARMYFLATBED
ARMYFREIGHT
DRONE
DRONE2
SLEUTH
STROMBERG

 

The armordillo4 is the one in particular, we know Armordillo was beta name for Insurgent, so it appears that there were 4 variants of it in this DLC.
armordillo - Pickup with turret
armordillo2 - Standard non turret version
armordillo3 - Pickup non turret version? (speculation)
armordillo4 - Mission variant version? (speculation)
Considering this DLC was agent themed, and Heists DLC also came with bunch of vehicles from the scrapped Agent game (savage, casco, valkyrie, enduro) i personally think those were part of the DLC as well. (There actually is proof of valkyrie being part of the DLC, more on that later)
We can only speculate, as you can see this incomplete list reveals that Stromberg was also part of the DLC, it seemed to play a quite important role as it was Trevor's personal vehicle.

 

Stromberg

 

There seemed to be a new mission type for Stromberg only missions.

 

		CC 		CLF Car (Clifford DLC Specific)

#IF USE_CLF_DLC
		CASE MISSION_TYPE_CLF_CAR					RETURN "CLF_CAR"					BREAK	
#ENDIF

 

Weapons
There is a code snippet confirming that previously found harpoon and crossbow are from the Agent Trevor DLC:

		//Clifford
		#IF FEATURE_CLIFFORD
		CASE PICKUP_WEAPON_DLC_HARPOON
		CASE PICKUP_WEAPON_DLC_JETPACK
		CASE PICKUP_WEAPON_DLC_CROSSBOW
		#ENDIF

 

At some point Rockstar has added two new weapon flags - UsableUnderwaterOnly and MeleeKungFu, i believe these are related to the DLC.
I think Harpoon gun was originally supposed to be usable underwater only, but that has changed as there's a dev comment saying it can be used on land:

			//If using harpoon gun on land, use the fallback clip set


MeleeKungFu flag has some code but it doesn't seem to actually do anything significant, it's just used to check if a weapon has this flag.
I think MeleeKungFu was related to the Korean mission strand, think about it...

 

HARPOON
Quite a bunch of code mentions:

			//Keep us flagged as swimming if we are in a SwimIdle state (ie aiming harpoon underwater)
			//how many stick-to-ped projectiles (ie harpoon projectiles) has this ped shot
			// Don't apply buoyancy force if we're in Swim FPS strafe underwater or aiming underwater (ie harpoon)
			// Harpoon: Don't swap weapons if we're in the SwimIdleIntro state
			// Harpoon: Only enter gun state if SwimIdleOutro isn't playing
			//B*1800599: Play holster anim for harpoon gun if we're in water
			// Used for automatically reloading water weapons (ie harpoon) after a specified time
			//B*1783494: Scale harpoon damage if underwater or has been shot in the head/torso

And in one of previous posts i said how there would be new animations for it too:

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_UNDERW", 0x70445420);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

		const fwMvClipSetId HARPOON_CLIPSET_ID("harpoon", 0xd95388c2);
		const fwMvClipId HARPOON_CLIP("TRANS_IDLE2AIM_SURFACE", 0xb12aee44);
		pClip = fwAnimManager::GetClipIfExistsBySetId(HARPOON_CLIPSET_ID, HARPOON_CLIP);

The game actually supports underwater weapons, assigning underwater flags to rifles will allow you to somewhat use them in the water, but it's pretty broken:

This is probably because those animations are missing.

CROSSBOW
No other information exists.

 

JETPACK

Now... there is a lot of jetpack mentions, but instead i'll show something that's in retail, in defaulttasks.ymt there's this mention:

   <JetpackData>
    <VelocityInheritance>
     <Enabled value="true" />
     <X value="0" />
     <Y value="-2" />
     <Z value="-2" />
    </VelocityInheritance>
    <PhaseToBlendOut value="0.85" />
    <BlendOutDelta value="-4" />
    <ForceToApplyAfterInterrupt value="300" />
    <ClipSetHash>skydive@parachute@pack</ClipSetHash>
    <PedClipHash>Chute_Off</PedClipHash>
    <PropClipHash>Chute_Off_Bag</PropClipHash>
   </JetpackData>

 

Fun fact: the mentioned Clipset can be found in RDR2 exe too!

 

There's also a mention of the jetpack using gad_clifford particle dictionary, and gad_clifford_thrust particle effect. I think Clifford originally was the jetpack, and not an AI like in Doomsday Heist.

The jetpack itself was closer to the parachute than the Thruster we have now, that is a reskinned helicopter.

I will skip all the leaked jetpack code because there is lots of it, and it's not that much interesting... i mean it is a jetpack.

 

DRONE LASER
This is probably what those laser projectiles were for. These would be used on drone or drone2.

 

VEHICLE_WEAPON_DRONE_LASER

 

SPYCAR WEAPONS
Vehicle weapon names belonging to the original version of Stromberg/"Spy Car", we pretty much ended up with the same set in final although different names:

	WEAPONTYPE_DLC_VEHICLE_TORPEDO = HASH("VEHICLE_WEAPON_TORPEDO"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARGUN = HASH("VEHICLE_WEAPON_SPYCARGUN"),
	WEAPONTYPE_DLC_VEHICLE_SPYCARROCKET = HASH("VEHICLE_WEAPON_SPYCARROCKET")

There is also a mention of Stromberg EMP and some code for it:

ptxEffectInst* pFxInst = ptfxManager::GetTriggeredInst(ATSTRINGHASH("veh_stromberg_emp", 

There is mentions of a script for "spycar_vehicle_system", but it doesn't exist anymore. Only globals are left and they don't tell us anything interesting so it will be skipped.
I think that code had something to do with respawning the car as there's a lot of functions related to that still left. Some dev comments exist mentioning that only a single instance of Stromberg should exist at once.

 

Characters

Thanks to these leaks we also have a list of all characters (as of it's last progress) in the DLC:

  • Trevor Phillips (Obviously)
  • Ron Jakowski
  • Wade
  • UL Paper (Referred to as "Paperman")
  • Agent 14 (As rumoured)
  • Agent 35
  • Simon Fence
  • Karen Daniels (There already was evidence for this)
  • Miles Goldstein (some files also say Goldstien, not sure which one is correct)
  • Vasily Silverstein
  • Kiril Sorokin
  • Galina Sorokin (Some files also call her "Galiana")
  • Afif
  • Adil
  • Basil
  • Dr Minton
  • Ji Hun
  • Jung Ho Song
  • Hak (Jung Ho Song's Girlfriend)
  • Kwak (returning)
  • Casino Owner (without a name it seems)
  • Lilly (casino related)
  • Claire ("ClaireOC", unknown what OC stands for, Stranger & Freaks)
  • Agnes (Stranger & Freaks)
  • Melody (Stranger & Freaks)
  • Alex (Stranger & Freaks)
  • Jack Howitzer (New Jack Howitzer episode)
  • Rufus Bellows (New Jack Howitzer episode)

Scripts

DLC Selection Screen

Back on Xbox 360 Rockstar has left a DLC selection screen inside startup script that allowed you to switch between "GTA", "Trevor" and "Dead". Those names were placeholder strings reused from somewhere else (GTA is a race type, Trevor and Dead are blip names).
The following code also exists in the source code leaks, but the labels were changed to instead use "DBG_GTAV", "DBG_CLIF" and "DBG_NORM" respectively. Along that the spZombies check was changed to spNorman. The menu checks if DLC_AgentTrevor or spNorman DLCs are installed and then it'll show a menu entry. It's also coded to show only single entry if only single DLC is present which makes it use slightly different layout.


ChromeXModz showed this menu long time ago on Xbox 360 (original video here and here), but i ported the code to PC as a Scripthook Dot Net mod to showcase it myself.
Label names have been adjusted to the leak ones, but obviously we don't have the original strings, so i just added ! before the label name, indicating a missing string.


Excuse the watermark but i don't want those stupid twitter kids to steal it and pretend it's from the leaked debug game build!

Zenpxj2.png

 

Casino Test Code

Existed on Xbox 360 as well, but was included in the leak. This code spawns a few casino test minigames under the map... or here it seems to spawn them inside player's apartment?

	// Setup clifford MG launcher
	#IF FEATURE_CLIFFORD
		IF IS_DLC_PRESENT(HASH("dlc_AgentTrevor"))
		
			CMGL_InitLauncher(cliffordLauncher, serverBD.mCliffordBD, playerBD[NATIVE_TO_INT(PLAYER_ID())].mCliffordBD, mpPropMaintain.iMostRecentPropertyID)
			
			MP_PROP_OFFSET_STRUCT tablePosition
			
			IF GET_PROPERTY_SIZE_TYPE(iCurrentProperty) = PROP_SIZE_TYPE_LARGE_APT
			
				IF IS_PROPERTY_BUSINESS_APARTMENT(iCurrentProperty)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_BUS_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ELSE
				
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_POKER_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Poker,		tablePosition.vLoc, 10.0)
					
					GET_POSITION_AS_OFFSET_FOR_PROPERTY(iCurrentProperty, MP_PROP_ELEMENT_CASINO_BJACK_TABLE, tablePosition, PROPERTY_HIGH_APT_1)
					CMGL_SetupTrigger(cliffordLauncher, CMG_TYPE_Blackjack,	tablePosition.vLoc, 10.0)

				ENDIF
			ENDIF
		ENDIF
	#ENDIF


I haven't ported this code yet, but if anything it'll be in Part 3.

 

Missions

Now this is the most interesting part... i will start with a mission list and their internal order by strand (not actual story placement order, as that is still unknown, if it gets worked out then expect it in Part 3)

 

(Both Trevor and Space are now part of one CLF strand, but i split them into two under CLF just to match Xbox 360 stuff)
CLF/Trevor Strand
----------------------
1. Trevor_Train
2. Trevor_Finale

CLF/Space Strand
----------------------
1. Space_1
2. Space_2
3. Space_Finale

Russian Strand
----------------------
1. Russian_Plane
2. Russian_Car
3. Russian_Satellite
4. Russian_Jetpack
5. Russian_Cloak
6. Russian_Vasily

Korean Strand
----------------------
1. Korean_Protect
2. Korean_Rescue
3. Korean_SubBase
4. Korean_Satellites
5. Korean_5

IAA Strand
----------------------
1. IAA_Lies
2. IAA_Training
3. IAA_Jetpack
4. IAA_Drone
5. IAA_RTS
6. IAA_Heli

Casino Strands (It's possible all the three prep missions were active at once somehow)
----------------------
(Strand 1)
1. Casino_Setup
2. Casino_Prep1
5. Casino_Heist
(Strand 2)
3. Casino_Prep2
(Strand 3)
4. Casino_Prep3

Miles Strand (each mission is split into it's own strand so probably each mission in-between other missions, placement is guessed)
----------------------
1. Miles_Dam
2. Miles_Rocket
3. Miles_Planes

Arab Strand (placement is guessed)
----------------------
1. Arab_1
2. Arab_Defend
3. Arab_Fake
4. Arab_Tank

Jetpack Strand
----------------------
1. Clifford_Jetpack1
2. Clifford_Jetpack2
3. Clifford_Jetpack3
4. Clifford_Jetpack_Repeat

Alex Random Character Strand
----------------------
1. RCM_Alex_Ground
2. RCM_Alex_Air
3. RCM_Alex_Underwater
4. RCM_Alex_Reward

Melody Random Character Strand
----------------------
1. RCM_Melody_Montage
2. RCM_Melody_Airport
3. RCM_Melody_Wingwalk
4. RCM_Melody_Dive

Agnes Random Character Strand
----------------------
1. RCM_Agnes_Bodyparts
2. RCM_Agnes_Recapture
3. RCM_Agnes_Escape

Claire Random Character Strand
----------------------
1. RCM_Claire_Hacking
2. RCM_Claire_Drugs
3. RCM_Claire_Final

Agent 14 Strand
----------------------
(Assassin Missions)
3. Assassin_Cablecar
4. Assassin_General
5. Assassin_Subway
6. Assassin_Deal
7. Assassin_Heli
8. Assassin_Barber
9. Assassin_Street
(Cutscenes)
1. Agent_14_1
2. Agent_14_2
3. Agent_14_3

Paperman Strand
----------------------
(Assassin Missions)
1. Assassin_Police
2. Assassin_Retrieve
10. Assassin_Vineyard
11. Assassin_Hunter
12. Assassin_Skydive
(Cutscenes)
1. Paperman_1
2. Paperman_2
3. Paperman_3
4. Paperman_4
5. Paperman_5

 

Locations
First of all here's a list of all leaked Xbox 360 mission spawn point locations on the map (marked with yellow icons😞

b9uffbQ.png

 

mg2i2oA.png

 

Ingame locations in this post will be marked with red markers and blips, this is my own code that uses some of the original coordinate data.

 

Assassinations

I'll start with the assassin missions:


It looks like they were almost completed, in some script files you can even find their names. They seem to be tested till perfection. These missions were originally part of spAssassination DLC. As Franklin, Lester would send you a message about these missions and that would make them available.
Accidentally Rockstar has included the mission objectives back on Xbox 360, and due to this f*ckup, removing these entries had to be worked around because somehow it created memory issues in GTA Online.
For unknown reason these missions were never released, it looks like they were supposed to return in Agent DLC and be playable for Trevor instead, this time they were given by Agent 14 and UL Paper.
And i also believe that the Paperman/Agent14 cutscenes would take place in between these assassinations as there's no actual mission data for those. Their strands also have "ASS" in the name, standing for assassination and not actual budonkadonks.
Now let's actually begin talking about them, i'll skip generic information like kills that are being tracked, i will only list the important information.

 

Contact: ULP | Police Station Assassination | Payout: 0$ (No payout set for some reason)
Lawyered Up - Find and take out the lawyer to gain access to the target.
Loud Execution - Kill the target with explosives.
Shanked - Kill the target with a knife.
Mission Time - Complete within 02:50
Unmarked - Complete with minimal damage to health and armor.
----------------------
It appears this assassination also gave you a black suit for some reason, probably it was used to access the police station. The code from this still mentions Franklin however.

    #IF USE_CLF_DLC
        // Fix for bug 1731819 - Give player suit for police station assassination mission if they can't afford it.
        IF GET_NUMBER_OF_THREADS_RUNNING_THE_SCRIPT_WITH_THIS_HASH(HASH("DLC_Assassin_Police")) > 0
            IF eCompType = COMP_TYPE_OUTFIT
            AND eCompName = OUTFIT_P1_3PC_SUIT_0
            AND GET_TOTAL_CASH(CHAR_FRANKLIN) < 3800
                RETURN TRUE
            ENDIF
        ENDIF
    #ENDIF


The mission would probably take place at the Mission Row Police Station.
This mission begins outside of the artwork VC girl building in Hawick:

YIntKi5.png

 

Contact: ULP | Kill and Retrieve | Payout: 179000$
Carriers Capped - Kill the briefcase carriers with a headshot.
No Man Standing - Kill all security guards.
Pre-emptive Force - Plant a Sticky Bomb at the deal location to kill targets on arrival.
Sightseer - Use a telescope to observe the deal.
Mission Time - Complete within 06:40.
----------------------
Actual mission location is unknown, it mentions telescope so at least that's a lead.
This mission begins outside of Tequi-La-La, there's no actual payphone here though.

sZQPKZT.png

 

Contact: Agent 14 | Cable Car | Payout: 134000$
Disconnected - Snipe the cable car rig to drop the car and kill the target.
Lazy Kill - Wait for the target to reach the bottom before killing him.
Out of Batteries - Stop the cable car using the console.
Parachute Drive-by - Kill the target as you parachute past.
Mission Time - Complete within 03:15.
Tip Top - Reach the top of mount Chiliad within 03:30 time.
----------------------
Mission begins in paleto bay:

NhklxOG.png

 

Contact: Agent 14 | General Murder | Payout: 200000$
False Alarm – Kill the general without being detected.
Hidden Package – Hide in the back of the truck to enter the base.
Over and Out – Snipe the general from the radio tower.
Stairmaster – Take the stairs to the top of the control tower... ...and back down again.
Mission Time - Complete within 06:00.
Military Hardware – Kill the general using a Buzzard.
----------------------
It's obvious this mission took place in Fort Zancudo.
Mission begins near the highway to Fort Zancudo:

CCqdsv7.png

 

Contact: Agent 14 | Subway Sacrifice | Payout: 121000$
Headhunted – Kill the target with a headshot.
Scared of the Dark – Follow the tram on the surface.
Mission Time - Complete within 06:10.
Stay on Target – Do not kill the target’s companion.
----------------------
This mission begins at the car wash near Franklin's aunt's house:

sla7daI.png

 

Contact: Agent 14 | Drugs Kill | Payout: 172000$
Demolition Kid - Kill targets using a vehicle armed with Sticky Bombs.
Hear No Evil - Kill 3 enemies using stealth attacks.
No Mercy - Kill all targets before they start to escape.
Running Men - Kill all fleeing targets with a sniper rifle.
Mission Time - Complete within 02:20.
Untouchable - Complete with no damage to health and armor.
----------------------
The mission begins near a clothing shop in the desert:

9pxIkLM.png

 

Contact: Agent 14 | Helicopter Takedown | Payout: 166000$
Untouchable - Complete with minimal damage to health and armor.
Mission Time - Complete within 02:50.
Headshot Pilot - kill the pilot as he lands to make it crash and kill all targets.
Grounded - Wait for the helicopter to land before taking out the targets.
Fly Swatter - Shoot down the helicopter with a rocket.
----------------------
The mission begins near Grapeseed:

v1xd2d9.png

 

Contact: Agent 14 | Barber Shop Chop | Payout: 112000$
Hot Shave - kill target with scissors.
A Little off the Top - Kill the target with a headshot.
Quartet - Kill all 3 guards and the target.
Silence Please - kill the target with a silenced weapon.
Mission Time Complete within 01:20.
----------------------
It's obvious the mission location is the Rancho barber shop.
The mission begins near Vanilla Unicorn:

uHdLt6U.png

 

Contact: Agent 14 | Street Race Assassination | Payout: 145000$
Drive by Win - Kill all racers using drive by.
Pull Over - Use a cop car to stop the racers.
Sticky Win - Kill all racers using sticky bombs.
Mission Time Complete within 03:10.
----------------------
The mission begins near the outside of Hornbills strip club:

rVmtX7y.png

 

Contact: ULP | Vineyard Killing | Payout: 170000$
Accuracy - Finish with a shooting accuracy of 100%.
Capo'd - Headshot each boss.
Engine Trouble - Use a Sticky Bomb to kill all targets after they've entered their car.
Raining Grenades - Kill all targets in one explosion thrown blind over the house.
Mission Time Complete within 01:50.
Untouchable - Complete with minimal damage to health and armor.
----------------------
Mission location is obvious.
The mission begins near the Vineyard:

vXG2s0D.png

 

Contact: ULP | The Hunt | Payout: 193000$
Huntsman - Kill 3 animals.
Proof of Kill - Snap a photo of the dead hunter.
Scoped - Kill the hunter with a sniper rifle.
Mission Time Complete within 02:40.
Up Close and Personal - Melee kill the hunter.
----------------------
This mission probably used a new "U_M_Y_HUNTER_01" character model as the target.
Mission begins outside of the Cable Car area near Mount Chiliad:

RcNJlfo.png

 

Contact: ULP | Skydive Death | Payout: 104000$
Head Trauma - Headshot at least 1 target as they parachute down.
Off Course - Shoot all 3 targets parachutes to send them off course.
Rough Landing - Kill the all 3 characters before they land.
Mission Time Complete within 01:30.
----------------------
Mission begins in paleto bay, same as Cable Car location. (Pic not included because i showed it before already)

 

Random Characters
Next i'll cover random characters, it's quite hard to say what's happening here though.

 

Alex
The first mission for Alex involved some sort of tracking device, prop name is cs_tablet_02.
The second mission involved a drone and a flight box.
Third mission is unknown, but we know it's named underwater so there's that.
The fourth mission is reward, it looks like the reward was Zentorno but it was most definitely a placeholder.
In my opinion Alex's mission strand was some sort of fetch quest that would reward us with a fast car.

 

Melody
Her missions are very mysterious, all i can say is that the second mission involved a suitcase (model name: agt_Prop_Agent_Case) and it seemed to take place on the airport as indicated by the name.
A lot of background NPCs as well.

 

Agnes
Agnes is the most interesting character in my opinion, she had a personal vehicle which was a bobcat XL with metallic garnet red primary, metallic straw beige secondary and "11SBS214" plate.
The first mission is internally named bodyparts, my speculation is that we had to dispose of some sort of bodyparts. You don't say? Strangely enough the vehicle is named "bobcatxm" here, but it might be a typo, there's also a mention of four heist money bags named "Agnes_Sack".
The second mission has absolutely 0 information other than the cutscene involving Agnes and the bobcat.
The third is the most interesting, the name is "escape" and cutscene mentions Tables, Chairs, Plates, Silver Tray, Cocktail Glasses, Wine and Forks.
My speculation is that Agnes is a psycho girl that invites Trevor to a dinner, drugs Trevor and then tries to kill him, he has to escape her house or even kill her, this idea begins with the first mission which involved bodyparts.
Basically i think she's sorta a female version of Eddie Low, but again all of this is just speculation based on some cutscene object references...

 

Claire
Her missions involve a phone, the "fugitive" car, and crates, but unfortunately that's all we know.
We can only speculate that they had to do with drugs and hacking, as expected by the mission names...

 

Main Missions
This is the highlight - what you've been waiting for, there's still a lot of blanks but i'll go through each mission and share my findings and thoughts.
As i said all mission start coordinates have been leaked back in Xbox 360/PS3 era, so at least we have something to go with, however there have been some new missions added as well which we don't have coordinates for.

 

Trevor_Train
This mission has a weird start position, my explanation for this is that it's just placeholder, the mission itself was essentially a prologue so it doesn't need a start point because it starts automatically.
My speculation is that Trevor robs an army train and attracts IAA's attention somehow, the train part can be confirmed by the new train models added in the DLC (armyfreight, armycar, armycar2 and armyboxcar).

 

AUJY0gU.png

 

Trevor_Finale
This seems to be the final mission of the DLC where Trevor parts ways with IAA. It starts outside of the IAA building.
Oracle XS, Agent14's car is mentioned in the cutscene data.

 

7wuBIGW.png

 

Space_1, Space_2, Space_Finale
It's hard to say exactly what's going on here, but the original Agent game was supposed to end in space.
It's possible once Agent was scrapped they took the idea for Agent Trevor, think about it - they have quite a few similarties...
Unfortunately these are new and we have zero information or coordinates.

 

Russian_Plane
This mission involved Trevor boarding a jet at LSIA.
The following props are mentioned: Prop_Passport_01 (Trevor_Passport), agt_Prop_DLC_Boarding_Pass (Trevor_Ticket), agt_Prop_Agent_Case, agt_Prop_DLC_Spyglasses, agt_Prop_Marshal_Badge_01, agt_Prop_Plane_int_1st_AG, agt_Prop_Plane_int_2nda_AG, agt_Prop_Plane_int_2ndb_AG, agt_Prop_Plane_int_fus_AG, agt_Prop_Plane_int_fus2_AG, agt_Prop_Plane_Int_rear_door, agt_Prop_Agent_Plane_Trolly
It would probably be similar to TBOGT's final mission. Here Trevor has to presumably retrieve an USB drive (agt_Prop_DLC_USB_Drive) belonging to one of russians on the plane.
The spyglasses would be used to identify the potential target i assume.

The first cutscene has a mention of a lot of NPC's and baggages so i assume Trevor would be entering the airport terminal.

There is also a mention of the jet taking off, so yeah.

 

O5iFdSt.png

 

Russian_Car
In the first cutscene Karen and Simon are mentioned, it seems that Simon was smoking a cigarette.
Stromberg and parachute is also mentioned but idk how it plays into it.
It looks like in this mission Trevor has to steal Vasily's oracle, this is also the first mission where Vasily, Kiril and Galina appear.
There's also a mention of new magnet prop (agt_Prop_Agent_magnet) and cargobob, so presumably the car would be lifted by cargobob similarly to Fleeca Heist in GTA O.
Weirdly enough there's also a mention of skates, agt_prop_agt_CS_Skates_R, agt_prop_agt_CS_Skates_L but i don't know what's the link.

 

I1hekOG.png

 

Russian_Satellite
The cutscene mentions Karen and Beach Towels... This is the mission where Karen used her bikini outfit.
As i said, this mission started at the chumash beach.
Simon is also mentioned, UAV Remote (agt_Prop_CS_UAV_Remote) and UAV Drone (to be clear it's "drone" vehicle model from this DLC).
There's also a mention of a tiger shark (agt_P_tigershark_S).

 

wL8rtmv.png

 

gyfOt0M.png

 

Russian_Jetpack
Nothing is known about this mission, but clearly it had some involvement with Jetpack, maybe the Russians stole it?
This mission is new so it doesn't have any coordinates.

 

Russian_Vasily
Karen, Trevor, Agent 35 and Simon gear up, there's mentions of body armor (agt_Prop_Agent_Overalls_01), nightvision goggles (agt_Prop_Night_Vision_goggles), Carbine Rifles and heist bags.
Simon's cigarette and binoculars are also mentioned.
Smoke grenade is being used as "EMP Grenade".
Karen has a tablet.
Probably infiltrating the russian compound mentioned earlier, i guess capturing Vasily.
The mission begins in the same spot as Russian_Satellite, but this was before Russian_Jetpack existed, so perhaps the coordinates were switched for final.


Korean_Protect
Intro cutscene involves "agt_Prop_Agent_din_chair_01" (Korean_Chair), and laptop (P_Laptop_02_S).
The entire mission seems to be about protecting Jung Ho Song and his girlfriend "Hak" from an assassin.
Both of them are on the Marquis boat so actual mission took place somewhere out in the sea.
Somehow Hak ends up getting kidnapped.

 

3UlNC0F.png

 

Korean_Rescue
Trevor meets with Kwak who seems to be a friend of Jung Ho Song, to me it looks like they meet somewhere in vinewood. Although the xbox 360 mission start point is somewhere else.
There's a mention of the Space Ranger NPC with the laser gun, and a new U_M_M_PRB_Cosplay ped, a *Male* Princess Bubblegum Cosplayer.
Bunch of other background NPCs are also mentioned.
In this mission Trevor has to use the Stromberg to reach the submarine, where Hak is being held.
Trevor boards the submarine and finds cell keys (agt_prop_cs_uw_keys_01) to free Hak.

 

f6ysGJT.png

 

Korean_Subbase
Intro cutscene involves a laptop, chairs, door and a katana... (Yes that's what the katana prop in files was for)
There's nothing known about this mission, but Subbase is the internal name of the Merryweather base in the docks, so maybe it had some sort of involvement.
Additionally as mentioned in my previous post, the aircraft carrier was located right next to it.
Lastly there was a new ped model called S_M_M_SPECOPKOR_01 (Spec Ops Korean), so maybe it had something to do with this mission.
This mission begins in the same spot as Korean_Rescue, it looks like the Dream Tower is where the Korean Apartment would've been.

 

xNJ8Xjy.png

 

Korean_Satellites
Nothing is known about this mission apart from kwak being present with a briefcase. Mention of Korean Guard too.
My speculation is that the IAA facility gets raided by an enemy faction and everyone has to defend it, that would explain why the IAA facility has so much breakable glass (it was also used in Online ofc).
This is the only korean mission that begins in the IAA facility.

 

9rygEya.png

 

Korean_5
Unknown. This mission startup point seems to be placeholder and unrelated to the mission, but i'll show it anyway.

 

LOpSPmL.png

 

IAA_Lies
This is the first IAA mission, definitely right after Trevor_Train.
UL Paper is mentioned in the intro cutscene, he's smoking a cigarette and probably is wearing headphones (agt_Prop_DLC_Headphone_01).
The mission starts at Trevor's trailer... and in the cutscene there's mentions of bottle litter and bottle caps...
My speculation is that Trevor returns to his trailer and sees UL Paper sitting in there and smoking, and somehow ULP ends up convincing Trevor to work for them, probably blackmail.
The next cutscene mentions speedo van, UL's paper fugitive is mentioned but it's actually Karen who owned a metallic black fugitive with "DANIELSK" license plate.
Two suitbags "agt_Prop_cs_cia_suitbag" for Karen and Trevor.
Spyglasses are also mentioned again (agt_Prop_DLC_Spyglasses)
It appears Karen Daniels and Trevor Phillips protect a senator at a fundraiser event. The mission name probably comes from the fact that the Senator wasn't truthful about what he's saying...
While the Senator is giving some speech at a Lectern, an assassin shows up on a daemon bike, Karen and Trevor chase him on Sanchez bikes.
There's also a mention of characters "Jeremy" and "Dwight" but it's unknown who they are. Another assassin using S_M_M_MovAlien_01 model, aliens confirmed?

 

Pg0EwRF.png

 

IAA_Training
First cutscene where Trevor visits the IAA facility. Elevator is mentioned and a baggage check.
As we know there's a bagagge check at the entrance of the IAA facility interior so this matches, two guards at the entrance.

 

G2VHPBD.png


Looks like there would be a meeting where you would meet Miles Goldstien for the first time.
Mentions of notepads, pencils, tablets, office chairs and background npcs.
Mission begins at the same location as Korean_Sattelites

I wonder if this room is related... but there's no evidence it was ever open:

L78wur5.png

 

IAA_Jetpack
Mission starts outside of Rex's diner.
First mission involving jetpack "agt_Prop_SPA_Jetpack".
It's also revealed that Miles wears glasses, prop name "agt_P_CS_MG_glasses_S".
Miles' black speedo van is mentioned.

 

4ublkU5.png

 

IAA_Drone
Mission begins outside of the FIB building logo. Based on this i guess the titular Drone belongs to the FIB.
This time speedo is referred to as "Karens_Van".
Miles' khamelion is mentioned.
Paper's metallic graphite black jackal is mentioned. As expected he also smoked a cigarette.
A server drive is mentioned "Prop_CS_Server_Drive".
Miles' laptop and phones of Karen and UL paper are mentioned.

 

2gSP56M.png

 

IAA_RTS
Unknown. This mission is completely new so no coordinates exist.

 

IAA_Heli
This mission is new so coordinates don't exist.
Simon and his frogger are mentioned.
Pebbles (Prop_CS_Pebble), Simon's megaphone (Prop_Megaphone_01) and Simon's harness (P_mrK_harness_S) are also mentioned.

 

Casino_Setup, Casino_Prep1, Casino_Prep2, Casino_Prep3, Casino_Heist
Cutscenes involving Claire and Lilly.
A prop named "agt_Prop_agt_CS_Mace" (Actual mace? Wtf is this? Guess that GTA IV leak wasn't wrong after all...)


Casino_Setup starts at another IAA Facility Dish.

 

oSch4bC.png


The rest start behind IAA building, but Casino_Prep3 is completely new, so it's unknown where it started.
It also doesn't make sense for them to all start in the same place if the preps missions were active all at once, but who knows...

 

U1zty9T.png

 

Miles_Dam
New mission, no coordinates.
Unknown.

 

Miles_Rocket
New mission, no coordinates.
Mission featured the drone again.

 

Miles_Planes
New mission, no coordinates.
Intro cutscene only mentions a phone (Prop_NPC_Phone).
In the middle cutscene there's a mention of army npc model, and two lazer jets named "Miles_Jet_1" and "Miles_Jet_2".
Ending cutscene has mentions of Karen Daniels, Cargobob, Valkyrie2 (Valkyrie MOD.0), and a lot of army npc models.
Trevor had a headset (agt_Prop_Agt_cs_headset).

 

Arab_1
Mission mentions Agent14's car again, this time fugitive (probably placeholder).
Agent14's phone and "agt_Prop_CS_SIM" prop (probably a sim card?).
Prop_LrgGate_03b_LD as arab_gate is mentioned, this is actually the same prop as the small entrance gate to the mansion.

 

kp6i2Sm.png


Arab_1 was originally Arab_Defend so it's unknown where this mission would start, but logically it could've been the same place.
Considering there's no mentions of Afif, Adil, Basil and Dr Minton so far, i expect them to be part of this mission strand.

 

Arab_Defend
Unknown. Possibly defending the mansion from attackers.
Mission starts outside of the mansion.

 

DMlyisz.png

 

Arab_Fake
Unknown. Originally was Arab_Horse but looks like horses were cut yet again.
Arab_Horse starts at the bottom entrance to the mansion.

 

qLA1Ftz.png

 

Arab_Tank
Unknown. Originally was Arab_Heli but the concept might've been moved to the new IAA_Heli.
Arab_Heli mission start point was the same as Arab_Horse.

 

Clifford_Jetpack1, Clifford_Jetpack2, Clifford_Jetpack3, Clifford_Jetpack_Repeat
Four jetpack missions which we know nothing about, they all start in the same location which is right next to the facility, near a road.
These always were weird, again - i don't know what Clifford has to do with it unless the Jetpack was named Clifford.
I think 1, 2 and 3 were some sort of time trials or tutorials for the jetpack, while repeat would just let you use it at any time you want.

 

dHRtdZ5.png

 

Agent_14_1
Cutscene only.
Only Agent 14's phone is mentioned.

 

Agent_14_2
Cutscene only.
Claire makes an appearance.
Mentions of office chairs, milk pot, saucer, sugar pot, tea pot, two tea cups, and a silver tray.
...Potluck? Perhaps? Maybe Claire was an inspiration for Mrs Rackman in Doomsday Heist too?

 

Agent_14_3
Cutscene only.
One office chair for Agent14 and one for Trevor.
A "beaker" is mentioned.

 

Paperman_1
Cutscene only.
ULP is mentioned ofcourse, smoking a cigarette ofcourse.

 

Paperman_2
Cutscene only.
Pretty interesting, mention of coffin (agt_Prop_Cliff_Coffin), Romero (Paper_Hearse) and Coffin Tray (agt_Prop_CS_Coffin_Tray).
Was UL Paper supposed to die? Or maybe fake his death? Something that's weird is the coffin has "Cliff" in the name, obviously standing for Clifford.
Another thing is that after this Paper seems to be out of story and paperman cutscenes, so maybe he really is dead.

 

Paperman_3
Cutscene only.
Miles' glasses are mentioned.

 

Paperman_4
Cutscene only.
Only a cigarette is mentioned.

 

Paperman_5
Cutscene only.
A cigarette is mentioned, Miles' Khamelion and Prop_CS_Box_Clothes (Trevors Clothes).
Considering the Army outfit was planned, maybe you'd unlock it for completing all assassination missions? Would make sense with the clothes box.

That concludes this massive post, for now at least... if there will be anything more that's interesting, it will come in Part 3!

 

 

This was an interesting find! Great job, man!

 

Y'know, I began to think: because I know some games, namely God of War and Cyberpunk 2077, had comics/graphic novels that served as prequels and sequels to the story and characters, I wish Rockstar could have repurposed the DLC into those.

 

While it sounds unlikely for them and they have their history of other media companies requesting to adapt their work, just imagine having multiple comic series that bridges the years gap and explains what became of our trio after the Third Way? I'm assuming that it would have costed less to produce.

 

Before someone says, "Who reads comics?" I know plenty of people who still do and collect them. It would have given us some solace that the trio are still out there within the story and the HD universe as a whole.

Edited by Teal
  • Like 1
  • Realistic Steak! 1
nnxnnennxnnnex
15 hours ago, arisfelbonilla said:

so much ? I have seen several recreations and the truth is that they are very well done.

These recreations are still not accurate. They are based on info about different developement stages of the game and often include content based only on players speculation. Also we just haven't seen that much of beta SA footage to make accurate beta recreation mods.

4 hours ago, nnxnnennxnnnex said:

These recreations are still not accurate. They are based on info about different developement stages of the game and often include content based only on players speculation. Also we just haven't seen that much of beta SA footage to make accurate beta recreation mods.

I like Kalvin's mod precisely because it goes against mere speculation. There are no cars from GTA VC, Alcatraz Island or mission scripts complementary to those that were removed and are incomplete in the files.

GTA V has so far had more content removed than SA, although the creation of a beta mod for it, nowadays, has unfortunately fallen into disinterest from the community.

  • Like 1
HeySlickThatsMe

It looks like "Caida Libre" was originally the first mission for Solomon Richards... i guess that explains the old name "Vinewood Babylon"

 

In the script file there's a lot of mentions of SOL1 and there's even commented code mentioning the cut Sexton Daniels character.

//		REQUEST_MODEL(PROP_DEST_PLANE)	
//		REQUEST_MODEL(CS_SEXTONDANIELS)
		
//		WHILE NOT HAS_MODEL_LOADED(PROP_DEST_PLANE)
//		WHILE NOT HAS_MODEL_LOADED(CS_SEXTONDANIELS)
//			WAIT(0)
//		ENDWHILE
		
		//Create plane
//		IF NOT DOES_ENTITY_EXIST(ObjCrashedPlane)
//			ObjCrashedPlane = CREATE_OBJECT(PROP_DEST_PLANE, <<2835.90, 4739.27, 43.47>>)
//			SET_ENTITY_ROTATION(ObjCrashedPlane, <<0,0,166.34>>)
//		ENDIF			
		
		//Create Sexton
//		IF NOT DOES_ENTITY_EXIST(pedTarget)
//			pedTarget = CREATE_PED(PEDTYPE_MISSION, CS_SEXTONDANIELS, << 2836.3191, 4745.7349, 46.8542 >>, 155.3079)
//			SET_ENTITY_HEALTH(pedTarget, 0)
//		ENDIF

 

//					IF DOES_ENTITY_EXIST(pedPilot)
//						DELETE_PED(pedPilot)
//					ENDIF	
					
//					CANCEL_MUSIC_EVENT("SOL1_CRASH")
					
//					WHILE NOT HAS_MODEL_LOADED(PROP_DEST_PLANE)
//						WAIT(0)
//						PRINTSTRING("SOLOMON1_WAITING_63") PRINTNL()
//					ENDWHILE					
					
//					IF NOT DOES_ENTITY_EXIST(ObjCrashedPlane)
//						ObjCrashedPlane = CREATE_OBJECT(PROP_DEST_PLANE, <<2835.90, 4739.27, 43.47>>)
//						SET_ENTITY_ROTATION(ObjCrashedPlane, <<0,0,166.34>>)
//					ENDIF			

 

Mentions of remote sniper still being an app and Franklin in the music events.

 

	CANCEL_MUSIC_EVENT("SOL1_START")
	CANCEL_MUSIC_EVENT("SOL1_VEH")
	CANCEL_MUSIC_EVENT("SOL1_SNIPER_READY")
	CANCEL_MUSIC_EVENT("SOL1_APP_ACTIVE")
	CANCEL_MUSIC_EVENT("SOL1_ENGINE_HIT")
	CANCEL_MUSIC_EVENT("SOL1_FRANKLIN_STARTS")
	CANCEL_MUSIC_EVENT("SOL1_AIR_TRAFFIC")
	CANCEL_MUSIC_EVENT("SOL1_BUS_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_TRAIN_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_ALMOST_CRASHED")
	CANCEL_MUSIC_EVENT("SOL1_DRIVE_TO_OBS_RT")
	CANCEL_MUSIC_EVENT("SOL1_SHOOT_PLANE_RT")
	CANCEL_MUSIC_EVENT("SOL1_CHASE_PLANE_RT")

 

15 hours ago, Matushka said:

Any stuff related to cut cop stuff apart from cars?

Mainly weapons and some other leftovers.

On 1/2/2024 at 6:35 PM, HeySlickThatsMe said:

Mentions of remote sniper still being an app and Franklin

 

	CANCEL_MUSIC_EVENT("SOL1_START")
	CANCEL_MUSIC_EVENT("SOL1_VEH")
	CANCEL_MUSIC_EVENT("SOL1_SNIPER_READY")
	CANCEL_MUSIC_EVENT("SOL1_APP_ACTIVE")
	CANCEL_MUSIC_EVENT("SOL1_ENGINE_HIT")
	CANCEL_MUSIC_EVENT("SOL1_FRANKLIN_STARTS")
	CANCEL_MUSIC_EVENT("SOL1_AIR_TRAFFIC")
	CANCEL_MUSIC_EVENT("SOL1_BUS_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_TRAIN_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_ALMOST_CRASHED")
	CANCEL_MUSIC_EVENT("SOL1_DRIVE_TO_OBS_RT")
	CANCEL_MUSIC_EVENT("SOL1_SHOOT_PLANE_RT")
	CANCEL_MUSIC_EVENT("SOL1_CHASE_PLANE_RT")

 

xWXDDJ6.png

and also in this official screenshot we can see Franklin riding the sanchez

On 1/2/2024 at 2:35 PM, HeySlickThatsMe said:

It looks like "Caida Libre" was originally the first mission for Solomon Richards... i guess that explains the old name "Vinewood Babylon"

 

In the script file there's a lot of mentions of SOL1 and there's even commented code mentioning the cut Sexton Daniels character.

//		REQUEST_MODEL(PROP_DEST_PLANE)	
//		REQUEST_MODEL(CS_SEXTONDANIELS)
		
//		WHILE NOT HAS_MODEL_LOADED(PROP_DEST_PLANE)
//		WHILE NOT HAS_MODEL_LOADED(CS_SEXTONDANIELS)
//			WAIT(0)
//		ENDWHILE
		
		//Create plane
//		IF NOT DOES_ENTITY_EXIST(ObjCrashedPlane)
//			ObjCrashedPlane = CREATE_OBJECT(PROP_DEST_PLANE, <<2835.90, 4739.27, 43.47>>)
//			SET_ENTITY_ROTATION(ObjCrashedPlane, <<0,0,166.34>>)
//		ENDIF			
		
		//Create Sexton
//		IF NOT DOES_ENTITY_EXIST(pedTarget)
//			pedTarget = CREATE_PED(PEDTYPE_MISSION, CS_SEXTONDANIELS, << 2836.3191, 4745.7349, 46.8542 >>, 155.3079)
//			SET_ENTITY_HEALTH(pedTarget, 0)
//		ENDIF

 

//					IF DOES_ENTITY_EXIST(pedPilot)
//						DELETE_PED(pedPilot)
//					ENDIF	
					
//					CANCEL_MUSIC_EVENT("SOL1_CRASH")
					
//					WHILE NOT HAS_MODEL_LOADED(PROP_DEST_PLANE)
//						WAIT(0)
//						PRINTSTRING("SOLOMON1_WAITING_63") PRINTNL()
//					ENDWHILE					
					
//					IF NOT DOES_ENTITY_EXIST(ObjCrashedPlane)
//						ObjCrashedPlane = CREATE_OBJECT(PROP_DEST_PLANE, <<2835.90, 4739.27, 43.47>>)
//						SET_ENTITY_ROTATION(ObjCrashedPlane, <<0,0,166.34>>)
//					ENDIF			

 

Mentions of remote sniper still being an app and Franklin in the music events.

 

	CANCEL_MUSIC_EVENT("SOL1_START")
	CANCEL_MUSIC_EVENT("SOL1_VEH")
	CANCEL_MUSIC_EVENT("SOL1_SNIPER_READY")
	CANCEL_MUSIC_EVENT("SOL1_APP_ACTIVE")
	CANCEL_MUSIC_EVENT("SOL1_ENGINE_HIT")
	CANCEL_MUSIC_EVENT("SOL1_FRANKLIN_STARTS")
	CANCEL_MUSIC_EVENT("SOL1_AIR_TRAFFIC")
	CANCEL_MUSIC_EVENT("SOL1_BUS_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_TRAIN_JUMP")
	CANCEL_MUSIC_EVENT("SOL1_ALMOST_CRASHED")
	CANCEL_MUSIC_EVENT("SOL1_DRIVE_TO_OBS_RT")
	CANCEL_MUSIC_EVENT("SOL1_SHOOT_PLANE_RT")
	CANCEL_MUSIC_EVENT("SOL1_CHASE_PLANE_RT")

 

So it seems that Caida Libre (or Vinewood Babylon) and Martin Mardazo originally had nothing to do with each other. I'm assuming its because the Sharmoota Job was still planned to be.  I guess we have still to find out why Michael wanted to rob Madrazo, though. Michael was scared of Madrazo and never interested in getting on bad terms with Madrazo again, so WHY WOULD HE ROB HIM?? lol

You mentioned some of this before and theorized that R* never was able to find out that reason themselves (in addition to other issues), and had to scrap the whole thing. Such a shame, because it seems R* had real ambitions with that house robbery. 

Edited by Nyfyr
HeySlickThatsMe

Here's bunch of cut weapon model stuff (found in the same place where the cut vehicle models are referenced):

 

Advanced Rifle Mags (these ones are named "advrifle" instead of "advancedrifle")
 

w_ar_advrifle_mag1
w_ar_advrifle_mag2

 

Vertical Grip Attachment (probably cut due to animations not matching)

 

w_at_ar_vertgrip

 

Incendiary Grenade

 

w_ex_grenadeincendiary

 

Sticky Bomb Detonator (looks like it originally functioned like GTA SA, there is still a detonator weapon flag but i haven't tested if it works)

 

w_ex_pe_detonator

 

Grenade Launcher Shells/Bullets?

 

w_lr_gl_shell_1
w_lr_gl_shell_2
w_lr_gl_shell_3
w_lr_gl_shell_4
w_lr_gl_shell_5
w_lr_gl_shell_6

 

Copy of RPG

 

w_lr_rpg001

 

Lasso

 

w_melee_lasso01
w_me_lasso01

 

Shovel

 

w_me_shovel

 

Fireaxe

 

w_me_fireaxe

 

Wrench

 

w_me_wrench

 

Copies of MG mags?

 

w_mg_mg_mag003
w_mg_mg_mag004

 

Rubber Gun (it also proves there was no attachments for it like extended mag)

 

w_sb_rubber
w_sb_rubber_edit
w_sb_rubber_mag1

 

HeySlickThatsMe

Here's two more findings from MPArmy and MPSports, together with some of @rollschuh2282 help:

 

MPArmy

Spoiler

The DLC was internally referred to as "Armypendence Pack".

/*	AND (g_sMPTunables.btoggleactivatearmypendencepack #IF IS_DEBUG_BUILD OR g_bDebugAllowarmypendenceItems #ENDIF OR GET_PACKED_STAT_BOOL(PACKED_MP_STAT_PURCHASED_FACEPAINT))	*/

We already know that there were 9 facepaints planned for this DLC, this is yet another thing that was found by ChromexModz long time ago, i'll leave a video link here.

The same code still exists in the source files and the facepaints are internally named Army Face Paint A-I and seem to have random price.

 

	#IF FEATURE_ARMY
	IF IS_ARMY_DLC_INSTALLED_FOR_MAKEUP()
		sMakeup[35].sLabel = "MKUP_ARM_0"	//Army Face Paint A
		sMakeup[35].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[36].sLabel = "MKUP_ARM_1"	//Army Face Paint B
		sMakeup[36].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[37].sLabel = "MKUP_ARM_2"	//Army Face Paint C
		sMakeup[37].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[38].sLabel = "MKUP_ARM_3"	//Army Face Paint D
		sMakeup[38].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[39].sLabel = "MKUP_ARM_4"	//Army Face Paint E
		sMakeup[39].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[40].sLabel = "MKUP_ARM_5"	//Army Face Paint F
		sMakeup[40].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[41].sLabel = "MKUP_ARM_6"	//Army Face Paint G
		sMakeup[41].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[42].sLabel = "MKUP_ARM_7"	//Army Face Paint H
		sMakeup[42].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
		
		sMakeup[43].sLabel = "MKUP_ARM_8"	//Army Face Paint I
		sMakeup[43].iCost = GET_RANDOM_INT_IN_RANGE(100, 1000)*10
	ENDIF
	#ENDIF

 

But i had a thought, what if they were reused in another DLC? What if they were brought back after years? Turns out this is indeed the case...

 

Cayo Perico DLC has added exactly 9 new face paints...

 

3afGjKf.png

 

They're all army themed, and this one is the most interesting one, it literally says "army" on it:

 

Ar7x2Fy.png

 

An interesting thing is that compared to the rest, the first two facepaints have this stretching effect when the alpha is removed, which means they must've been edited in some capacity. This technique wasn't used back in the day.

 

oSvu0P3.png anpT0sE.png


MPSports

Spoiler

Rollschuh's find: There are mentions of the DLC being internally referred to as "Sports Fanatic Pack".

 

// will have to change this to the Sports Fanatic Pack

//TODO Set this up when we get command to check if sports fanatic dlc is installed

 

Something interesting is that below the first comment, there's more commented code that checks if Collectors Edition DLC is present, and it enables four new facepaints. They are named "The Jock", "Los Santos Corkers", "Los Santos Panic" and "Liberty City Swingers".

But what is actually interesting, is that these facepaints actually exist in the game files and have been sitting there since day one. They are completely unused and named mp_fm_faov_makeup_022-025.

gRd8xuO.png

 

I have seen these so many times when browsing through the files and i have never realized they're unused until Rollschuh brought up the code. Hell, i don't think anybody even realized they're unused for such a long time!

 

It's also very possible that a lot of cut day one clothing was supposed to return in the Sports DLC, such as cut sport jerseys and such. There's a lot of code where they're all named and labeled as DLC but we know they've been cut from day one as there's still some leftovers from them, along actual R* screenshots that i've shared before.

 

 

 

Edited by HeySlickThatsMe
Image update

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
  • 5 Users Currently Viewing
    3 members, 0 Anonymous, 2 Guests

    • TomilovSenya
    • mads1153
    • FER LUIS
×
×
  • Create New...

Important Information

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