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On 1/6/2024 at 3:54 PM, HeySlickThatsMe said:

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

 

MPArmy

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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...

 

facepaints.png?ex=65abea4e&is=6599754e&h

 

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

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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.

sports.png?ex=65abebf4&is=659976f4&hm=58

 

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.

 

 

 

So these were intended for online? Speaking off sports jerseys, in the first gta online trailer i remember seeing a baseball tee with a logo on it (no baseball tees have logos on them in gta online)

HeySlickThatsMe
1 hour ago, Rangerv1 said:

So these were intended for online? Speaking off sports jerseys, in the first gta online trailer i remember seeing a baseball tee with a logo on it (no baseball tees have logos on them in gta online)

Of course, they literally have "MP" in the name 

 

And yes those are *some* of the cut GTA Online clothing 

2 minutes ago, HeySlickThatsMe said:

Of course, they literally have "MP" in the name 

 

And yes those are *some* of the cut GTA Online clothing 

So we’re these planned to be paid dlc packs kinda like what’s in saints row 3/4 and watch dogs?

HeySlickThatsMe
1 hour ago, Rangerv1 said:

So we’re these planned to be paid dlc packs kinda like what’s in saints row 3/4 and watch dogs?

Two story DLCs (three if we're counting the assassinations dlc which technically is side content, and was merged with Trevor's DLC later), two map expansions, one probably cosmetic only (manhunt) and two unknown (enterprise/relationships)

 

But considering that zombies is listed as "norman pack" like "manhunt pack", it probably was a smaller scale DLC compared to Agent Trevor for example, but still with it's own playable content 

Edited by HeySlickThatsMe

Hey, i just found cut GTA Online deathmatch job called "Overlook". Judging by its description, it took place in Devin Weston's mansion. It was mentioned in builds.xml:

Quote

(Build 352.4) Started a JIP to a remote player in a Deathmatch (Overlook) after killing myself in SP and was unable to enter GTAO

Its .ugc (User Generated Content, those are also used for R* jobs) file exists in game files in Enhanced Edition in the Business DLC (2014 one) files. You can find it in x64w.rpf/mpbusiness/dlc.rpf/common/patch/data/ugc under the name of "-d4uoeb-d06avoboprc0ja_00.ugc". Here is a description from the UGC file:

"dec" : 	      [
"Cutthroat capitalism will run wild in this deathmatch at Devin ",
"Weston's mansion. Enjoy the view as you shoot your friends to g",
"et ahead by its pool, modern sculptural steps, manicured lawn, ",
"and sun decks."

Now that we know that Bully 2 had a playable build before being left aside or scrapped, what if the kids gang leader from RDR2 who worked for Angelo Bronte actually was Jimmy Hopkins' character model used in Bully 2's build? Even if he isn't exactly Jimmy Hopkins himself in RDR2, the appearance, double slap animation and circumstances are way too similar.

 

Tim The Tool Bag Taylor
On 1/11/2024 at 2:17 AM, HeySlickThatsMe said:

Two story DLCs (three if we're counting the assassinations dlc which technically is side content, and was merged with Trevor's DLC later), two map expansions, one probably cosmetic only (manhunt) and two unknown (enterprise/relationships)

 

But considering that zombies is listed as "norman pack" like "manhunt pack", it probably was a smaller scale DLC compared to Agent Trevor for example, but still with it's own playable content 

 

I'm curious to know what "Norman" could have meant? A name of a programmer or a simple codename? It's unlike the other packs that have a dedicated name in relation to what they were going to be.

Edited by Teal
HeySlickThatsMe
5 minutes ago, Teal said:

 

I'm curious to know what "Norman" could have meant? A name of a programmer or a simple codename? It's unlike the other packs that have a dedicated name in relation to what they were going to be.

Well Trevor's DLC was named Clifford in some capacity, so there must be something 

Did anyone find any clues in this leak pointing to Lamar as a major character in the story or even becoming a playable protagonist? To this day, what was found still does not prove his greater involvement in the game, perhaps now we can draw a conclusion about it once and for all.

  • Like 1
HeySlickThatsMe
2 hours ago, PauloJz said:

Did anyone find any clues in this leak pointing to Lamar as a major character in the story or even becoming a playable protagonist? To this day, what was found still does not prove his greater involvement in the game, perhaps now we can draw a conclusion about it once and for all.

 

I don't think there's anything related to Lamar being playable, or at least i myself haven't found anything about that.
"Playable Lamar" is as fake as "Ryder never betrayed", there isn't even any concrete evidence that Lamar was ever considered to be playable.


The thing people try to pass as proof is Slink Johnson saying "Wow where did you hear that? Lamar had a bigger role in the story" to "Is it true that Franklin originally supposed to die and Lamar become playable?" which is not enough evidence, the fact he said "Wow where did you hear that" makes me think he has never heard about something like this, his reply is visibly in a surprise mood.


Just because he said that he had a bigger role it doesn't confirm that he was playable at some point, he could've had extra missions or mission appearances before the game's rewrite. Another bit people try to pass as actual proof is the fact that Families members can greet Lamar and have unique voice lines, although that also does not confirm anything. I think this can trigger when hanging out with Lamar, and if im wrong then this can be a scrapped feature, but Lamar wouldn't need to be playable for this.


Hell, a lot of NPC's have lines that never or rarely trigger, 99% of NPC's have voice lines for greeting epsilon members by saying "Kifflom", characters like Amanda, Tracey and Jimmy have voice lines when Michael dies, but that will never be heard normally (it works for Trevor and Franklin or vice versa though), and so on.

 

Going back to the Families voice lines, there is something similar in Ubisoft's WATCH_DOGS 2 where the story characters have voice lines for freeroam, even though they're never playable and there is no evidence that they ever were. For example "Lenni", one of the antagonists in that game has lines for petting dogs and stealing cars, yet that will never trigger as only the player character can do this. I asked one of the voice actors why would these lines be recorded and they said that the studio probably wanted them just incase they're ever needed.

Edited by HeySlickThatsMe
9 hours ago, Teal said:

 

I'm curious to know what "Norman" could have meant? A name of a programmer or a simple codename? It's unlike the other packs that have a dedicated name in relation to what they were going to be.

Norman could be a reference to either Norman Bates from Psycho or Norman Reedus the actor for Daryl Dixon in the walking dead (a zombie show) as these are both connected to horror

2 hours ago, HeySlickThatsMe said:

 

I don't think there's anything related to Lamar being playable, or at least i myself haven't found anything about that.
"Playable Lamar" is as fake as "Ryder never betrayed", there isn't even any concrete evidence that Lamar was ever considered to be playable.


The thing people try to pass as proof is Slink Johnson saying "Wow where did you hear that? Lamar had a bigger role in the story" to "Is it true that Franklin originally supposed to die and Lamar become playable?" which is not enough evidence, the fact he said "Wow where did you hear that" makes me think he has never heard about something like this, his reply is visibly in a surprise mood.


Just because he said that he had a bigger role it doesn't confirm that he was playable at some point, he could've had extra missions or mission appearances before the game's rewrite. Another bit people try to pass as actual proof is the fact that Families members can greet Lamar and have unique voice lines, although that also does not confirm anything. I think this can trigger when hanging out with Lamar, and if im wrong then this can be a scrapped feature, but Lamar wouldn't need to be playable for this.


Hell, a lot of NPC's have lines that never or rarely trigger, 99% of NPC's have voice lines for greeting epsilon members by saying "Kifflom", characters like Amanda, Tracey and Jimmy have voice lines when Michael dies, but that will never be heard normally (it works for Trevor and Franklin or vice versa though), and so on.

 

Going back to the Families voice lines, there is something similar in Ubisoft's WATCH_DOGS 2 where the story characters have voice lines for freeroam, even though they're never playable and there is no evidence that they ever were. For example "Lenni", one of the antagonists in that game has lines for petting dogs and stealing cars, yet that will never trigger as only the player character can do this. I asked one of the voice actors why would these lines be recorded and they said that the studio probably wanted them just incase they're ever needed.

Thanks for clarifying @HeySlickThatsMe

3 hours ago, Rangerv1 said:

Norman could be a reference to either Norman Bates from Psycho or Norman Reedus the actor for Daryl Dixon in the walking dead (a zombie show) as these are both connected to horror

The latter actually doesn't seem that far fetched. Kind of reminds me of how they codenamed Agent "jimmy" as well as a reference to James Bond (although that one obviously is far more on the nose)

HeySlickThatsMe

Some small stuff:

-Rubbergun was named "Rubber Gun" in-game and is after Stun Gun in the list, so it presumably was also in pistol slot and pretty much upgraded stun gun for 2013 MP CNC

-Programmable AR was named "Programmable A.R." in-game, A.R. would be short for Airburst Rifle (not Assault Rifle, that was a mistake)

-Redneck Rampage originally started out with Pistol .50 instead of Assault Rifle

-It appears machete was planned as a weapon before lowriders update, the cutscene model used by an altruist has w_me_machete in the name and this matches the mention I'm basing it on

-Earlier version of an info popup "// There are many activities you can visit with a friend. These are represented by radar markers like ~BLIP_CINEMA~, ~BLIP_COMEDY_CLUB~ and ~BLIP_MUSIC_VENUE~." Comedy Club and Music Venue blips got replaced by Tennis and Bar in final. There's also a mention of those blips and their coordinates in final, I haven't checked them out yet but I can bet the comedy club one belongs to split sides club in Vinewood.

-Repossession originally had Marabunta Grande instead of the Vagos, as the script source calls them Salvadorian and Esteban's voice gets set to one of Marabunta goons "salvagoon"

-Long Stretch still has mentions of cops in the code, uncommented model name for the riot van and mentions of "SWAT" rappeling through ceiling

-Mr. Phillips has unused code for "crackwhores", it seems it would spawn 4 prostitutes with lying down animations (kinda similar to that mission from GTA SA), the code and animations are still there but it doesn't get called anymore as that call was commented out, there is also a cut voice line during the chase that still exists in files "//JOHNNY TOLD ME HE ONLY BEEN SMOKING A COUPLE OF YEARS"

-Packman originally ended in the docks as we know, there was another section in the mission where you have to load cars into containers, and then you would switch to Trevor who would operate a dock crane and move the containers onto a ship, one of the cranes has it's own ymap/Ipl file which is always loaded, but can be unloaded to remove the crane, its also mentioned in the script. Additionally there's mention of two cutscenes for this mission that got wiped

-Kill Michael ending originally had another objective at the end to leave the area, then a phone call with Lamar would play and credits would roll, I guess it was pretty lame so they made it more cinematic for final

-The 2020 CNC Update would greet you with a video on screen introducing you to the update (like Diamond Casino Update) and spawn you outside a police station 

 

Big stuff:

The following pieces of clothing are unused and labelled as "Mime" (Sharmoota Job stuff)

 

Michael:

 

H3Sv4C7.png

 

Franklin:

 

ySkiuhi.png

 

cPCn4jw.png

 

Cd75Vm2.png

 

(Model is missing, Texture still there)

 

Trevor: 

 

mD1Ql54.png

 

The following textures are labelled as "Frozen" on Trevor (fits that mentioned old ending)

 

GeLH0oF.png

 

YvkOpJO.png

 

Additionally there's leftover frozen pants and boots textures left in clothing shop prop files. (Marked with green outline)

hn91hlj.png

 

Mr4jfEC.png

 

Check out this nice recreation.

 

 

Edited by HeySlickThatsMe
Updated images + extra
7 hours ago, HeySlickThatsMe said:

The following textures are labelled as "Frozen" on Trevor (fits that mentioned old ending)

 

hand_diff_000_b_whi.png?ex=65b56e3b&is=6

 

hair_diff_000_b_uni.png?ex=65b56e3b&is=6

I have a feeling that that OG ending would be a callback to The Shining

65a72fb0c878e2aa7a8bf93b385b6a9a.jpg

  • Like 2

I remember a lot of speculation back in the day about Trevor's white hair in the files. I think a lot of us speculated that it was originally something meant for Trevor's DLC. But this makes perfect sense.

 

Adding to that though, it seems as if they only designed one version of Trevor's "frozen hair", that being his default haircut. Which goes back to the original 2012 Game Informer preview where it was stated that the characters weren't customisable outside of their clothing selection. I think the entire concept of haircuts and tattoos was only added due to the initial backlash from fans about a lack of customisation.

HeySlickThatsMe

Well it's obvious other frozen assets got removed and somehow they kept these, but overall it doesn't mean they didn't have customization, as it's possible it would just revert Trevor to default appearance in the final mission

 

It's also worth to note that these hair and hand textures are earlier versions, the hair is slightly different and hands are made for completely different (and undetailed) model

HeySlickThatsMe

More weird stuff:
-Jack Howitzer was supposed to show up inside player's nightclub in some way, he also had champagne in his hand
-Tracey was supposed to show up in player's nightclub, there's code for Lazlow looking at her, and she was supposed to play lapdance animation... it explains why that exists in the club's anim dictionary
-Justin was supposed to show up in player's nightclub (alongside Poppy)

-This guy was also supposed to show up in player's nightclub for some reason
-The podium originally had a cage, the npc's were cage dancers

Edited by HeySlickThatsMe
nnxnnennxnnnex
19 hours ago, HeySlickThatsMe said:

Some small stuff:

-Rubbergun was named "Rubber Gun" in-game and is after Stun Gun in the list, so it presumably was also in pistol slot and pretty much upgraded stun gun for 2013 MP CNC

-Programmable AR was named "Programmable A.R." in-game, A.R. would be short for Airburst Rifle (not Assault Rifle, that was a mistake)

-Redneck Rampage originally started out with Pistol .50 instead of Assault Rifle

-It appears machete was planned as a weapon before lowriders update, the cutscene model used by an altruist has w_me_machete in the name and this matches the mention I'm basing it on

-Earlier version of an info popup "// There are many activities you can visit with a friend. These are represented by radar markers like ~BLIP_CINEMA~, ~BLIP_COMEDY_CLUB~ and ~BLIP_MUSIC_VENUE~." Comedy Club and Music Venue blips got replaced by Tennis and Bar in final. There's also a mention of those blips and their coordinates in final, I haven't checked them out yet but I can bet the comedy club one belongs to split sides club in Vinewood.

-Repossession originally had Marabunta Grande instead of the Vagos, as the script source calls them Salvadorian and Esteban's voice gets set to one of Marabunta goons "salvagoon"

-Long Stretch still has mentions of cops in the code, uncommented model name for the riot van and mentions of "SWAT" rappeling through ceiling

-Mr. Phillips has unused code for "crackwhores", it seems it would spawn 4 prostitutes with lying down animations (kinda similar to that mission from GTA SA), the code and animations are still there but it doesn't get called anymore as that call was commented out, there is also a cut voice line during the chase that still exists in files "//JOHNNY TOLD ME HE ONLY BEEN SMOKING A COUPLE OF YEARS"

-Packman originally ended in the docks as we know, there was another section in the mission where you have to load cars into containers, and then you would switch to Trevor who would operate a dock crane and move the containers onto a ship, one of the cranes has it's own ymap/Ipl file which is always loaded, but can be unloaded to remove the crane, its also mentioned in the script. Additionally there's mention of two cutscenes for this mission that got wiped

-Kill Michael ending originally had another objective at the end to leave the area, then a phone call with Lamar would play and credits would roll, I guess it was pretty lame so they made it more cinematic for final

-The 2020 CNC Update would greet you with a video on screen introducing you to the update (like Diamond Casino Update) and spawn you outside a police station 

 

Big stuff:

The following pieces of clothing are unused and labelled as "Mime" (Sharmoota Job stuff)

 

Michael:

 

image.png?ex=65b56a76&is=65a2f576&hm=adf

 

Franklin:

 

image.png?ex=65b56b93&is=65a2f693&hm=07d

 

image.png?ex=65b56b6f&is=65a2f66f&hm=ad4

 

(Model is missing, Texture still there)

 

Trevor: 

 

image.png?ex=65b56bae&is=65a2f6ae&hm=ea4

 

The following textures are labelled as "Frozen" on Trevor (fits that mentioned old ending)

 

hand_diff_000_b_whi.png?ex=65b56e3b&is=6

 

hair_diff_000_b_uni.png?ex=65b56e3b&is=6

spacer.png

spacer.png

Kinda weird that R* changed packman that much and made it more boring imo. Also judging by official screenshot and trailer 2 this change was made late in development.

  • Like 6
23 hours ago, nnxnnennxnnnex said:

Kinda weird that R* changed packman that much and made it more boring imo. Also judging by official screenshot and trailer 2 this change was made late in development.

could be a number of things, they could have changed the story, or maybe it didn't play well in play testing sessions.

Edited by Tuskin38
universetwisters
On 1/14/2024 at 4:31 PM, nnxnnennxnnnex said:

Kinda weird that R* changed packman that much and made it more boring imo. Also judging by official screenshot and trailer 2 this change was made late in development.

 

Unagree imo. Having to load containers would be even more boring since it's just be like Scouting The Port part 2

  • Like 2
  • KEKW 1
HeySlickThatsMe

The Cargobob mission was originally much MUCH different and in-depth for some reason.

It appears you could originally complete this mission as either Michael or Trevor, and you could bring someone to assist you.

As Trevor you could bring Michael or Franklin to assist, as Michael you could bring either Trevor or Franklin, you could also use all three characters in this mission if you wanted to.

Somehow one of the characters would also become a pilot of the cargobob, while the other two (or one, depending on your choice) sit in the back and attack pursuers.

Depending on your choice the dialogue would change, for example if you brought all three, Michael and Trevor would have some aggressive banter while Franklin tells them to stop it.

The dialogue would also change depending on who's the pilot, and which character you're playing as, it's so weird that they wanted to put so much effort into a single heist setup.

One of the characters sitting in the back would find an RPG which would make them shoot at enemy helicopters much like Lester in Big Score (the code literally seems copied/reused).

The script header also says that Michael steals the cargobob, it's kind of weird.

 

There is A LOT of commented code and dialogue in the script, i will only post only a part of it, but everything is inside docks_prep2b.sc for anyone that wants to look at it themselves, maybe later i'll make a pastebin with everything lol

 

Michael & Trevor but no Franklin

//Trevor, my man, I need your help to break into the military base.
//Now we're talking. What you up to?
//Just need to borrow one of those big army choppers. 
//Sounds like my kind of job. Let's go.

 

MIchael & Franklin but no Trevor

//Hey man we need to get a big chopper out the base. You game?
//Yeah sure, let's do it.

 

Michael, Trevor & Franklin

//Ok guys we're going to borrow a big chopper from these military mother f*ckers.
//I take it they don't know anything about this. 
//I always wanted a shot in one of those big army choppers.
//You won't be getting a shot in anything bitch. I'm the pilot round here.
//f*ck you Trevor. I'll be flying it.
//Guys, enough. Just focus for f*ck sake.

 

Rockstar makes a badass mission, which could dynamically involve the three protagonists in an epic escape involving cinematic explosions

Final game: steal the cargobob and go to point B. End.

Why Rockstar, why?

Edited by PauloJz
HeySlickThatsMe

It never ends, eh?

Here's a bunch of locations that originally had interiors, coordinates were found in the files 

 

v_gang (This one takes you inside Los Santos Customs, I think it originally did not exist and the grey door would be enterable, a fun fact: I realized that this door texture seems to be reused from original Manhunt game)

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_hotel

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_traffic (Under the city hall)

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_trailer2 (This one is pretty interesting... wonder what it was for?)

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_boxing (Technically not new, there is an IPL file in common.rpf which mentions boxing and has coordinates to the same place, if somebody was messing around with simple trainer then you know what I'm talking about because it allows you to teleport there)

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_strip2 (Also technically not new but nice to have the original coordinates)

Spoiler

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Extras:

-There are coordinates for the cut FIB interior "grab office" left in files, though for some reason they're inside Arcadius Business Center... It's also worth to note this interior was originally supposed to be used in 2011/2012 CNC as missions.xml has mentions of "FIB Grab" mission 

-Once I mentioned a cut v_deviant interior which was Magenta's House, it was numbered v_int_42 and the files have a full list of all it's textures and models

-There also was another lab interior or something, there's mentions of it using v_lab textures (humane labs interior) along with v_cashdepot (prologue) and v_office, the ytd mentions corridor

-Another cut interior was v_int_61_reccentre which also has left coordinates and they point to BJ Smith's Recreational Center

-PC files have an empty v_int_14 folder which only has a dummy model, I tried to find any sort of information and the only thing I found is that FIB building has this model: v_74_v_14_hobar_debris021.ydr, one of the textures also mentions hobar so was this the interiors name? Who knows? What does hobar stand for? Ho bar? Some sort of strip club or brothel? Guess we'll never know, it makes me think of those cut GTA SA interiors, another theory is that this could be the first cut strip club interior (since vanilla unicorn is v_strip3, and cut hornbills is v_strip2, there is also v_strip with unused minimap, perhaps it's it) but another question is, why would it need debris models?

-Theres also a list of all models and textures used by the cut vagos safehouse (v_int_43), around 100+ textures are already reused in the two floor biker clubhouse, since as I said previously it was reworked into that, others are also scattered through other interiors like lost mc clubhouse, Los Santos Customs or hayes autos, however there's also around 30 unique textures or so

-There is also a list of all models and textures used by the cut stadium interior that was left in Solomon's office files

-I think I once mentioned another cut interior called v_methtrailer which seems to be earlier version of Trevor's meth lab, if not then I'm mentioning it now, the collision still exists in game files, and in the leaked files there's a list of all models and textures, interestingly enough it shares some unique textures with vagos safehouse and they're the only interiors that used those... Lol, though I wonder if it's related to v_trailer2

-And lastly there's a mention of v_int_30, some sort of tunnel interior but doesn't seem to be connected to the cut Solomon mission, however it's also possible it was split into v_int_31a and v_int_31b, as that exists in final instead

Edited by HeySlickThatsMe
small post adjustments
9 hours ago, HeySlickThatsMe said:

 

Michael & Trevor but no Franklin

//Trevor, my man, I need your help to break into the military base.
//Now we're talking. What you up to?
//Just need to borrow one of those big army choppers. 
//Sounds like my kind of job. Let's go.

 

MIchael & Franklin but no Trevor

//Hey man we need to get a big chopper out the base. You game?
//Yeah sure, let's do it.

 

Michael, Trevor & Franklin

//Ok guys we're going to borrow a big chopper from these military mother f*ckers.
//I take it they don't know anything about this. 
//I always wanted a shot in one of those big army choppers.
//You won't be getting a shot in anything bitch. I'm the pilot round here.
//f*ck you Trevor. I'll be flying it.
//Guys, enough. Just focus for f*ck sake.

 

The interesting part here is that this seems to imply that the Merryweather Heist was actually set up and planned by Michael, not by Trevor like the final game.

It also dispels the speculation that the offshore method was added in "last minute" like some seem to believe.

On 1/17/2024 at 8:23 PM, HeySlickThatsMe said:

It never ends, eh?

Here's a bunch of locations that originally had interiors, coordinates were found in the files 

 

v_gang (This one takes you inside Los Santos Customs, I think it originally did not exist and the grey door would be enterable, a fun fact: I realized that this door texture seems to be reused from original Manhunt game)

  Hide contents

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_hotel

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Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_traffic (Under the city hall)

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Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_trailer2 (This one is pretty interesting... wonder what it was for?)

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Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_boxing (Technically not new, there is an IPL file in common.rpf which mentions boxing and has coordinates to the same place, if somebody was messing around with simple trainer then you know what I'm talking about because it allows you to teleport there)

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Grand_Theft_Auto_V_Screenshot_2023.12.26

 

v_strip2 (Also technically not new but nice to have the original coordinates)

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Grand_Theft_Auto_V_Screenshot_2023.12.26

 

Extras:

-There are coordinates for the cut FIB interior "grab office" left in files, though for some reason they're inside Arcadius Business Center... It's also worth to note this interior was originally supposed to be used in 2011/2012 CNC as missions.xml has mentions of "FIB Grab" mission 

-Once I mentioned a cut v_deviant interior which was Magenta's House, it was numbered v_int_42 and the files have a full list of all it's textures and models

-There also was another lab interior or something, there's mentions of it using v_lab textures (humane labs interior) along with v_cashdepot (prologue) and v_office, the ytd mentions corridor

-Another cut interior was v_int_61_reccentre which also has left coordinates and they point to BJ Smith's Recreational Center

-PC files have an empty v_int_14 folder which only has a dummy model, I tried to find any sort of information and the only thing I found is that FIB building has this model: v_74_v_14_hobar_debris021.ydr, one of the textures also mentions hobar so was this the interiors name? Who knows? What does hobar stand for? Ho bar? Some sort of strip club or brothel? Guess we'll never know, it makes me think of those cut GTA SA interiors, another theory is that this could be the first cut strip club interior (since vanilla unicorn is v_strip3, and cut hornbills is v_strip2, there is also v_strip with unused minimap, perhaps it's it) but another question is, why would it need debris models?

-Theres also a list of all models and textures used by the cut vagos safehouse (v_int_43), around 100+ textures are already reused in the two floor biker clubhouse, since as I said previously it was reworked into that, others are also scattered through other interiors like lost mc clubhouse, Los Santos Customs or hayes autos, however there's also around 30 unique textures or so

-There is also a list of all models and textures used by the cut stadium interior that was left in Solomon's office files

-I think I once mentioned another cut interior called v_methtrailer which seems to be earlier version of Trevor's meth lab, if not then I'm mentioning it now, the collision still exists in game files, and in the leaked files there's a list of all models and textures, interestingly enough it shares some unique textures with vagos safehouse and they're the only interiors that used those... Lol, though I wonder if it's related to v_trailer2

-And lastly there's a mention of v_int_30, some sort of tunnel interior but doesn't seem to be connected to the cut Solomon mission, however it's also possible it was split into v_int_31a and v_int_31b, as that exists in final instead

 

Edited by Kyox
  • Like 1
  • Realistic Steak! 1
Tim The Tool Bag Taylor
On 1/17/2024 at 7:32 PM, HeySlickThatsMe said:

The Cargobob mission was originally much MUCH different and in-depth for some reason.

It appears you could originally complete this mission as either Michael or Trevor, and you could bring someone to assist you.

As Trevor you could bring Michael or Franklin to assist, as Michael you could bring either Trevor or Franklin, you could also use all three characters in this mission if you wanted to.

Somehow one of the characters would also become a pilot of the cargobob, while the other two (or one, depending on your choice) sit in the back and attack pursuers.

Depending on your choice the dialogue would change, for example if you brought all three, Michael and Trevor would have some aggressive banter while Franklin tells them to stop it.

The dialogue would also change depending on who's the pilot, and which character you're playing as, it's so weird that they wanted to put so much effort into a single heist setup.

One of the characters sitting in the back would find an RPG which would make them shoot at enemy helicopters much like Lester in Big Score (the code literally seems copied/reused).

The script header also says that Michael steals the cargobob, it's kind of weird.

 

There is A LOT of commented code and dialogue in the script, i will only post only a part of it, but everything is inside docks_prep2b.sc for anyone that wants to look at it themselves, maybe later i'll make a pastebin with everything lol

 

Michael & Trevor but no Franklin

//Trevor, my man, I need your help to break into the military base.
//Now we're talking. What you up to?
//Just need to borrow one of those big army choppers. 
//Sounds like my kind of job. Let's go.

 

MIchael & Franklin but no Trevor

//Hey man we need to get a big chopper out the base. You game?
//Yeah sure, let's do it.

 

Michael, Trevor & Franklin

//Ok guys we're going to borrow a big chopper from these military mother f*ckers.
//I take it they don't know anything about this. 
//I always wanted a shot in one of those big army choppers.
//You won't be getting a shot in anything bitch. I'm the pilot round here.
//f*ck you Trevor. I'll be flying it.
//Guys, enough. Just focus for f*ck sake.

 

 

No doubt this was repurposed into offshore approach of The Merryweather Heist.

On 12/29/2023 at 6:54 AM, WildBrick142 said:

the removed "feltzer2010," "comet" (not the final "comet2"), and "cogsport" appeared in Vinewood Souvenirs - Al Di Napoli, and were replaced by the regular feltzers and 9f cabrio

  Hide contents

 

//!!! Pos and quaternion will need update as vehicle model had to change, FELTZER2010 removed from the game !!!
/// !!! ALSO may need re-record if wheels dont sit on the ground now
TrafficCarPos[8] = <<-797.3943, -667.4530, 28.1434>>
-- snip --
TrafficCarModel[8] = feltzer2
//more than likely needs a re-record as comet model has been removed from game!
TrafficCarPos[39] = <<70.5888, -526.8503, 33.7031>>
-- snip --
TrafficCarModel[39] = ninef2
//!!! Pos and quaternion will need update as vehicle model had to change, cogsport removed from the game !!!
ParkedCarPos[0] = <<-1200.0914, -849.0596, 13.5431>>
-- snip --
ParkedCarModel[0] = feltzer2

 

 

I think there may have been another change to the scripted traffic in Vinewood Souvenirs - Al Di Napoli, although maybe not a deleted car.

 

There's an Asterope that's scripted to swerve across the Del Perro Freeway during the chase that looks quite odd. It sits abnormally high off the ground and leans into the corners much more than other cars in V do like it has suspension from IV. I'm not sure if its recording was just done early in development when the game still had more IV like handling, if it was a completely different car originally, or something else altogether. None of the other scripted vehicles in that mission behave like it does so I'm not sure what's up with it.

 

I've always thought it looked like a different car was used to record its movement, it reminds me of what the Rockstar editor does when loading a modded car that's been changed etc since the recording was created.

Edited by Benefactor69
  • Like 3

Y'all want some crazy and weird find that was sitting in the files for like 6-7 years, and no one noticed it? Rockstar, for some bloody reason, added to the Faction Custom police livery and a light bar as a tuning in patchday9. Both obviously went unused.

image.png?ex=65c15131&is=65aedc31&hm=72d

 

image.png?ex=65c15132&is=65aedc32&hm=3d1

 

Here is how it looks restored in-game.

 

Grand_Theft_Auto_V_2024-01-22_15_36_01.p
 

Really weird choice, and it's weird that this slipped though. What was Rockstar planning to do with it? And no, it's not the 2020 CnC leftover; it's from 2016.

 

Found by @Bondergomme

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