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The GTA V beta hunt


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32 minutes ago, funtimeandrefoxy said:

I doubt T2 would care about a ps3 devkit of an 11 year old game. He at least never sent a request to remove the download links for the Xbox 360 DLCs that are on the Hidden Palace Wiki. This devkit is not mine, it has been available for download on the internet archive since April 2024. It contains an install date of July 23, 2013 and a build of unknown type with unknown build date. the first one has a common.rpf with many differences (including debug xmls/logs related to sp, mp and cnc). There are more differences like a few map/ped models being slightly different and the existence of a female snow cop (which can be found in the Japanese region version for Xbox 360). the other build has more differences in the map models including some unreleased interiors. Both builds are incomplete and corrupted but it is possible to extract some rpfs from them.

That 11 year old game is still making them a lot of money.

funtimeandrefoxy
22 minutes ago, m3ssO said:

That 11 year old game is still making them a lot of money.

these are ps3 versions. they are no longer even supported. Obviously, if I somehow knew of the existence of a PS4 devkit that contained prototypes of this game, I would simply ignore it because this version is still supported today.

7 hours ago, funtimeandrefoxy said:

these are ps3 versions. they are no longer even supported. Obviously, if I somehow knew of the existence of a PS4 devkit that contained prototypes of this game, I would simply ignore it because this version is still supported today.

The Carson build was ps3.

funtimeandrefoxy
6 hours ago, m3ssO said:

The Carson build was ps3.

You are comparing a devkit from 2017 (4 years after the release of the PS3 version and still being supported) with a devkit from 2024 (11 years after the release of the PS3 version and no longer being supported since 2021)

MGgames100
18 hours ago, funtimeandrefoxy said:

I doubt T2 would care about a ps3 devkit of an 11 year old game. He at least never sent a request to remove the download links for the Xbox 360 DLCs that are on the Hidden Palace Wiki. This devkit is not mine, it has been available for download on the internet archive since April 2024. It contains an install date of July 23, 2013 and a build of unknown type with unknown build date. the first one has a common.rpf with many differences (including debug xmls/logs related to sp, mp and cnc). There are more differences like a few map/ped models being slightly different and the existence of a female snow cop (which can be found in the Japanese region version for Xbox 360). the other build has more differences in the map models including some unreleased interiors. Both builds are incomplete and corrupted but it is possible to extract some rpfs from them.

Bruh, they took down documents about GTA 2, game you can't even buy anymore, not too long ago... 💀💀💀

Edited by MGgames100
HeySlickThatsMe

Since nobody posted it yet, here's the collision for the scrapped v_int_6 Fort Zancudo Underground Bunker interior.

 

Spoiler

 

JRjSnM3.png

 

 

9KFeN1E.png

 

jbBI7kP.png

 

NpGP88c.png

 

6CfQm7D.png

 

Qy7dezh.png

 

wtppImb.png

 

lNvfzBq.png

 

DbbSDqh.png

 

SdiZ9w7.png

 

B2tBZ1A.png

 

J3h14uw.png

 

aeJmE3p.png

 

ZwxP7ND.png

 

rvfbQWO.png

 

nS9mY3E.png

 

zEo0Wue.png

 

We can only view the collision and textures as OpenIV never implemented support for any other files for the PS3 version which is sad, it also means that we cannot port it to PC for example until somebody develops new tools. Most of the textures are reused from Humane Labs interior, there's also three Alien models that would presumably be lying down on a table and they seem to be the exact Alien model that's already used in the game, there is a small closed lab room with a window that you can peek through which would probably have those aliens there.

 

The giant room is a garage/loading bay of some sorts. Who knows what this interior was for, maybe this was supposed to be the Chiliad Mystery? Also based on dumped strings from the ctyp file there doesn't seem to be any involvement of the unused alien egg or asteroid props.

 

There also are the v_deviant interior files which presumably was the interior used in one of cut Magenta mission's cutscene and maybe the Brucie mission, again we can only view the collision. There was a small kitchen near the entrance and the second room was the really small bedroom. Honestly thought this interior would be a bit bigger, i guess size doesn't matter eh? The orange wall in the bedroom is supposed to be a closet door.


 

Spoiler

CBBYzIM.png

 

xxwbmeJ.png

 

yVXrtBn.png

 

The cut v_int_30 seems to contain earlier version of all sorts of tunnels in the game, but it's hard to say what the differences are so i won't go through all that.

 

There are also files for early version of the GTA Online high end apartment and garage from the GTA Online trailer, i won't be going much into details and i'll leave that to somebody else but based on the collision there's different paintings, different bookshelf, different coffee table, additional carpets, bedroom has two plants near the bed instead of one, there also was another elevator in the bottom level. The garage has an additional room that would be used for entering and exitting i guess.

 

And here's some extra findings from the bugstar logs that might be interesting:

 

The Sharmoota Job 1A - Subtitles show "Tieron" Philips when Michael's computer dialogue is "Trevor"

 

Trevor's fake name during Sharmoota Job was "Tieron", seems in this case the name was used in wrong subtitle.

 

Player appears to float when sprinting over the v_14_atr_skylight structure on top of the FIB building.

 

Mention of the cut v_int_14 interior, which seemed to be early version of the FBI building. Sadly we don't have those files.

 

Player doesn't reach the steering wheel in the flat bottom boat (Skivvy)
SKIVVY: Probably needs its handling setup, has a really slow turning circle
Incorrect animation when sitting in a Gator Boat

 

The cut Skivver Skivvy boat was a flat bottom boat. And some sort of mention of "Gator Boat" unless it means the same thing.

 

Create fbx for the Dodo since the model has changed back to original size as seaplane.
Full set of anims needed for SEAPLANE plane

 

Dodo/Seaplane mentions from 2012.

 

Monster Truck setup
Vehicle - Monster Truck - when viewing the monster truck from underneath, it appears to have no shell.
[Barry3A][Monster Truck] - The script spawned cops can end up driving over one another, smash in to walls

 

Monster Truck mentions from 2012, used during Barry mission.

 

Hunter - collision is present on the mounted guns but it is very easy to get the hunter stuck on it's side with the guns clipping into the floor.

 

Hunter mention from 2012.

 

The digger's excavator arm can be pushed through the farmhouse window and cause it to clip through the building.

 

Digger mention and it's arm being bugged during Crystal Maze.

 

FRANKLIN’S AUNT – some time table stuff – maybe LAMAR or TREVOR coming out the hosue having slept with her, after you move away? Can we add to mocap list


Franklin's Aunt was extra freaky in the beta.

 

[IG] 001593_01_GC_SH_2C_IG_2_P1 - The party guests are standing around, talking, drinking
[IG] 001600_02_GC_SH_2C_IG_12 - All the party guests are cowering on the floor as the gunman threatens them.  One of the guests tries to make a phone call and the goon takes the phone, smashes on the ground and steps on it
[IG] 001601_02_GC_SH_2C_IG_19 - The goon yells at the party guests to leave the room and run out the doors
[IG] 001627_02_GC_SH_2C_IG_8A_1 - Michael, as a clown, balances a chair on his chin
[IG] 001628_01_GC_SH_2C_IG_8A_2 - Michael is trying to balance a bat on his chin.  Trevor is dancing around behind him
[IG] 001678_05_GC_SH_2C_IG_21 - The goon is standing in cover, keeps peeking out to see if anyone is coming.


Several Sharmoota Job animations.

 

Solomon 2 - "Press triangle to mount the horse" displays when the phone is active
When you get the chance play through the horse chase section of Solomon 2 with Imran and Matt.


Solomon 2 is the cut "Final Furlong" mission and seems that also involved a horse somehow.

 

Logo for 'Xhoti Fashions' appears on entering Peckerwood on Del Perro.

 

Suburban was originally named Peckerwood, but before that seems it was named "Xhoti Fashions".

 

Shoot First gun store is blipped but there is no corona to purchase anything.

 

There was a gun store named "Shoot First", but it seemed to exist alongside ammunation based on analysis.csv file from Source leak, as both "gunclub" and "shootfirst" menu banners existed at the same time.

 

Remove everything to do with the professionals and families before release. Try to package all details for one Team together to make it easier to introduce new post-release teams.

 

The inconsistency of Professionals and Families in CNC is now finally solved, seems these factions were shelved and planned to be released post launch...
 

[PED_COMP] Green Combats are actually jeans in the Discount Store when playing as Lost MC in Cops and Crooks.
[PED_COMP] Black Waistcoat with Black Shirt is actually a blackish waistcoat with green shirt in Ponsonbys as Lost MC in Cops and Crooks.
[PED_COMP] 'Leather Gloves' accessory repeated in Cop Locker Room
Black Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Brown Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Navy Vest in the Discount Store is black when playing as a Lost MC in Cops and Crooks.
Black Jeans are actually black combat trousers in the Discount Store when playing as Lost MC in Cops and Crooks.
A pair of goggles are described as a mask in the Discount Store when playing as Lost MC in Cops and Crooks.
You're able to buy a Black Leather Jacket from both the orange t-shirt/waistcoat area (left) and shelves of t-shirts (right) in the Discount Store as a Lost MC playing Cops and Crooks..
You're able to buy a Brown Leather Jacket from both locations in the screenshots in the Discount Store as a Lost MC playing Cops and Crooks.
Denim shirts appear in the jackets section for female lost players.
Glasses have generic names for vagos players.
Masks for both crook factions have generic names.
Glasses for female Lost MC have generic names.
Eagle patch unavailable for 'sleeveless' items.
"Light Blue Police Shirt (Long Sleeve)" and "Navy Blue Police Shirt (Long Sleeve)" text not contained in text box.
Piece of clothing "Shirt with Tank Top" in the Cop Locker Room is referred to by it's UK name.

 

Lastly bunch of CNC clothing related stuff. There is dozen of things in the bugstar logs but it's gonna be basically impossible go through it all.

Edited by HeySlickThatsMe
funtimeandrefoxy
2 hours ago, MGgames100 said:

Bruh, they took down documents about GTA 2, game you can't even buy anymore, not too long ago... 💀💀💀

I didn't know that.  So I'm going to stop with the extractions.

BS_BlackScout

The idea that Denise Clinton would've slept with Trevor... tf was D thinking?

Lamar, yeah, it's heavily implied.

 

"Your aunt denise she got that ass" -L

Then the cutscene in which he leaves her house lol

Quote

image.thumb.png.744efdf114c78cdb0f4e43eecb8b1237.png

 

Edited by BS_BlackScout
DeathGaming
9 hours ago, funtimeandrefoxy said:

You are comparing a devkit from 2017 (4 years after the release of the PS3 version and still being supported) with a devkit from 2024 (11 years after the release of the PS3 version and no longer being supported since 2021)

I thought only CarsonGT got visited by T2? The guy who had the devkit that was sending carson the files never got caught and kept the devkit

Rangerv1
7 hours ago, HeySlickThatsMe said:

Since nobody posted it yet, here's the collision for the scrapped v_int_6 Fort Zancudo Underground Bunker interior.

 

  Hide contents

 

JRjSnM3.png

 

 

9KFeN1E.png

 

jbBI7kP.png

 

NpGP88c.png

 

6CfQm7D.png

 

Qy7dezh.png

 

wtppImb.png

 

lNvfzBq.png

 

DbbSDqh.png

 

SdiZ9w7.png

 

B2tBZ1A.png

 

J3h14uw.png

 

aeJmE3p.png

 

ZwxP7ND.png

 

rvfbQWO.png

 

nS9mY3E.png

 

zEo0Wue.png

 

We can only view the collision and textures as OpenIV never implemented support for any other files for the PS3 version which is sad, it also means that we cannot port it to PC for example until somebody develops new tools. Most of the textures are reused from Humane Labs interior, there's also three Alien models that would presumably be lying down on a table and they seem to be the exact Alien model that's already used in the game, there is a small closed lab room with a window that you can peek through which would probably have those aliens there.

 

The giant room is a garage/loading bay of some sorts. Who knows what this interior was for, maybe this was supposed to be the Chiliad Mystery? Also based on dumped strings from the ctyp file there doesn't seem to be any involvement of the unused alien egg or asteroid props.

 

There also are the v_deviant interior files which presumably was the interior used in one of cut Magenta mission's cutscene and maybe the Brucie mission, again we can only view the collision. There was a small kitchen near the entrance and the second room was the really small bedroom. Honestly thought this interior would be a bit bigger, i guess size doesn't matter eh? The orange wall in the bedroom is supposed to be a closet door.


 

  Reveal hidden contents

CBBYzIM.png

 

xxwbmeJ.png

 

yVXrtBn.png

 

The cut v_int_30 seems to contain earlier version of all sorts of tunnels in the game, but it's hard to say what the differences are so i won't go through all that.

 

There are also files for early version of the GTA Online high end apartment and garage from the GTA Online trailer, i won't be going much into details and i'll leave that to somebody else but based on the collision there's different paintings, different bookshelf, different coffee table, additional carpets, bedroom has two plants near the bed instead of one, there also was another elevator in the bottom level. The garage has an additional room that would be used for entering and exitting i guess.

 

And here's some extra findings from the bugstar logs that might be interesting:

 

The Sharmoota Job 1A - Subtitles show "Tieron" Philips when Michael's computer dialogue is "Trevor"

 

Trevor's fake name during Sharmoota Job was "Tieron", seems in this case the name was used in wrong subtitle.

 

Player appears to float when sprinting over the v_14_atr_skylight structure on top of the FIB building.

 

Mention of the cut v_int_14 interior, which seemed to be early version of the FBI building. Sadly we don't have those files.

 

Player doesn't reach the steering wheel in the flat bottom boat (Skivvy)
SKIVVY: Probably needs its handling setup, has a really slow turning circle
Incorrect animation when sitting in a Gator Boat

 

The cut Skivver Skivvy boat was a flat bottom boat. And some sort of mention of "Gator Boat" unless it means the same thing.

 

Create fbx for the Dodo since the model has changed back to original size as seaplane.
Full set of anims needed for SEAPLANE plane

 

Dodo/Seaplane mentions from 2012.

 

Monster Truck setup
Vehicle - Monster Truck - when viewing the monster truck from underneath, it appears to have no shell.
[Barry3A][Monster Truck] - The script spawned cops can end up driving over one another, smash in to walls

 

Monster Truck mentions from 2012, used during Barry mission.

 

Hunter - collision is present on the mounted guns but it is very easy to get the hunter stuck on it's side with the guns clipping into the floor.

 

Hunter mention from 2012.

 

The digger's excavator arm can be pushed through the farmhouse window and cause it to clip through the building.

 

Digger mention and it's arm being bugged during Crystal Maze.

 

FRANKLIN’S AUNT – some time table stuff – maybe LAMAR or TREVOR coming out the hosue having slept with her, after you move away? Can we add to mocap list


Franklin's Aunt was extra freaky in the beta.

 

[IG] 001593_01_GC_SH_2C_IG_2_P1 - The party guests are standing around, talking, drinking
[IG] 001600_02_GC_SH_2C_IG_12 - All the party guests are cowering on the floor as the gunman threatens them.  One of the guests tries to make a phone call and the goon takes the phone, smashes on the ground and steps on it
[IG] 001601_02_GC_SH_2C_IG_19 - The goon yells at the party guests to leave the room and run out the doors
[IG] 001627_02_GC_SH_2C_IG_8A_1 - Michael, as a clown, balances a chair on his chin
[IG] 001628_01_GC_SH_2C_IG_8A_2 - Michael is trying to balance a bat on his chin.  Trevor is dancing around behind him
[IG] 001678_05_GC_SH_2C_IG_21 - The goon is standing in cover, keeps peeking out to see if anyone is coming.


Several Sharmoota Job animations.

 

Solomon 2 - "Press triangle to mount the horse" displays when the phone is active
When you get the chance play through the horse chase section of Solomon 2 with Imran and Matt.


Solomon 2 is the cut "Final Furlong" mission and seems that also involved a horse somehow.

 

Logo for 'Xhoti Fashions' appears on entering Peckerwood on Del Perro.

 

Suburban was originally named Peckerwood, but before that seems it was named "Xhoti Fashions".

 

Shoot First gun store is blipped but there is no corona to purchase anything.

 

There was a gun store named "Shoot First", but it seemed to exist alongside ammunation based on analysis.csv file from Source leak, as both "gunclub" and "shootfirst" menu banners existed at the same time.

 

Remove everything to do with the professionals and families before release. Try to package all details for one Team together to make it easier to introduce new post-release teams.

 

The inconsistency of Professionals and Families in CNC is now finally solved, seems these factions were shelved and planned to be released post launch...
 

[PED_COMP] Green Combats are actually jeans in the Discount Store when playing as Lost MC in Cops and Crooks.
[PED_COMP] Black Waistcoat with Black Shirt is actually a blackish waistcoat with green shirt in Ponsonbys as Lost MC in Cops and Crooks.
[PED_COMP] 'Leather Gloves' accessory repeated in Cop Locker Room
Black Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Brown Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Navy Vest in the Discount Store is black when playing as a Lost MC in Cops and Crooks.
Black Jeans are actually black combat trousers in the Discount Store when playing as Lost MC in Cops and Crooks.
A pair of goggles are described as a mask in the Discount Store when playing as Lost MC in Cops and Crooks.
You're able to buy a Black Leather Jacket from both the orange t-shirt/waistcoat area (left) and shelves of t-shirts (right) in the Discount Store as a Lost MC playing Cops and Crooks..
You're able to buy a Brown Leather Jacket from both locations in the screenshots in the Discount Store as a Lost MC playing Cops and Crooks.
Denim shirts appear in the jackets section for female lost players.
Glasses have generic names for vagos players.
Masks for both crook factions have generic names.
Glasses for female Lost MC have generic names.
Eagle patch unavailable for 'sleeveless' items.
"Light Blue Police Shirt (Long Sleeve)" and "Navy Blue Police Shirt (Long Sleeve)" text not contained in text box.
Piece of clothing "Shirt with Tank Top" in the Cop Locker Room is referred to by it's UK name.

 

Lastly bunch of CNC clothing related stuff. There is dozen of things in the bugstar logs but it's gonna be basically impossible go through it all.

The bunker looks very similar to parts of the humane labs

  • YEE 1
franklin_clinton_69
On 3/18/2025 at 8:57 PM, Lorizzuoso said:

Right now the devkit HDD is being investigated and it seems that it contains an older build but nothing too crazy at the moment.

For example an interior that is not present in retail has been found,seems like it's a tunnel.

 

image.png

I see there is a full build? nice where did these even release

  • Like 3
kuruma1
On 3/18/2025 at 4:57 PM, Lorizzuoso said:

Right now the devkit HDD is being investigated and it seems that it contains an older build but nothing too crazy at the moment.

For example an interior that is not present in retail has been found,seems like it's a tunnel.

 

image.png

what is this? it looks like Daddy's Little Girl mission when you escape with jet ski

 

On 3/20/2025 at 10:06 AM, HeySlickThatsMe said:

Since nobody posted it yet, here's the collision for the scrapped v_int_6 Fort Zancudo Underground Bunker interior.

 

  Reveal hidden contents

 

JRjSnM3.png

 

 

9KFeN1E.png

 

jbBI7kP.png

 

NpGP88c.png

 

6CfQm7D.png

 

Qy7dezh.png

 

wtppImb.png

 

lNvfzBq.png

 

DbbSDqh.png

 

SdiZ9w7.png

 

B2tBZ1A.png

 

J3h14uw.png

 

aeJmE3p.png

 

ZwxP7ND.png

 

rvfbQWO.png

 

nS9mY3E.png

 

zEo0Wue.png

 

We can only view the collision and textures as OpenIV never implemented support for any other files for the PS3 version which is sad, it also means that we cannot port it to PC for example until somebody develops new tools. Most of the textures are reused from Humane Labs interior, there's also three Alien models that would presumably be lying down on a table and they seem to be the exact Alien model that's already used in the game, there is a small closed lab room with a window that you can peek through which would probably have those aliens there.

 

The giant room is a garage/loading bay of some sorts. Who knows what this interior was for, maybe this was supposed to be the Chiliad Mystery? Also based on dumped strings from the ctyp file there doesn't seem to be any involvement of the unused alien egg or asteroid props.

 

There also are the v_deviant interior files which presumably was the interior used in one of cut Magenta mission's cutscene and maybe the Brucie mission, again we can only view the collision. There was a small kitchen near the entrance and the second room was the really small bedroom. Honestly thought this interior would be a bit bigger, i guess size doesn't matter eh? The orange wall in the bedroom is supposed to be a closet door.


 

  Reveal hidden contents

CBBYzIM.png

 

xxwbmeJ.png

 

yVXrtBn.png

 

The cut v_int_30 seems to contain earlier version of all sorts of tunnels in the game, but it's hard to say what the differences are so i won't go through all that.

 

There are also files for early version of the GTA Online high end apartment and garage from the GTA Online trailer, i won't be going much into details and i'll leave that to somebody else but based on the collision there's different paintings, different bookshelf, different coffee table, additional carpets, bedroom has two plants near the bed instead of one, there also was another elevator in the bottom level. The garage has an additional room that would be used for entering and exitting i guess.

 

And here's some extra findings from the bugstar logs that might be interesting:

 

The Sharmoota Job 1A - Subtitles show "Tieron" Philips when Michael's computer dialogue is "Trevor"

 

Trevor's fake name during Sharmoota Job was "Tieron", seems in this case the name was used in wrong subtitle.

 

Player appears to float when sprinting over the v_14_atr_skylight structure on top of the FIB building.

 

Mention of the cut v_int_14 interior, which seemed to be early version of the FBI building. Sadly we don't have those files.

 

Player doesn't reach the steering wheel in the flat bottom boat (Skivvy)
SKIVVY: Probably needs its handling setup, has a really slow turning circle
Incorrect animation when sitting in a Gator Boat

 

The cut Skivver Skivvy boat was a flat bottom boat. And some sort of mention of "Gator Boat" unless it means the same thing.

 

Create fbx for the Dodo since the model has changed back to original size as seaplane.
Full set of anims needed for SEAPLANE plane

 

Dodo/Seaplane mentions from 2012.

 

Monster Truck setup
Vehicle - Monster Truck - when viewing the monster truck from underneath, it appears to have no shell.
[Barry3A][Monster Truck] - The script spawned cops can end up driving over one another, smash in to walls

 

Monster Truck mentions from 2012, used during Barry mission.

 

Hunter - collision is present on the mounted guns but it is very easy to get the hunter stuck on it's side with the guns clipping into the floor.

 

Hunter mention from 2012.

 

The digger's excavator arm can be pushed through the farmhouse window and cause it to clip through the building.

 

Digger mention and it's arm being bugged during Crystal Maze.

 

FRANKLIN’S AUNT – some time table stuff – maybe LAMAR or TREVOR coming out the hosue having slept with her, after you move away? Can we add to mocap list


Franklin's Aunt was extra freaky in the beta.

 

[IG] 001593_01_GC_SH_2C_IG_2_P1 - The party guests are standing around, talking, drinking
[IG] 001600_02_GC_SH_2C_IG_12 - All the party guests are cowering on the floor as the gunman threatens them.  One of the guests tries to make a phone call and the goon takes the phone, smashes on the ground and steps on it
[IG] 001601_02_GC_SH_2C_IG_19 - The goon yells at the party guests to leave the room and run out the doors
[IG] 001627_02_GC_SH_2C_IG_8A_1 - Michael, as a clown, balances a chair on his chin
[IG] 001628_01_GC_SH_2C_IG_8A_2 - Michael is trying to balance a bat on his chin.  Trevor is dancing around behind him
[IG] 001678_05_GC_SH_2C_IG_21 - The goon is standing in cover, keeps peeking out to see if anyone is coming.


Several Sharmoota Job animations.

 

Solomon 2 - "Press triangle to mount the horse" displays when the phone is active
When you get the chance play through the horse chase section of Solomon 2 with Imran and Matt.


Solomon 2 is the cut "Final Furlong" mission and seems that also involved a horse somehow.

 

Logo for 'Xhoti Fashions' appears on entering Peckerwood on Del Perro.

 

Suburban was originally named Peckerwood, but before that seems it was named "Xhoti Fashions".

 

Shoot First gun store is blipped but there is no corona to purchase anything.

 

There was a gun store named "Shoot First", but it seemed to exist alongside ammunation based on analysis.csv file from Source leak, as both "gunclub" and "shootfirst" menu banners existed at the same time.

 

Remove everything to do with the professionals and families before release. Try to package all details for one Team together to make it easier to introduce new post-release teams.

 

The inconsistency of Professionals and Families in CNC is now finally solved, seems these factions were shelved and planned to be released post launch...
 

[PED_COMP] Green Combats are actually jeans in the Discount Store when playing as Lost MC in Cops and Crooks.
[PED_COMP] Black Waistcoat with Black Shirt is actually a blackish waistcoat with green shirt in Ponsonbys as Lost MC in Cops and Crooks.
[PED_COMP] 'Leather Gloves' accessory repeated in Cop Locker Room
Black Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Brown Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Navy Vest in the Discount Store is black when playing as a Lost MC in Cops and Crooks.
Black Jeans are actually black combat trousers in the Discount Store when playing as Lost MC in Cops and Crooks.
A pair of goggles are described as a mask in the Discount Store when playing as Lost MC in Cops and Crooks.
You're able to buy a Black Leather Jacket from both the orange t-shirt/waistcoat area (left) and shelves of t-shirts (right) in the Discount Store as a Lost MC playing Cops and Crooks..
You're able to buy a Brown Leather Jacket from both locations in the screenshots in the Discount Store as a Lost MC playing Cops and Crooks.
Denim shirts appear in the jackets section for female lost players.
Glasses have generic names for vagos players.
Masks for both crook factions have generic names.
Glasses for female Lost MC have generic names.
Eagle patch unavailable for 'sleeveless' items.
"Light Blue Police Shirt (Long Sleeve)" and "Navy Blue Police Shirt (Long Sleeve)" text not contained in text box.
Piece of clothing "Shirt with Tank Top" in the Cop Locker Room is referred to by it's UK name.

 

Lastly bunch of CNC clothing related stuff. There is dozen of things in the bugstar logs but it's gonna be basically impossible go through it all.

Do you know if there is anything related to the story mode DLC?

Edited by kuruma1
I wanted to edit because that tunnel reminded me of a mission.
BS_BlackScout

I spent an unhealthy amount of time trying to force CodeWalker to read .cdr files, since OIV doesn't do it...

I got "nowhere" as the graphics portion of the YDR vs Gen7 CDR drawable is extremely different.

My assumption is that the flags changed mid-dev, or perhaps the entire graphics format portion of the file. There's also some Endianness shenanigans I duct-taped but most of Neodymium's work actually did an alright job of taking care of it.

 

If someone wants to pick up the work, go ahead. I probably should've seen it coming, unfamiliar code base and no idea about the formats themselves 🫠:

https://github.com/bscout9956/CodeWalker

 

I'm actually making progress in an insane bout of hyperfocus... Soon.

Edited by BS_BlackScout
rollschuh2282
5 hours ago, BS_BlackScout said:

I spent an unhealthy amount of time trying to force CodeWalker to read .cdr files, since OIV doesn't do it...

I got "nowhere" as the graphics portion of the YDR vs Gen7 CDR drawable is extremely different.

My assumption is that the flags changed mid-dev, or perhaps the entire graphics format portion of the file. There's also some Endianness shenanigans I duct-taped but most of Neodymium's work actually did an alright job of taking care of it.

 

If someone wants to pick up the work, go ahead. I probably should've seen it coming, unfamiliar code base and no idea about the formats themselves 🫠:

https://github.com/bscout9956/CodeWalker

 

I'm actually making progress in an insane bout of hyperfocus... Soon.

damn!
amazing

yeah PS3 files are big endian

and if you have the "teapot" files
all the code for the spu/gcm models and such are there still

sooo maybe your friendly neighborhood raftman can help

looking forward to your progress

BS_BlackScout
22 hours ago, rollschuh2282 said:

damn!
amazing

yeah PS3 files are big endian

and if you have the "teapot" files
all the code for the spu/gcm models and such are there still

sooo maybe your friendly neighborhood raftman can help

looking forward to your progress

Thank you! Unfortunately I feel I've hit a wall. 

 

There are some wild differences in how Gen7 stored/did some of DrawableGeometry stuff (as per CW code).

Suddenly the files I was referencing (small simple YDR/CDR files both on PC and the PS3 version) started to diverge wildly.

Despite adding a bunch of conditions to read it as "Gen7" properly I couldn't figure out the rest.

 

If someone has created docs for it great, but otherwise I think this is where it ends for me.

My solution is also very very hacky (zero design patterns, zero regard to code quality) as I had to copy paste some code around, mess with LE/BE stuff...

I haven't even validated some of the data that's being read. I know some stuff is already broken though (Bound data (AABB_s) being read incorrectly for one).

 

I left the YDR stuff intact so if anyone wants to figure it out from there it shouldn't be impossible. OpenIV helped a lot when it comes to getting CDR files uncompressed to reference, and of course CW by extracting YDRs as uncompressed too.

In other words, it should be reading the "SYS" part of the file fine but not the "GFX" which is admittedly the most important, since that's where the actual geometry seems to be. 

 

Edited by BS_BlackScout
Transmet

I learned about these beta files (thanks @Antasurris), and I really liked the parts about the v_6_aliens and zancudo, so I decided to work on decoding the .CDR files.
I started write a C++ program decoding all the CDR files and convert to YDR yesterday, but at this point, I'm almost getting a 3D mesh already.


The PS3 is a very complex console because it’s quite unique, and its rendering architecture is very different from that of the Xbox 360 (which is much closer to PC rendering compared to the PS3 and all its "optimisations" (🙃) related to the SPU/RSX)

Because of all this, CDR files are very different from YDR/XDR files, which have a much more conventional geometric data structure.

The index buffers of the RAGE CDR 3D models are compressed and heavily 'obfuscated', but I managed to understand/adapt the algorithm and obtain consistent index buffers, which was the most complex part (along with the vertex buffers and its vertex semantics)

The geometries on the PS3 are so different that they are literally compiled (re-encoded and rearranged to be optimized for fast execution with the SPU vectors calculations)

I'm now working on the rest of the geometry, specifically the vertex buffers (also compressed and divided in multiple buffers)
 

I'll post the first screenshots of the CDR 3D beta meshes in a few hours or tomorrow.

BS_BlackScout
4 hours ago, Transmet said:

I learned about these beta files (thanks @Antasurris), and I really liked the parts about the v_6_aliens and zancudo, so I decided to work on decoding the .CDR files.
I started write a C++ program decoding all the CDR files and convert to YDR yesterday, but at this point, I'm almost getting a 3D mesh already.


The PS3 is a very complex console because it’s quite unique, and its rendering architecture is very different from that of the Xbox 360 (which is much closer to PC rendering compared to the PS3 and all its "optimisations" (🙃) related to the SPU/RSX)

Because of all this, CDR files are very different from YDR/XDR files, which have a much more conventional geometric data structure.

The index buffers of the RAGE CDR 3D models are compressed and heavily 'obfuscated', but I managed to understand/adapt the algorithm and obtain consistent index buffers, which was the most complex part (along with the vertex buffers and its vertex semantics)

The geometries on the PS3 are so different that they are literally compiled (re-encoded and rearranged to be optimized for fast execution with the SPU vectors calculations)

I'm now working on the rest of the geometry, specifically the vertex buffers (also compressed and divided in multiple buffers)
 

I'll post the first screenshots of the CDR 3D beta meshes in a few hours or tomorrow.

Ah that explains it!

 

Good work! This is definitely beyond anything I could have ever done. 

 

I even tried looking at Max Payne 3 files but saw not much similarity...

HeySlickThatsMe

Doing some further research on the bunker interior, based on this leftover path to the original alien textures, this interior was made for GTA Online. Notice "mpcorridors".

x:/gta5/art/textures/interiors/stuart/mpcorridors/sshand_diff_000_a_uni.bmp

 

Speaking of the Alien, it looks like Solomon Richards' office gives us a glimpse at the Alien model from the interior, the textures are a match.

 

ZCnUiSr.png

 

Solomon Office Texture:

 

R2N2oyJ.png 

 

Alien (Bunker) Texture:

 

FpXO4eI.png

 

Interesting how the unused asteroid prop refers to "space" directory in art/textures, there is no more references to the space directory.

 

x:/gta5/art/textures/space/asteroid_01_d.bmp

 

Some of the textures in the Bunker seem to be earlier versions of Humane Labs textures too, such as the shutter texture which is white in retail PC version but blue in the cut bunker interior.

 

//Edit here's a bonus, Frozen Trevor model references from the scrapped ending!

 

x:/gta5/assets/unzipped/levels/gta5/props/lev_des/p_v_lev_des_skin/trevor_ice.ift

tf_accs_diff_000_b_uni
tf_feet_diff_000_b_uni
tf_hair_diff_000_b_uni
tf_hand_diff_000_b_whi
tf_head_diff_000_e_whi
tf_lowr_diff_000_b_uni
tf_teef_diff_000_a_uni
tf_uppr_diff_000_b_uni

 

Edited by HeySlickThatsMe
funtimeandrefoxy
22 hours ago, Transmet said:

I learned about these beta files (thanks @Antasurris), and I really liked the parts about the v_6_aliens and zancudo, so I decided to work on decoding the .CDR files.
I started write a C++ program decoding all the CDR files and convert to YDR yesterday, but at this point, I'm almost getting a 3D mesh already.


The PS3 is a very complex console because it’s quite unique, and its rendering architecture is very different from that of the Xbox 360 (which is much closer to PC rendering compared to the PS3 and all its "optimisations" (🙃) related to the SPU/RSX)

Because of all this, CDR files are very different from YDR/XDR files, which have a much more conventional geometric data structure.

The index buffers of the RAGE CDR 3D models are compressed and heavily 'obfuscated', but I managed to understand/adapt the algorithm and obtain consistent index buffers, which was the most complex part (along with the vertex buffers and its vertex semantics)

The geometries on the PS3 are so different that they are literally compiled (re-encoded and rearranged to be optimized for fast execution with the SPU vectors calculations)

I'm now working on the rest of the geometry, specifically the vertex buffers (also compressed and divided in multiple buffers)
 

I'll post the first screenshots of the CDR 3D beta meshes in a few hours or tomorrow.

I hope this is successful. There are vehiclemods that do not exist in the final version.

  • Like 2
Barrtek
On 3/20/2025 at 2:06 PM, HeySlickThatsMe said:

Since nobody posted it yet, here's the collision for the scrapped v_int_6 Fort Zancudo Underground Bunker interior.

 

  Hide contents

 

JRjSnM3.png

 

 

9KFeN1E.png

 

jbBI7kP.png

 

NpGP88c.png

 

6CfQm7D.png

 

Qy7dezh.png

 

wtppImb.png

 

lNvfzBq.png

 

DbbSDqh.png

 

SdiZ9w7.png

 

B2tBZ1A.png

 

J3h14uw.png

 

aeJmE3p.png

 

ZwxP7ND.png

 

rvfbQWO.png

 

nS9mY3E.png

 

zEo0Wue.png

 

We can only view the collision and textures as OpenIV never implemented support for any other files for the PS3 version which is sad, it also means that we cannot port it to PC for example until somebody develops new tools. Most of the textures are reused from Humane Labs interior, there's also three Alien models that would presumably be lying down on a table and they seem to be the exact Alien model that's already used in the game, there is a small closed lab room with a window that you can peek through which would probably have those aliens there.

 

The giant room is a garage/loading bay of some sorts. Who knows what this interior was for, maybe this was supposed to be the Chiliad Mystery? Also based on dumped strings from the ctyp file there doesn't seem to be any involvement of the unused alien egg or asteroid props.

 

There also are the v_deviant interior files which presumably was the interior used in one of cut Magenta mission's cutscene and maybe the Brucie mission, again we can only view the collision. There was a small kitchen near the entrance and the second room was the really small bedroom. Honestly thought this interior would be a bit bigger, i guess size doesn't matter eh? The orange wall in the bedroom is supposed to be a closet door.


 

  Reveal hidden contents

CBBYzIM.png

 

xxwbmeJ.png

 

yVXrtBn.png

 

The cut v_int_30 seems to contain earlier version of all sorts of tunnels in the game, but it's hard to say what the differences are so i won't go through all that.

 

There are also files for early version of the GTA Online high end apartment and garage from the GTA Online trailer, i won't be going much into details and i'll leave that to somebody else but based on the collision there's different paintings, different bookshelf, different coffee table, additional carpets, bedroom has two plants near the bed instead of one, there also was another elevator in the bottom level. The garage has an additional room that would be used for entering and exitting i guess.

 

And here's some extra findings from the bugstar logs that might be interesting:

 

The Sharmoota Job 1A - Subtitles show "Tieron" Philips when Michael's computer dialogue is "Trevor"

 

Trevor's fake name during Sharmoota Job was "Tieron", seems in this case the name was used in wrong subtitle.

 

Player appears to float when sprinting over the v_14_atr_skylight structure on top of the FIB building.

 

Mention of the cut v_int_14 interior, which seemed to be early version of the FBI building. Sadly we don't have those files.

 

Player doesn't reach the steering wheel in the flat bottom boat (Skivvy)
SKIVVY: Probably needs its handling setup, has a really slow turning circle
Incorrect animation when sitting in a Gator Boat

 

The cut Skivver Skivvy boat was a flat bottom boat. And some sort of mention of "Gator Boat" unless it means the same thing.

 

Create fbx for the Dodo since the model has changed back to original size as seaplane.
Full set of anims needed for SEAPLANE plane

 

Dodo/Seaplane mentions from 2012.

 

Monster Truck setup
Vehicle - Monster Truck - when viewing the monster truck from underneath, it appears to have no shell.
[Barry3A][Monster Truck] - The script spawned cops can end up driving over one another, smash in to walls

 

Monster Truck mentions from 2012, used during Barry mission.

 

Hunter - collision is present on the mounted guns but it is very easy to get the hunter stuck on it's side with the guns clipping into the floor.

 

Hunter mention from 2012.

 

The digger's excavator arm can be pushed through the farmhouse window and cause it to clip through the building.

 

Digger mention and it's arm being bugged during Crystal Maze.

 

FRANKLIN’S AUNT – some time table stuff – maybe LAMAR or TREVOR coming out the hosue having slept with her, after you move away? Can we add to mocap list


Franklin's Aunt was extra freaky in the beta.

 

[IG] 001593_01_GC_SH_2C_IG_2_P1 - The party guests are standing around, talking, drinking
[IG] 001600_02_GC_SH_2C_IG_12 - All the party guests are cowering on the floor as the gunman threatens them.  One of the guests tries to make a phone call and the goon takes the phone, smashes on the ground and steps on it
[IG] 001601_02_GC_SH_2C_IG_19 - The goon yells at the party guests to leave the room and run out the doors
[IG] 001627_02_GC_SH_2C_IG_8A_1 - Michael, as a clown, balances a chair on his chin
[IG] 001628_01_GC_SH_2C_IG_8A_2 - Michael is trying to balance a bat on his chin.  Trevor is dancing around behind him
[IG] 001678_05_GC_SH_2C_IG_21 - The goon is standing in cover, keeps peeking out to see if anyone is coming.


Several Sharmoota Job animations.

 

Solomon 2 - "Press triangle to mount the horse" displays when the phone is active
When you get the chance play through the horse chase section of Solomon 2 with Imran and Matt.


Solomon 2 is the cut "Final Furlong" mission and seems that also involved a horse somehow.

 

Logo for 'Xhoti Fashions' appears on entering Peckerwood on Del Perro.

 

Suburban was originally named Peckerwood, but before that seems it was named "Xhoti Fashions".

 

Shoot First gun store is blipped but there is no corona to purchase anything.

 

There was a gun store named "Shoot First", but it seemed to exist alongside ammunation based on analysis.csv file from Source leak, as both "gunclub" and "shootfirst" menu banners existed at the same time.

 

Remove everything to do with the professionals and families before release. Try to package all details for one Team together to make it easier to introduce new post-release teams.

 

The inconsistency of Professionals and Families in CNC is now finally solved, seems these factions were shelved and planned to be released post launch...
 

[PED_COMP] Green Combats are actually jeans in the Discount Store when playing as Lost MC in Cops and Crooks.
[PED_COMP] Black Waistcoat with Black Shirt is actually a blackish waistcoat with green shirt in Ponsonbys as Lost MC in Cops and Crooks.
[PED_COMP] 'Leather Gloves' accessory repeated in Cop Locker Room
Black Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Brown Leather Jacket invisible in Ponsonbys when playing as Lost MC in Cops and Crooks.
Navy Vest in the Discount Store is black when playing as a Lost MC in Cops and Crooks.
Black Jeans are actually black combat trousers in the Discount Store when playing as Lost MC in Cops and Crooks.
A pair of goggles are described as a mask in the Discount Store when playing as Lost MC in Cops and Crooks.
You're able to buy a Black Leather Jacket from both the orange t-shirt/waistcoat area (left) and shelves of t-shirts (right) in the Discount Store as a Lost MC playing Cops and Crooks..
You're able to buy a Brown Leather Jacket from both locations in the screenshots in the Discount Store as a Lost MC playing Cops and Crooks.
Denim shirts appear in the jackets section for female lost players.
Glasses have generic names for vagos players.
Masks for both crook factions have generic names.
Glasses for female Lost MC have generic names.
Eagle patch unavailable for 'sleeveless' items.
"Light Blue Police Shirt (Long Sleeve)" and "Navy Blue Police Shirt (Long Sleeve)" text not contained in text box.
Piece of clothing "Shirt with Tank Top" in the Cop Locker Room is referred to by it's UK name.

 

Lastly bunch of CNC clothing related stuff. There is dozen of things in the bugstar logs but it's gonna be basically impossible go through it all.

im always amazed about your findings

rollschuh2282
On 3/24/2025 at 5:49 PM, Transmet said:

I learned about these beta files (thanks @Antasurris), and I really liked the parts about the v_6_aliens and zancudo, so I decided to work on decoding the .CDR files.
I started write a C++ program decoding all the CDR files and convert to YDR yesterday, but at this point, I'm almost getting a 3D mesh already.


The PS3 is a very complex console because it’s quite unique, and its rendering architecture is very different from that of the Xbox 360 (which is much closer to PC rendering compared to the PS3 and all its "optimisations" (🙃) related to the SPU/RSX)

Because of all this, CDR files are very different from YDR/XDR files, which have a much more conventional geometric data structure.

The index buffers of the RAGE CDR 3D models are compressed and heavily 'obfuscated', but I managed to understand/adapt the algorithm and obtain consistent index buffers, which was the most complex part (along with the vertex buffers and its vertex semantics)

The geometries on the PS3 are so different that they are literally compiled (re-encoded and rearranged to be optimized for fast execution with the SPU vectors calculations)

I'm now working on the rest of the geometry, specifically the vertex buffers (also compressed and divided in multiple buffers)
 

I'll post the first screenshots of the CDR 3D beta meshes in a few hours or tomorrow.

the code for the SPU drawables and such still exists in the teapot source

so if you somehow manage to get these files, it could probably help a lot heh

Brooklynzsmac
18 hours ago, HeySlickThatsMe said:

Doing some further research on the bunker interior, based on this leftover path to the original alien textures, this interior was made for GTA Online. Notice "mpcorridors".

Could it be Michael Pirso? He named a bunch of his interior files with "mp" prefix in SA and I see he was still working in R* during V dev

rollschuh2282
47 minutes ago, Brooklynzsmac said:

Could it be Michael Pirso? He named a bunch of his interior files with "mp" prefix in SA and I see he was still working in R* during V dev

i mean....it´s literally in a stuart folder

😅

  • Like 1
Transmet

Sorry for the wait, but this is quite a delicate task.

The fact that the primary vertex buffer (which only contains position coordinates) is compressed is slowing me down a lot, especially since the data is compressed, and big endian to be processed on arbitrary units with the 128-bit SPU registers of the PS3. Simply reversing the endianness isn't straightforward when dealing with 9-12 bit segments (and unsure how SPU instructions works, poor documentation on Cell)


That said, with the beginnings of a decompression algorithm, I’m able to obtain coherent 3D shapes as output, but they’re still completely scattered. There’s another binary quirk I need to figure out.
 

A little rant against Sony (to unwind 🫠) because this much complexity for NOTHING is just absurd:

This console is honestly a joke. Rockstar practically had to write RAGE twice just to make it compatible with THIS console, which runs 2-4 FPS slower compared to the X360, and on top of that, it’s more expensive and was released a year after the Xbox.
image.thumb.png.23a0060239cef83d76df6723bc61f0c2.png


Work in progress.
Soon

I'm only displaying the points because, although the indices are completely consistent, the disordered vertices would prevent me from seeing the initial coherence in the geometric vertex data decompressed. For now, it still looks ugly, but I'm sure I'm working with the right data.
image.thumb.png.0dca004c857489518b67e0ae20bbe859.png

Edited by Transmet

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