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Antasurris

You know, I mean, you beat the system! I tried for thirty years to cross over but you've managed it man!

 

It took several days of work to get this done, but the Zancudo facility pulled from the leaked PS3 beta files posted here a few pages back is now available for everyone. So dive into Zancudo’s secret depths with me...

tease.gif.ae3142ef01c9d9a5aff8892329b41346.gif

First off, huge thanks to everyone at G&N's Studio for sticking with me on this project, it turned out way more complicated than we first thought, and without them there just wouldn’t be a release, simple as that.
Special thanks to @HeySlickThatsMe for tracking down some of the hidden HD textures buried in the game files, and of course to @Transmet for the PS3 → PC conversion, done in record time.
 

Also, it’s important to say this isn’t just a raw port, it’s more of a restoration, because the interior as-is is pretty much unusable in its original state: incomplete collisions, unfinished or even broken meshes (and not just because of the conversion), most of the lighting is missing, a lot of textures too, the few decals in there are pretty rough, only one room is actually set up with props, doors are “there” but non-functional, and even the #typ defining the rooms and portals for the MLO is broken.

Just for reference, here’s a short video showing what it looks like with as few fixes as possible, but keep in mind, just getting it to even load properly in-game already needed a bunch of patches:

 

Spoiler

 

 

Having spent hours patching this thing, it’s obvious to me this interior is way closer to an unfinished mockup than an actual finished location ready for a mission. The best example is the hangar: you can instantly tell it’s basically the Humane Labs loading bay reused almost as-is: same shell, same loading docks, same layout, even the vents… which, in some spots, literally stop in mid-air... you can just feel the whole thing was thrown together in a few hours with no polishing:

 

Spoiler

 

On the left the exit of the Humane Labs, on the right the end of the Zancudo hangar:

comp1.thumb.png.23fc3b401b8ab4ab8a265bfde9f482e5.png

 

On the left the loading bay of the Humane Labs, on the right that of the Zancudo hangar:

comp2.thumb.png.7a4bbff5e1dfc01d85539cc7a203a8b4.png

 

On the left the decals of the Humane Labs, on the right that of the Zancudo hangar:

comp3.thumb.png.5715c5aa0aded12ae30085afcebebded.png

 

On the left the vents of the Humane Labs finishing within the walls, on the right the vents of the Zancudo hangar finishing ... in the void:

comp4.thumb.png.79cc128548c7644d9a06fe749ff73c48.png

 

Yeah there is a slight resemblance...
comp5.thumb.png.66e504bd684ef999cb5f51595ff39095.png

 

Same deal for the alien tank area, two out of three alien models are just frozen in T-pose, the room is completely empty, no props or set dressing at all (which probably shows the artist never meant the player to actually go inside, just like many “rooms” at Humane Labs). The tanks themselves aren’t finished either, and there’s a fun little detail (well, fun if you’re a 3D artist... I guess…), the tank mesh isn’t 1.02 or 1.36 meters in diameter, it’s exactly 1 meter wide, which is just the default circle size in any 3D software when you spawn a new shape. Says a lot about how much production time went into that area:

 

Spoiler

alien1.thumb.png.c63e39da56a9568551fc770b4ab123ba.pngalien2.thumb.png.2d5c5f6c8e0fce281a89a02df8e584a9.png

 

Realistically, only the main corridor and the dissection lab have any real level of detail. The rest looks more like a prototype that probably got abandoned after a few tests. There’s no sign that this interior was ever meant to appear in a playable mission in this state.

So yeah… the goal with this mod was to make this leftover piece at least coherent and explorable in-game, while staying as true as possible to its original look and the ideas behind it back then.

 

Here’s the download link, feel free to share your feedback on the mod page or point out any remaining fixes to be done (there are still some):
https://www.gta5-mods.com/maps/black-project-zancudo-facility-beta-restauration

Enjoy the exploration, and thanks to everyone here for keeping this community alive!

Edited by Antasurris
rollschuh2282
1 hour ago, Antasurris said:

You know, I mean, you beat the system! I tried for thirty years to cross over but you've managed it man!

 

It took several days of work to get this done, but the Zancudo facility pulled from the leaked PS3 beta files posted here a few pages back is now available for everyone. So dive into Zancudo’s secret depths with me...

tease.gif.ae3142ef01c9d9a5aff8892329b41346.gif

First off, huge thanks to everyone at G&N's Studio for sticking with me on this project, it turned out way more complicated than we first thought, and without them there just wouldn’t be a release, simple as that.
Special thanks to @HeySlickThatsMe for tracking down some of the hidden HD textures buried in the game files, and of course to @Transmet for the PS3 → PC conversion, done in record time.
 

Also, it’s important to say this isn’t just a raw port, it’s more of a restoration, because the interior as-is is pretty much unusable in its original state: incomplete collisions, unfinished or even broken meshes (and not just because of the conversion), most of the lighting is missing, a lot of textures too, the few decals in there are pretty rough, only one room is actually set up with props, doors are “there” but non-functional, and even the #typ defining the rooms and portals for the MLO is broken.

Just for reference, here’s a short video showing what it looks like with as few fixes as possible, but keep in mind, just getting it to even load properly in-game already needed a bunch of patches:

 

  Hide contents

 

 

Having spent hours patching this thing, it’s obvious to me this interior is way closer to an unfinished mockup than an actual finished location ready for a mission. The best example is the hangar: you can instantly tell it’s basically the Humane Labs loading bay reused almost as-is: same shell, same loading docks, same layout, even the vents… which, in some spots, literally stop in mid-air... you can just feel the whole thing was thrown together in a few hours with no polishing:

 

  Hide contents

 

On the left the exit of the Humane Labs, on the right the end of the Zancudo hangar:

comp1.thumb.png.23fc3b401b8ab4ab8a265bfde9f482e5.png

 

On the left the loading bay of the Humane Labs, on the right that of the Zancudo hangar:

comp2.thumb.png.7a4bbff5e1dfc01d85539cc7a203a8b4.png

 

On the left the decals of the Humane Labs, on the right that of the Zancudo hangar:

comp3.thumb.png.5715c5aa0aded12ae30085afcebebded.png

 

On the left the vents of the Humane Labs finishing within the walls, on the right the vents of the Zancudo hangar finishing ... in the void:

comp4.thumb.png.79cc128548c7644d9a06fe749ff73c48.png

 

Yeah there is a slight resemblance...
comp5.thumb.png.66e504bd684ef999cb5f51595ff39095.png

 

Same deal for the alien tank area, two out of three alien models are just frozen in T-pose, the room is completely empty, no props or set dressing at all (which probably shows the artist never meant the player to actually go inside, just like many “rooms” at Humane Labs). The tanks themselves aren’t finished either, and there’s a fun little detail (well, fun if you’re a 3D artist... I guess…), the tank mesh isn’t 1.02 or 1.36 meters in diameter, it’s exactly 1 meter wide, which is just the default circle size in any 3D software when you spawn a new shape. Says a lot about how much production time went into that area:

 

  Hide contents

alien1.thumb.png.c63e39da56a9568551fc770b4ab123ba.pngalien2.thumb.png.2d5c5f6c8e0fce281a89a02df8e584a9.png

 

Realistically, only the main corridor and the dissection lab have any real level of detail. The rest looks more like a prototype that probably got abandoned after a few tests. There’s no sign that this interior was ever meant to appear in a playable mission in this state.

So yeah… the goal with this mod was to make this leftover piece at least coherent and explorable in-game, while staying as true as possible to its original look and the ideas behind it back then.

 

Here’s the download link, feel free to share your feedback on the mod page or point out any remaining fixes to be done (there are still some):
https://www.gta5-mods.com/maps/black-project-zancudo-facility-beta-restauration

Enjoy the exploration, and thanks to everyone here for keeping this community alive!

will the converter still get released?
would love to port the deviant interior too

since that definitely is finished since it was part of missions

3 hours ago, rollschuh2282 said:

هل سيظل المحول متوفرًا؟
أرغب في نقل الجزء الداخلي من ديفيانت أيضًا.

نظرًا لأن هذا قد انتهى بالتأكيد لأنه كان جزءًا من المهام

Damn gta v beta was so much better than the final version!!!!

rollschuh2282
3 hours ago, m3ssO said:

Deviant interior?

was used in the 2nd magenta mission

was a hotel room in davis

the interior is left in the same files as the zancudo bunker

MikeTastic86
On 7/5/2025 at 1:07 AM, Antasurris said:

You know, I mean, you beat the system! I tried for thirty years to cross over but you've managed it man!

 

It took several days of work to get this done, but the Zancudo facility pulled from the leaked PS3 beta files posted here a few pages back is now available for everyone. So dive into Zancudo’s secret depths with me...

tease.gif.ae3142ef01c9d9a5aff8892329b41346.gif

First off, huge thanks to everyone at G&N's Studio for sticking with me on this project, it turned out way more complicated than we first thought, and without them there just wouldn’t be a release, simple as that.
Special thanks to @HeySlickThatsMe for tracking down some of the hidden HD textures buried in the game files, and of course to @Transmet for the PS3 → PC conversion, done in record time.
 

Also, it’s important to say this isn’t just a raw port, it’s more of a restoration, because the interior as-is is pretty much unusable in its original state: incomplete collisions, unfinished or even broken meshes (and not just because of the conversion), most of the lighting is missing, a lot of textures too, the few decals in there are pretty rough, only one room is actually set up with props, doors are “there” but non-functional, and even the #typ defining the rooms and portals for the MLO is broken.

Just for reference, here’s a short video showing what it looks like with as few fixes as possible, but keep in mind, just getting it to even load properly in-game already needed a bunch of patches:

 

  Reveal hidden contents

 

 

Having spent hours patching this thing, it’s obvious to me this interior is way closer to an unfinished mockup than an actual finished location ready for a mission. The best example is the hangar: you can instantly tell it’s basically the Humane Labs loading bay reused almost as-is: same shell, same loading docks, same layout, even the vents… which, in some spots, literally stop in mid-air... you can just feel the whole thing was thrown together in a few hours with no polishing:

 

  Reveal hidden contents

 

On the left the exit of the Humane Labs, on the right the end of the Zancudo hangar:

comp1.thumb.png.23fc3b401b8ab4ab8a265bfde9f482e5.png

 

On the left the loading bay of the Humane Labs, on the right that of the Zancudo hangar:

comp2.thumb.png.7a4bbff5e1dfc01d85539cc7a203a8b4.png

 

On the left the decals of the Humane Labs, on the right that of the Zancudo hangar:

comp3.thumb.png.5715c5aa0aded12ae30085afcebebded.png

 

On the left the vents of the Humane Labs finishing within the walls, on the right the vents of the Zancudo hangar finishing ... in the void:

comp4.thumb.png.79cc128548c7644d9a06fe749ff73c48.png

 

Yeah there is a slight resemblance...
comp5.thumb.png.66e504bd684ef999cb5f51595ff39095.png

 

Same deal for the alien tank area, two out of three alien models are just frozen in T-pose, the room is completely empty, no props or set dressing at all (which probably shows the artist never meant the player to actually go inside, just like many “rooms” at Humane Labs). The tanks themselves aren’t finished either, and there’s a fun little detail (well, fun if you’re a 3D artist... I guess…), the tank mesh isn’t 1.02 or 1.36 meters in diameter, it’s exactly 1 meter wide, which is just the default circle size in any 3D software when you spawn a new shape. Says a lot about how much production time went into that area:

 

  Reveal hidden contents

alien1.thumb.png.c63e39da56a9568551fc770b4ab123ba.pngalien2.thumb.png.2d5c5f6c8e0fce281a89a02df8e584a9.png

 

Realistically, only the main corridor and the dissection lab have any real level of detail. The rest looks more like a prototype that probably got abandoned after a few tests. There’s no sign that this interior was ever meant to appear in a playable mission in this state.

So yeah… the goal with this mod was to make this leftover piece at least coherent and explorable in-game, while staying as true as possible to its original look and the ideas behind it back then.

 

Here’s the download link, feel free to share your feedback on the mod page or point out any remaining fixes to be done (there are still some):
https://www.gta5-mods.com/maps/black-project-zancudo-facility-beta-restauration

Enjoy the exploration, and thanks to everyone here for keeping this community alive!

You just ruined soo many mystery hunters lives lol but also brought closure. 

12 minutes ago, JILALI said:

Trailer https://www.rockstargames.com/videos/s6c5c8co?resolution=720p&embed Gta v trailer is so much better than Gta 6 

If Just We can play Gta v but trailer 1 version !!!

it is So much better the Vegetation More Palm trees _ Sequa & Redwood trees _ Los Angeles Trees _ Cherry trees that was Originally in all of mirror park 

All the Removed Cars / Planes / boat / Clothes / Charechters / interiors _ items _ melee weapon _ weapon _ Story Missions & Strange & freaks _ Mini Games _ sport _ Rockstar original vision of Gta v

 _ How Los Santos & blaine county was in 2010/2011 _ 2011 time Cycle that we See in trailer 1 & Jonathan Gwen Screenshots 

Edited by JILALI
funtimeandrefoxy

A somewhat irrelevant curiosity. RPF version 6 is the RPF file used by Red Dead Redemption. However, it's quite interesting that, until at least May 2010, Grand Theft Auto V also used this version instead of version 7. How do I know this? The "the cnh" devkit contains a single RPF from this era.

 

I know that this rpf6 at least has an xml file called "vb_13.xml" with this very old creation date

 

image.png.e1b6d81e35d8b1d1590a4ec66be16ca7.png

 

And what does this XML contain? Luckily the content still exists:
 
image.png.de231eacf2d6f5e428bf515a139d6602.png
 
And besides, it seems that there is still more data, but probably the rpf6 is incomplete or maybe not. At least I know that what comes after that file is an rpf7 that may be overwriting the data from this rpf6.
 
image.png.03feb441973d19dbfb9d7a8919733014.png
 
There doesn't seem to be a way to open this rpf6. At least I used a tool you used to open red dead redemption rpfs and it gave an error.
Something not very relevant but I thought it was a good idea to make it public.

 

Edited by funtimeandrefoxy
rollschuh2282
7 hours ago, funtimeandrefoxy said:

A somewhat irrelevant curiosity. RPF version 6 is the RPF file used by Red Dead Redemption. However, it's quite interesting that, until at least May 2010, Grand Theft Auto V also used this version instead of version 7. How do I know this? The "the cnh" devkit contains a single RPF from this era.

 

I know that this rpf6 at least has an xml file called "vb_13.xml" with this very old creation date

 

image.png.e1b6d81e35d8b1d1590a4ec66be16ca7.png

 

And what does this XML contain? Luckily the content still exists:
 
image.png.de231eacf2d6f5e428bf515a139d6602.png
 
And besides, it seems that there is still more data, but probably the rpf6 is incomplete or maybe not. At least I know that what comes after that file is an rpf7 that may be overwriting the data from this rpf6.
 
image.png.03feb441973d19dbfb9d7a8919733014.png
 
There doesn't seem to be a way to open this rpf6. At least I used a tool you used to open red dead redemption rpfs and it gave an error.
Something not very relevant but I thought it was a good idea to make it public.

 

if it´s rpf6, at the top of the rpf file in hex editor it should say RPF6 or 6PFR depending on the platform

and can you give that rpf

  • Like 2
funtimeandrefoxy
9 hours ago, rollschuh2282 said:

if it´s rpf6, at the top of the rpf file in hex editor it should say RPF6 or 6PFR depending on the platform

and can you give that rpf

image.png.e2b8a94eae10fade98eb671c32472bc3.png

 

You'll have to try to contact me somehow. I won't make the file available directly here.

On 7/7/2025 at 7:29 AM, JILALI said:

If Just We can play Gta v but trailer 1 version !!!

it is So much better the Vegetation More Palm trees _ Sequa & Redwood trees _ Los Angeles Trees _ Cherry trees that was Originally in all of mirror park 

All the Removed Cars / Planes / boat / Clothes / Charechters / interiors _ items _ melee weapon _ weapon _ Story Missions & Strange & freaks _ Mini Games _ sport _ Rockstar original vision of Gta v

 _ How Los Santos & blaine county was in 2010/2011 _ 2011 time Cycle that we See in trailer 1 & Jonathan Gwen Screenshots 

 

In that trailer the vehicles had the physics of GTA IV.

DeathGaming
On 7/5/2025 at 4:07 AM, Antasurris said:

You know, I mean, you beat the system! I tried for thirty years to cross over but you've managed it man!

 

It took several days of work to get this done, but the Zancudo facility pulled from the leaked PS3 beta files posted here a few pages back is now available for everyone. So dive into Zancudo’s secret depths with me...

tease.gif.ae3142ef01c9d9a5aff8892329b41346.gif

First off, huge thanks to everyone at G&N's Studio for sticking with me on this project, it turned out way more complicated than we first thought, and without them there just wouldn’t be a release, simple as that.
Special thanks to @HeySlickThatsMe for tracking down some of the hidden HD textures buried in the game files, and of course to @Transmet for the PS3 → PC conversion, done in record time.
 

Also, it’s important to say this isn’t just a raw port, it’s more of a restoration, because the interior as-is is pretty much unusable in its original state: incomplete collisions, unfinished or even broken meshes (and not just because of the conversion), most of the lighting is missing, a lot of textures too, the few decals in there are pretty rough, only one room is actually set up with props, doors are “there” but non-functional, and even the #typ defining the rooms and portals for the MLO is broken.

Just for reference, here’s a short video showing what it looks like with as few fixes as possible, but keep in mind, just getting it to even load properly in-game already needed a bunch of patches:

 

  Reveal hidden contents

 

 

Having spent hours patching this thing, it’s obvious to me this interior is way closer to an unfinished mockup than an actual finished location ready for a mission. The best example is the hangar: you can instantly tell it’s basically the Humane Labs loading bay reused almost as-is: same shell, same loading docks, same layout, even the vents… which, in some spots, literally stop in mid-air... you can just feel the whole thing was thrown together in a few hours with no polishing:

 

  Reveal hidden contents

 

On the left the exit of the Humane Labs, on the right the end of the Zancudo hangar:

comp1.thumb.png.23fc3b401b8ab4ab8a265bfde9f482e5.png

 

On the left the loading bay of the Humane Labs, on the right that of the Zancudo hangar:

comp2.thumb.png.7a4bbff5e1dfc01d85539cc7a203a8b4.png

 

On the left the decals of the Humane Labs, on the right that of the Zancudo hangar:

comp3.thumb.png.5715c5aa0aded12ae30085afcebebded.png

 

On the left the vents of the Humane Labs finishing within the walls, on the right the vents of the Zancudo hangar finishing ... in the void:

comp4.thumb.png.79cc128548c7644d9a06fe749ff73c48.png

 

Yeah there is a slight resemblance...
comp5.thumb.png.66e504bd684ef999cb5f51595ff39095.png

 

Same deal for the alien tank area, two out of three alien models are just frozen in T-pose, the room is completely empty, no props or set dressing at all (which probably shows the artist never meant the player to actually go inside, just like many “rooms” at Humane Labs). The tanks themselves aren’t finished either, and there’s a fun little detail (well, fun if you’re a 3D artist... I guess…), the tank mesh isn’t 1.02 or 1.36 meters in diameter, it’s exactly 1 meter wide, which is just the default circle size in any 3D software when you spawn a new shape. Says a lot about how much production time went into that area:

 

  Reveal hidden contents

alien1.thumb.png.c63e39da56a9568551fc770b4ab123ba.pngalien2.thumb.png.2d5c5f6c8e0fce281a89a02df8e584a9.png

 

Realistically, only the main corridor and the dissection lab have any real level of detail. The rest looks more like a prototype that probably got abandoned after a few tests. There’s no sign that this interior was ever meant to appear in a playable mission in this state.

So yeah… the goal with this mod was to make this leftover piece at least coherent and explorable in-game, while staying as true as possible to its original look and the ideas behind it back then.

 

Here’s the download link, feel free to share your feedback on the mod page or point out any remaining fixes to be done (there are still some):
https://www.gta5-mods.com/maps/black-project-zancudo-facility-beta-restauration

Enjoy the exploration, and thanks to everyone here for keeping this community alive!

Nice work! Are you planning on restoring the magenta interior too?

Edited by DeathGaming
On 7/5/2025 at 10:07 AM, Antasurris said:

You know, I mean, you beat the system! I tried for thirty years to cross over but you've managed it man!

 

It took several days of work to get this done, but the Zancudo facility pulled from the leaked PS3 beta files posted here a few pages back is now available for everyone. So dive into Zancudo’s secret depths with me...

tease.gif.ae3142ef01c9d9a5aff8892329b41346.gif

First off, huge thanks to everyone at G&N's Studio for sticking with me on this project, it turned out way more complicated than we first thought, and without them there just wouldn’t be a release, simple as that.
Special thanks to @HeySlickThatsMe for tracking down some of the hidden HD textures buried in the game files, and of course to @Transmet for the PS3 → PC conversion, done in record time.
 

Also, it’s important to say this isn’t just a raw port, it’s more of a restoration, because the interior as-is is pretty much unusable in its original state: incomplete collisions, unfinished or even broken meshes (and not just because of the conversion), most of the lighting is missing, a lot of textures too, the few decals in there are pretty rough, only one room is actually set up with props, doors are “there” but non-functional, and even the #typ defining the rooms and portals for the MLO is broken.

Just for reference, here’s a short video showing what it looks like with as few fixes as possible, but keep in mind, just getting it to even load properly in-game already needed a bunch of patches:

 

  Reveal hidden contents

 

 

Having spent hours patching this thing, it’s obvious to me this interior is way closer to an unfinished mockup than an actual finished location ready for a mission. The best example is the hangar: you can instantly tell it’s basically the Humane Labs loading bay reused almost as-is: same shell, same loading docks, same layout, even the vents… which, in some spots, literally stop in mid-air... you can just feel the whole thing was thrown together in a few hours with no polishing:

 

  Reveal hidden contents

 

On the left the exit of the Humane Labs, on the right the end of the Zancudo hangar:

comp1.thumb.png.23fc3b401b8ab4ab8a265bfde9f482e5.png

 

On the left the loading bay of the Humane Labs, on the right that of the Zancudo hangar:

comp2.thumb.png.7a4bbff5e1dfc01d85539cc7a203a8b4.png

 

On the left the decals of the Humane Labs, on the right that of the Zancudo hangar:

comp3.thumb.png.5715c5aa0aded12ae30085afcebebded.png

 

On the left the vents of the Humane Labs finishing within the walls, on the right the vents of the Zancudo hangar finishing ... in the void:

comp4.thumb.png.79cc128548c7644d9a06fe749ff73c48.png

 

Yeah there is a slight resemblance...
comp5.thumb.png.66e504bd684ef999cb5f51595ff39095.png

 

Same deal for the alien tank area, two out of three alien models are just frozen in T-pose, the room is completely empty, no props or set dressing at all (which probably shows the artist never meant the player to actually go inside, just like many “rooms” at Humane Labs). The tanks themselves aren’t finished either, and there’s a fun little detail (well, fun if you’re a 3D artist... I guess…), the tank mesh isn’t 1.02 or 1.36 meters in diameter, it’s exactly 1 meter wide, which is just the default circle size in any 3D software when you spawn a new shape. Says a lot about how much production time went into that area:

 

  Reveal hidden contents

alien1.thumb.png.c63e39da56a9568551fc770b4ab123ba.pngalien2.thumb.png.2d5c5f6c8e0fce281a89a02df8e584a9.png

 

Realistically, only the main corridor and the dissection lab have any real level of detail. The rest looks more like a prototype that probably got abandoned after a few tests. There’s no sign that this interior was ever meant to appear in a playable mission in this state.

So yeah… the goal with this mod was to make this leftover piece at least coherent and explorable in-game, while staying as true as possible to its original look and the ideas behind it back then.

 

Here’s the download link, feel free to share your feedback on the mod page or point out any remaining fixes to be done (there are still some):
https://www.gta5-mods.com/maps/black-project-zancudo-facility-beta-restauration

Enjoy the exploration, and thanks to everyone here for keeping this community alive!

Wow, this is great, nicely done. I’ve probably played GTA 5 through the story at least 4 or 5 times by now. It’s just one of those games that never gets old. The mix of characters, the freedom in how you approach missions, and that massive open world with so much to do... it keeps pulling me back in. And with GTA Online always evolving, even the single-player feels fresh after all these years. Still one of Rockstar’s best, no question. I'm amazed that people are still working on projects like this. 

3 hours ago, Knore1942 said:

Wow, this is great, nicely done. I’ve probably played GTA 5 through the story at least 4 or 5 times by now. It’s just one of those games that never gets old. The mix of characters, the freedom in how you approach missions, and that massive open world with so much to do... it keeps pulling me back in. And with GTA Online always evolving, even the single-player feels fresh after all these years. Still one of Rockstar’s best, no question. I'm amazed that people are still working on projects like this. 

Chatgpt coded comment.

funtimeandrefoxy
Who doesn't love a horse race with guns... well, that's something the devs thought of beforehand, as crazy as it sounds. And how do I know this? I discovered 19 cloud cache files. If you want to waste your time reading a lot of text, here it is: https://hiddenpalace.org/Assets/Grand_Theft_Auto_V/Cloud_Cache_Files
These are files specifically related to the game's online mode. My problem? Although I can extract txt and dds files from these .dat files, I have no idea how to extract the other files because I don't know what files they should be, considering I'm exploring this via hex, and there's currently no way to open these files (just to let you know how obscure it is, I only discovered the game's format with the source code...). If anyone wants to help me, you know where to find me; otherwise, I'd like to know which of these mission descriptions are unused.
 
edit: I don't think there is a way to open these files. Perhaps it would be necessary to create a program capable of opening these types of files in order to encrypt them. However, I doubt this will ever be done.
image.thumb.png.0fc3dcbe5af430681749a682533e27d1.png
Just so you have an idea, I can get the file via hex but it seems to be encrypted
 
 
Edited by funtimeandrefoxy
funtimeandrefoxy

It seems I found +-200 more cloud caches in another devkit... I'll probably add information about them over the next few days.

 

Edit: These are files from September 2013 and appear to be retail although there appears to be some unused content here and there.

 
 
 
 
 
 
 
Edited by funtimeandrefoxy
  • 2 weeks later...
HeySlickThatsMe

I'd like to contribute with a part three of my Agent Trevor DLC investigation, this contains a few things that i have missed previously:

Part 1 here

Part 2 here

 

Props

 

Spoiler

It's no longer a secret that Heists DLC reused a lot of things from the scrapped DLC... I've decided to investigate some prop models.

 

The first interesting prop is a chair, literally... just a chair. The prop in question is called hei_prop_heist_off_chair.ydr

 

YYvNXpT.png

 

What is so interesting about it? If you open the "more information" tab in OpenIV and go to the skeleton, you will find something...

 

g9NKJYD.png

 

The prefix for the bones used by the prop are P_A_ which obviously stands for Prop_Agent which matches up with one of the mentioned props Prop_Agent_Office_Chair

 

The second prop is the server drive that's used in one of the Pacific Standard prep mission, in Heists DLC the character pulls out a drive from one and inserts it into another inside a cutscene. The hei_prop_mini_sever2.ytd file has two interesting textures, first of all the light texture directly mentions "agent".

 

qV9vosq.png

 

There's also a screen texture that mentions casino screen... Well not entirely because it's misspelled, but you get the idea. Do note that this was from before Diamond Casino was even in development and during the time the SP DLC was still being worked on!
I think this means that Casino interior had some sort of server room that would play a role in the heist, alongside Gruppe Sechs involvement.

 

O3Ebc9B.png

 

If you remember the previous post, there was a mission which involved a cargobob and we know a new helicopter magnet model was included, well... The heists dlc magnet shares the same name, except agt and agent are renamed to hei and heist respectively, none of the textures have direct Heist DLC references in them apart from a single texture that's a detail map, which could've been easily added later.

 

Agt_Prop_Agent_Magnet = Hei_Prop_Heist_Magnet

 

lLhZt8s.png

 

wehnAUF.png


Something interesting is the magnet functionality itself - it was added with Heists DLC too, at the time it was only used in a single cutscene where the player gets picked up by an NPC. Why would they put so much effort into scripting the magnet just to use in a single mission? There's dozen of different natives to control the magnet properties, it's clear it had something to do with Russian_Car mission if it wasn't obvious already.

 

All magnet natives introduced with Heists DLC:

  • DOES_CARGOBOB_HAVE_PICKUP_MAGNET
  • SET_CARGOBOB_PICKUP_MAGNET_ACTIVE
  • SET_CARGOBOB_PICKUP_MAGNET_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_FALLOFF
  • SET_CARGOBOB_PICKUP_MAGNET_REDUCED_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_REDUCED_FALLOFF
  • SET_CARGOBOB_PICKUP_MAGNET_PULL_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_PULL_ROPE_LENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_SET_TARGETED_MODE
  • SET_CARGOBOB_PICKUP_MAGNET_SET_AMBIENT_MODE
  • SET_CARGOBOB_PICKUP_MAGNET_ENSURE_PICKUP_ENTITY_UPRIGHT

 

Caida Libre Crashed Shamal / Bury The Hatchet cutscene jet

Both of these assets have been remade for Next Gen version of the game, and feature textures from Agent Trevor DLC's russian_plane plane interior.

 

CMgRhxC.png

 

zzA4DGG.png

 

BaQLQvb.png

 

Weapons

 

Spoiler

Only a single new find here, there are leftovers for the stat section in pause menu for both drone weapons, it's not clear if these would be displayed normally or not since every single gun has stats even if it's unusuable by the player.
What's new is a confirmation that "drone" had a gun, while "drone2" had some sort of laser.

 

Characters / Clothing


 

Spoiler

There's code present that disables Michael and Franklin from character switch which proves that they were not part of this DLC, just to clear any doubts.

 

I've mentioned about code that resets Trevor's appearance, it seems like it also makes Trevor wear his brown Tuxedo, strangely enough the bowtie is missing. This proves that the DLC was even more James Bond-esque (now further confirmed by the Steven Ogg interview) and i bet they would've added more color versions later down the line. There's nothing known about the customization but would've been cool if you could pick your suit colors.
Strangely enough there is also code that makes Trevor barefoot in the first DLC mission (Trevor_Train) and gives him second variant (b) of his default jeans, it's unknown why this is the case. This means Trevor wore a suit since the second mission (IAA_Lies) which matches up with the cutscene info, as Trevor was given a "suitbag".
There's also code for "Norman" Zombie DLC that sets Michael's appearance to his leather jacket, it also activates the code from exile part from story mode which sets his gray suit to look dirty.

 

Returning to two DLC outfits - Army for Trevor and Clown for Michael. These were separate cosmetic mini DLC's that you could buy. This was kinda mentioned already before in the thread but i'll mention it again (By the way i originally wrote this post several months ago... so yeah)

 

Scripts / Missions / Misc 


 

Spoiler

Missions

In the previous post i've accidentally botched some of the mission order, which means some of the info and cutscenes were given to wrong missions. I have fixed this quite a long time ago but it's worth to mention this again.

A single new finding, by Rollschuh2282: It seems the code that's used in Doomsday Heist for the invisible Juggernauts is infact from Agent Trevor DLC! Based on the name it was tied to the scrapped Russian_Cloak mission. It ain't much but it's something, at least now we know what this mission could have involved in it's gameplay.

 

fEDteX9.png

 

Whether this involved Juggernauts or simply disappearing enemies is unknown.

 

I also tried to decipher the mission order for Agent Trevor, do note that basically the middle section of this is basically speculation...

 

  • Trevor_Train
  • IAA_Lies
  • Russian_Plane
  • Russian_Car
  • IAA_Training
  • IAA_Jetpack
  • IAA_Heli
  • IAA_Drone
  • IAA_RTS
  • Miles_Dam
  • Russian_Satellite
  • Arab_1
  • Arab_Defend
  • Korean_Protect
  • Korean_Rescue
  • Korean_SubBase
  • Miles_Planes
  • Casino_Setup
  • Arab_Fake (Unlocked alongside Arab_Tank) 
  • Arab_Tank
  • Casino_Prep 1
  • Casino_Prep 2
  • Casino_Prep 3
  • Casino_Heist
  • Korean_Satellites
  • Korean_Tank (Final mission of Korean strand)
  • Russian_Jetpack
  • Russian_Cloak
  • Russian_Vasily
  • Trevor_Finale (If every single mission is completed)
  • Miles_Rocket
  • Space_1
  • Space_2
  • Space_Finale

Everything up to IAA_Training should be correct, the order is:

  1. Train Heist (Speculation)
  2. Trevor returns to his trailer and finds ULP sitting inside, ULP forces Trevor to work for IAA, Trevor protects a senator with Karen at a charity event and kills an assassin,
  3. Trevor gets told to go to the airport, board a plane and recover an USB drive from a russian onboard, parachute to safety and give the USB Drive to Karen and Simon,
  4. Trevor gets told to go to Tataviam Truckstop, he meets Simon with Cargobob and Stromberg, they transport the Stromberg to another location and it's unlocked as Trevor's personal vehicle,
  5. Trevor gets inside the IAA Facility for first time, introduced to Miles and rest of details are unknown

Everything after IAA_Training is speculation, but everything after and including Casino_Setup should be correct again.

 

The mission order is based on Strand Synchronization ID's from Xbox 360 and PS3 version of the game, do note that these didn't have some of the missions that were added later. 

 

            case 0:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_CIA", 32);
                break;
            
            case 1:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_KOR", 32);
                break;
            
            case 2:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_ARA", 32);
                break;
            
            case 3:
                StringCopy(&cVar1, "SYNC_RUS_JET_WAIT_KOR", 32);
                break;
            
            case 5:
                StringCopy(&cVar1, "SYNC_ARA_HORSE_WAIT_CAS_SET", 32);
                break;
            
            case 6:
                StringCopy(&cVar1, "SYNC_ARA_3_WAIT_RUS_SAT", 32);
                break;
            
            case 7:
                StringCopy(&cVar1, "SYNC_CAS_HEI_WAIT_CAS_PR2", 32);
                break;
            
            case 9:
                StringCopy(&cVar1, "SYNC_KOR_SAT_WAIT_CAS_HEI", 32);
                break;

 

The Sync ID's for the DLC are still in the source leak but their names have been changed, removing the mission it's supposed to wait for which makes them undecipherable. 

 

SYNC_IAA_FINALE
SYNC_KOR_FINALE
SYNC_ARA_FINALE
SYNC_A14_FINALE
SYNC_KOR_PROTECT
SYNC_KOR_SUBBASE
SYNC_RUS_JETPACK
SYNC_RUS_END
SYNC_PAPERMAN
SYNC_CAS_PREP2
SYNC_CAS_PREP3
SYNC_CAS_HEIST
SYNC_MIL_DAM
SYNC_MIL_RKT
SYNC_MIL_PLA
SYNC_IAA_RTS

 

Tools Of The Trade

 

An achievement awarded by completing all DLC Assassination missions (back when this was still Franklin's DLC).

 

Casino Code

 

There's partial code for casino minigames including debug coordinates for the tables which i believe is what TezFunz found back in the day on Xbox 360 version of the game, they're not really interesting so i won't show them, but here is the commented code:

 

RUwpPKD.png

 

Alongside that, the R* debug menu script has leftovers of quick teleports to the casino locations.

 

"Title"
X Y Z, Heading

"Minigame Warp"
975.0649, 43.2549, 80.6180, 78.1340

"Poker Warp"
966.9172, 45.2775, 80.0588, 87.8897

"Blackjack Warp"
967.2065, 48.1126, 80.0588, 261.5536

"Roulette Warp"
964.4283, 48.7141, 80.0588, 41.2441

"Slot Warp"
974.9168, 55.1696, 78.9681, 264.2273

"Casino Exterior Warp"
877.0709, 19.7356, 77.7698, 278.1835

 

Another one is in debug .ipl file that's still in final game, point called xc_launcher which you can actually teleport to with Sjaak's Simple Trainer in the other teleports section. As expected every single of these coordinates takes you inside or outside the casino, and you start falling through the world.

 

//    - Singleplayer casino launcher (xc_launcher.sc)

^ From leftover casino script in the source code leak

Scene_Root, 969.2510, 48.1680, 80.0587, 13, 0, 0, 0, -1, xc_launcher, 0

^ From IPL file

 

More code indicates that Dancing minigame was part of the casino, which puts the mystery of the leftover dance.gxt2 file and sprites to the rest.

 

HNKNQs0.png

 

dancingmg.ytd:

 

Spoiler

WCV3H4R.png lr3voDO.png 9ZyYuT5.png

swArRv0.png d5kRsuK.png vTGInXE.png

vkhHSIS.png er4EynO.png


dance.gxt2:

 

0x1B4BED6D = ~INPUT_FRONTEND_LEFT~

0x8C4FCF73 = ~INPUT_FRONTEND_RIGHT~

0x9AE36C9A = ~INPUT_FRONTEND_UP~

0x51E7DA98 = ~INPUT_FRONTEND_ACCEPT~

0x86E2B444 = Move missed!

0x88FCC8D1 = ~INPUT_FRONTEND_DOWN~

0x666C03AC = ~INPUT_FRONTEND_X~

0x772EA535 = ~INPUT_FRONTEND_CANCEL~

0xA710E554 = Press ~INPUT_CONTEXT~ to start dancing.

0xAE52937C = ~a~ + ~a~

0xBE8F5D54 = Tap the button prompts in time with the beat. Keep in time with the music to unlock additional dance moves.

0xE478FFC4 = ~INPUT_FRONTEND_Y~

 

Worth to note that the dance.gxt2 file also exists on Xbox 360 and PS3, however it is fully empty. It was first added with Heists DLC proving it's ties to SP DLC much like other leftovers showcased before.

 

The code for casino tables also exists for GTA Online player's high-end apartments, allowing you to own a private table to play with your friends, this concept was reused for Diamond Casino Penthouse.

 

30gPQBU.png

 

Bunch Of Stuff

 

The scripts for Duke O' Death and Dodo Seaplane added with Enhanced Edition have leftover commented code that specifically mentions Trevor, and loading a gxt file called "ciajet" which would be the IAA_Jetpack mission. It appears whoever wrote these was also in charge of the DLC missions, or reused a DLC script template.

 

DLxo4yV.png

 

There are globals mentioning that jetpack had several states like hover mode, and it also mentions jetpack HUD.
Something i have to mention here, somebody would probably try to make a connection with the unused "alien rune" HUD that was found in xbox 360 and ps3 files, what i can say is that this file has nothing to do with it, and has existed for a long time.
The same file that has mentions of all the scrapped vehicle models, interiors, characters etc has mention of this file, and it predates all DLC's.

 

That's all, i think these files have been digged through so many times that there isn't actually anything left to find, but who knows. There is a few more things like Jetpack natives and stuff that i didn't mention, maybe i'll make another post, maybe not.

 

RECAP for those who might've missed these, this was originally part of this post that i wrote months ago but i already mentioned these so i'm not elaborating further.

Unused Agent Trevor "Return Case" animation

Unused Agent Trevor Mission Timelapse Cameras

 

Edited by HeySlickThatsMe
1 hour ago, HeySlickThatsMe said:

This is just a heads up for anybody who's gonna see this later and post it here: that asshole Affmal (the one who's behind the early DLC leaks and stuff) is now grifting Agent Trevor DLC

He's claiming that he remade parts of the missions but it's clearly just his own interpretation based on some of my speculation i posted in this topic, there is no way to faithfully recreate these missions as we practically know nothing about them except start points, some of the characters involved and some of the cutscene props, a lot of the information about gameplay, the characters themselves and their personalities, mission locations etc are completely missing, so whenever you see something happening in a specific place - be aware that there's no proof of it being the real location that rockstar intended to use, i wouldn't have a problem with his posts if they weren't so vague, like for example i always try to tell people if something i said is made up or not

 

With that being said, i'd like to contribute with a part three of my Agent Trevor DLC investigation, this contains a few things that i have missed previously:

Part 1 here

Part 2 here

 

Props

 

  Hide contents

It's no longer a secret that Heists DLC reused a lot of things from the scrapped DLC... I've decided to investigate some prop models.

 

The first interesting prop is a chair, literally... just a chair. The prop in question is called hei_prop_heist_off_chair.ydr

 

YYvNXpT.png

 

What is so interesting about it? If you open the "more information" tab in OpenIV and go to the skeleton, you will find something...

 

g9NKJYD.png

 

The prefix for the bones used by the prop are P_A_ which obviously stands for Prop_Agent which matches up with one of the mentioned props Prop_Agent_Office_Chair

 

The second prop is the server drive that's used in one of the Pacific Standard prep mission, in Heists DLC the character pulls out a drive from one and inserts it into another inside a cutscene. The hei_prop_mini_sever2.ytd file has two interesting textures, first of all the light texture directly mentions "agent".

 

qV9vosq.png

 

There's also a screen texture that mentions casino screen... Well not entirely because it's misspelled, but you get the idea. Do note that this was from before Diamond Casino was even in development and during the time the SP DLC was still being worked on!
I think this means that Casino interior had some sort of server room that would play a role in the heist, alongside Gruppe Sechs involvement.

 

O3Ebc9B.png

 

If you remember the previous post, there was a mission which involved a cargobob and we know a new helicopter magnet model was included, well... The heists dlc magnet shares the same name, except agt and agent are renamed to hei and heist respectively, none of the textures have direct Heist DLC references in them apart from a single texture that's a detail map, which could've been easily added later.

 

Agt_Prop_Agent_Magnet = Hei_Prop_Heist_Magnet

 

lLhZt8s.png

 

wehnAUF.png


Something interesting is the magnet functionality itself - it was added with Heists DLC too, at the time it was only used in a single cutscene where the player gets picked up by an NPC. Why would they put so much effort into scripting the magnet just to use in a single mission? There's dozen of different natives to control the magnet properties, it's clear it had something to do with Russian_Car mission if it wasn't obvious already.

 

All magnet natives introduced with Heists DLC:

  • DOES_CARGOBOB_HAVE_PICKUP_MAGNET
  • SET_CARGOBOB_PICKUP_MAGNET_ACTIVE
  • SET_CARGOBOB_PICKUP_MAGNET_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_FALLOFF
  • SET_CARGOBOB_PICKUP_MAGNET_REDUCED_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_REDUCED_FALLOFF
  • SET_CARGOBOB_PICKUP_MAGNET_PULL_STRENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_PULL_ROPE_LENGTH
  • SET_CARGOBOB_PICKUP_MAGNET_SET_TARGETED_MODE
  • SET_CARGOBOB_PICKUP_MAGNET_SET_AMBIENT_MODE
  • SET_CARGOBOB_PICKUP_MAGNET_ENSURE_PICKUP_ENTITY_UPRIGHT

 

Caida Libre Crashed Shamal / Bury The Hatchet cutscene jet

Both of these assets have been remade for Next Gen version of the game, and feature textures from Agent Trevor DLC's russian_plane plane interior.

 

CMgRhxC.png

 

zzA4DGG.png

 

BaQLQvb.png

 

Weapons

 

  Hide contents

Only a single new find here, there are leftovers for the stat section in pause menu for both drone weapons, it's not clear if these would be displayed normally or not since every single gun has stats even if it's unusuable by the player.
What's new is a confirmation that "drone" had a gun, while "drone2" had some sort of laser.

 

Characters / Clothing


 

  Hide contents

There's code present that disables Michael and Franklin from character switch which proves that they were not part of this DLC, just to clear any doubts.

 

I've mentioned about code that resets Trevor's appearance, it seems like it also makes Trevor wear his brown Tuxedo, strangely enough the bowtie is missing. This proves that the DLC was even more James Bond-esque (now further confirmed by the Steven Ogg interview) and i bet they would've added more color versions later down the line. There's nothing known about the customization but would've been cool if you could pick your suit colors.
Strangely enough there is also code that makes Trevor barefoot in the first DLC mission (Trevor_Train) and gives him second variant (b) of his default jeans, it's unknown why this is the case. This means Trevor wore a suit since the second mission (IAA_Lies) which matches up with the cutscene info, as Trevor was given a "suitbag".
There's also code for "Norman" Zombie DLC that sets Michael's appearance to his leather jacket, it also activates the code from exile part from story mode which sets his gray suit to look dirty.

 

Returning to two DLC outfits - Army for Trevor and Clown for Michael. These were separate cosmetic mini DLC's that you could buy. This was kinda mentioned already before in the thread but i'll mention it again (By the way i originally wrote this post several months ago... so yeah)

 

Scripts / Missions / Misc 


 

  Hide contents

Missions

In the previous post i've accidentally botched some of the mission order, which means some of the info and cutscenes were given to wrong missions. I have fixed this quite a long time ago but it's worth to mention this again.

A single new finding, by Rollschuh2282: It seems the code that's used in Doomsday Heist for the invisible Juggernauts is infact from Agent Trevor DLC! Based on the name it was tied to the scrapped Russian_Cloak mission. It ain't much but it's something, at least now we know what this mission could have involved in it's gameplay.

 

fEDteX9.png

 

Whether this involved Juggernauts or simply disappearing enemies is unknown.

 

I also tried to decipher the mission order for Agent Trevor, do note that basically the middle section of this is basically speculation...

 

  • Trevor_Train
  • IAA_Lies
  • Russian_Plane
  • Russian_Car
  • IAA_Training
  • IAA_Jetpack
  • IAA_Heli
  • IAA_Drone
  • IAA_RTS
  • Miles_Dam
  • Russian_Satellite
  • Arab_1
  • Arab_Defend
  • Korean_Protect
  • Korean_Rescue
  • Korean_SubBase
  • Miles_Planes
  • Casino_Setup
  • Arab_Fake (Unlocked alongside Arab_Tank) 
  • Arab_Tank
  • Casino_Prep 1
  • Casino_Prep 2
  • Casino_Prep 3
  • Casino_Heist
  • Korean_Satellites
  • Korean_Tank (Final mission of Korean strand)
  • Russian_Jetpack
  • Russian_Cloak
  • Russian_Vasily
  • Trevor_Finale (If every single mission is completed)
  • Miles_Rocket
  • Space_1
  • Space_2
  • Space_Finale

Everything up to IAA_Training should be correct, the order is:

  1. Train Heist (Speculation)
  2. Trevor returns to his trailer and finds ULP sitting inside, ULP forces Trevor to work for IAA, Trevor protects a senator with Karen at a charity event and kills an assassin,
  3. Trevor gets told to go to the airport, board a plane and recover an USB drive from a russian onboard, parachute to safety and give the USB Drive to Karen and Simon,
  4. Trevor gets told to go to Tataviam Truckstop, he meets Simon with Cargobob and Stromberg, they transport the Stromberg to another location and it's unlocked as Trevor's personal vehicle,
  5. Trevor gets inside the IAA Facility for first time, introduced to Miles and rest of details are unknown

Everything after IAA_Training is speculation, but everything after and including Casino_Setup should be correct again.

 

The mission order is based on Strand Synchronization ID's from Xbox 360 and PS3 version of the game, do note that these didn't have some of the missions that were added later. 

 

            case 0:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_CIA", 32);
                break;
            
            case 1:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_KOR", 32);
                break;
            
            case 2:
                StringCopy(&cVar1, "SYNC_TREV_FINALE_WAIT_ARA", 32);
                break;
            
            case 3:
                StringCopy(&cVar1, "SYNC_RUS_JET_WAIT_KOR", 32);
                break;
            
            case 5:
                StringCopy(&cVar1, "SYNC_ARA_HORSE_WAIT_CAS_SET", 32);
                break;
            
            case 6:
                StringCopy(&cVar1, "SYNC_ARA_3_WAIT_RUS_SAT", 32);
                break;
            
            case 7:
                StringCopy(&cVar1, "SYNC_CAS_HEI_WAIT_CAS_PR2", 32);
                break;
            
            case 9:
                StringCopy(&cVar1, "SYNC_KOR_SAT_WAIT_CAS_HEI", 32);
                break;

 

The Sync ID's for the DLC are still in the source leak but their names have been changed, removing the mission it's supposed to wait for which makes them undecipherable. 

 

SYNC_IAA_FINALE
SYNC_KOR_FINALE
SYNC_ARA_FINALE
SYNC_A14_FINALE
SYNC_KOR_PROTECT
SYNC_KOR_SUBBASE
SYNC_RUS_JETPACK
SYNC_RUS_END
SYNC_PAPERMAN
SYNC_CAS_PREP2
SYNC_CAS_PREP3
SYNC_CAS_HEIST
SYNC_MIL_DAM
SYNC_MIL_RKT
SYNC_MIL_PLA
SYNC_IAA_RTS

 

Tools Of The Trade

 

An achievement awarded by completing all DLC Assassination missions (back when this was still Franklin's DLC).

 

Casino Code

 

There's partial code for casino minigames including debug coordinates for the tables which i believe is what TezFunz found back in the day on Xbox 360 version of the game, they're not really interesting so i won't show them, but here is the commented code:

 

RUwpPKD.png

 

Alongside that, the R* debug menu script has leftovers of quick teleports to the casino locations.

 

"Title"
X Y Z, Heading

"Minigame Warp"
975.0649, 43.2549, 80.6180, 78.1340

"Poker Warp"
966.9172, 45.2775, 80.0588, 87.8897

"Blackjack Warp"
967.2065, 48.1126, 80.0588, 261.5536

"Roulette Warp"
964.4283, 48.7141, 80.0588, 41.2441

"Slot Warp"
974.9168, 55.1696, 78.9681, 264.2273

"Casino Exterior Warp"
877.0709, 19.7356, 77.7698, 278.1835

 

Another one is in debug .ipl file that's still in final game, point called xc_launcher which you can actually teleport to with Sjaak's Simple Trainer in the other teleports section. As expected every single of these coordinates takes you inside or outside the casino, and you start falling through the world.

 

//    - Singleplayer casino launcher (xc_launcher.sc)

^ From leftover casino script in the source code leak

Scene_Root, 969.2510, 48.1680, 80.0587, 13, 0, 0, 0, -1, xc_launcher, 0

^ From IPL file

 

More code indicates that Dancing minigame was part of the casino, which puts the mystery of the leftover dance.gxt2 file and sprites to the rest.

 

HNKNQs0.png

 

dancingmg.ytd:

 

  Hide contents

WCV3H4R.png lr3voDO.png 9ZyYuT5.png

swArRv0.png d5kRsuK.png vTGInXE.png

vkhHSIS.png er4EynO.png


dance.gxt2:

 

0x1B4BED6D = ~INPUT_FRONTEND_LEFT~

0x8C4FCF73 = ~INPUT_FRONTEND_RIGHT~

0x9AE36C9A = ~INPUT_FRONTEND_UP~

0x51E7DA98 = ~INPUT_FRONTEND_ACCEPT~

0x86E2B444 = Move missed!

0x88FCC8D1 = ~INPUT_FRONTEND_DOWN~

0x666C03AC = ~INPUT_FRONTEND_X~

0x772EA535 = ~INPUT_FRONTEND_CANCEL~

0xA710E554 = Press ~INPUT_CONTEXT~ to start dancing.

0xAE52937C = ~a~ + ~a~

0xBE8F5D54 = Tap the button prompts in time with the beat. Keep in time with the music to unlock additional dance moves.

0xE478FFC4 = ~INPUT_FRONTEND_Y~

 

Worth to note that the dance.gxt2 file also exists on Xbox 360 and PS3, however it is fully empty. It was first added with Heists DLC proving it's ties to SP DLC much like other leftovers showcased before.

 

The code for casino tables also exists for GTA Online player's high-end apartments, allowing you to own a private table to play with your friends, this concept was reused for Diamond Casino Penthouse.

 

30gPQBU.png

 

Bunch Of Stuff

 

The scripts for Duke O' Death and Dodo Seaplane added with Enhanced Edition have leftover commented code that specifically mentions Trevor, and loading a gxt file called "ciajet" which would be the IAA_Jetpack mission. It appears whoever wrote these was also in charge of the DLC missions, or reused a DLC script template.

 

DLxo4yV.png

 

There are globals mentioning that jetpack had several states like hover mode, and it also mentions jetpack HUD.
Something i have to mention here, somebody would probably try to make a connection with the unused "alien rune" HUD that was found in xbox 360 and ps3 files, what i can say is that this file has nothing to do with it, and has existed for a long time.
The same file that has mentions of all the scrapped vehicle models, interiors, characters etc has mention of this file, and it predates all DLC's.

 

That's all, i think these files have been digged through so many times that there isn't actually anything left to find, but who knows. There is a few more things like Jetpack natives and stuff that i didn't mention, maybe i'll make another post, maybe not.

 

RECAP for those who might've missed these, this was originally part of this post that i wrote months ago but i already mentioned these so i'm not elaborating further.

Unused Agent Trevor "Return Case" animation

Unused Agent Trevor Mission Timelapse Cameras

 

I will not buy GTA 6 because they cancelled this.

  • 2 weeks later...
  • 3 weeks later...

Horse Clouds discovered in a PS3 dump by @funtimeandrefoxy  . All credit to him for the discovery. After he shared the content with me, I was able to re-enable it on the PS3 and used the emulator to take screenshots.

Fortunately, the native LOAD_CLOUD_HAT still contains the string "horsey," and the Clouds.xml file still contained the original cloud settings. I just had to specify the correct cloud file names. So, what we're seeing is exactly as it should be.
 

Now I wonder.. did Rockstar plan this as an Easter egg to accompany the Horse content (which was also removed)?
 

I also posted a video on YouTube showing this.

 

 

Open-IV-Horsey-1.png

 

Open-IV-Horsey-2.png

 

Open-IV-Horsey-3.png

 

Open-IV-Horsey-4.png

 

Horsey-Clouds-Midnight.png

 

Horsey-Clouds-Morning.png

 

Horsey-Clouds-Day.png

 

Horsey-Clouds-Afternoon.png

 

Horsey-Clouds-Night.png


 

Edited by Player_67
Images

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