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OK what has 1.17 changed?


SeaWallTx
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Nice SeaWall.

 

I have started breaking my PS4 in with Tomb Raider Definitive Edition, although it really wants to play GTA V.

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FRESHLY UPDATED CONTENT: 7:54pm CST

►GTA Online Leaderboard Maintenance(Nov 4th at 3:30pm EST)

◆R☆ will be performing GTA Online leaderboard maintenance starting on Tuesday, November 4, 2014, at 3:30 p.m. (EST), and lasting approximately 4 hours. Leaderboards both in-game and on the R☆ Social Club website MAY be temporarily paused or unavailable. Submissions to leaderboards will catch up and be posted after the maintenance is finished, so NO data should be lost. Apologies in advance for any inconvenience.

◆This is an attempt on R☆s part to try to PATCH the "World Record" Glitches, in which the leaderboards both in-game and on the R☆ Social Club website would not have ANY records on them at all allowing every LAP to be a World Record.

Source:"https://support.rockstargames.com/hc/en-us/articles/203535693"

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Nice SeaWall.

 

I have started breaking my PS4 in with Tomb Raider Definitive Edition, although it really wants to play GTA V.

 

Awesome. I broke mine in when I bought it last month with Infamous.

 

Now I have to wait for a dammed Optical Converter, one that can Convert Digital Toslink Optical to Analog RCA A/V Output;

zE5V2u.gif

Until then I have no sound, so I won;t even be powering the dammed thing on, lol, I have the PS4( well right now PS3) hooked up to a PC Monitor, a 27" 1080p Flat Screen, BUT it has NO speakers or audio in/out, so with the PS4 having NO Analog Audio(neither does the Xbox 1) I am screwed until this converter gets here, but it will be here in 3 to 5 days, plenty of time to get the PS4 set up for GTAV, that will be the only game I own for it, until Mafia 3 or another GTA(or add-on DLC) comes out.

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Cool deal. The only games I play are open world games where you are a badass. GTA, SR and batman and maybe the new road warrior game.

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Cool deal. The only games I play are open world games where you are a badass. GTA, SR and batman and maybe the new road warrior game.

Bro do you even Far Cry?

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FRESHLY UPDATED CONTENT: 8:55pm CST

►First Person View CONFIRMED;
First Person on Current Gen System(PS4, Xbox One, & PC -
Confirmed, not a glitch)

https://www.youtube.com/watch?v=xEC-skzBHY0

First Person on OLD System(PS3 & Xbox360 - GLITCH)

*THE INFORMATION BELOW WITHIN THE SPOILER TABS MAY CONCERN EXPLOITS/GLITCHES, IF YOU ARE UNCOMFORTABLE WITH THAT PLEASE DO NOT OPEN THE SPOILER TABS , AND SIMPLY SKIP OVER THEM TO THE NEXT BIT OF INFORMATION.*


With exactly two weeks to go until launch, IGN spent some time with the new version of Grand Theft Auto V, including the all-new First Person Mode. Exclusive to the PlayStation 4, Xbox One and PC versions of Grand Theft Auto V, this new mode gives players the chance to explore the world of Los Santos and Blaine County directly through the eyes of their character, revealing all the world's glorious details in an entirely new way. For more details about First Person Mode, check out the first of IGN's 3 exclusive feature stories this week.


How first-person rewrites the whole experience.(Full Story)

By Daniel Krupa of IGN
I’ve just incinerated a wild rabbit with a rocket-propelled grenade.
It’s one of the new animals you’ll find around the great state of San Andreas, and I’ve killed it. And as its blackened corpse slowly rolls down the foothills of Vinewood, I feel a tinge of sadness. He deserved better than this, but I’ve got much bigger problems than my own latent psychotic tendencies. Police cars are stacking up in the cul-de-sac below and a helicopter is hovering somewhere overhead. I can’t really see where it is, but I feel its presence, and the cops open fire. So I make a run for it, vaulting over a fence into a parking lot, where I jack a car, climb in, and as I look down to hot-wire it, I see there’s a bullet hole in my in my forearm and blood is running out.
I’ve never had a GTA experience like this before, and that’s because it’s all playing out in the first-person.
“It’s a very intense, in-your-face experience… literally,” says Rob Nelson, the Animation Director on GTA 5. “Obviously, we felt like one of the most compelling things you could do to make an experience people have had before feel different was the new first-person mode.”
There’s so much new about this version Grand Theft Auto V, but it’s obvious R☆ was keen to deliver something above and beyond a technical upgrade – it’s given players an entirely new way of playing the game.
From shooters to action games, we’re all used to adopting the first-person, but the way in which this new perspective transforms the GTA 5 experience can’t be understated; it fundamentally alters how you inhabit and interact with this world. It rewrites the experience, both in single-player and online.
Nelson tells me the idea has been kicking around for a while, but it’s only been possible to do it justice since the arrival of next-gen consoles and the power they bring. It also required another precious commodity: time.
You can check out loads of screens showcasing first-person mode in the gallery below.
“We’ve always been in interested in it, but it’s never really been an option for us,” Nelson says. “I don’t think we could’ve put it in the [last-gen version] because we were too busy making the game. We were too busy working on our third-person controls and the missions.”
“We were out of memory on the old consoles for animations. We were constantly fighting about what we could have and what we could still push in, and what other areas you could steal memory back from – audio, art, maps – for animation. So we could’ve added all the atoms to make a first-person mode to the level we wanted. We weren’t sure the world would have held up the way we would’ve wanted it to.”
And that’s the rub. For the world of San Andreas to hold up to the unforgiving scrutiny of a first-person view, it had to be rebuilt from the ground-up.
R☆’s trailer does a good job of highlighting the differences in this new incarnation of GTA 5 – the forests are denser, the streets busier, and there are more cars, pedestrians, and animals – but no trailer can effectively convey how impressive it is when all these elements combine and you start exploring it afresh.
It’s an uncanny feeling. I’ve played GTA 5 for 60 hours or so. I’ve completed the story and many of the side missions, as well as spending a good chunk of time doing whatever I felt like. As I take control for the first time, all I want to do is jump on a dirt bike, ride across the desert, hit the highway, and head for the city. Driving into Los Santos, seeing the skyline shrouded in smog loom into view while the radio played was always one of my favorite journeys to make. But seen from first-person, over the handlebars of a bike, it feels instantly fresh; it’s like being a stranger in a familiar land.
It’s an obvious, almost childlike observation but the world feels much, much bigger. You’re enveloped by it – no longer looking down on its citizens, since you’re now one of them.
“I just think it’s a different way of experiencing the world. It’s a different perspective,” Nelson says, as he tries to put his finger on what makes it feel so distinct. “You’re eye-level, down with the people on the street, and as you walk past them, you see them sort of look at you out of the corner of their eye. All of this stuff existed in the game before – lots of little details.”
And now it’s possible to appreciate those details like never before. It’s not just the textures but the posters and in-game TV shows and movies have all been rendered in high-definition, so it’s now possible to press your face up to the glass of GTA 5 and not be disappointed.
Putting players into the first-person, and to do it right, requires much more than simply repositioning the camera. R☆ North has adapted GTA 5 extensively in order to create an independently satisfying and authentic first-person experience.
“You have to change pretty much everything,” reveals Nelson. “I mean, if you want to do it right. We have a very solid third-person animation system, but you don’t just put the camera down there and expect to see the guns, aim, and shoot. All those animations are new when you switch to first-person, because it all has to be animated to the camera, to make it feel like a proper first-person experience that I think people would expect. All the timings have to be re-evaluated.”
Nelson and his team have worked tirelessly to make this new perspective not only work but feel totally immersive. The fastidious attention to detail that originally went into the creation of GTA 5 is once again evident in the way first-person mode has been executed. When you step inside a car for the first time and settle down into the driver’s seat, you’ll notice the vehicle has a thoughtfully-designed dashboard – the speedometer and gas dial all work and, in some of the more high-end cars, digital displays even show the name of the radio station and song you’re listening to. Your character will even bob his head to the music. And that level of detail extends to every car, boat, and plane; they all have unique cockpits, so you’re never just plonked behind the same wheel. (Oh yeah, you can even duck down behind the steering wheel if you're being shot at.)
Hop on a bike or jump into a helicopter, and your character puts on a helmet or a set of goggles that authentically restricts your view and muffles the ambient noise of the world. It’s these details, seemingly incidental, which cement the illusion and make GTA 5’s first-person mode feel like a substantial part of the experience, rather than a bullet-point on the back of a box.
I played one mission entirely in first-person – the one where Trevor has to drive a motorbike onto the back of a moving train, reroute it so it crashes head-on into another train while Michael waits in a boat down below. Again, the difference is immediate – everything feels renewed from this perspective: the bike feels faster and more dangerous, and the combat, which dominates the second-half of the mission, is much more furious. It’s hard to anatomize when it plays out at speed, but it’s down to flourishes which come when you’re staring down the sights of a gun.
“There’s stuff that just doesn’t exist in third-person: the weapon recoil, the reloads, the weapon switching. All of the weapons have been up-rezzed and animated properly, so the shells come out the right way and have the right muzzle flashes. I think we created 3,000 animations on weapons alone.”
It’s also an extremely flexible and adaptable first-person experience. Off the bat, it retains the standard GTA 5 control scheme, but you can select from a variety of preconfigured control schemes so it feels more like a standard shooter. In fact, you can customize the experience a lot – you can vary the degree of aim assist, turn off ragdolling and the combat roll (after all, it might make some a bit queasy), and decide whether the game switches to third-person when taking cover. It’s versatile, too: it can be a full-on first-person experience, the same third-person experience you know, or a hybrid of the two.
When rumors emerged there would be a first-person mode in the new version of GTA 5, I was slightly sceptical only because for me the original game, like those before it, was so interested in the lives and foibles of its protagonists – Michael, Franklin, and of course, Trevor. Switching between them, seeing the world from a slightly different perspective, was a core element of that experience. You could be playing as Michael, enjoying a scotch while watching a black-and-white classic, and then visit Trevor, who was waking up with a stinking hangover on top of Mount Chiliad, wearing a dress.
I was worried first-person would undermine this. How can you retain a such a strong sense of character when you’re losing so much of the character’s physicality? “This is new territory for us,” admits Nelson. “We wanted as much as possible to retain a sense of character, whatever character you’re playing. Whether that’s little fidget or hearing them speak.”
It’s still very apparent that you’re playing as Michael, Franklin, or Trevor. Their personalities haven’t been extinguished – in fact, the animations which made them feel so distinct and well-rounded have been adapted to work in the first-person. An idle Franklin will crack his fingers or adjust the brim of his hat. Michael will light up a cigar when relaxing at home. When parachuting as Trevor, if you look down, his arms carry the unsightly marks and scars you probably always imagined.
You can pull up your phone, and it’s not an overlay – you’re now looking down at your phone. If you want to take a selfie, it now feels like you’re doing just that.
Suddenly, I could see how these characters I’ve known for over a year might come to life in new and surprising ways. This perspective creates intensity but it can also foster intimacy – for instance, when I was escaping in a speed boat as Michael in the mission above, Trevor was right beside me, speaking to me, looking me in the eye. I was right there with him, not looking down at the both of them.
But for me this new perspective transforms your relationship with GTA 5’s silent lead: the world itself, which over the last year has been rebuilt, becoming richer and even more fascinating.
“There are things you don’t see as well from a different perspective. When we started to play around, we started to see all this stuff we never saw before. It’s just a different way of looking at things."

 

iLIrfp.gif

The Video for the ABOVE conversation:

 

Source:"http://www.ign.com/articles/2014/11/04/grand-theft-auto-v-a-new-perspective"
Available in both GTAV and GTA Online, we've made a host of changes to accommodate this new perspective, including the creation of an optional first person cover system, a new targeting system, a more traditional FPS control scheme, and integrating thousands of new animations into the existing game. It's also available at the touch of a button so you can easily switch back and forth between perspectives.
Alongside the new First Person mode, Grand Theft Auto V for PlayStation 4, Xbox One and PC features hundreds of additions and enhancements including 1080p resolution at 30FPS on PS4 and Xbox One (4K compatible on PC).

Source:"http://www.rockstargames.com/newswire/article/52341/gtav-ign-delivers-new-details-first-person-experience"
►1080p resolution for PS4 and Xbox One(4K compatibility for PC);
Grand Theft Auto V for PlayStation 4, Xbox One and PC features hundreds of additions and enhancements including 1080p resolution at 30FPS on PS4 and Xbox One (4K compatible on PC).
On PS3 and Xbox360 the game displayed at a maximum resolution of 720p, no matter what you console was set to.

Source:"http://www.rockstargames.com/newswire/article/52341/gtav-ign-delivers-new-details-first-person-experience"

Edited by SeaWallTx
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Cool deal. The only games I play are open world games where you are a badass. GTA, SR and batman and maybe the new road warrior game.

Bro do you even Far Cry?

Nope. Never tried.

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FRESHLY UPDATED CONTENT: 9:16pm CST

transfer.jpg

"http://socialclub.rockstargames.com/games/gtav/tutorials/"

Character Transfer

You will need a Rockstar Games Social Club account linked to the console accounts used when previously playing GTA Online.
When entering GTA Online, you will be given the option to transfer your previous GTA Online character and progression data. Once you have chosen to transfer your previous character and progression data, the transferable in-game money, RP and Rank of all previous characters will be displayed. These are the characters that will be transferred to the PlayStation®4 or Xbox One. Once the transfer has completed, you will be prompted to choose a character and enter GTA Online.
You will still be able to play your existing characters on PlayStation®3 and/or Xbox 360, however any progress made with versions of the characters on those systems after a transfer will remain on those systems only. Any existing PlayStation®4 or Xbox One GTA Online character and progression data will be replaced by the previous character and progression data during the transfer, except for any existing in-game money, which will be combined with your transferred balance.
All earned in-game money will transfer. Purchased in-game money that has not yet been spent will only transfer within a console family (e.g. PlayStation®3 to PlayStation®4).

◆Much more info below in the "-STILL TO COME/Q&A" Section(in Post #3, "http://gtaforums.com/topic/740298-ok-what-has-117-changed/?do=findComment&comment=1066267267".)

Source:"http://socialclub.rockstargames.com/games/gtav/tutorials/character_migration/transfer_character/"
Exclusive Content for Returning Players
A host of new, exclusive content awaits players returning from the PlayStation®3 and Xbox 360 versions including rare versions of classic vehicles to collect from across the Grand Theft Auto Series such as the Dukes, the Dodo Seaplane and a faster, more maneuverable Blimp; activities including wildlife photography and new shooting range challenges, new weapons and more.
◆Much more info below in the "-STILL TO COME/Q&A" Section(in Post #3, "http://gtaforums.com/topic/740298-ok-what-has-117-changed/?do=findComment&comment=1066267267".)
Source:"http://socialclub.rockstargames.com/games/gtav/tutorials/character_migration/player_exclusives/
"

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TheJasonGallant

MONEY TRANSFERS :D

 

Now, Pegasus vehicles..

It's obvious at this point that everything transfers, what more do you need?

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Special crates are still dropping, just seen a 5 hour and 3 hour notification in an open lobby. Will report back if it drops.

 

Edit: just your basic special crate. 5000 RP, $5000, minigun, body armor. Haven't seen one of these in a while.

Edited by Tacts_21
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Special crates are still dropping, just seen a 5 hour and 3 hour notification in an open lobby. Will report back if it drops.

 

Edit: just your basic special crate. 5000 RP, $5000, minigun, body armor. Haven't seen one of these in a while.

How many players in the lobby?

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Special crates are still dropping, just seen a 5 hour and 3 hour notification in an open lobby. Will report back if it drops.

 

Edit: just your basic special crate. 5000 RP, $5000, minigun, body armor. Haven't seen one of these in a while.

How many players in the lobby?

Full lobby. 15-16 players.

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Special crates are still dropping, just seen a 5 hour and 3 hour notification in an open lobby. Will report back if it drops.

 

Edit: just your basic special crate. 5000 RP, $5000, minigun, body armor. Haven't seen one of these in a while.

How many players in the lobby?
Full lobby. 15-16 players.

Copy

Thx

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Special crates are still dropping, just seen a 5 hour and 3 hour notification in an open lobby. Will report back if it drops.

 

Edit: just your basic special crate. 5000 RP, $5000, minigun, body armor. Haven't seen one of these in a while.

How many players in the lobby?

Full lobby. 15-16 players.

 

Right, it appears that R☆ has finally REALLY ACTUALLY fixed the crates, now is seems they work as they did before 1.06, back in 1.05 and earlier;

 

 

 

smileys-cowboy-811123.gifCrate Drops

0_0.jpg

Special Crate drop in GTA Online(Dark Red Flare Smoke).

Crate Drops are supply crates which are dropped from aircraft around San Andreas in Grand Theft Auto Online.Crate drops are unlocked after achieving rank 12 and completing the first missions for TPI. Ron will contact the player to advise that there would be packaged air-drops containing special weapons to be tested, but that there would be competition so the player needs to make sure they get them first. They could be considered the online extension of the Story Mode Arms trafficking missions conducted by Trevor from the McKenzie Field Hangar.

When a crate is going to be dropped, a message will appear in the top right corner of the screen saying "A plane is on its way to drop a crate that contains useful supplies". Many crates contain simple but useful supplies such as ammunition and food such as P’s & Q’s.

Before it is dropped, the general area in which that the crate will be dropped is marked by a large green circle on the map. Finally, when the crate is dropped, the player will receive a message saying that it has been dropped, and the green circle on the map will be replaced by a small question mark icon, indicating the exact location of the crate. If a crate is not collected for a while, then it will disappear, saying that "Arms smugglers have picked up the crate".

Usually, after the crate is dropped, there will be a large number of NPCs (usually The Professionals) whose main goal is to protect the crate and presumably take its contents for themselves. These NPCs are well armed, and the player must battle the enemies, and after killing them all, the player will be able to pick up the loot and keep it for himself.

Even if the player has already started the battle for the crate drop, the player can easily run away from the area and will be back to normal.

 

smileys-cowboy-811123.gifSpecial Crate Drops

180px_Crate_drop_item_gtav.png

Special Crate drop in GTA Online(Gold/Yellow Flare Smoke).

Rarely, instead of a regular crate, the player will be notified that a special crate is going to be dropped. The player will be notified 10, 5, and 3 hours ahead of the crate drop. Note that these times are in game time, where one hour is two minutes in real life. Unlike the normal crates, whose text is displayed in white letters, the special crates have text in gold letters. These special crates can contain super heavy Armor, thousands of RPs, a Minigun, Carbine Rifle, or a full supply of food.

 

Normally a Normal Special Crate Drop contains:

- $5000

- 5000 RP

- Minigun with 9999 ammo.

-Los Santos Belle Shirt(Only on your first ever Special Crate Drop)

los_santos_belle.jpg

 

More Info:

-Minimum players needed for special crate drop is 8 and 10% drop percentage of the time, without events(Not during an event weekend). However with events(During an event weekend) they change minimum players needed from 8 to 4 with 100% drop percentage.

-Minimum players needed for regular crate drop is 4 and 90% drop percentage of the time, without events(Not during an event weekend). However with events(During an event weekend) they change it to a 0% drop percentage.(This has been known to error, but what hasn't, lolsmileys-cowboy-275189.gif)

-There are 31 fixed locations for crate drops to spawn. Map(of 20):"http://www.gtafivemap.com/s/2j0F7bw/" (Note: Map coordinates extracted from game files.)

NOTE: Some crate drops for the SA Weekend Special dropped in other places, not marked on the above map.

-There is a 10% chance that a special crate will be dropped. (This is increased to 100% during special event periods such as Last Team Standing Event weekend).

-6 types of NPCs spawn inside the green circle as "Smugglers".

-The "Smugglers" spawn with one weapon from a list of specific weapons:

-Most of the NPCs will spawn with a pistol, with the occasional one spawning with another weapon shown above.

-Most crates will be dropped in Blaine County.

-The Crate Drops do not appear if there is another activity going on like Simeon Import/Export Requests, Armored Truck, nor will it appear if playing in a solo session, an empty invite only session, or in any empty public server.

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Lester kill targets only need 2 players, we get them all the time in invite only.

 

I haven't gotten one of those completed yet. Do they pay well?

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Lester kill targets only need 2 players, we get them all the time in invite only.

 

I haven't gotten one of those completed yet. Do they pay well?

 

From about 2000$ up to about 7500$.

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zE5V2u.gif

Until then I have no sound, so I won;t even be powering the dammed thing on, lol, I have the PS4( well right now PS3) hooked up to a PC Monitor, a 27" 1080p Flat Screen, BUT it has NO speakers or audio in/out, so with the PS4 having NO Analog Audio(neither does the Xbox 1) I am screwed until this converter gets here, but it will be here in 3 to 5 days, plenty of time to get the PS4 set up for GTAV, that will be the only game I own for it, until Mafia 3 or another GTA(or add-on DLC) comes out.

 

I hear ya,btw how much did you pay for the converter,was it expensive?

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MONEY TRANSFERS :D

 

Now, Pegasus vehicles..

It's obvious at this point that everything transfers, what more do you need?

 

 

My Pegasus Cargobob

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zE5V2u.gif

 

 

Until then I have no sound, so I won;t even be powering the dammed thing on, lol, I have the PS4( well right now PS3) hooked up to a PC Monitor, a 27" 1080p Flat Screen, BUT it has NO speakers or audio in/out, so with the PS4 having NO Analog Audio(neither does the Xbox 1) I am screwed until this converter gets here, but it will be here in 3 to 5 days, plenty of time to get the PS4 set up for GTAV, that will be the only game I own for it, until Mafia 3 or another GTA(or add-on DLC) comes out.

 

I hear ya,btw how much did you pay for the converter,was it expensive?

 

$19.99 WITH the RCA wires and all from Amazon, that includes the shipping.

this however will NOT work for the Xbox One, it does NOT have Optical Out, you MUST have a HDMI to RCA Converter(Digital to Analog Converter) WITH HDMI out if you want a HD picture for you Xbox One or a HMDI Splitter.

 

To add NON-HDMI Audio to PS4/Xbox One;

 

For PS4(will NOT work for Xbox One):

41U3JgLc4jL._SCLZZZZZZZ__SY115_SX115_.jp(Cheapest w/ optical wire that has 3-5 day shipping)

four_half_stars_0.png

$16.99 + FREE Shipping

Digital Optical Coaxial Toslink Signal to Analog Audio Converter Adapter RCA L/R

"http://www.amazon.com/gp/product/B00HF1J8S2/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1"

 

For Xbox One(will also work for PS4):

41v_V57t_Dfn_L_SY300.jpg(the BEST option, but NOT the Cheapest)

*Also adds Optical Capabilities*

4_stars.png

$28.99 + FREE Shipping

(Digital Video Out/HDMI Out/ High Definition, for those who want that perfect 1080p picture.)

IMAGE® HDMI to HDMI + SPDIF + RCA with R/L Audio Converter Extractor

"http://www.amazon.com/IMAGE%C2%AE-SPDIF-Audio-Converter-Extractor/dp/B00HMVMQOS/ref=sr_1_15?s=electronics&ie=UTF8&qid=1415227176&sr=1-15&keywords=HDMI+to+HDMI+%2B+RCA+converter"

 

41_KD9_Jyimd_L_AA160.jpg(NOT the best option, but the Cheapest)

3_5_stars.png

$12.85 + FREE Shipping

(NOT Digital/NON-HD/ Standard Definition, for those who don't mind a less then perfect picture.)

Sanvn Hdmi/av Converter LED Signal Indicator Cvbs/video Output Hdmi1.3 Input Well Made

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Edited by SeaWallTx
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MONEY TRANSFERS :D

Now, Pegasus vehicles..

 

It's obvious at this point that everything transfers, what more do you need?

 

My Pegasus Cargobob

Yep, this is is pretty much what I'm wondering, lol.

 

I doubt the Cargobob will transfer. If it doesn't, I'll be disappointed but I'll eventually move on

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FRESHLY UPDATED CONTENT: 10:23pm CST

►GTA V/Online PS3 - PS4 Comparison Video;

Grand Theft Auto V on PlayStation 4, Xbox One and PC has given us the chance to harness the power of these platforms to improve every aspect of the game. In addition to the all-new First Person Mode revealed yesterday, this means big technical changes like increasing the overall resolution and more than doubling the draw distance, as well as replacing every texture in the game and much more.

To see just how far the game has come in its transition to these new versions, check out the PS3 to PS4 Comparison video above.

IGN's details that explains many of the key upgrades and the challenge of creating these new, enhanced versions of GTAV:(Full Story)

By Luke Reilly
The new neons beneath Franklin’s Pegassi Zentorno bake the asphalt below in a soft, yellow glow. It’s night and his car is parked on the verge of a quiet street somewhere in Vinewood Hills. This is my first glimpse of GTA V on a current generation console. The angular panels on the Zentorno (a shark-mouthed hypercar that looks like it eats pedestrians and craps Lamborghini Sesto Elementos) gleam in the moonlight. I thought the cars in the original GTA V looked great, but this thing leaves them for dust.
Beyond the gravel that lines the road’s edges, weeds and unruly bushes carpet the hillside. Los Santos itself lies to Franklin’s left, blanketed in light and stretching far further into the visible distance than ever before.
Switching to new-generation GTA V’s freshly-added first-person view I watch Franklin slide under the Zentorno’s scissor-door and into the brand-new, fully-modelled cabin. His hands clutch the wheel, the dash illuminates, and he peels onto the road. The headlamps highlight hanging fog wafting across sections of the street with a rolling glare as Franklin winds down into Vinewood. The Zentorno is just one of the vehicles Rockstar has added to the game over the past year via its regular, free GTA Online updates. I don’t know whether this is Franklin’s personal ride, or if he pinched it, but either is possible; vehicles from the GTA Online updates now form part of the ambient vehicle population in the new-generation version for increased traffic diversity.
I try to spot other new vehicles but I’m distracted by the spectacle of Vinewood’s vibrant and completely refurbished main drag. Franklin leaves the growling Pegassi on the kerb of a bustling Vinewood Boulevard and steps up onto the footpath. He looks down at a star on GTA V’s riff on the real-life Walk of Fame; the texture is clearly all-new and incredibly crisp. A pair of rats dart into sight and scurry away down the street. As good-looking as GTA V is on PS3 and Xbox 360, and as alive as it feels, this is something else entirely. This isn’t GTA peeking its head into the new generation; this is GTA kicking down the door and cartwheeling directly into the epicentre of the party, much to the envy of those who just spent the last 12 months warming up over by the crackers and dip. It’s beautiful, it’s denser than ever, and I’ve barely scratched the surface.
This is GTA V on a current generation console; the PS4, to be specific. This is not simply GTA V upscaled; that much is already clear. This is GTA V upgraded, on every level.
“We’ve spent more man-hours on this than most games get from start to finish,” says Rockstar Games art director Aaron Garbut. He describes the “sheer volume of work” as the main similarity between bringing GTA V to new-generation consoles and PC and making a game from scratch.
“On the art side we’ve taken another look at every asset in the game,” he continues. “From additional dressing and detailing of the world, to looking at every prop and increasing their resolution, or even starting from scratch where appropriate.”
“The work for first-person pushed this even further, making us address areas we would not normally have reason to address. Every weapon has been entirely redone with far, far more detail. Almost every animation has been redone. Every car has been modelled with a higher level of detail and a full interior and the world as a whole has had much more detail added.”
The detail is everywhere you look. The layers upon layers of granular detail astonished me in GTA V on PS3 and Xbox 360 – and it still does, considering those devices were conceived at some point in the Bronze Age – but this goes far, far beyond that. The stamped lettering on a rifle. The myriad dials everywhere you look in the cab of a fire engine. The blink of a handbrake warning light in your dash cluster when you tug it to trigger a drift. Step into the dank and grimy Yellow Jack Inn, for instance, on the outskirts of Sandy Shores in first-person and you can now feel the despair. Even the smallest, handwritten notes stand up to close scrutiny. That weird scrap of paper in the vestibule from the individual promising to embiggen your “penice”? It’s no longer a pixelated bit of set dressing that’s not really intended to be examined too thoroughly; now it feels like you could reach in and pluck it from the notice board. The detail has become utterly immense and, viewed through this new first-person lens, astonishingly immersive.
“As always we like the little things,” says Garbut. “It’s a core belief here that all the little details add together into something way more than the sum of their parts – they help sell the world, and sell the experience. They add a sort of intimate level of granularity to the experience that pushes it beyond what you’d normally expect to see.”
Garbut explains more about how the new first-person view has been a driving factor for this amplified devotion to detail.
“There’s something incredible about running around this world in first-person, glancing down at Trevor’s hands, now your hands and seeing the tattoos, the dirt under his nails, putting on a pair of sunglasses and watching as the screen tints to match their colour, stealing a car, watching as your fingers hotwire it and then glance up and see the dash kick into life and the rev-counter jump as you floor it and the ABS light flicker on as you skid round corners.
“Maybe heading over to the airport, police giving chase, glancing down and noticing the owner has left an old cup and some cigarette ends in the ashtray. Pull up at the airport, taking note of the song playing on the radio’s display on your dash. Dive out and into a plane or a helicopter, watching as you pull on your helmet and the HUD springs into gear, climbing higher and looking at your HUD move with your head and the various dials, compass, warning lights, artificial horizon and every other detail moves and blinks on your helicopters control panel.
“Sweeping over the city where all these added lights, increased draw distance complete with cars on distant freeways, and atmospheric fog adds up to a city that’s way more alive than you’ve seen before, then up higher and out the door, skydiving then opening your parachute and looking up at your hands as they pull the cords guiding you down onto a rooftop. It’s a whole new experience.
“And then with a click you’re in third person and there’s your character again in front of you – it’s a whole other new experience.”
This is all achieved, on PS4 at least, via a tap of the touchpad. There’s no menu shuffling required to switch between the two views and nothing to stop you switching between them whenever you see fit. I’m certainly smitten with the new first-person view, though. There’s something a lot more intimate and desperate about GTA V’s most-frantic moments, like a car chase, in first-person – and it’s this new level of fidelity that sells it. Spider-web cracks branch out from bullet holes in the windscreen. Glance over your shoulder, across the back seats and out through the rear glass (replete with its demister element) and you’ll see the cop cars lunging at you from behind to shunt you into a violent spin. It’s like a long-take in an action movie that you’re living.
“We took each individual piece and looked at how much further we could polish it – nothing about this process is automated,” says Garbut. “This is the team going in by hand and looking at every aspect of the game and seeing how we could apply additional memory or additional processing power.”
“A really good example is lighting and particle effects. We went in and hand-placed them in very specific ways in areas that we thought could benefit and surprise the player, like fireflies at night in the countryside, or ambient light pollution over Los Santos at night. We added extra details to the world where it made sense – take a look at the interior of Trevor’s truck for instance, which probably looks exactly as you’d imagine.
“I think we had a great starting point but that’s what it was, a start, which has let us drill down into so much more detail and solidity. To hone everything well beyond the point we’d normally be happy and bring it to a new level.”
Garbut is incredibly proud of what the team achieved on the older consoles but, after a year in the new-gen Los Santos he finds it “very, very hard to go back to the previous versions.”
“It’s more than a quick texture up-res, it feels like the world has come into focus,” he says. “It runs smoother, it plays smoother, and it feels like it has really evolved into something so much more.”
“I love the visceral quality of playing in first-person and the way it really connects you to the world. I love that I’ve been living in this world, playing these same missions for five years and between the changes across the engine and the addition of first-person it feels entirely fresh. Exploring this world I’m so familiar with seems new again.”
With just a few hours of GTA V on PS4 under my belt I’m not quite ready to write off the PS3/Xbox 360 version yet but the differences are quite stark, perhaps few more so the game’s excellent new foliage system. It adds a huge amount of life to the map’s less built-up regions and, according to Garbut, was one of the first things the team tackled.
“From Red Dead Redemption, we knew what the world gains by adding vegetation,” he says. “As soon as we saw the world with the weeds and grass added it really came alive for us in a new way. It softens edges and really does so much to make the world feel less digital and exact.”
“It’s something as an art team we focus on a lot – break up the hard edges, break up the straight lines and you get something much more real. We then updated all our bushes, plants and trees with much, much more detailed equivalents and then worked on a much more advanced wind system so the branches and leaves blow more realistically. We worked on a layered approach to the grass, starting with hand placed weeds along the bottom of fences and walls, complete with little bits of litter trapped in between, then we layered a base level of grasses of various types over the world.
“This gave us a base layer that looked pretty good. Then we built out a set of feature plants, flowering grasses, taller plants, etcetera. This we layered on top, paying attention to dropping it in a natural way, following how these plants spread and grow. Then beyond that we layered high frequency detail; small stones, blown leaves, and in the city litter and the like.”
Sowing the countryside with more realistic flora is a huge part of what makes new-generation GTA V feel real in a way its predecessor could not, but light is what sets everything off and is a crucial part of what sells a game’s looks. I already admire how authentic the light in GTA V on PS3 and Xbox 360 is and recall having more than one accident after being distracted by the skewing shadows of my car as I rolled under multiple street lights. New-generation GTA V, however, has three times the light sources than GTA V on PS3 and Xbox 360.
“Our lighting and graphics teams have made a lot of changes, all to give the world more realism and dynamism and to ensure the world itself just feels more vital and alive,” says Garbut.
“This will dive a little into the more technical areas, but we have a much improved screen space ambient occlusion (SSAO) solution that gives us far more solidity than we had before. Most lights now have dynamic shadows, and there are modelled caustic spread patterns on car headlights and many of our placed lights – basically, this is the effect when light is refracted through another material, like water in a pool or in this case the glass in front of the bulb.
“Shadows now cast through the fog itself, so we see lovely shafts of light. Cutscene lighting and much of the city lighting was entirely redone. We have massively upgraded reflections – it’s especially noticeable with all the neon and building lights reflected in the cars at night.
“We have lots more volumetric fog going on, whether the atmospheric glow of building lights in the sky at night or the way the lights in general dissipate in foggy weather. When it begins to rain, these reflections are more noticeable in the puddles and the rain itself now refracts the light around it.”
On top of these lighting changes there’s also a dynamic depth of field effect that sharpens up where you’re looking and softens where you aren’t, like a camera’s autofocus. Garbut explains the skin shaders and terrain shaders are new, too.
“This is all rendering a world with a draw distance several times what it was before,” he continues, “with way more visible detail and movement way further into the distance, with far more particle effects, from the drips of rain from a canopy to the smoke from an industrial chimney, the swirl of litter in an alley on a windy day or the way the rooftop A/C units which now have visibly turning fans pump out vapour. Many of these new particle systems now receive and sometimes cast shadows. All of this rendering with way better antialiasing.”
Perhaps the biggest compliment I can pay new-generation GTA V is that, after playing well over 100 hours of GTA V on Xbox 360, it feels brand-new to me again. Sure the layout of the environment and the mission progression is the same, but it’s completely stuffed with new things to see, hear, and do. From the readable packets in a cigarette machine where there were previously only low-resolution blurs to the more-realistic fur on the game’s wildlife. From hearing the police scanner and phone calls through the DualShock 4 speaker to the subtle squeak of Michael’s middle-aged backside on vinyl upholstery as he scootches into an old van. From the satisfaction of landing the new Dodo seaplane on rough water in first-person to the thrill of destroying a car with a single shot from the game’s wild new experimental railgun.
“We always try to make big expansive games, and we always try to fill them with a massive amount of things for players to find, whether it’s through playing missions or simply stumbling on surprising little details in the world itself,” says Garbut. “To us, they are places as much as they are games.”
“We’re used to having insane amounts of work ahead of us. Working on this has been a double-edged sword. It’s always fun to roll off a project and start something new but it’s also amazing to take something you’re proud of and that you spent so long squeezing every little bit you could into, and then suddenly have this opportunity to push so much more into it, to see how much further you can take it.
“That’s an amazing thing. I’m incredibly proud of what the team has achieved and it feels like a giant leap rather than a tentative step into the next generation.”
Source:"http://www.ign.com/articles/2014/11/05/grand-theft-auto-5-leaping-the-generation-gap"

 

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Source:"http://www.rockstargames.com/newswire/article/52342/gtav-ps3-to-ps4-comparison-video-new-ign-feature-interview"

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MONEY TRANSFERS :D

Now, Pegasus vehicles..

It's obvious at this point that everything transfers, what more do you need?

My Pegasus Cargobob

Yep, this is is pretty much what I'm wondering, lol.

 

I doubt the Cargobob will transfer. If it doesn't, I'll be disappointed but I'll eventually move on

 

I think it will, I say this only because it is simply an On/Off coding process, 1s and 0s and in this case if you managed to change the Cargobob which is a legit Pegasus Vehicle(without a Legit Method for Purchase) from a 0 to a 1(or whatever similar coding being used) on the Social Club then it is that information that is being transferred to the next console, so there is really no reason it wouldn't transfer, not unless R* put in a specific watch(or stop) measure to prevent the Cargobob from transferring.

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