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[SA|CLEO|WIP] 2 Player Missions Loader


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Hey! So I've heard you want to free your old Playstation memories of San Andreas from all the dust that they have collected over the years of you playing the PC version with all the modifications that you are used to. Now, after 10 years I think it's time to get all the features that, in the first place, should have been featured in all versions of GTA San Andreas. Every version has it's advantages and disadvantages. So let's only focus on the advantages of each version and add these to the "modificationable" PC version. Since many modders including format c:, The Hero and Silent brought back features known from other versions of San Andreas in form of plugins, I thought that it is now my turn to try to bring back a feature that I missed the most of them all:
The two player missions.

The first time that I played San Andreas it was at a friend's house on a Playstation 2 (the big one). We played the whole night through only in two player mode! I still remember that my friend had all savegame slots occupied. It was always a finished savegame but saved at different places! One in Los Santos, one at the abandoned airstrip and so on. One thing I can tell you is that I was hooked. In Verdant Meadows the screen was all orange and red and you thought you were actually in Death Valley. Still the best part of the game was playing together, in my opinion. Friend loading the savegame and showing me the achivements and what has been done in the game while in two player mode. Now many of you certainly tried the same thing on PC and some may also expected the PC version to feature all of this but then realized that it is all gone on PC and what you get is a pared-down version of the beauty that was the first edition.

Now, with this modification you can refresh your memories and show your friends what you have achieved and play the (now additional) 16 missions you already had on the Playstation 2. Just install CLEO, drag and drop this mod into the CLEO folder, get a program to control the second player and load up your old savegame that you are used to with all your achievements, gang territories and clothes.
What? You are fed up with San Andreas? Okay, what about visiting Vice City or Liberty City with your pal? Sounds good? That's nice! It's possible. You've probably heard of this GTA United mod. Yea, you can play with your pal in there and even do some missions together which will remind you of GTA Vice City or GTA III.

What is needed to run the mod?

What is recommended additionally?

 

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  • In case you only have 1 keyboard:
    Download SAAC 2.0 and map the keys for every player
    (e.g. player one uses "W A S D" and player two uses "UP LEFT DOWN RIGHT")

 

  • In case you have 1 keyboard and 1 controller:
    Recommended: Download Silent's GInput (needs Xinput wrapper for any other than Xbox 360 controllers) and edit GInputSA.ini:
    MapPadOneToPadTwo=1
    Alternatively:

    Download Ginput 0.1-Beta 3 by Deji and x360ce and install Ginput.asi, Ginput.ini, x360ce.ini and xinput1_3.dll to the GTA SA root folder. Then Open x360ce.ini and swap [PAD1] tag with [PAD2]
    For XBOX 360 controller users you still need to adjust the buttons for player 2 as it uses PS2 layout
    (Player 1 uses keyboard and player 2 uses controller)

     

 

Features:

GTA San Andreas Version:

  • 16 Missions
  • new beta feature in "Run-around LS"
  • Load your old savegames
  • Ability to use custom main scripts together with two player missions
  • Add/remove/customise features via ini options

GTA United 1.1 version:

  • 10 Missions
  • Completely new pickup locations (but they feel like they were intended to be there)
  • Completely new rampages (that were made from scratch but feel like they were already featured in GTA III or GTA Vice City)
  • Play missions not present in the GTA United 1.2 version
  • Add/remove/customise features via ini options

GTA United 1.2 version:

  • 10 Missions
  • Load your old savegames
  • Completely new pickup locations (but they feel like they were intended to be there)
  • Completely new rampages (that were made from scratch but feel like they were already featured in GTA III or GTA Vice City)
  • Let the second player play old school characters from other GTA games
  • Add/remove/customise features via ini options

GTA SA:LC version:

  • 5 Missions
  • Load your old savegames
  • Completely new pickup locations (but they feel like they were intended to be there)
  • Let the second player control peds from the game Grand Theft Auto III
  • Add/remove/customise features via ini options

Gostown Paradise version:

  • 5 Missions
  • Load your old savegames
  • Completely new pickup locations (but they feel like they were intended to be there)
  • Explore the island together
  • Let the second player play custom skins
  • Add/remove/customise features via ini options

Things to come (only if you want them to happen):

  • Port the two player missions to more total conversions (Work in progress)
  • Make huge class selections for total conversion versions (Work in progress)
  • Add beta stuff/original intended stuff to the San Andreas version (partly done)
  • Fix bugs that were present in the console versions
  • Add compatibility to all language packs (partly done via workaround)
  • Fix the bug that pickups created by cleo are saved in savegames and even appear when the script is removed
    (already fixed in both GTA United versions and partly in San Andreas)

Screenshots (San Andreas version)
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The two player free roam icon shown along with some added files from the Playstation version

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A two player free roam with DK22Pac's GTA V HUD Modification

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Hostile groups will attack your vehicle!

thought to be a beta feature but actually happens when two players sit in the car



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You can have your friend play any of your girlfriends whenever they are at home!

Screenshots (United 1.2 version)
Remember that only parts of the whole thing are shown so that there is still something to explore and ONLY open the spoiler if you want to reveal new content!


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Custom skin

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Plane surfing



Screenshots (SA:LC version)
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a rampage that was cut from the final version due to bugs

Screenshots (Gostown Paradise version)
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Run-around the Yacht

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Some swimming....

2 Player Missions Loader @ GTAGarage

Download:

Supported games (at the moment)

  • GTA San Andreas (all versions that support cleo missions...so iOS and Android don't work)
  • GTA United 1.2.0.1
  • GTA United 1.2
  • GTA United 1.1
  • GTA SA:LC
  • Gostown Paradise 6 beta
Edited by Nights744
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https://gtaforums.com/topic/744210-sacleowip-2-player-missions-loader/
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About that quote on the top.. the idea we originally had for the Modding Section has changed and just like before, threads go into the Showroom even if its a work in progress.

 

I've moved it into the Showroom, sorry about that confusion.

Really digging what you're doing here, we awfully needed a new version of the 2 player pickup. Great work so far!

 

I can't try it out at the moment but do you think you could consider adding split screen and removing the stupid distance limit from the PS2 version?

Really digging what you're doing here, we awfully needed a new version of the 2 player pickup. Great work so far!

 

I can't try it out at the moment but do you think you could consider adding split screen and removing the stupid distance limit from the PS2 version?

 

1. I don't think I'm advanced enough to do a split screen and at this point I cannot even answer if that would be possible without heavy bugs.

I think it would require an ASI hook with some directx drawing, not possible in CLEO.

 

Here is some test that it is possible, it was done on MTA though:

 

 

2.The distance limit can be removed very easily since the limit is actually set in the original script by Rockstar to 20 units. It's just like an invisible wall. However, there is a routine that stops the two player game when the players are about 50 units apart. Even if the invisible wall is removed that limit is still active and I tend to think that it is hardcoded in the game. I've tested all two player mods I could find out there and even those who promised to remove all limits had this limit still active. G-side tried to port the original PS2 script and jarjar tried to mod and extend it making his own version different from the original PS2 version but I haven't seen any of the promises to "break limits" become true.

 

Fascinating is that the routine seems to only check the X and Y distance but not the Z (height) distance. I teleported CJ high in the air using Dannye's USCM and the game wouldn't end. When I used it to teleport CJ into the distance however the game ended suddenly....

Looks OK.

And indeed, the distance limit IS hardcoded.

 

Wonder how it'd work in VCSPC. Though the 2nd player hud is greatly unfinished.

Igor Bogdanoff

Looks very nice :)

Edited by Tomasak

just curious, why is it a cleo script? the original one i remember using just enabled it through script... is it because of your planned features?

 

 

and Silent, please add two player in! even as an addon\dlc.

Edited by wahgah

just curious, why is it a cleo script? the original one i remember using just enabled it through script... is it because of your planned features?

 

 

and Silent, please add two player in! even as an addon\dlc.

It being CLEO is actually great. f*ck replacing main.scm in 2014.

and Silent, please add two player in! even as an addon\dlc.

We did have some brief plans about adding some 2p content, but that wouldn't happen before the controls system rewrite, at least. Pretty distant future.

We did have some brief plans about adding some 2p content, but that wouldn't happen before the controls system rewrite, at least. Pretty distant future.

 

Well, so VCS PC Edition is your chance of publishing Ginput for SA Engine (through VCS PCE) because it doesn't go against your rules to publish a mod that already exists (Ginput by Deji)? Many people requested your version of SA Ginput and by your quote it seems like you will do that. It is likely because I don't think you want to rely on 3rd party modifications in your total conversion.

 

For the possible 2p content in VCS PCE you could use the already existing 2p functions to replicate the PSP multiplayer, couldn't you?

I've found out that maybe 4 protagonists would be possible in SA because SA's pedtypes say so:

  • PLAYER1
  • PLAYER2
  • PLAYER_NETWORK
  • PLAYER_UNUSED

Do I have the right clue there or is it just the pedtypes and the 3rd and 4th player functions don't even exist or are too rudimentary?

The PSP version features up to 6 players, so if the aforementioned is true at least 4 players would be possible....but 4 player splitscreen?

 

Reminds me of James Bond: Nightfire on Gamecube (lol):

 

 

 

You can't get armor for the second player :( Also, can't fire RPG/sniper (both players).

I made something small that can be useful.

 

I'll share it here:

{$CLEO}0000: NOP:Startwait 0if0ADC:   test_cheat "PLAYER2"jf @Start:BeginModel.Load(#VLA2)Model.Load(#M4)038B: load_requested_models04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 1.0 3.0 1.0$SECOND_PLAYER = Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)$SECOND_PLAYER_ACTOR = Actor.EmulateFromPlayer($SECOND_PLAYER)09C7: change_player $SECOND_PLAYER model_to #VLA2Actor.GiveWeaponAndAmmo($SECOND_PLAYER_ACTOR, 31, 99999)Actor.SetImmunities($SECOND_PLAYER_ACTOR, 1, 1, 1, 1, 1)0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 106F3: set_players_can_target_eachother 0 0568: set_actor $PLAYER_ACTOR untargetable 1 0568: set_actor $SECOND_PLAYER_ACTOR untargetable 1 06E0: set_2_player_camera_mode_to 2 06FA: allow_players_to_use_separate_vehicles 0 06F1: set_2_player_distance_limit_to 20.0 094E: set_actor $SECOND_PLAYER_ACTOR mute_pain_audio 1jump @Start
Edited by iFarbod

Well, so VCS PC Edition is your chance of publishing Ginput for SA Engine (through VCS PCE) because it doesn't go against your rules to publish a mod that already exists (Ginput by Deji)? Many people requested your version of SA Ginput and by your quote it seems like you will do that. It is likely because I don't think you want to rely on 3rd party modifications in your total conversion.

It's never been a secret XInput support will arrive to VCS at some point, we even had some fun around the menu assets for it:

 

http://youtu.be/BERN8spg8MM

 

 

EDIT:

HUD isn't too finished indeed...

 

na4U088l.jpg

 

Want me to finish it for Sil Pal? :p

 

 

 

 

EDIT2:

Nvm, fixing it took like 5 minutes:

 

4DjPYvjl.jpg

Edited by Silent

Can't get Armor for Player2. Also, can't fire rockets/sniper (both players).

I made something small that can be useful.

 

Here i share it: (I AM NOT A SCM MASTER)

-code-

 

Yea, nice code... I know that there are compact 2 player mods out there. That was the first thing where I could test it on cleo...but where exactly does this fix the aforementioned bugs? The armor thing was probably intended. You can't share bullet proof vests, can you? The can't fire rockets/sniper issue was probably due to the coders lazyness. The coders at Rockstar Games hadn't got any idea how to implement proper aiming with these weapons while still having the 2P camera enabled. I know a way how to do it but it would require changes in the data files and you would no longer get first person view with both of the weapons and that's the last thing that I want. I just want the 10 co-op missions for San Andreas and some total conversions without replacing files.

 

It's never been a secret XInput support will arrive to VCS at some point, we even had some fun around the menu assets for it.....

 

Waiting for Xbox, Xbox360, Gamecube, Microsoft Sidewinder, Logitech....XYZ controls menu :)

 

@Silent: To my aforementioned question: Do you know if PLAYER_NETWORK or PLAYER_UNUSED could be used for actual protagonists?

 

You used the second player variables in this video, didn't you?

 

I can see it because of the radar centre. Both centre textures are always attached to a single player but the centre can be moved to the outside if one of the players is far away (I tested this teleporting CJ to Liberty City (in San Andreas) and noticing that the radar had these strange artifacts as seen in your video).

 

On topic/some news on the mod:

 

At the moment I am busy with the United port but it became some real annoying work because of all the bugs. I'm trying to fix bugs that I cannot even fix because it's United related. I need to remake some rampages because of this. One rampage doesn't feature proper screen fading and another I intended in the bike shop in LC I cannot spawn my players in there for some reason. I can spawn them outside but not inside. I don't know what causes this but I am not having these annoying issues with the San Andreas version.

One thing that I fixed in the United version is saving. You can now save your game and your rampage levels will be saved with it. And as long as you don't use save anywhere mods it is save to save your game without having the pickups saved in your savegame because of a little script routine I did.

 

count all the words containing "save" to save 15% on all floppy save disks

 

 

Yeah, I used 2p here, albeit in a different form than the final game uses.

 

And the other two pedtypes, no, I doubt it. SA supports 2 players at once, not more.

 

 

EDIT:

 

Fixed rampage texts too, although our current rampages aren't gonna work with 2p. Are you setting onmission flag to 1 during the session? If not, I can add one more line of code to our SCM and make it comparible. If you do (and tbh it should be set), then I can't.

Edited by Silent
  • Like 2

- When player2 pickups money, it will add to the Player1's money.

- The Chasing Police Maverick always follows and attacks player 1 (not programmed to attack player 2)

- Cops can arrest player 2 also.

- Using the code i provided above, after getting "Busted"/"Wasted", you will spawn (Player 1) at 0.0, 0.0, 0.0 -- and also, without the player 2.

Hold on a second, excuse me for the dumb question, So is this like the old 2 player mod on gta garage (that was a bit buggy and could f*ck up your game on SAMP, so im curious about this one, since it's a CLEO it would be much better)? what are the commands to activate the mission? do you just plug in your controller and play? no control settings? why would i have to load my old savegames with unlocked stuff? to access all cities you mean? why "mission loader" and not just "Mod"? im a bit confused :blink: Note: i didnt even dowload it yet because im not at home, so excuse me but im excited :D

P.S: oh it's not ready yet, i feel dumb, anyways how do you plan to do it? will it be similar to the "Old mod"?Are you gonna release it soon or will i have to wait for another century for a playable mod :p?

Edited by Miller786

You could easily fix the 'issue' with pickups saving permanently by only spawning them when the player is in close proximity to them. They'd save only if the player did a custom save then, which I would imagine is pretty unlikely.

Fixed rampage texts too, although our current rampages aren't gonna work with 2p. Are you setting onmission flag to 1 during the session? If not, I can add one more line of code to our SCM and make it comparible. If you do (and tbh it should be set), then I can't.

I don't know whether your team wants to do an own multiplayer or even port the PSP one but I can look into it after I've done the San Andreas version and the United 1.2 version. I want to fix the issues with both of these first so that I can simply change some values and adapt it to different maps then.

I know the on mission flag is a simple boolean but in San Andreas, I think, it controls many things like disable enex, creating a mission environment, disable free roam functions etc...I don't know how it will work out. Maybe you need to disable all these things manually then.

 

Hold on a second, excuse me for the dumb question, So is this like the old 2 player mod on gta garage (that was a bit buggy and could f*ck up your game on SAMP, so im curious about this one, since it's a CLEO it would be much better)? what are the commands to activate the mission? do you just plug in your controller and play? no control settings? why would i have to load my old savegames with unlocked stuff? to access all cities you mean? why "mission loader" and not just "Mod"? im a bit confused :blink: Note: i didnt even dowload it yet because im not at home, so excuse me but im excited :D

P.S: oh it's not ready yet, i feel dumb, anyways how do you plan to do it? will it be similar to the "Old mod"?Are you gonna release it soon or will i have to wait for another century for a playable mod :p?

This mod is like all the other two player mods since I use the original console code that all other mod authors also used 'til now. It's nothing new. However, I was a little bit disappointed that all the great two player mods died. There were quite a few people who made their attempt and after they did the basics they often left the forums, got banned or declared their mod as dead and so on and so on. For years nobody seemed interested and for me it was an empty space in the mod section. So I thought, let's get this thing back into the modding community. Why should these missions be left forgotten when they are actually part of San Andreas? I played the PS2 version before the PC version and when I finally got the PC version I was still amazed but after a while a realized how many things were cut and at this point I filled this void with some mods and with SAMP but now after 10 years, I think it's time to bring back all things to get a true full version. Now that we can load small cleo scripts and even DLLs via ASI loader I think it's the best to release all these features as some kind of "plug-ins" instead of replacing files. Replacing something always comes with drawbacks.

 

To activate the missions you need to find the pickups. There are 10 pickups all over the map + girlfriend pickups (which appear when your girlfriend is at home). Why you want to load your save game? Well, maybe you want to show your friends your stats and how much gang territory you already got while playing with two players. Also with all other mods you will have to start from the beginning. That means you need to date the girlfriends first in order to play the girlfriend missions and you cannot access the missions in San Fierro and Las Venturas without cheats or you will have to play through the whole game again, which you already did but you will have to do it again. With a cleo script you can load your old save game that you are used to, have CJ already wear the clothes you want and have the gang territory you have achieved. That means your gang is stronger and the hostile gangs won't have it so easy to kill you and your buddy (just an example).

 

It's called 2 Player Missions Loader because it's fashionable these days...see: San Andreas Mod Loader or Language Loader ..nah, just a joke.

It's called this way because the mod literally loads the missions. When the mod is released you can look into it using Sanny Builder. You'll get the idea then!

 

And you won't have to wait another century. In fact, the mod is already stable and running but I don't want to release an unfinished mod because I know that people will be complaining to me afterwards. Also at the moment I am testing this mod via SAAC because my gamepad adapter is broken! That means I cannot even test it fully at the moment until I can find a new adapter for a reasonable price. But what I can recommend you now is to check out Ginput because you won't get a really good experience if you just install cleo, this mod, SAAC and go! There are quite a few things to install to make it worth playing. I will extend the list of things to get a good experience etc.

 

You could easily fix the 'issue' with pickups saving permanently by only spawning them when the player is in close proximity to them. They'd save only if the player did a custom save then, which I would imagine is pretty unlikely.

Well, thanks but it's not like I haven't already tested this. I have tested different ideas I had but they were all "buggy".

 

An example:

 

I tested this in the United version:

if    $ONMISSION == 0if or    if or               00FE: actor $PLAYER_ACTOR 0 near_point_3d -342.3620 1066.0600 14.530 radius 30.0 30.0 30.0 //player near pickup 824        00FE: actor $PLAYER_ACTOR 0 near_point_3d 1196.4910 249.3210 19.0618 radius 30.0 30.0 30.0 //player near pickup 825         00FE: actor $PLAYER_ACTOR 0 near_point_3d 1011.4700 -1794.750 7.1452 radius 30.0 30.0 30.0 //player near pickup 826        00FE: actor $PLAYER_ACTOR 0 near_point_3d 1361.560 -148.7560 17.9411 radius 30.0 30.0 30.0 //player near pickup 827        00FE: actor $PLAYER_ACTOR 0 near_point_3d 1019.100 -831.7040 3.17049 radius 30.0 30.0 30.0 //player near pickup 828   if or        00FE: actor $PLAYER_ACTOR 0 near_point_3d 1621.380 -1548.140 4.02234 radius 30.0 30.0 30.0 //player near pickup 829        00FE: actor $PLAYER_ACTOR 0 near_point_3d 1964.0600 245.8770 15.4004 radius 30.0 30.0 30.0 //player near pickup 830        00FE: actor $PLAYER_ACTOR 0 near_point_3d -826.9070 1177.3100 15.984 radius 30.0 30.0 30.0 //player near pickup 831        00FE: actor $PLAYER_ACTOR 0 near_point_3d -478.6890 1133.790 14.5080 radius 30.0 30.0 30.0 //player near pickup 832        00FE: actor $PLAYER_ACTOR 0 near_point_3d -2559.140 1790.930 52.8178 radius 30.0 30.0 30.0 //player near pickup 833jf @TPLAYER_1974 if  $840 == 0 jf @TPLAYER_490 gosub @TPLAYER_2052create pickups here and so on and so on....

But when I collect a pickup it flashes like hell until the mission actually starts. The script above was the first version, I already tried it in different ways but trashed it due to bugs.

 

Another idea I had that I actually use in the United version:

077E: get active interior to $ACTIVE_INTERIOR if and    Player.Defined($PLAYER_CHAR)    $ACTIVE_INTERIOR == 0//The script above checks if the player is even defined and outside. Only then the pickups will be loaded.//Always save your game in INTERIORS and NOT OUTSIDE!//Otherwise the pickups icons will stay on the map because your savegame will include them and load them the next time you load that savegame!

In GTA United 1.2 all save disks are inside of houses. So this is the best solution I could find. I removed the mod and loaded the save and it worked perfectly. No icons and the 2P mission stats were still saved in the stats menu. However, when using this method in San Andreas it messes up the girlfriend missions and when you load a savegame you'll spawn in black hell (not inside your house, not in San Andreas).

 

I am now researching how I can check if the save menu is active. I need to learn about memory reading but if you have some spare time you could maybe write the code in here. I've looked here for the menu addresses http://www.gtamodding.com/?title=Memory_Addresses_%28SA%29#Menu but it's actually too hard for me as a beginner to be honest. I don't know how I can read the memory, return a true or false and then write it to a variable. That is what I had in mind for weeks now but still, I don't get it.

  • Like 2

So is this restoring all PS2 2 player stuff or also adding new ones?

Restoring is done in the San Andreas version. Completely new missions (with some sort of story) are available in total conversions. Just suggest a total conversion and I'll add it later.

 

Also can someone tell me how to install Gostown Paradise (SA) again? I had it running a few years ago but now it only crashes. Want to add the mod to that one because I like the island feeling.

 

Update: I changed the San Andreas version's structure to the United one's (on which I worked much more since I had to change many things). Now you will only need to drag one compact folder into your cleo folder or modloader folder and it "boots up". Before this it was pure chaos, which nobody wants I guess. I already sent the compact version to a friend of mine via a chat program and before this version it always crashed. Now it works properly. I will also receive some new PC hardware in a few days so that I can work better and faster on my mods. The only "bracket" is GTAGarage. My newest mod cannot even be clicked since the title is missing....

 

I should mention that the mod I am talking about also adds something to the 2 Player Missions: Cinematic Camera

The cinematic camera is normally not available in two player missions. Now via my newest mod it is....or it would already if GTAGarage fixed it already....

Edited by Nights744

 

So is this restoring all PS2 2 player stuff or also adding new ones?

Restoring is done in the San Andreas version. Completely new missions (with some sort of story) are available in total conversions. Just suggest a total conversion and I'll add it later.

 

Oh OK. I was just confused since I didn't see any rampage screenshots from SA version.

Unfortunatly, GInput 0.3 fails to see second xbox360 controller, an older version (0.2 RC2-Fixed) sees second controller but only axis, not buttons (can enable 2player mission by moving Left or Right stick)

so there is only one way to use this mod - via old buggy SAAC which needs additional libs and doesn't work without them on OS newer than XP

Edited by Marsi4eg

so there is only one way to use this mod

So far.

  • Like 2

So far.

 

*sһits pants if no proper xinput support arises and the mod dies*

 

*hopes that the gta 5 forum section doesn't discover the mod and ports it to RAGE engine while laughing at the obsolete sa version*

Edited by Nights744

 

 

or wait for Silent's Ginput for San Andreas....maybe the new Steam version even supports a second controller. I haven't tested it and it's not my fault if it doesn't...

No support in native xinput for second controller, already tested

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