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GTAKid667

Grand Theft Auto III Pre-Release Discussion

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George Costanza

Here are PC one (Worldwide and Germany)

 

j1Di05O.png

seems like xbox version is zoomed PC one

 

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Ss4gogeta0

Here are PC one (Worldwide and Germany)

 

 

seems like xbox version is zoomed PC one

 

on my original post, left was Xbox, Right was original PC version. seems the one you posted was from the steam version no?

 

H8CaEMm.png

Edited by Ss4gogeta0

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Claude_Lib

The guy between Frankie and Maria is not Love's alternative design, it's Luigi Goterelli, the very first guy who gives you missions.

Edited by Claude Liberty

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George Costanza

 

Here are PC one (Worldwide and Germany)

 

 

seems like xbox version is zoomed PC one

 

on my original post, left was Xbox, Right was original PC version. seems the one you posted was from the steam version no?

 

-pic-

 

No open mainsc1 and mainsc2, those are used on PC. Loadsc0-25 are unused.

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Ss4gogeta0

The guy between Frankie and Maria is not Love's alternative design, it's Luigi Goterelli, the very first guy who gives you missions.

I see, well I guess that would make sense. seeing as how everyone in that pic is a main character.

 

anyway here are some more folders.

 

GTAIII/TEXT (Xbox & PC)

 

 

VELHyxx.png

 

 

 

GTA III/Neo (Xbox Only)

 

 

zw4i68G.png

 

 

 

GTA III/Neo/Gloss (Road Reflections?)

 

 

DBhUNh0.png

 

 

 

GTA III/Data (Xbox and PC)

 

 

UXAWU5Z.png

 

 

 

GTA III/Anim (Xbox and PC. Xbox has more files related to hands)

 

 

9BmBvDa.png

 

 

 

also some wheels

 

pkrffiS.png

 

 

 

 

Here are PC one (Worldwide and Germany)

 

 

seems like xbox version is zoomed PC one

 

on my original post, left was Xbox, Right was original PC version. seems the one you posted was from the steam version no?

 

-pic-

 

No open mainsc1 and mainsc2, those are used on PC. Loadsc0-25 are unused.

 

Xbox doesnt have mainsc1 & 2. I was comparing the files that are in xbox with the PC equivalent. Edited by Ss4gogeta0

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Pastry

seems like Donald Love's design changed in the load screen and Kenji replaced the unnamed Triad gang member. unless that was quite possibly beta kenji?

Nope. Not beta Kenji. R* mentioned in a Q&A that it was just a random artwork character made by a dev that had nothing to do with the game but they decided to keep it in anyway. At least that's how I remember it being posted. I won't go digging through the Q&As for it though.

 

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B_Smiles

Not sure if these count as pre-release, but I was flicking through the XBOX / PC manuals, and I found these

 

 

Taxi's with different headlights + pointed front grille, wheel trim and no front badges

And of course, the vehicles reflections. Also if you look carefully at the building behind the taxi's, you'll see black squares where the stone lion decoration is missing.

 

Final?

Taxi-GTA3-front.jpg

 

Is it me, or does this building seem slightly different?

 

Any ideas on the radar having this weird horizontal bar?

RADAR.png

 

And last but not least, the Ammu-Nation in Portland with what looks like people actually queuing inside to buy guns. Something you don't see in the final game :|

AMMU.png

Edited by B_Smiles

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RM76

I have a feeling the peds inside Ammu-Nation is simply bugged ped paths.

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Ss4gogeta0

wanted to point out that cutscene.scm for GTA III on Xbox ends at Mission 79 (Taxi). Where as the GTA III PC Main.scm ends at Mission 79 (Catalina's final mission)

 

plus the Cutscene.scm is much smaller than the main.scm on PC but they seem to hold similar stuff from what I have seen.

 

could Cutscene.scm be from a preview build of GTA III?

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thehambone

Also, note the police car parked at the station, it's grey?

That might be a reflection.

 

 

I have a feeling the peds inside Ammu-Nation is simply bugged ped paths.

Or it was staged to give the game some life.

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Ss4gogeta0

ok so I did a comparison of the cutscene.scm from the Xbox GTA III and the Original Main.scm from the PC GTA III

 

https://www.diffchecker.com/0z0xo1c2

 

Left is PC MAIN.SCM

 

Right is Xbox Cutscene.scm

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spaceeinstein

Could you list the differences instead? You uploaded two massive text files and let the site display the differences. It took so long to load the page.

Edited by spaceeinstein

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Ss4gogeta0

Could you list the differences instead? You uploaded two massive text files and let the site display the differences. It took so long to load the page.

well, Im kinda still looking through them.

 

I know for one, #DonkeyMags isnt defined as an item whereas in the PC version it is.

 

plus there is this

 

Sjkpegn.png

 

 

hold on, Ima replace main with cutscene on the PC version and see what happens

 

[edit] nevermind. it just freezes near the end of loading

Edited by Ss4gogeta0

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RM76

 

Also, note the police car parked at the station, it's grey?

That might be a reflection.

 

I have a feeling the peds inside Ammu-Nation is simply bugged ped paths.

Or it was staged to give the game some life.

 

They could've scripted peds to stand in there during Pump Action Pimp.

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thehambone

wanted to point out that cutscene.scm for GTA III on Xbox ends at Mission 79 (Taxi). Where as the GTA III PC Main.scm ends at Mission 79 (Catalina's final mission)

 

plus the Cutscene.scm is much smaller than the main.scm on PC but they seem to hold similar stuff from what I have seen.

 

could Cutscene.scm be from a preview build of GTA III?

I doubt it. The order if the mission definitions was rearranged in main.scm. On PC, the Taxi and other vehicle missions come before the story missions, while on the Xbox version, those missions are defined after all of the story missions. Cutscene.scm probably just mirrors this mission order.

Edited by thehambone

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Ss4gogeta0

 

wanted to point out that cutscene.scm for GTA III on Xbox ends at Mission 79 (Taxi). Where as the GTA III PC Main.scm ends at Mission 79 (Catalina's final mission)

 

plus the Cutscene.scm is much smaller than the main.scm on PC but they seem to hold similar stuff from what I have seen.

 

could Cutscene.scm be from a preview build of GTA III?

I doubt it. The order if the mission definitions was rearranged in main.scm. On PC, the Taxi and other vehicle missions come before the story missions, while on the Xbox version, those missions are defined after all of the story missions. Cutscene.scm probably just mirrors this mission order.

 

oh, cus I looked through it and the story missions ended at the D-Ice missions. there were no catalina missions at all unless they were defined under a different name.

 

also I was browsing the Xbox VC gxt and I noticed that the AUG was actually defined.

 

lF0TEit.png

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A8ul99

 

 

wanted to point out that cutscene.scm for GTA III on Xbox ends at Mission 79 (Taxi). Where as the GTA III PC Main.scm ends at Mission 79 (Catalina's final mission)

 

plus the Cutscene.scm is much smaller than the main.scm on PC but they seem to hold similar stuff from what I have seen.

 

could Cutscene.scm be from a preview build of GTA III?

I doubt it. The order if the mission definitions was rearranged in main.scm. On PC, the Taxi and other vehicle missions come before the story missions, while on the Xbox version, those missions are defined after all of the story missions. Cutscene.scm probably just mirrors this mission order.
oh, cus I looked through it and the story missions ended at the D-Ice missions. there were no catalina missions at all unless they were defined under a different name.

 

also I was browsing the Xbox VC gxt and I noticed that the AUG was actually defined.

 

lF0TEit.png

No it's not AUG (weapon). But, for month(Aug = August)

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George Costanza

Not sure if these count as pre-release, but I was flicking through the XBOX / PC manuals, and I found these

 

-taxi-

Taxi's with different headlights + pointed front grille, wheel trim and no front badges

And of course, the vehicles reflections. Also if you look carefully at the building behind the taxi's, you'll see black squares where the stone lion decoration is missing.

 

Final?

-taxi-

 

 

 

-police-

Like the Taxi, the police car here has no badge, and the bodywork is a little more rounded.

But the headlights are definitely more rectangular, not to mention the rounded sirens on the roof and the thicker band of chrome on the bumpers

Also, note the police car parked at the station, it's grey?

Xbox cars :)

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B_Smiles

 

Not sure if these count as pre-release, but I was flicking through the XBOX / PC manuals, and I found these

 

-taxi-

Taxi's with different headlights + pointed front grille, wheel trim and no front badges

And of course, the vehicles reflections. Also if you look carefully at the building behind the taxi's, you'll see black squares where the stone lion decoration is missing.

 

Final?

-taxi-

 

 

 

-police-

Like the Taxi, the police car here has no badge, and the bodywork is a little more rounded.

But the headlights are definitely more rectangular, not to mention the rounded sirens on the roof and the thicker band of chrome on the bumpers

Also, note the police car parked at the station, it's grey?

Xbox cars :)

 

They are? Well damn lol.

My bad

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Member's Only

Haven't flickered through all the pages yet, is there any pre-release content from 1999 or 2000 apart from that concept drawing?

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Intergold

Haven't flickered through all the pages yet, is there any pre-release content from 1999 or 2000 apart from that concept drawing?

I don't think that there are any other pre-release contents from '99-2000, as the materials that were published around the time period were, and are, extremely rare, and those that were available before were most likely lost.

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Ss4gogeta0

 

 



Haven't flickered through all the pages yet, is there any pre-release content from 1999 or 2000 apart from that concept drawing?
I don't think that there are any other pre-release contents from '99-2000, as the materials that were published around the time period were, and are, extremely rare, and those that were available before were most likely lost.

you mean like this?

 

03.jpg

 

Here is the link to the fully magazine scan ;)

 

Download PDF (350 MB)

 

double post. (Don't double post please...)

 

excerpts from the magazine

 

caXPHtK.png
f7mvbTr.png
O1bp1r7.png
T5dZnIE.png
lPpbqoJ.png
BsxK4bc.png
IJJzsdz.png

Edited by Ss4gogeta0

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Helegad

 

// SUBURBAN GATES *************************************************************************************************


colombian_gate2:

// Should be called in mission_start_gates

SCRIPT_NAME COL2GTE

colombian_gate2_inner:

WAIT 1000

IF IS_PLAYER_PLAYING Player

//IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN

IF IS_PLAYER_IN_ZONE player SWANKS

// Columbian gate
IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE
IF IS_PLAYER_IN_MODEL player CAR_COLUMB
OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE
IF gate_sfx1 = 0
ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK
gate_sfx1 = 1
ENDIF
WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE
WAIT 0
ENDWHILE
IF not_clunked_yet = 1
gate_sfx2 = 0
not_clunked_yet = 0
ENDIF
IF gate_sfx2 = 0
ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
gate_sfx2 = 1
ENDIF
ENDIF
ELSE

IF gate_sfx1 = 1
ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK
ENDIF

WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE
// GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz
WAIT 0
ENDWHILE

GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz

IF gate_sfx2 = 1
not_clunked_yet = 1
IF objectx = -363.05
AND objecty = 250.455
AND objectz = 61.355
ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK
gate_sfx2 = 0
not_clunked_yet = 0
ENDIF
ENDIF
gate_sfx1 = 0
ENDIF // IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE

ENDIF // IF IS_PLAYER_IN_ZONE player SWANKS

//ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
ENDIF // IF IS_PLAYER_PLAYING Player

GOTO colombian_gate2_inner


// END OF SUBURBAN GATES ******************************************************************************************

 

 

Cedar Grove used to be called Swanksville; look at the zone name.

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unopieceo

It would be cool to put together a timeline of gta3s production from that article alone we know

 

Feb 2000 - PS2 Dev kits arrive and work on the game begins in earnest

 

Jan 2001 - Portland mostly finished, Staunton and Shoreside under construction

 

I know theres heaps of other milestones and dates from gouranga and old articles I could compile

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WorthlessYouth

 

// SUBURBAN GATES *************************************************************************************************

 

 

colombian_gate2:

 

// Should be called in mission_start_gates

 

SCRIPT_NAME COL2GTE

 

colombian_gate2_inner:

 

WAIT 1000

 

IF IS_PLAYER_PLAYING Player

 

//IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN

 

IF IS_PLAYER_IN_ZONE player SWANKS

 

// Columbian gate

IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE

IF IS_PLAYER_IN_MODEL player CAR_COLUMB

OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE

IF gate_sfx1 = 0

ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK

gate_sfx1 = 1

ENDIF

WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE

WAIT 0

ENDWHILE

IF not_clunked_yet = 1

gate_sfx2 = 0

not_clunked_yet = 0

ENDIF

IF gate_sfx2 = 0

ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK

gate_sfx2 = 1

ENDIF

ENDIF

ELSE

 

IF gate_sfx1 = 1

ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK

ENDIF

 

WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE

// GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz

WAIT 0

ENDWHILE

 

GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz

 

IF gate_sfx2 = 1

not_clunked_yet = 1

IF objectx = -363.05

AND objecty = 250.455

AND objectz = 61.355

ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK

gate_sfx2 = 0

not_clunked_yet = 0

ENDIF

ENDIF

gate_sfx1 = 0

ENDIF // IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE

 

ENDIF // IF IS_PLAYER_IN_ZONE player SWANKS

 

//ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN

ENDIF // IF IS_PLAYER_PLAYING Player

 

GOTO colombian_gate2_inner

 

 

// END OF SUBURBAN GATES ******************************************************************************************

 

 

Cedar Grove used to be called Swanksville; look at the zone name.

 

Sounds like an internal placeholder name, much like how Portland is referred to as 'Industrial' in the code

Edited by Azurex

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Helegad

 

 

// SUBURBAN GATES *************************************************************************************************

 

 

colombian_gate2:

 

// Should be called in mission_start_gates

 

SCRIPT_NAME COL2GTE

 

colombian_gate2_inner:

 

WAIT 1000

 

IF IS_PLAYER_PLAYING Player

 

//IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN

 

IF IS_PLAYER_IN_ZONE player SWANKS

 

// Columbian gate

IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE

IF IS_PLAYER_IN_MODEL player CAR_COLUMB

OR IS_PLAYER_IN_AREA_3D player -367.3 251.0 59.0 -358.8 259.6 65.0 FALSE

IF gate_sfx1 = 0

ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_START_CLUNK

gate_sfx1 = 1

ENDIF

WHILE NOT SLIDE_OBJECT Columbian_gate2 -370.05 250.455 61.355 0.1 0.0 0.0 FALSE

WAIT 0

ENDWHILE

IF not_clunked_yet = 1

gate_sfx2 = 0

not_clunked_yet = 0

ENDIF

IF gate_sfx2 = 0

ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_STOP_CLUNK

gate_sfx2 = 1

ENDIF

ENDIF

ELSE

 

IF gate_sfx1 = 1

ADD_ONE_OFF_SOUND -370.05 250.455 61.355 SOUND_GATE_START_CLUNK

ENDIF

 

WHILE NOT SLIDE_OBJECT Columbian_gate2 -363.05 250.455 61.355 0.1 0.0 0.0 TRUE

// GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz

WAIT 0

ENDWHILE

 

GET_OBJECT_COORDINATES Columbian_gate2 objectx objecty objectz

 

IF gate_sfx2 = 1

not_clunked_yet = 1

IF objectx = -363.05

AND objecty = 250.455

AND objectz = 61.355

ADD_ONE_OFF_SOUND -363.05 250.455 61.355 SOUND_GATE_STOP_CLUNK

gate_sfx2 = 0

not_clunked_yet = 0

ENDIF

ENDIF

gate_sfx1 = 0

ENDIF // IF IS_PLAYER_IN_AREA_3D player -367.3 241.0 59.0 -358.8 259.6 65.0 FALSE

 

ENDIF // IF IS_PLAYER_IN_ZONE player SWANKS

 

//ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN

ENDIF // IF IS_PLAYER_PLAYING Player

 

GOTO colombian_gate2_inner

 

 

// END OF SUBURBAN GATES ******************************************************************************************

 

 

Cedar Grove used to be called Swanksville; look at the zone name.

 

Sounds like an internal placeholder name, much like how Portland is referred to as 'Industrial' in the code

 

 

Well, no, your "placeholder" name is 'SUBURBAN', and it's present in here too. This specific piece of code runs the gate at the villa in Cedar Grove, and refers to the zone as 'SWANKS'.

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spaceeinstein

The "SWANKS" name is not really that uncommon. It is a zone defined in the gta3.zon file (check out this map) which uses the GXT entry of the same name for Cedar Grove (check out this list). The script references the zone in several locations.

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Helegad

I'm pretty late to the party, it seems :p

 

But is it a safe assumption to say Cedar Grove was once Swanksville, and St. Marks was once Little Italy?

Edited by Helegad

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blaze

swanks = swanky = rich/luxurious etc? sums up that area of ssv.

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WorthlessYouth

swanks = swanky = rich/luxurious etc? sums up that area of ssv.

 

It's basically English slang for rich / luxurious / upper-class, etc. I still really don't believe this was ever planned to be the final name though.

 

For GTA 1 and 2? Yeah, those games had a bunch of humor, but GTA 3? Not so much. It was a lot more serious by comparison, which leads me to believe it was just an internal placeholder name.

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