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I just rename VOICE_GEN_BYMPI To VOICE_GEN_IMYST ,to listen those cut Indian ped Quotes and it works perfectly,I searched at Google to find Indian ped mod for gta san But there is no mod yet!

So, @Rented Are you plan to make this?

If he would do that, he could base the ped on the cab driver from III or LCS. Just my two cents.

Even if nothing's sure and it would be just some improvisation. It'd be nice.

Edited by CasualSergiu

 

 

we already know this,carcols will be made later,still thanks for the suggestion :^:

I personally don't have a full list, so far on top of my head I only know about

Grey Sweeper

Grey Reefer

Camper

White Clover

and all the Vice City cars had their original colors

so if you find any cut colors, we welcome it if you share it.

 

This is actually turning out to be pretty good.

Cant wait for more!

Keep up the good work!

Thank you, I try to get updates out every weekend.

That being said with all the posts RJSanModder made about peds, I thought I might as well restore unused ones.

So far I have added 8 additional peds(so they are not replacing any)

VWMYAP (ID 5)

SOMYAP (ID 6)

WMYCD2 (ID 8)

VHFYST (ID 42)

MEDIATR (ID 208 I will possibly remove this as it might be a mission or script specific ped)

sfpdm1 (ID 272)

lvpdm1 (ID 273)

cdeput (289)

 

I have also found different versions of already existing peds such as her. They will replace these three versions along with others found in cut scenes will replace their retail versions.

These might not be that exciting for some but so many people asked me to do it so I thought I might as well get over it quickly. Now I am going to restore the cut Grove Street Members(So now there will be a total of 7) also add two extra Aztecas and one additional Ballas while replacing two. Then it's time to replace the ones that had changes done to them and then again fix the bones of the two Texans and add them to the game.

Sweet Bellic

Thank you, I try to get updates out every weekend.

That being said with all the posts RJSanModder made about peds, I thought I might as well restore unused ones.

So far I have added 8 additional peds(so they are not replacing any)

VWMYAP (ID 5)

SOMYAP (ID 6)

WMYCD2 (ID 8)

VHFYST (ID 42)

MEDIATR (ID 208 I will possibly remove this as it might be a mission or script specific ped)

sfpdm1 (ID 272)

lvpdm1 (ID 273)

cdeput (289)

 

I have also found different versions of already existing peds such as her. They will replace these three versions along with others found in cut scenes will replace their retail versions.

These might not be that exciting for some but so many people asked me to do it so I thought I might as well get over it quickly. Now I am going to restore the cut Grove Street Members(So now there will be a total of 7) also add two extra Aztecas and one additional Ballas while replacing two. Then it's time to replace the ones that had changes done to them and then again fix the bones of the two Texans and add them to the game

Some infromation from gta.wikia

 

-There were also a psycho ped dressed in green sleeve jacket and camo pants. Even, there is a psycho person statistic in the game files with this name: STAT_PSYCHO.

It was restored by Format c:

https://www.dropbox.com/s/gee23mocqmtg5tq/Restored%20Peds%20by%20format%20c.rar?dl=0

-In the game audio files, there was originally going to be a fourth Da Nang Boys member in the game, but he was cut and his quotes is merged to the second gang member in traditional robes.

 

-The Skateboard was cut.

-The Jetpack and the cell phone originally had icons on the HUD like the other weapons.

-According to early previews of the game, 150 weapons were originally included in-game but there is only 42 weapons in the final version.

-The Micro-SMG was removed, it can be seen in early screenshots of the game.

-The Micro-Uzi was originally more detailed.
-The Hammer, Machete, Meat Cleaver and Sledgehammer were cut.
-Many weapon icons were less detailed, as seen in the Strategy Guide.
-As seen in the cutscene of the mission High Noon, the Shovel was going to be wooden and shorter.
-The Camera was supposed to be white and slightly bigger, as seen in The Green Sabre.
-An M16 was planned at one stage, it can be seen in the first Stowaway cutscene, it uses the dirt64b instead of an actual weapon texture, like the PSG-1 and MP-5k.
-The Nail Bat, M47 Dragon, PSG1, OA93, M72 LAW, M82 and MP5-K were cut.
-An MP5SD and a weapon resembling one of the 7.62mm NATO Rifles were cut.
-The Spray Can had another texture.

 

-Usable car-washes, similar to those in GTA IV, were cut.

-The ability to ride the trolleys in San Fierro was cut.

-It was possible to hear many vague sounds from your car if it was broken. These sounds can be heard from Rockstar Games's beta gameplay video or some of the trailers.

-You can also hear many minor sounds included in beta release which are useless in the final game, but these files are still in GENRL file and can be enabled with mod tools.

-The Grove Street Families were originally going to be called Orange Grove Families as seen on the tags in GSF's territory.

 

-Pedestrians would walk into and out of accessible places like stores, clubs, etc.

-Pre-release magazine articles showed that stealing cars was to be much more difficult. In early screen shots, car jacking was shown to involve smashing the car's window and then hot wiring it. This was all removed, possibly due to the limitations posed by the PS2. A similar system is present in HD Universe games.

-There was a Boxcar that the Freight would presumably have pulled instead of, or in addition to the flatcars present in the final version. These still exist in the game, and can be modded onto a train with relative ease.

-A path file exists for the railroad track into Easter Basin, suggesting that it was to feature at some point. This can be utilized through modifications.

-The early reviews state that Flash FM and Hit Radio was planned to be in the game but was dropped during the development of the game.

 

Is you also Restored sf and ls cop biker according to the city?And then What about Desert Sheriff (dsher)?

Edited by RJSanModder
Sweet Bellic

Yeah I've been promising to do that since the mod was announced but it still can't find any textures that would fit

  • Like 1

Rented , are you planning to restore Skateboard ?

We will have to see, obviously if we would restore it we would have to do it so it works like a proper skateboard. We can not promise anything because we don't want to release something that moves jerky and a skateboard that cj would be glued to, that is possibly the reason why R* removed the skateboard.

 

Rented , are you planning to restore Skateboard ?

We will have to see, obviously if we would restore it we would have to do it so it works like a proper skateboard. We can not promise anything because we don't want to release something that moves jerky and a skateboard that cj would be glued to, that is possibly the reason why R* removed the skateboard.

 

even if it doesnt work out, it can still be reintroduced as a melee weapon... ;)

 

 

Rented , are you planning to restore Skateboard ?

 

We will have to see, obviously if we would restore it we would have to do it so it works like a proper skateboard. We can not promise anything because we don't want to release something that moves jerky and a skateboard that cj would be glued to, that is possibly the reason why R* removed the skateboard.

 

even if it doesnt work out, it can still be reintroduced as a melee weapon... ;)Oh yeah defiantly it's fully functioning and I assume that the vehicle variant got cut first but the weapon was still meant to appear.

If you replace the Bike model, make new animations, and edit the Bike so when you turn it doesn't rotate like 35 degrees either side (I think that requires an EXE edit?), then add it as a new vehicle, you should be good to go.

Edited by Kalvin
  • Like 3

If you replace the Bike model, make new animations, and edit the Bike so when you turn it doesn't rotate like 35 degrees either side (I think that requires an EXE edit?), then add it as a new vehicle, you should be good to go.

Problem with that method is that if CJ does a flip on the skateboard he will stay on the skateboard, same if you manage to stop on something vertical, CJ will not fall off he will just stand vertically.

New members of the Grove Street Families have been added!

 

Two members ID and internal name have been changed to match their dialog's name.(FAM2 to FAM4 and FAM3 to FAM5)

FAM1 - Changed his shoe textures(still have to UV Map his white collar)

FAM2 - New! Seen on Screenshots

FAM3 - New! Seen on Screenshots

FAM4 - Originally 'FAM2'(unchanged)

FAM5 - Originally 'FAM3'(still have to remove his chain)

New members of the Grove Street Families have been added!

 

Two members ID and internal name have been changed to match their dialog's name.(FAM2 to FAM4 and FAM3 to FAM5)

FAM1 - Changed his shoe textures(still have to UV Map his white collar)

FAM2 - New! Seen on Screenshots

FAM3 - New! Seen on Screenshots

FAM4 - Originally 'FAM2'(unchanged)

FAM5 - Originally 'FAM3'(still have to remove his chain)

And there are also original Fully working FAM4 and FAM5 in Cutscene.img.

 

New members of the Grove Street Families have been added!

 

Two members ID and internal name have been changed to match their dialog's name.(FAM2 to FAM4 and FAM3 to FAM5)

FAM1 - Changed his shoe textures(still have to UV Map his white collar)

FAM2 - New! Seen on Screenshots

FAM3 - New! Seen on Screenshots

FAM4 - Originally 'FAM2'(unchanged)

FAM5 - Originally 'FAM3'(still have to remove his chain)

 

And there are also original Fully working FAM4 and FAM5 in Cutscene.img.Yeah I was going to include them too but unfortunately there are only 5 sounds.

For CDEPUT

 

peds.ide

 

<add a free ID>, CDEPUT, CDEPUT, COP, STAT_COP, swat, 1000, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_RCOP1 ,VOICE_EMG_RCOP4

 

pedgrp.dat

 

Add CDEPUT in the POPCYCLE_GROUP_FARMERS

 

Then we will spawn only on foot, and only at Countryside areas. Like a local sheriff or something.

  • Like 2

For CDEPUT

 

peds.ide

 

<add a free ID>, CDEPUT, CDEPUT, COP, STAT_COP, swat, 1000, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_RCOP1 ,VOICE_EMG_RCOP4

 

pedgrp.dat

 

Add CDEPUT in the POPCYCLE_GROUP_FARMERS

 

Then we will spawn only on foot, and only at Countryside areas. Like a local sheriff or something.

If you add him in the pedgrp.dat he will behave like a civilian, it needs to be coded.

 

So Any plans to restore Dsher,lv and sf cop biker?

Well yes I would like to see them working, but I will probably need Silent's help but he is currently really busy.

  • Like 1

 

If you add him in the pedgrp.dat he will behave like a civilian, it needs to be coded.

 

 

You sure about that?

 

vVSkaVz.jpg

 

His behavior is defined in the peds.ide, not "coding" necessary. pedgrp is only a index of where he should spawn

 

I believe you can add the cop behavior to any ped, and the ped in question will act like a cop.

Wow, strange, I wonder why R* didn't do it like that then I never knew they would react to anything because see the way I check if a ped is working I just add them to the Ballas in pedgrp.dat and ironically I just removed the cdeput today but he behaved like a normal ballas, possibly because it is a unique group then...

  • Like 1

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