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'Design Your 'DYOM version'' Contest #1 - Entries


General Scrotum
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General Scrotum

uYY2k.png

Design Your ''DYOM version''!


If we can say the normal contests are a warrior's challenge, then we can say this contest is a strategist's challenge.

In this contest, we do not ask you to design anything. Instead we ask of you to use your brain and come up with your own (next) version of DYOM. Be creative, add as many features as you can think of! It can be objects, interiors, objectives, etc. You can also edit already existing features.

For this first version of the contest, the 'theme' will be a next version of DYOM for Grand Theft Auto: San Andreas.

As for the layout of your entry, you can go to the DYOM Download page, scroll down to 'Features' and use this layout as a guide (or you can come up with your own). You can also take a look at the Modification Release Topic for extra help. There is no need to add descriptions for old features already in the mod. Descriptions are needed for new features you come up with though - the same for edited features.

The deadline to submit your 'paper' DYOM version is July 1st, 2016. How the winner will be decided will be explained after the deadline has passed.

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This sounds interesting, i wanna see what people will create.

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Super Shizuku

Man, I have so much ideas. But I'll try nonetheless:



DYOM: V 9.0


Added Features:

 


- "Maximum speed" in drive behavior.
- "Super slow" in drive behavior. (Just like in "Outrider" mission from the original game.)
- "1" health option in "Teleport player" objective.
- "Withstand damage" option for objective actors and actors. (Actors can still shoot while taking damage just like Big Smoke in the boss fight of "End of the line" mission.)
- "Must mint" in vehicles option. (Meaning if you damage certain vehicles, you fail the mission.)
- "Weapon skill" selection in "Teleport player" objective. (Poor, Gangster, and Hitman.)
- ID numbers for vehicle colors selection.
- Add hidden colors in vehicle colors selection. (Medium Pink, Medium Purple, Medium Purple, etc...)
- "Body armor" option in teleport player objective.
- "Rail shooting" and "Drive by" options for "Enter nearest vehicle" and "Sit nearest vehicle" animations.
- "Rail shooting" option in "Teleport to vehicle" objective.
- "Attack if provoked" option in "Neutral" actors.
- "Kill all enemy gangs" option in objective actor.
- More gangs for actors such as: "Enemy 3", "Enemy 4", and Enemy 5".
- "Damage all objects" in objective object.
- "Drop weapon" option for objective actors and actors.
- Enable or disable "Gas tank shot" in vehicles option.
- More animations such as: "Aim + walk", "Aim + run", "Carry weapon + walk", "Carry weapon + run", "Carry weapon + sprint", "Carry weapon", "Shoot", "Touching chest while standing", and "Die 2"(The way how a triad member died slowly during a cutscene in "Pier 69" mission.)
- "Dual-wielded" option in actors. (Just like enemies from "End of the line" mission. (Dual 9mm, Dual Sawn Off, Dual TEC-9, and Dual Micro-SMG.).)
- "Undo" feature while setting up current actor's routepoints.
- "1" - "9" seconds option in time limit. ("Y" and "N" key to adjust time limit by a second while "G" and "H" key by 10 seconds.)
- Extended maximum descriptions for all objectives into 1 paragraph just like in "End of the Line". And the disappearance of the descriptions depends on how long the descriptions are instead of after 6 seconds.
- Friendly actors can attack random law enforcements who immediately appears and wants to attack you due to your wanted levels. (Especially when you and/or your allies are inside a vehicle.)
- A warning message occurs every time designer save or overwrite a mission. (Do you wish to (Save/Overwrite) this mission?)
- A warning message occurs every time designer publish a mission. (Do you wish to publish this mission?)
- A warning message occurs every time designer load a mission. (Do you wish to load this mission?)
- "Delete mission" option in "Mission Menu".
- A warning message occurs every time designer delete a mission. (Do you wish to delete this mission?)
- Prevented any actors and random pedestrians to sometimes approaching dead pedestrians and actors.
- "G" and "H" key to browse weapons for a currently being designed actor or an objective actor by weapon types. (Melee, Handguns, Shotguns, Submachine guns, Assault rifles, Rifles, Explosives, Heavy weapons, and Others.)
- Extended maximum amount of how many routepoints designer can set. (999)
- "Photograph all objects" in objective object.
- "Shoot all objects" in objective object.
- "Untouchable" option in vehicles. (Just like Tenpenny's firetruck in "End of the line" mission.)
- "Auto unflip" option in vehicles. (The desired car can flip back to normal position every time it is flipped over just like the chasing Ballas' car in "Sweet and Kendl" mission.)

 


Returning Features:

 


- "Time limit" option in "Checkpoint" objective.
- Read descriptions of recently accomplished objectives through "Brief" menu in the game.


Fixes:

 


- Copied drivers and original actors' routepoints bug.
- Checkpoint bugs. (Disappears after Objective 20, misleading arrows, and reached checkpoint with a vehicle - designer teleport player inside a vehicle. After cutscene ends the radio don't play.)
- Player's max health bug. (150 health.)
- Random crash while accessing interiors through "Browse interiors" feature.
- Enemy actors sometimes attacks Neutral actors who are positioned close to Friendly actors.
- Random crash every time designer has confirmed finishing routepoints for a copied enemy actor walking in a loop route. (Outside and Inside an interior.)
- Set wanted level sometimes doesn't work especially after objective 40.
- No changes made once designer has set any type of drive behavior.
- Double checkpoints randomly appeared during gameplay. (A next checkpoint that is supposed to be the next location you have to go after reaching current checkpoint on minimap.)
- Random appearance of a blockade on the bridge that connects one city to the other one.
- Vehicles floating in the sky during design mode.
- Random crash caused by "Ped/car behavior" objective.
- Very few routepoints can be set for a new driver actor after creating a driver actor and copied drivers in a vehicle race objective.
- Vehicles cannot be destroyed by "Old explosive" objects during cutscenes or gameplay. (After Objective 40.)
- Sometimes currently being played mission stuck after player shoot or damage an objective object. (After Objective 40.)

Edited by Light Syde Riandy
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Shree Ranga Raju

Ready but where to submit?

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  • 2 weeks later...

Some things for DYOM v9 (not alot of features but still features)

 

actor on (blah) on car and driver seat, you can select random civilian route.

 

custom cutscenes (cutscene.img) files.

 

And the last one, storyline turfs. you can create the gangs you wanna have turfs on the San Andreas map, you can select the turfs, name, color and then members will spawn in that turf. You can also gang war with it.

Edited by QED
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Jimmy_Leppard

Ok, here's my two cents for this as I've been thinking about it since the release of last version. (I'm probably dreaming, but it would actually be great if Pledge of Chaos uses this ''competition'' as a gather-round base for Patrick's and Dutchy's next DYOM version.) Anyway..

 

All the features already implemented in the latest DYOM version would be intact and present in new version. In addition:

 

1.) Player

 

a) Health - Add value ''10''.

Reason: Sometimes ''25'' is actually too much.

 

 

2.) Objective

 

Add objective - Special objectives

 

a) Set still time - self-explanatory, but still.. Different than the regular ''Set time'' objective in a way where with the ''Set still time'' objective, designers would be able to choose the time of day in a mission which then remains still throughout the mission as long as designer doesn't put the regular ''Set time'' objective. (ex. designer sets still time to 07:00 which allows his mission to play out during the morning as long as player doesn't finish the mission (or comes to the point where designer decides to use the regular ''Set time'' objective.) Also, depending on when/if the designer decides to choose the regular ''Set time'' objective somewhere later in the mission, the time would begin to tick regularly along with the weather changes etc from that point on.

Reason: I think It would give authenticity to the mission because it often happened to me that if a player stalls too much, he finishes a gameplay in the evening and the cutscene after the assigned gameplay part has to chronologically happen during the day since I often use the ''Set time'' objective to return time back in order to give the mission more consistency as in-game hours are minutes which doesn't make it any easier.

 

b) Cutscene - In-car cutscene. Also self-explanatory. This cutscene type would focus on an assigned actor (or player if he's sitting in the car) while the car is moving. Yes, we have the 1st person and 3rd person cutscene options, but neither provide the ability to see the actor's/player's face in a moving vehicle.

Reason: I think it would give more realism from a story-telling perspective. I had quite a few scenes where characters would have important conversations in a vehicle, but I was always eager to see a conversation take place in a moving vehicle rather than characters talk in a still vehicle because if a vehicle is stationary, then it's better to just have them stand somewhere rather than sit in a vehicle since conversations in vehicles are in most cases occuring while vehicle is moving.

 

c) Spook-o-meter

Reason: I think it's clear why.

 

d) Add actor - Photograph actor

Reason: Detective/research/stealth missions

 

e) Add car (should be renamed to ''Add vehicle'' as there aren't just cars to choose from - Photograph car (or any other vehicle in general)

Reason: Same as above, but logically, for vehicle purposes (ex. ''Drug dealer has got a new smuggling car. Take a photo of it as a proof.'' or whatever.)

 

f) Add checkpoint - After choosing which kind of a checkpoint (invisible, regular, size, color etc.), put additional ability to choose the accessibility/trigger of a checkpoint. What I mean by that is, checkpoints that trigger ONLY on foot, ONLY while in a vehicle and trigger regardless of being on foot or in a vehicle.

Reason: It would give that new-gen vibe because I've been in countless situations where the type of triggering a checkpoint was very important.

 

g) This one is dual, both for ''Add car'' objective and ''Cars'' as a standalone car spawning - Car tuning. How it would work is to add additional features for each car's tuning capabilities from their corresponding tuning garage so you don't get crashes for trying to put a lowrider bumper on a Jester or whatever.

Reason: Besides being cool as sh*t, ''Swiping Kings'' series would be thankful.

 

 

3.) Objects

 

a) Add some new objects because I think there are quite a few of them that still haven't been added.

 

 

4.) Actors

 

a) Add new animations for actors such as talk on phone animation.

 

 

That's all as far as I think.

Edited by Jimmy_Leppard
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Huzaifa khan

For my point of view. Spook-O-Meter. And some more new animations should be added :^:

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Super Shizuku

Pledge, my 'paper' has been finished.

Edited by Light Syde Riandy
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  • 5 weeks later...
Super Shizuku

This is already past the deadline. You should make updates, Pledge.

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This was a huge flop, sadly.

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  • 2 months later...
General Scrotum

Seeing this was a flop - cancelled.

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