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Grand Theft Auto - Forelli Redemption


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10 hours ago, Frost90 said:

It says that the files are deleted...

https://www.file-upload.net/download-15175755/thefriendofours.zip.html

 

@the_1826 I finished the game now. It was a nice experience. Looking forward to playing Sindacco Chronicles.

Is there a map where I can find the new side missions? (So far I only found the Patriot on the Junkyard)

14 hours ago, -Anti- said:

https://www.file-upload.net/download-15175755/thefriendofours.zip.html

 

@the_1826 I finished the game now. It was a nice experience. Looking forward to playing Sindacco Chronicles.

Is there a map where I can find the new side missions? (So far I only found the Patriot on the Junkyard)

https://barcode-studia.ru/sc-maps/

Thx. I'll try them.

 

So I took a look at the mission script but couldn't find anything wrong with it. (Which is not surprising imo since it only crashes on PS hardware and not on emulator.)

 

This is the script that starts after you receive King Courtneys pager message 'BEL_LAS'

Spoiler

 

:NONAME_38
wait $4376 
if 
  $4437 == 0 // $ == int 
jf @NONAME_38 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_38 
if 
00F6:   player $PLAYER_CHAR 0 12.0625 -296.75 16.125 radius 1.5 2.0 2.0 
jf @NONAME_38 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_38 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_38_167 
0169: set_fade_color 0 0 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: text_styled 'BEL6' 15000 ms 2 

:NONAME_38_139
if 
  fading 
jf @NONAME_38_163 
wait 0 
jump @NONAME_38_139 

:NONAME_38_163
start_mission 50 

:NONAME_38_167
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_38_190 
jump @NONAME_38 

:NONAME_38_190
if 
00F6:   player $PLAYER_CHAR 0 12.0625 -296.75 16.125 radius 1.5 2.0 2.0 
jf @NONAME_38 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_38_190 
jump @NONAME_38 

 

Looks like every other mission start script and works fine until the fading is done so the problem has to be start_mission 50

Here is the mission:

 

Spoiler
script_name 'BEL6'
increment_mission_attempts
$ONMISSION = 1 // $ = int
$4399 = 1 // $ = int
$5423 = 106000 // $ = int
0247: request_model 135
0247: request_model 117
0247: request_model 2
0247: request_model 19
0247: request_model 18
02A3: toggle_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
fade 0 1500
wait 1500
if or
8248:   not model 135 available
8248:   not model 117 available
8248:   not model 2 available
8248:   not model 19 available
8248:   not model 18 available
jf @NONAME_1_166
wait 0
jump -123
0395: clear_area 1 at 16.625 -293.0625 16.125 range 15.0
0055: put_player $PLAYER_CHAR at 12.0625 -296.75 -100.0
0171: set_player $PLAYER_CHAR z_angle_to 180.0
015F: set_camera_position 7.875 -291.375 16.0625 rotation 0.0 0.0 0.0
0160: point_camera 12.0625 -296.75 16.125 switchstyle 2
009A: $5424 = create_actor 21 28 at 9.0625 -299.0625 16.125
022C: set_actor $PLAYER_ACTOR to_look_at_actor $5424
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 9.0625 -299.0625 16.125
022D: set_actor $5424 to_look_at_player $PLAYER_CHAR
01BE: set_actor $5424 to_look_at_spot 16.625 -293.0625 16.125
wait 600
fade 1 1000
00BC: text_highpriority 'CSSKIP' time 95000 1
wait 0
if
80E1:   not pad 0 key_pressed 16
jf @NONAME_1_474
if
80E1:   not pad 0 key_pressed 14
jf @NONAME_1_390
if
80E1:   not pad 0 key_pressed 19
jf -3929
jump @NONAME_1_328
00BE: text_clear_all
03EB: clear_small_messages_only
00BC: text_highpriority 'BEL6_1' time 4000 1
wait 4000
00BC: text_highpriority 'BEL6_2' time 4000 1
wait 4000
00BC: text_highpriority 'BEL6_3' time 4500 1
wait 4500
00BC: text_highpriority 'BEL6_4' time 3800 1
wait 3800
00BE: text_clear_all
03EB: clear_small_messages_only
fade 0 1000
wait 1000
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly $5424
0395: clear_area 1 at 15.75 -290.6875 1.25 range 1.25
0055: put_player $PLAYER_CHAR at 11.9375 -296.5 16.125
00A5: $5425 = create_car 135 at 15.75 -290.6875 16.0625
0175: set_car $5425 z_angle_to 90.0
0229: set_car $5425 color_to 44 49
0294: set_vehicle $5425 sprayable 0
01C8: $5426 = create_actor 21 18 in_car $5425 passenger_seat 0
039E: set_actor $5426 locked_while_in_vehicle 1
wait 600
fade 1 1000
01D5: actor $PLAYER_ACTOR go_to_and_drive_car $5425
if
80DC:   not player $PLAYER_CHAR in_car $5425
jf @NONAME_1_820
wait 0
if
0119:   car $5425 wrecked
jf -693
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'WRECKED' time 5000 1
jump -3959
if and
01F4:   car $5425 flipped
01C1:   car $5425 stopped
jf -759
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'UPSIDE' time 5000 1
jump -3959
if
0118:   actor $5426 dead
jf -609
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
02EB: restore_camera_with_jumpcut
018A: $5427 = create_checkpoint_at -82.5 -1074.375 25.75
00BC: text_highpriority 'BEL6_6' time 4000 1
wait 4000
00BC: text_highpriority 'BEL6_7' time 5000 1
if
819E:   not player $PLAYER_CHAR stopped 1 -78.5 -1070.063 24.125 -85.5625 -1075.438 28.0625
jf @NONAME_1_1338
wait 0
if
0119:   car $5425 wrecked
jf -977
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'WRECKED' time 5000 1
jump -3959
if and
01F4:   car $5425 flipped
01C1:   car $5425 stopped
jf @NONAME_1_1030
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'UPSIDE' time 5000 1
jump -3959
if
0118:   actor $5426 dead
jf @NONAME_1_1078
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
if
80DC:   not player $PLAYER_CHAR in_car $5425
jf -889
0164: disable_marker $5427
0186: $5428 = create_marker_above_car $5425
00BC: text_highpriority 'BEL6_8' time 5000 1
if
80DC:   not player $PLAYER_CHAR in_car $5425
jf -1297
wait 0
if
0119:   car $5425 wrecked
jf @NONAME_1_1196
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'WRECKED' time 5000 1
jump -3959
if and
01F4:   car $5425 flipped
01C1:   car $5425 stopped
jf -1249
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'UPSIDE' time 5000 1
jump -3959
if
0118:   actor $5426 dead
jf -1125
0164: disable_marker $5427
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
0164: disable_marker $5428
018A: $5427 = create_checkpoint_at -82.5 -1074.375 25.75
00BC: text_highpriority 'BEL6_7' time 5000 1
jump -889
02A3: toggle_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
0164: disable_marker $5427
01D3: actor $PLAYER_ACTOR leave_car $5425
01D3: actor $5426 leave_car $5425
wait 0
if or
80E0:   not player $PLAYER_CHAR in_any_car
80DF:   not actor $5426 in_any_car
jf -1377
jump -1409
fade 0 1000
wait 1000
015F: set_camera_position -34.75 -1084.25 27.875 rotation 0.0 0.0 0.0
0160: point_camera -44.0625 -1074.875 26.5 switchstyle 2
009A: $5429 = create_actor 4 19 at -46.25 -1072.75 27.1875
009A: $5430 = create_actor 4 2 at -59.0625 -1076.25 37.4375
01B2: give_actor $5430 weapon 3 ammo 120
0395: clear_area 1 at -71.4375 -1055.188 1.25 range 1.25
0395: clear_area 1 at -66.75 -1043.875 1.25 range 1.25
0395: clear_area 1 at -55.5625 -1043.75 1.25 range 1.25
00A5: $5431 = create_car 117 at -71.4375 -1055.188 26.125
00A5: $5432 = create_car 117 at -66.75 -1043.875 26.125
00A5: $5433 = create_car 117 at -55.5625 -1043.75 26.125
02AC: set_car $5431 immunities 1 1 1 0 1
02AC: set_car $5432 immunities 1 1 1 0 1
02AC: set_car $5433 immunities 1 1 1 0 1
00A1: put_actor $5426 at -42.25 -1075.25 27.875
0319: set_actor $5426 wander_state_to 1
0055: put_player $PLAYER_CHAR at -46.1875 -1078.375 27.875
01BE: set_actor $5429 to_look_at_spot -44.0625 -1074.875 26.5
01BE: set_actor $5426 to_look_at_spot -44.0625 -1074.875 26.5
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -44.0625 -1074.875 26.5
wait 600
fade 1 1000
00BC: text_highpriority 'BEL6_9' time 3700 1
wait 3700
00BC: text_highpriority 'BEL6_A' time 3600 1
wait 3600
00BC: text_highpriority 'BEL6_B' time 3500 1
wait 3500
018C: play_sound 106 at -46.25 -1072.75 27.1875
0321: kill_actor $5429
wait 1000
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
02A3: toggle_widescreen 0
02EB: restore_camera_with_jumpcut
015D: set_gamespeed 0.4375
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
01CA: actor $5430 kill_player $PLAYER_CHAR
01CB: actor $5426 kill_actor $5430
0187: $5434 = create_marker_above_actor $5430
010D: set_player $PLAYER_CHAR wanted_level_to 4
01DF: tie_actor $5426 to_player $PLAYER_CHAR
01B2: give_actor $5426 weapon 6 ammo 1826
0350: set_actor $5426 maintain_position_when_attacked 1
011A: set_actor $5426 search_threat 64
03FC: actor $5426 bind_to_current_island 0
0438: set_actor $5426 ignore_level_transitions 1
035F: set_actor $5426 armour_to 100
0243: set_actor $5426 ped_stats_to 16
00BC: text_highpriority 'BEL6_C' time 5000 1
if
8118:   not actor $5430 dead
jf -2119
wait 0
jump @NONAME_1_1980
if
0118:   actor $5426 dead
jf -2033
0164: disable_marker $5434
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5430 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
if
00F5:   player $PLAYER_CHAR 0 -54.75 -1065.25 26.125 radius 1.1875 1.1875 1.1875
jf -1953
0164: disable_marker $5434
018C: play_sound 106 at -54.75 -1065.25 26.125
0321: kill_actor $5426
034F: destroy_actor_with_fade $5430 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
0164: disable_marker $5434
01B4: set_player $PLAYER_CHAR can_move 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
fade 0 1000
wait 1000
015D: set_gamespeed 1.0
02A3: toggle_widescreen 1
009A: $5435 = create_actor 6 2 at -61.1875 -1040.0 26.125
009A: $5436 = create_actor 6 2 at -54.5 -1031.438 26.125
009A: $5437 = create_actor 6 2 at -72.1875 -1035.688 26.0625
009A: $5438 = create_actor 6 2 at -77.625 -1046.313 26.0625
009A: $5439 = create_actor 6 2 at -74.375 -1056.25 26.0625
009A: $5440 = create_actor 6 2 at -64.3125 -1053.5 26.125
009A: $5441 = create_actor 6 2 at -53.3125 -1056.25 26.125
009A: $5442 = create_actor 6 2 at -54.3125 -1057.25 26.125
01BE: set_actor $5435 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5436 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5437 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5438 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5439 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5440 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5441 to_look_at_spot -54.75 -1065.25 26.125
01BE: set_actor $5442 to_look_at_spot -54.75 -1065.25 26.125
02A9: set_actor $5435 immune_to_nonplayer 1
02A9: set_actor $5436 immune_to_nonplayer 1
02A9: set_actor $5437 immune_to_nonplayer 1
02A9: set_actor $5438 immune_to_nonplayer 1
02A9: set_actor $5439 immune_to_nonplayer 1
02A9: set_actor $5440 immune_to_nonplayer 1
02A9: set_actor $5441 immune_to_nonplayer 1
02A9: set_actor $5442 immune_to_nonplayer 1
0243: set_actor $5435 ped_stats_to 1
0243: set_actor $5436 ped_stats_to 1
0243: set_actor $5437 ped_stats_to 1
0243: set_actor $5438 ped_stats_to 1
0243: set_actor $5439 ped_stats_to 1
0243: set_actor $5440 ped_stats_to 1
0243: set_actor $5441 ped_stats_to 1
0243: set_actor $5442 ped_stats_to 1
01B2: give_actor $5435 weapon 3 ammo 1826
01B2: give_actor $5436 weapon 3 ammo 1826
01B2: give_actor $5437 weapon 3 ammo 1826
01B2: give_actor $5438 weapon 3 ammo 1826
01B2: give_actor $5439 weapon 3 ammo 1826
01B2: give_actor $5440 weapon 3 ammo 1826
01B2: give_actor $5441 weapon 3 ammo 1826
01B2: give_actor $5442 weapon 2 ammo 1826
wait 600
fade 1 1000
00BC: text_highpriority 'BEL6_D' time 4000 1
wait 4000
00BC: text_highpriority 'BEL6_E' time 3900 1
wait 3900
015F: set_camera_position -54.9375 -1029.313 26.125 rotation 0.0 0.0 0.0
0160: point_camera -69.25 -1058.938 26.125 switchstyle 2
wait 2000
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'BEL6_F' time 3900 1
wait 3900
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
011A: set_actor $5435 search_threat 1
011A: set_actor $5436 search_threat 1
011A: set_actor $5437 search_threat 1
011A: set_actor $5438 search_threat 1
011A: set_actor $5439 search_threat 1
011A: set_actor $5440 search_threat 1
011A: set_actor $5441 search_threat 1
011A: set_actor $5442 search_threat 1
00BC: text_highpriority 'BEL6_G' time 5000 1
if or
8118:   not actor $5435 dead
8118:   not actor $5436 dead
8118:   not actor $5437 dead
8118:   not actor $5438 dead
8118:   not actor $5439 dead
8118:   not actor $5440 dead
8118:   not actor $5441 dead
8118:   not actor $5442 dead
jf @NONAME_1_3050
wait 0
if
0118:   actor $5426 dead
jf @NONAME_1_2964
018C: play_sound 106 at -54.75 -1065.25 26.125
0321: kill_actor $5426
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5435 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5436 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5437 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5438 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5439 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5440 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5441 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5442 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
if
8320:   not actor $5426 in_range_of_player $PLAYER_CHAR
jf @NONAME_1_2808
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5435 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5436 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5437 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5438 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5439 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5440 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5441 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5442 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
018A: $5443 = create_checkpoint_at -739.75 -581.25 8.6875
010D: set_player $PLAYER_CHAR wanted_level_to 3
014E: set_timer_to $5423
01EB: set_car_density_to 1.0
02AC: set_car $5431 immunities 0 0 0 0 1
02AC: set_car $5432 immunities 0 0 0 0 1
02AC: set_car $5433 immunities 0 0 0 0 1
00BC: text_highpriority 'BEL6_H' time 3900 1
wait 3900
00BC: text_highpriority 'BEL6_I' time 3000 1
wait 3000
00BC: text_highpriority 'BEL6_J' time 5000 1
wait 5000
00BC: text_highpriority 'BEL6_K' time 5000 1
wait 2700
if or
819E:   not player $PLAYER_CHAR stopped 1 -736.9375 -575.25 7.6875 -741.0 -582.5 9.8125
81A8:   not actor $5426 stopped 1 -736.9375 -575.25 7.6875 -741.0 -582.5 9.8125
jf -3635
wait 0
if
0118:   actor $5426 dead
jf @NONAME_1_3324
0164: disable_marker $5443
014F: stop_timer $5423
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
if
  $5423 == 0 // $ == int
jf @NONAME_1_3386
0164: disable_marker $5443
014F: stop_timer $5423
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'LATE' time 5000 1
010D: set_player $PLAYER_CHAR wanted_level_to 5
jump -3959
if
8320:   not actor $5426 in_range_of_player $PLAYER_CHAR
jf @NONAME_1_3206
0164: disable_marker $5443
0187: $5444 = create_marker_above_actor $5426
01DF: tie_actor $5426 to_player $PLAYER_CHAR
00BC: text_highpriority 'BEL6_L' time 5000 1
jump @NONAME_1_3448
if
80E9:   not player $PLAYER_CHAR 0 $5426 radius 8.0 8.0
jf @NONAME_1_3594
wait 0
if
0118:   actor $5426 dead
jf @NONAME_1_3532
0164: disable_marker $5444
014F: stop_timer $5423
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'BEL6_5' time 5000 1
jump -3959
if
  $5423 == 0 // $ == int
jf @NONAME_1_3448
0164: disable_marker $5444
014F: stop_timer $5423
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
00BC: text_highpriority 'LATE' time 5000 1
010D: set_player $PLAYER_CHAR wanted_level_to 5
jump -3959
0164: disable_marker $5444
018A: $5443 = create_checkpoint_at -739.75 -581.25 8.6875
00BC: text_highpriority 'BEL6_K' time 5000 1
jump @NONAME_1_3206
02A3: toggle_widescreen 1
01B4: set_player $PLAYER_CHAR can_move 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
0164: disable_marker $5443
014F: stop_timer $5423
wait 1000
00BC: text_highpriority 'CSSKIP' time 95000 1
wait 0
if
80E1:   not pad 0 key_pressed 16
jf @NONAME_1_3794
if
80E1:   not pad 0 key_pressed 14
jf @NONAME_1_3730
jump -3685
00BE: text_clear_all
03EB: clear_small_messages_only
00BC: text_highpriority 'BEL6_M' time 3800 1
wait 3800
00BC: text_highpriority 'BEL6_N' time 3800 1
wait 3800
00BC: text_highpriority 'BEL6_O' time 3800 1
wait 3800
00BE: text_clear_all
03EB: clear_small_messages_only
fade 0 1000
wait 1000
009B: destroy_actor_instantly $5426
02A8: $5445 = create_marker 18 at -1142.0 34.6875 58.8125
02A3: toggle_widescreen 0
wait 600
fade 1 1000
if
  fading
jf -3871
wait 0
jump -3847
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
00BC: text_highpriority 'ARM2_3' time 5000 1
if
010F:   player $PLAYER_CHAR wanted_level > 0
jf -3929
wait 0
jump @NONAME_1_3900
00BE: text_clear_all
03EB: clear_small_messages_only
01B4: set_player $PLAYER_CHAR can_move 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
wait $4376
jump @NONAME_1_3976
00BA: text_styled 'M_FAIL' 5000 ms 1
return
$4437 = 1 // $ = int
0164: disable_marker $4524
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
01E3: text_1number_styled 'M_PASS' 50000 5000 ms 1
0109: player $PLAYER_CHAR money += 50000
0318: set_latest_mission_passed 'BEL6'
030C: progress_made += 1
return
$ONMISSION = 0 // $ = int
$4399 = 0 // $ = int
0164: disable_marker $5427
0164: disable_marker $5443
0164: disable_marker $5444
0164: disable_marker $5445
014F: stop_timer $5423
0249: release_model 135
0249: release_model 117
0249: release_model 2
0249: release_model 19
0249: release_model 18
015D: set_gamespeed 1.0
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
034F: destroy_actor_with_fade $5426 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5430 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5424 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5429 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5435 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5436 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5437 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5438 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5439 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5440 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5441 // The actor fades away like a ghost
034F: destroy_actor_with_fade $5442 // The actor fades away like a ghost
mission_cleanup
return
gosub @NONAME_1_36
if
  wasted_or_busted
jf -27
gosub -4693
gosub @NONAME_1_4784
terminate_this_script

 

Unfortunately I have no idea what the problem could be...

Edited by -Anti-
On 8/8/2023 at 4:04 PM, the_1826 said:

So I just completed most of the side missions. But I cant find "Demolition Masters" at the stadium, the "Fight Club" in Portland and the two Offroad Challenges that are supposed to be next to each other at the airport.

The mission counter in the stats says "51/53" so I guess two of these don't exist in the PS2 version (probably fight Club and Demolition Masters I guess) but I still cant find the other two. Help would be appreciated. Thx

Edited by -Anti-
On 8/9/2023 at 11:33 PM, -Anti- said:

So I just completed most of the side missions. But I cant find "Demolition Masters" at the stadium, the "Fight Club" in Portland and the two Offroad Challenges that are supposed to be next to each other at the airport.

The mission counter in the stats says "51/53" so I guess two of these don't exist in the PS2 version (probably fight Club and Demolition Masters I guess) but I still cant find the other two. Help would be appreciated. Thx

Fight Club, Demolition Masters and a Dodo mission don't exist in PS2 version. Offroad challenge can still be found though

Edited by the_1826
On 8/9/2023 at 11:33 PM, -Anti- said:

So I just completed most of the side missions. But I cant find "Demolition Masters" at the stadium, the "Fight Club" in Portland and the two Offroad Challenges that are supposed to be next to each other at the airport.

The mission counter in the stats says "51/53" so I guess two of these don't exist in the PS2 version (probably fight Club and Demolition Masters I guess) but I still cant find the other two. Help would be appreciated. Thx

By the way I completed 52 of 53 missions. I searched every car and probably almost every corner of the towns. The offroad challenges in Shoreside Vale not work, it just an empty vehicles, maybe it's broken when you playing on console.

Also the molotov cocktail is only available on one rampage and after collecting packages, otherwise you can't find it or buy it anywhere.

On 8/12/2023 at 12:57 AM, the_1826 said:

Fight Club, Demolition Masters and a Dodo mission don't exist in PS2 version. Offroad challenge can still be found though

Okay thanks for confirming. Is the Dodo mission that's missing a story mission btw?

Anyway could you show an exact location for the offroad challenges in Shoreside Vale please?

//Edit: Nvm: I checked the source code and it's definitely the Infernus at the back of the airport at -1393.063 -569.4375 -1385.938 -576.4375 (Mission 14 named "OFR_3" )

The mission just does not start. I also checked with PCSX2 so the problem is not limited to PS hardware.

 

@riderr3 thx. I have 52 missions now too. Somehow I missed the boat side mission in Staunton.

Edited by -Anti-
  • 5 weeks later...
  • 3 weeks later...
  • 3 weeks later...

Okay, here one more specific bug found in PS2 version. It confirmed on console.
Here are steps how to reproduce it:
 

Spoiler

1) Take Predator boat from second pier near Asuka apartment in Staunton
2) Turn back and move to the pipeline barrier on the south of Staunton, close to the coast
3) When reaching pipeline, go to the left, and in this area your console will freeze (happens also if you come from another side of pipeline by Shoreside)
Also it happened in Shoreside Vale on Predator somewhere near the most north-western pile of rocks (Airport area) on water when you near bounds.

The freeze will happened only when you used Predator boat (not sure if Ghost boat is affected, because it have no spawn points)

 

  • 4 weeks later...

Forelli Redemption is now available for PS Vita.

 

1826 — Programming, scenario, graphics, audio
PG Team — Graphical assets porting to PS Vita
Pirotex — Testing

Download link for the new port is in the post header 😛

 

Installation is simple - just install the .vpk, drag and drop the cache onto your console and play.

Edited by the_1826
  • 4 weeks later...
Pistol Bobcat
On 11/17/2023 at 7:44 PM, the_1826 said:

Forelli Redemption is now available for PS Vita.

 

1826 — Programming, scenario, graphics, audio
PG Team — Graphical assets porting to PS Vita
Pirotex — Testing

Download link for the new port is in the post header 😛

 

Installation is simple - just install the .vpk, drag and drop the cache onto your console and play.

 

Will the Vita need to be modded in any way first?

 

I'm willing to buy a Vita just for Forelli Redemption

On 12/14/2023 at 6:23 PM, Pistol Bobcat said:

 

Will the Vita need to be modded in any way first?

 

I'm willing to buy a Vita just for Forelli Redemption

Yes, you should install a custom firmware to PS Vita first

  • YEE 1
  • 3 weeks later...
On 10/5/2023 at 12:55 AM, the_1826 said:

There is no voiceover in this mod

Did Mafia Game Videos lie? 😭

 

Well they're not lying literally, but I really believed there was finally voice over in cut-scenes xD

Edited by AnthonCast
  • 1 month later...
  • 3 months later...
  • 7 months later...

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