Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Essential "Abandoned" Features of DYOM V9


Springfield
 Share

Recommended Posts

@Halter @SIZZZ

The post-development era of DYOM that we are observing after 8 years of the last version by developers is immensely charitable especially by these two respected individuals that I have mentioned above. I remember 6 years ago (i think?) when I prolonged something for this modification by cracking scm of DYOM and updating it due to its high demand and hype, however, I was met with fierce response by some "moderators" (won't take names of them) for saying "I am wasting my time" or making fun of me copy pasting from others so I had to abandon it (since developers themselves didn't allow me to do so). Nevertheless, it is amazing to see how it has eventually received recognition and legitimacy of developers of what these both individuals have done, purely a landmark for DYOM. 

Now, cutting to the chase I found some features to be essential to be developed or they were at least on my priority list. I want both of these developers to seriously put it into their consideration as it could further push viability of their hard work:

 

Conditional Startup: A feature in the "settings" option that would allow designers to restrict their playable mission for others - unless they have certain CLEOs or ASIs installed in their directory as requested by designer. This would expand the functionality of DYOM with compulsory addons or CLEOs that are necessary for certain mission to play.

Strike Rate: A very unique yet prominent feature for the gameplay that allow designers to increase of speed of high weapon fires or punches by enemies at player. For example: Increasing the strike rate wouldn't force enemies to delay firing shots after 3 bullets; they will carry on till the cartridge isn't over. 
Opcode for further conveniences:
 

07DD: set_actor 50@ attack_rate 30 // previously known as temper_to


All Peds in stream: A great feature that would allow characteristics of every ped in the stream range to be manipulated by the designers. For example: 

Every Ped
       > Set their health
       > Set their group 
       > Give weapon
       > Set Skin
       > Set movement speed
       etc

Perfect if you are looking forward zombie apocalypse mission.

Slowdown mode: A feature set by the designer for certain mission that would players like us to slowdown time with high bullets velocity when pressing a certain key. I have seen this in many games for advantage like Red Dead.

If anyone wants to add more then feel free to do so; these were some essential features I want to see in further updates.  
 

Edited by Springfield
Link to comment
Share on other sites

On 11/14/2022 at 7:26 AM, Springfield said:

Conditional Startup: A feature in the "settings" option that would allow designers to restrict their playable mission for others - unless they have certain CLEOs or ASIs installed in their directory as requested by designer. This would expand the functionality of DYOM with compulsory addons or CLEOs that are necessary for certain mission to play.

I am not sure if the execution of this idea would actually work.

 

How would the analysis of whether or not a mod is present in GTA be done? The folder names in the modloader might be an alternative, but it is not always an indication that the mod does exist. 

 

For example, there are mods that are just cleo files, some people move these files to the cleo folder, others create a new folder in the modloader. There are mods that give you the folder so you just move it inside the modloader folder, there are others that give you the files and ask you to create a folder with the name you prefer. 

 

Not to mention that we would be requiring not only the user to have the required mods, but also the designer to know how to do these requirements properly.

 

On 11/14/2022 at 7:26 AM, Springfield said:

All Peds in stream: A great feature that would allow characteristics of every ped in the stream range to be manipulated by the designers. For example: 

Every Ped
       > Set their health
       > Set their group 
       > Give weapon
       > Set Skin
       > Set movement speed
       etc

Perfect if you are looking forward zombie apocalypse mission.

 

It sounds like an really interesting idea, but it's very hard for me to visualize how it would be done. Would it be a new menu? A keyboard shortcut? How would this idea be implemented? I'm curious to know more about it.

 

On 11/14/2022 at 7:26 AM, Springfield said:

Slowdown mode: A feature set by the designer for certain mission that would players like us to slowdown time with high bullets velocity when pressing a certain key. I have seen this in many games for advantage like Red Dead.

 

It is not bad, but I don't think it is necessary either. Most missions wouldn't need this feature, some would (like @Detonario's MP). I think it would be better if it was an add-on, not a feature inside DYOM.

Link to comment
Share on other sites

4 hours ago, Toriality said:

I am not sure if the execution of this idea would actually work.

 

How would the analysis of whether or not a mod is present in GTA be done? The folder names in the modloader might be an alternative, but it is not always an indication that the mod does exist. 

 

For example, there are mods that are just cleo files, some people move these files to the cleo folder, others create a new folder in the modloader. There are mods that give you the folder so you just move it inside the modloader folder, there are others that give you the files and ask you to create a folder with the name you prefer. 

 

Not to mention that we would be requiring not only the user to have the required mods, but also the designer to know how to do these requirements properly.

 

 

It sounds like an really interesting idea, but it's very hard for me to visualize how it would be done. Would it be a new menu? A keyboard shortcut? How would this idea be implemented? I'm curious to know more about it.

 

 

It is not bad, but I don't think it is necessary either. Most missions wouldn't need this feature, some would (like @Detonario's MP). I think it would be better if it was an add-on, not a feature inside DYOM.

Hey, thank you for your valuable opinion but I would like to clarify these points further:

Apparently, when I talk about adding conditional startup feature it doesn't mean that you will go ahead and mandate the entire 3GB new GTA of your liking or mods of 50MBs out there (wouldn't make sense to do all this for a single mission). Instead, there will be a sub-menu that would show all .asi or .cs you have added with total limitation of 8 files and I doubt if people would even use more than 5 mods for a single mission. Another stated point to respond, don't you think it would be much easier to put .cs in CLEO folder and .asi outside than making an entire folder in modloader with sub-folders of each? I mean we could simply aware them that not to put them in modloader folders if you want files to work correctly. After all we have been doing that even before the modloader and it is not that hard like IMG Tool or something, you just have to move these files.

 

0AAB: file_exists "type-your-file-name-here.cs" //



Secondly in regard to All Peds, it would be a sub-menu of "settings" (label it whatever you want "Ped Behavior"?). It will be done at the start of a mission, or you could also add it into "objectives" so you can change peds behavior after a certain objective just like riot mode. 
 

Edited by Springfield
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.