Jump to content
GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.

GTA Online beta discovery


Recommended Posts

Spider-Vice

You can see it on Gen9 as well if you create a new character and load into the tutorial, but it's not the same logo. The old logo had "ONLINE" in Pricedown.

  • Like 2
4 hours ago, Gridl0k said:

You can still see that Online logo occasionally, very occasionally, I think when you quit a deathmatch or some sh*t I never do, or perhaps as a fallback if the cloud isn't there or something.

i know what u are refering to but that's the new logo you are looking at

WildBrick142

image.png

 

i set the backup prices to 0, but trying to actually buy it will cause the menu to hang for a few seconds (can't change any settings or even close it) before the game finally lets you close it. either i missed something/there's more to it to get it working, or the feature is missing/broken like just about everything else

  • Like 7

Interesting to see that at that point we didn't had pictures for Edgar Claros or Al Carter. Even that we don't have these as contacts, you can still get SMSs from them as bounties from five gang attacks against the same faction on a same session, interesting that less important factions like Marabunta Grande (3rd picture), was left without a leader picture, and instead uses the default unknown picture used for bounties from Carjacked NPCs.

 

Lost MC bounty from Al Carter

Spoiler

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from the Vagos from Edgar Claros

Spoiler

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from Marabunta Grande from Unknown

Spoiler

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from the Professionals from the Boss

Spoiler

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

  • Like 5
22 hours ago, lnterloper said:

Interesting to see that at that point we didn't had pictures for Edgar Claros or Al Carter. Even that we don't have these as contacts, you can still get SMSs from them as bounties from five gang attacks against the same faction on a same session, interesting that less important factions like Marabunta Grande (3rd picture), was left without a leader picture, and instead uses the default unknown picture used for bounties from Carjacked NPCs.

 

Lost MC bounty from Al Carter

  Reveal hidden contents

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from the Vagos from Edgar Claros

  Reveal hidden contents

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from Marabunta Grande from Unknown

  Reveal hidden contents

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

Bounty from the Professionals from the Boss

  Reveal hidden contents

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

you also used to get messages from Edgar Carlos in the Drug Vehicle random event, but they changed the contact since he is canonicaly killed in the lowriders update

 

9 hours ago, frafurio said:

you also used to get messages from Edgar Carlos in the Drug Vehicle random event, but they changed the contact since he is canonicaly killed in the lowriders update

 

 

The screenshot is from 7 Sep, 2017 @ 9:00am, no Drug Vehicle random event at the time, every message was triggered by 5 gang attacks against a same faction in one session.

  • 2 weeks later...
Swift_Emperor
4 minutes ago, Rangerv1 said:

Does anyone know what happened with the 5 characters for gta online and what it was supposed to be used for and why it got scrapped?

You could probably fill 1 character's garages and get to level 120 in a few weeks. So 6 slots sounds pretty reasonable then. Now, not so much.

HeySlickThatsMe
7 hours ago, Rangerv1 said:

Does anyone know what happened with the 5 characters for gta online and what it was supposed to be used for and why it got scrapped?

It's a leftover from the original cops and crooks version of online, since back then you would be able to select factions so it would make sense to have more than two slots to give the players freedom and let them play as all three (with more of them being added in post launch supposedly, hence 5 slots)

25 minutes ago, HeySlickThatsMe said:

It's a leftover from the original cops and crooks version of online, since back then you would be able to select factions so it would make sense to have more than two slots to give the players freedom and let them play as all three (with more of them being added in post launch supposedly, hence 5 slots)

I liked that idea, I wish it could have seen the day of light

Ethereal_NYC_
21 hours ago, SM Grunge said:

I liked that idea, I wish it could have seen the day of light

it did tho 🙃

 

honestly all i have been asking for is a replicated cops and crooks mode from 4

 

im sure its possible to do in creator, maybe i should just pay someone to make it

1 hour ago, Ethereal_NYC_ said:

it did tho 🙃

 

honestly all i have been asking for is a replicated cops and crooks mode from 4

 

im sure its possible to do in creator, maybe i should just pay someone to make it

You mean it is possible to play beta GTA Online with the gang supremacy theme?

Cigars and chill

Bit of a reach and not sure the exact time.

 

November or December 2013 so very early on. 

 

Me and the fellas doing another coveted 16 Playlist. 

 

All of a sudden they greatly increased the range of the rpg overnight. 

 

Blew us away in the moment.

 

  • 2 months later...

I figured I'd give this thread a lil bump after the PDB leak.

 

There have been interesting findings, mainly focused on what @Lucas7yoshi has found.

 

Cut Audio Sound Sets
- Arc1_CnC_Switch_Cop_Sounds
- Arc1_CnC_Switch_Crook_Sounds
- dlc_arc1_weapon_flash_grenade_sounds

 

Cut Melee Weapon
- arc1_melee_combat_baton

 

First and foremost, "arc1" refers to Arcade Mode 1 or more of Arcade Mode DLC 1, given that 2020's CnC was referred to as an Arcade mode within the source leak from last year, suggesting that Rockstar was planning a second Arcade mode. Considering two DLCs per year were the expectation, albeit this may change next year, this would align well with Rockstar 2020's internal roadmap, thus implying the second Arcade mode would've arrived with the December update, aka Cayo Perico Heist.

 

Furthermore, there's a reference to a "freemodearcade" script within the files. And this lines up with a previous finding, back in 2019, where a function directly returning the freemode script name changed into a list containing only one element, thus yielding back the same script name. A roundabout that made no sense back then but now does, as this suggests Rockstar was working on an arcade-mode version of freemode, albeit safe to consider it scrapped nowadays. Nonetheless, Rockstar would have utilized that function had they released the arcade mode.

 

Lastly, the second Arcade mode codename is "endlesswinter". I presume this could have been a survival mode inspired by the "Survival" mode/expansion from the Division 1, where you ought to survive through a brutal snowstorm with no gear whatsoever, all while dealing with cold, hunger, and thirst mechanics, which made it more enticing. Of course, it wouldn't be the exact experience with the same mechanics as that game, but you get the point. The cold/warmth mechanic, however, could be borrowed from RDR2.

HeySlickThatsMe
8 hours ago, Tez2 said:

Lastly, the second Arcade mode codename is "endlesswinter". I presume this could have been a survival mode inspired by the "Survival" mode/expansion from the Division 1, where you ought to survive through a brutal snowstorm with no gear whatsoever, all while dealing with cold, hunger, and thirst mechanics, which made it more enticing. Of course, it wouldn't be the exact experience with the same mechanics as that game, but you get the point. The cold/warmth mechanic, however, could be borrowed from RDR2.


I think endlesswinter is supposed to be a proper infinite version of CNC rather than a "round based" style one, when i hear "endless winter" it makes me think of "endles summer" which is used as a term for something that doesn't end (for example in Bully, the act you get after the end of the game is titled "endless summer"), iirc there also was a mention of CNC_ENDLESSWINTER somewhere so that reinforces the theory

Edited by HeySlickThatsMe
2 hours ago, HeySlickThatsMe said:


I think endlesswinter is supposed to be a proper infinite version of CNC rather than a "round based" style one, when i hear "endless winter" it makes me think of "endles summer" which is used as a term for something that doesn't end (for example in Bully, the act you get after the end of the game is titled "endless summer"), iirc there also was a mention of CNC_ENDLESSWINTER somewhere so that reinforces the theory

It was also the achievement name for completing GTA V

5 hours ago, HeySlickThatsMe said:

iirc there also was a mention of CNC_ENDLESSWINTER somewhere so that reinforces the theory

You sure? There are mentions of "GameMode_Arcade_EndlessWinter" and "endlesswinter" as a script. But nothing in regards to what you stated.

 

Considering that it's categorized as an arcade mode, I find it more likely that it would pack its own arcade special abilities and teams. Much like CnC.

 

Spoiler
ENUM ARCADE_TEAM
	eARCADETEAM_COP,
	eARCADETEAM_CROOK,
ENDENUM
  
ENUM ARCADE_ROLE
	eARCADEROLE_COP_OFFICER,
	eARCADEROLE_COP_TACTICAL,
	eARCADEROLE_COP_TECH,
	
	eARCADEROLE_CROOK_SOLDIER,
	eARCADEROLE_CROOK_ENFORCER,
	eARCADEROLE_CROOK_HACKER,
ENDENUM
  
ENUM ARCADE_PASSIVE_ABILITY_TYPE
	ARCADE_ABILITY_PARKOUR,
	ARCADE_ABILITY_SNITCH,
	ARCADE_ABILITY_MARATHON_MAN,
	ARCADE_ABILITY_SECOND_WIND,
	ARCADE_ABILITY_HACK_THE_SYSTEM,
	ARCADE_ABILITY_FREIGHT_TRAIN,
ENDENUM
  
ENUM ARCADE_SPECIAL_ABILITY_TYPE
	ARCADE_SPECIAL_ABILITY_ENRAGED,
	ARCADE_SPECIAL_ABILITY_GHOST,
	ARCADE_SPECIAL_ABILITY_SPRINT_SPEED_BOOST,
	ARCADE_SPECIAL_ABILITY_SPIKE_MINE,
	ARCADE_SPECIAL_ABILITY_FULL_THROTTLE,
	ARCADE_SPECIAL_ABILITY_BACKUP,
ENDENUM

ENUM ARCADE_VEHICLE_ABILITY_TYPE
	ARCADE_VEHICLE_ABILITY_NITRO,
	ARCADE_VEHICLE_ABILITY_EMP,
	ARCADE_VEHICLE_ABILITY_PUMPED_UP,
	ARCADE_VEHICLE_ABILITY_OIL_SLICK,
	ARCADE_VEHICLE_ABILITY_KINETIC_RAM,
ENDENUM

 

From all the references we found so far, especially "freemodearcade" and "freemodearcade_init" scripts, all of this can be seen as the next phase or evolution of adversary modes, but in freemode. Playing them but this time in a whole freemode environment designed for the experience. If that's what Rockstar was aiming for, I don't think it would be solely limited to CnC, but expanded upon.

Edited by Tez2
  • Like 3

2020's CnC arcade mode is pretty much similar to the mode from IV, but in this case is more leaning towards Battlefield Hardline with the special abilities and vehicle abilities. As well as the roles.

 

Spoiler

Notice the end reasons and escape result variables. Plus the street crimes and jobs that criminals can commit.

 

STRUCT STRUCT_CNC_ROUND
	INT matchId1                    //unique ID for the match, used to connect the two rounds and other metrics
	INT matchId2
	INT roundNumber                //round number
	INT team                       //cops/crooks
	INT role                       //hash, player's role
	INT gameRank                   //player's current rank in GTAO classic
	INT progRank                   //player's current CnC progression rank
	BOOL roleChange                //whether the player has changed role during this match
	INT spawnLoc                   //hash, spawn location; potentially not necessary
	INT escapeLoc                  //hash, escape variant
	INT roundStartTime             //timestamp, start of the round from when the player joined
	INT endReasonStgOne            //stage 1 end reason: ended due to time, enough cop points, player quit etc.
	INT endReasonStgTwo            //stage 2 end reason: player died, player arrested, banked money, quit, time out etc.
	INT escapeResult               //how the escape ended: Success (Escaped), CopKill (The Crook was killed by a Cop), Dead (the player died for any other reason), Arrested (The crook was arrested), TimeUp (Stage timer ran out) etc.
	INT durationStgOne             //stage 1 duration, in milliseconds; round specific, might be shorter if the player quits before the end
	INT durationStgTwo             //stage 2 duration, in milliseconds; round specific, might be shorter if the player quits before the end
	INT launchMethod               //how the player launched this, via pause menu, corona, join with friends, on boot etc.
	BOOL jip                       //whether the player joined in progress
	BOOL win                       //at the end of round 2, whether this player's team has won
	INT xpEarned                   //amount of XP earned
	INT streetCrimeCount           //on crook's round, number of street crimes the player has completed at the end of the round
	INT jobCount                   //on crook's round, number of jobs the player completed at the end of the round
	INT jobsRemaining              //jobs remaining unattempted in the round
	INT copPoints                  //number of cop points at the end of the round
	INT arrests                    //depending on team, number of times crook was arrested/ number of times cop made arrests
	INT moneyEarned                //on crook's round, money earned from street crimes and jobs; null if not applicable
	INT moneyStashed               //on crook's round, money stashed; null if not applicable
	INT moneyBanked                //on crook's round, money banked; null if not applicable
	INT crooksKilled               //crooks killed during this round
	INT copsKilled                 //cops killed during this round
	INT deaths                     //number of times the player died
	BOOL VOffender                 //whether the player was marked as a V Offender during the round
	INT incapacitations            //depending on team, number of times crook was incapacitated/ number of times cop incapacitated a crook
	INT moneyMaxHeld               //on crook's round, max amount of money held during round that has not been stashed; null if not applicable
	INT endurance                  //depending on team, amount of endurance damage received by crook or damage drained by cop
	INT spawnGroup                 //group number for the group of 4 players the player spawns with
	INT escapeTime                 //escape duration, in milliseconds; individual to the player
	INT spectateTime               //spectate mode duration, in milliseconds; individual to the player
	INT durationVehicleStgOne      //stage 1 time spent in any vehicle, in milliseconds
	INT durationVehicleStgTwo      //stage 2 time spent in any vehicle, in milliseconds
ENDSTRUCT

 

Criminals commit street crimes and jobs to earn money. The mode consists of two stages, "Stash the Cash" and "the Escape". The first one, as the name entails, has the criminals attempt to stash the money. Then, in the next stage, the criminals attempt to escape.

 

Cops chase and try to bring them to justice by either arresting them or killing them. The latter may have a penalty.

 

However, some of you are already aware of this, and so that's not the point I'm making. The point is that you can see how similar this is to the Division 1 Survival mode. Like you have two stages, with perhaps players starting with standard loadouts. As well as the element of PvP, special abilities, and the last stage involving escape. Going back to the Division 1, its survival mode has you first find gear/loot and antivirals all while fighting off cold, hunger, thirst and infections. And making your way into the Dark Zone to extract yourself. You can consider the latter as the second stage.

 

Rockstar can redesign the CnC mode into the "Endless Winter" mode by having teams fight each other all while collecting medical supplies and attempting to extract, or have a team of infected go against a team of players trying to survive and extract themselves. The two rounds/stages fit the criteria to have the last stage be like the battle zone between the players. Whereas the first one would be more easygoing and involve finding the supplies.

4 hours ago, REVENGE777 said:

It was also the achievement name for completing GTA V

What was? Endless Winter?

Endless Summer was for RDR2, I don't remember hearing such thing in V, unless it's something I am missing.

22 minutes ago, The-Ghost said:

What was? Endless Winter?

Endless Summer was for RDR2, I don't remember hearing such thing in V, unless it's something I am missing.

I must be crazy because I swear on my life I remembered there being an achievement in GTA V called endless summer or something after completing ti story. I think it was in the Brady games strategy guide but now I can’t find any trace of it.

32 minutes ago, Tez2 said:

2020's CnC arcade mode is pretty much similar to the mode from IV, but in this case is more leaning towards Battlefield Hardline with the special abilities and vehicle abilities. As well as the roles.

 

  Hide contents

Notice the end reasons and escape result variables. Plus the street crimes and jobs that criminals can commit.

 

STRUCT STRUCT_CNC_ROUND
	INT matchId1                    //unique ID for the match, used to connect the two rounds and other metrics
	INT matchId2
	INT roundNumber                //round number
	INT team                       //cops/crooks
	INT role                       //hash, player's role
	INT gameRank                   //player's current rank in GTAO classic
	INT progRank                   //player's current CnC progression rank
	BOOL roleChange                //whether the player has changed role during this match
	INT spawnLoc                   //hash, spawn location; potentially not necessary
	INT escapeLoc                  //hash, escape variant
	INT roundStartTime             //timestamp, start of the round from when the player joined
	INT endReasonStgOne            //stage 1 end reason: ended due to time, enough cop points, player quit etc.
	INT endReasonStgTwo            //stage 2 end reason: player died, player arrested, banked money, quit, time out etc.
	INT escapeResult               //how the escape ended: Success (Escaped), CopKill (The Crook was killed by a Cop), Dead (the player died for any other reason), Arrested (The crook was arrested), TimeUp (Stage timer ran out) etc.
	INT durationStgOne             //stage 1 duration, in milliseconds; round specific, might be shorter if the player quits before the end
	INT durationStgTwo             //stage 2 duration, in milliseconds; round specific, might be shorter if the player quits before the end
	INT launchMethod               //how the player launched this, via pause menu, corona, join with friends, on boot etc.
	BOOL jip                       //whether the player joined in progress
	BOOL win                       //at the end of round 2, whether this player's team has won
	INT xpEarned                   //amount of XP earned
	INT streetCrimeCount           //on crook's round, number of street crimes the player has completed at the end of the round
	INT jobCount                   //on crook's round, number of jobs the player completed at the end of the round
	INT jobsRemaining              //jobs remaining unattempted in the round
	INT copPoints                  //number of cop points at the end of the round
	INT arrests                    //depending on team, number of times crook was arrested/ number of times cop made arrests
	INT moneyEarned                //on crook's round, money earned from street crimes and jobs; null if not applicable
	INT moneyStashed               //on crook's round, money stashed; null if not applicable
	INT moneyBanked                //on crook's round, money banked; null if not applicable
	INT crooksKilled               //crooks killed during this round
	INT copsKilled                 //cops killed during this round
	INT deaths                     //number of times the player died
	BOOL VOffender                 //whether the player was marked as a V Offender during the round
	INT incapacitations            //depending on team, number of times crook was incapacitated/ number of times cop incapacitated a crook
	INT moneyMaxHeld               //on crook's round, max amount of money held during round that has not been stashed; null if not applicable
	INT endurance                  //depending on team, amount of endurance damage received by crook or damage drained by cop
	INT spawnGroup                 //group number for the group of 4 players the player spawns with
	INT escapeTime                 //escape duration, in milliseconds; individual to the player
	INT spectateTime               //spectate mode duration, in milliseconds; individual to the player
	INT durationVehicleStgOne      //stage 1 time spent in any vehicle, in milliseconds
	INT durationVehicleStgTwo      //stage 2 time spent in any vehicle, in milliseconds
ENDSTRUCT

 

Criminals commit street crimes and jobs to earn money. The mode consists of two stages, "Stash the Cash" and "the Escape". The first one, as the name entails, has the criminals attempt to stash the money. Then, in the next stage, the criminals attempt to escape.

 

Cops chase and try to bring them to justice by either arresting them or killing them. The latter may have a penalty.

 

However, some of you are already aware of this, and so that's not the point I'm making. The point is that you can see how similar this is to the Division 1 Survival mode. Like you have two stages, with perhaps players starting with standard loadouts. As well as the element of PvP, special abilities, and the last stage involving escape. Going back to the Division 1, its survival mode has you first find gear/loot and antivirals all while fighting off cold, hunger, thirst and infections. And making your way into the Dark Zone to extract yourself. You can consider the latter as the second stage.

 

Rockstar can redesign the CnC mode into the "Endless Winter" mode by having teams fight each other all while collecting medical supplies and attempting to extract, or have a team of infected go against a team of players trying to survive and extract themselves. The two rounds/stages fit the criteria to have the last stage be like the battle zone between the players. Whereas the first one would be more easygoing and involve finding the supplies.

Do you think that’s likely to ever happen? Say maybe this December update?

13 minutes ago, REVENGE777 said:

I must be crazy because I swear on my life I remembered there being an achievement in GTA V called endless summer or something after completing ti story. I think it was in the Brady games strategy guide but now I can’t find any trace of it.=

Endless Summer is the name of Bully final mission.

 

13 minutes ago, REVENGE777 said:

Do you think that’s likely to ever happen? Say maybe this December update?

Doubtful. I hope so, but we would have received it in the past two years.

HeySlickThatsMe
3 hours ago, Tez2 said:

You sure? There are mentions of "GameMode_Arcade_EndlessWinter" and "endlesswinter" as a script. But nothing in regards to what you stated.

 

Considering that it's categorized as an arcade mode, I find it more likely that it would pack its own arcade special abilities and teams. Much like CnC.

 

  Reveal hidden contents
ENUM ARCADE_TEAM
	eARCADETEAM_COP,
	eARCADETEAM_CROOK,
ENDENUM
  
ENUM ARCADE_ROLE
	eARCADEROLE_COP_OFFICER,
	eARCADEROLE_COP_TACTICAL,
	eARCADEROLE_COP_TECH,
	
	eARCADEROLE_CROOK_SOLDIER,
	eARCADEROLE_CROOK_ENFORCER,
	eARCADEROLE_CROOK_HACKER,
ENDENUM
  
ENUM ARCADE_PASSIVE_ABILITY_TYPE
	ARCADE_ABILITY_PARKOUR,
	ARCADE_ABILITY_SNITCH,
	ARCADE_ABILITY_MARATHON_MAN,
	ARCADE_ABILITY_SECOND_WIND,
	ARCADE_ABILITY_HACK_THE_SYSTEM,
	ARCADE_ABILITY_FREIGHT_TRAIN,
ENDENUM
  
ENUM ARCADE_SPECIAL_ABILITY_TYPE
	ARCADE_SPECIAL_ABILITY_ENRAGED,
	ARCADE_SPECIAL_ABILITY_GHOST,
	ARCADE_SPECIAL_ABILITY_SPRINT_SPEED_BOOST,
	ARCADE_SPECIAL_ABILITY_SPIKE_MINE,
	ARCADE_SPECIAL_ABILITY_FULL_THROTTLE,
	ARCADE_SPECIAL_ABILITY_BACKUP,
ENDENUM

ENUM ARCADE_VEHICLE_ABILITY_TYPE
	ARCADE_VEHICLE_ABILITY_NITRO,
	ARCADE_VEHICLE_ABILITY_EMP,
	ARCADE_VEHICLE_ABILITY_PUMPED_UP,
	ARCADE_VEHICLE_ABILITY_OIL_SLICK,
	ARCADE_VEHICLE_ABILITY_KINETIC_RAM,
ENDENUM

 

From all the references we found so far, especially "freemodearcade" and "freemodearcade_init" scripts, all of this can be seen as the next phase or evolution of adversary modes, but in freemode. Playing them but this time in a whole freemode environment designed for the experience. If that's what Rockstar was aiming for, I don't think it would be solely limited to CnC, but expanded upon.

Yeah you're right, I was wrong about it 

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
  • 0 User Currently Viewing
    0 members, 0 Anonymous, 0 Guests

×
×
  • Create New...

Important Information

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