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Pages: (125) « First ... 94 95 [96] 97 98 ... Last »  ( Go to first unread post ) Closed TopicStart new topicStart Poll

 GTA V vehicles.ide lines found in mp3 files

 
Vormek  
Posted: Thursday, May 17 2012, 18:41
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Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!
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pilsvern  
Posted: Thursday, May 17 2012, 18:42
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QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but why they keep this very old file? strange..
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baguvix_wanrltw  
Posted: Thursday, May 17 2012, 18:43
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QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

And a few more, characters this time:

"jimmy":
QUOTE

credits_360.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

credits_ps3.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

Most likely from IV, see other characters that seem to be listed in these credits.

handling.dat
Line 92: ;--------Jimmy vehicles ----------------------------------
Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").
Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V



"niko":
QUOTE

credits_360.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

credits_ps3.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

Most likely from IV, see other characters that seem to be listed in these credits.


"reary" (like McReary): Found 0 times.

"packie" (McReary): Found 0 times.

"roman" (Bellic):
QUOTE

credits_360.dat
Line 797: N2 RomanBell JasZumwa

credits_ps3.dat
Line 797: N2 RomanBell JasZumwa

Most likely from IV, see other characters that seem to be listed in these credits.

fonts.dat
Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)
No idea.


"lazlow":
QUOTE

credits_360.dat
Line 585: N2 Lazlow

credits_ps3.dat
Line 585: N2 Lazlow

Most likely from IV, see other characters that seem to be listed in these credits.


"claude": Found 0 times.

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

This post has been edited by baguvix_wanrltw on Friday, May 18 2012, 00:32
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gamerzworld  
Posted: Thursday, May 17 2012, 19:08
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QUOTE (Vormek @ Thursday, May 17 2012, 13:41)
Sorry for being a complete douche because this has probably been answered before. But why... WHY, would there be a list of vehicles from GTA5 within the files of MP3? It just doesn't make sense. Apparently this happened to RDR I believe but why... why?!

This has been answered a million times in this thread. Max Payne 3 uses RAGE, the same engine as GTA, Red Dead and Midnight Club. Max Payne 3 was started on a build of GTAIV which has been heavily updated over time with code from the main branch of RAGE and GTAV. That doesn't directly explain the GTAV files. The most likely explanation is that Rockstar wanted to use some improvements from GTAV so they copied over code from GTAV as opposed to going back out to the main branch of RAGE and copying over code. Copying from GTAV was easier because the integration with GTA specific engine elements, which Max Payne 3 uses, was already done for them by the team at North.
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Gtaplayaminigun  
Posted: Thursday, May 17 2012, 19:10
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The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

EDIT: The second code is exactly the same in IV's handling.dat. So, the vehicles might have been from an early build of IV as well.

This post has been edited by Gtaplayaminigun on Thursday, May 17 2012, 20:16
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Mr. Darko  
Posted: Thursday, May 17 2012, 19:11
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QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 18:43)
"laszlow": Found 0 times.

What about "lazlow"?
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StellarFish20  
Posted: Thursday, May 17 2012, 19:15
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QUOTE (Gtaplayaminigun @ Thursday, May 17 2012, 20:10)
The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

That's a good find dude!
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baguvix_wanrltw  
Posted: Thursday, May 17 2012, 19:16
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Gtaplayaminigun: Great find/analysis!

Mr. Darko: My bad:

"lazlow":
QUOTE

credits_360.dat
Line 585: N2 Lazlow

credits_ps3.dat
Line 585: N2 Lazlow

Nothing there, sorry.


Just download the tool (and Fantaseb's data.rar and, if you don't have WinRAR or 7zip yet, one of them) and look for yourselves if you have any more ideas, I'm off for now wink.gif

This post has been edited by baguvix_wanrltw on Thursday, May 17 2012, 19:18
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zzcool  
Posted: Thursday, May 17 2012, 19:24
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70 users reading right no wi thought this thread was dying but it seems very much alive
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vijay.genius1  
Posted: Thursday, May 17 2012, 19:27
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^And dude what was the 'new info' that you never gave due to the 'lack of evidence'?
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FRA1Z3R  
Posted: Thursday, May 17 2012, 19:40
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QUOTE (Gtaplayaminigun @ Thursday, May 17 2012, 19:10)
The Andromada's handling values in SA are considerably different than the one in MP3's files.

Below is SA's
CODE
ANDROM      40000.0 3000000.0   4.0    0.0   0.0  0.0  75  0.65 0.9  0.5   1 200.0 16.0 5.0  4 P  1.0   0.45 0 45.0   2.0  0.15  0.0   0.50 -0.20 0.5  0.0  0.30 0.75 45000  24114108 440000  0  1 0


Here's the one found in MP3(as per previous page)
CODE
ANDROM  50000.0  10.0  75  0.0 0.0  0.0     0.0  1  0.30  1.0 160.0 0.4  0.60 0.7  35.0  0.65 0.60  8.0 0.10 0.5   0.4  0.2  0.2  0.50 -0.20 0.0  0.5   0.5 0.5 0.8 1.5  0.0  52000   2004000  400000   0


With R*'s tendency to decrease speed from IV era(from 200 km/h to 160 km/h), this one definitely is a version modified to include in a newer game. Might have been part of IV's earlier plans too, but most likely is for V.

What does all this mean exactly? Is this the code that runs the game?
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Gtaplayaminigun  
Posted: Thursday, May 17 2012, 19:41
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The scenarios.dat file doesn't exist in San Andreas at all.
In IV, the scenarios.dat basically contains the actions that need to be performed by the peds, vehicles etc under certain scenarios like a particular time etc.
Below are a few lines from IV's scenarios.dat

CODE
Seat_StripClubChair    StartEnd(12,11)  Task(Seated) Offset(0.0, 0.0, 0.55) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_StripClubStool    StartEnd(12,11)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_BoardGamePlayer   StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnCar      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_Crate      StartEnd(9, 17)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_InternetCafe    StartEnd(0, 24)  Task(Seated) TimeTillPedLeaves(10) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnSteps     StartEnd(5, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnStepsB     StartEnd(7, 24)  Task(Seated) Offset(0.0, 0.1, -0.526) WillAttractPeds BlockModel(M_O_HASID_01) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnWall      StartEnd(5, 24)  Task(Seated) Offset(0.0, -0.1, -0.65) WillAttractPeds BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)
Seat_OnStepsHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, 0.1, -0.526) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_OnWallHangOut    StartEnd(7, 22)  Task(Seated) Offset(0.0, -0.1, -0.65) BlockModel(F_M_Business_02) BlockModel(M_M_TRUCKER_01) BlockModel(F_M_Business_01)
Seat_HospitalWaiting   StartEnd(8, 18)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)
Seat_SlouchedDruggie   StartEnd(0, 24)  Task(Seated) BlockModel(F_M_Business_02) BlockModel(F_M_Business_01)

HangOut_Street     StartEnd(0, 24)  Task(Group)
HangOut_AlleyWay    StartEnd(0, 24)  Task(Group)
HangOut_OutsideLiquorStore  StartEnd(7, 24)  Task(Group)
HangOut_BaseballDiamonds  StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)
HangOut_BoardGameWatcher  StartEnd(0, 24)  Task(Group)
HangOut_ProjectCourtyard  StartEnd(0, 24)  Task(Group)
HangOut_BasketballCourt   StartEnd(0, 24)  Task(Group) SetSpecificPopcycleGroup(PARK)
HangOut_OutsideMassageParlours StartEnd(20, 5)  Task(Group)
HangOut_ClubHouse    StartEnd(19, 6)  Task(Group)
HangOut_WatchBoardGame   StartEnd(06,17)   Task(MoveBetween(4.0))

Scenario_SecurityGuard   StartEnd(0, 24)  Task(MoveBetween(4.0)) MaxInRange(1, 30)    SetSpecificModel(M_M_SECURITYMAN) ForceModelLoad
Scenario_TouristPhoto   StartEnd(8, 00)  Task(MoveBetween(4.0)) MaxInRange(2, 20)    SetSpecificPopcycleGroup(SCENARIO_TOURISTS) ForceModelLoad
Scenario_Leaning   StartEnd(0, 23)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Street_04) BlockModel(M_Y_GMAF_HI_01) BlockModel(M_Y_GMAF_LO_02) BlockModel(M_Y_GBIK_HI_02) BlockModel(F_M_BUSINESS_01)
Scenario_Leaning   BlockModel(F_M_BUSINESS_02) BlockModel(M_M_PITALIAN_01) BlockModel(M_O_PJERSEY_01) BlockModel(M_M_PHARBRON_01)
Scenario_SellingDrugs   StartEnd(0, 24)  Task(Stationary) SetSpecificModel(M_Y_Drug_01) ForceModelLoad
Scenario_RoadWorkers   StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingRoadWorkers)   SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_RoadWorkerWithSign  StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_DiggingRoadWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_RoadWorkers)   SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_DrillingRoadWorkers StartEnd(6, 21)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_ROADWORKERS) ForceModelLoad
Scenario_IndustrialWorkers  StartEnd(6, 22)  Task(MoveBetween(4.0)) MaxInRange(1, 20)           SetSpecificPopcycleGroup(SCENARIO_INDUSTRIAL) ForceModelLoad
Scenario_BuildingWorkers  StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_DiggingBuildingWorkers) SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_DiggingBuildingWorkers StartEnd(6, 21)  Task(Stationary) MaxInRange(6, 20) LinkedScenario(Scenario_BuildingWorkers)   SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_DrillingBuildingWorkers StartEnd(6, 18)  Task(Stationary) MaxInRange(1, 20) SetSpecificPopcycleGroup(SCENARIO_BUILDERS) ForceModelLoad
Scenario_HeavilyArmedPolice  StartEnd(0, 24)  Task(Stationary) SetSpecificPopcycleGroup(COPS)
Scenario_SmokingOutsideOffice StartEnd(0, 24)  Task(Stationary) WillAttractPeds BlockModel(M_Y_Courier) BlockModel(M_Y_Swat) BlockModel(M_Y_Mechanic_02) BlockModel(F_M_BUSINESS_01) BlockModel(M_O_HASID_01) BlockModel(M_Y_GAFR_HI_02) BlockModel(M_Y_STROOPER)



Location_DropOffPoint   StartEnd(10,16)  Task(Stationary)
Location_ShopBrowsing   StartEnd(0, 24)  Task(Stationary) TimeTillPedLeaves(7) WillAttractPeds MaxInRange(1, 3)

#Vehicle scenarios, spawned with vehicles

Vehicle_InspectingBrokenDownVehicle  StartEnd(0, 24) Prob(0.025)       Task(Stationary)
Vehicle_LookingInBoot     StartEnd(0, 24) Prob(0.05)       Task(Stationary)
Vehicle_Mechanic      StartEnd(0, 24) Task(Stationary)
Vehicle_DeliveryDriver     StartEnd(0, 24) Prob(1.0)  SetSpawnInterval(10000)    Task(Stationary)
Vehicle_ParkDeliveryTruck    StartEnd(0, 24) Prob(0.1)       Task(Stationary)
Vehicle_DropPassengersOff    StartEnd(0, 24) Prob(0.25)       Task(Stationary)
Vehicle_LimoDropPassengerOff   StartEnd(0, 24) Task(Stationary)
Vehicle_ParkedThenWander    StartEnd(0, 24) Task(Stationary)
Vehicle_SmokeThenDriveAway    StartEnd(0, 24) Task(Stationary) TimeTillPedLeaves(30)

Wander_MobileConversation  BlockModel(F_O_PEastEuro_02), BlockModel(F_O_PHARBRON_01)
Wander_2WayConversation   BlockModel(m_m_trucker_01), BlockModel(F_O_PHARBRON_01)



We can recall a lot of interactive things that happen in IV's world from those lines of code (like Vehicle_InspectingBrokenDownVehicle ). The "StartEnd(x,x)" function is used to call that particular animation/scenario function. The two numbers in the function represent the particular ingame times at which the scenario kicks in and ends(for e.g the drilling building workers do their work between in game time of 6am-6pm, so its (6,18)). So, there's no use of this file in a non open world game as all the people's tasks in those games will be predetermined. It indeed is for an open world game and with IV's concrete jungle, I don't think people would have found a place to ski. So, the ski part is most probably from V. We can pretty safely assume that it does snow in V. Also, SA didn't have this because the peds usually just walked the street or fought. They didn't go to office at a particular time or didn't jog or do exercise at a particular time(another proof to an open world game of this gen).

@ StellarFish20, baguvix_wanrltw Thanks smile.gif

@ FRA1Z3R, Those lines are taken from a file named handling.dat(handling.cfg in III era games) which contains various parameters which control a vehicle's behavior WRT handling. For e.g in SA's code that I posted earlier, the term "ANDROM" refers to the name used inside the game for that vehicle, the first number 40000 refers to its mass in KG, 200 refers to its top speed, the one to its left states the number of gears, the one right to 200 gives the acceleration of the vehicles and so on..

This post has been edited by Gtaplayaminigun on Thursday, May 17 2012, 20:12
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Los Santos Pedestrian  
Posted: Thursday, May 17 2012, 19:43
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Then as it was, but again it will be
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It's kind of funny how there's 42 guests viewing this and only 26 actual users. Last night there was like 60 users here. Either the topic's dying, or people across the internet know about this.
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Da Perzinga  
Posted: Thursday, May 17 2012, 19:47
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QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 20:43)
QUOTE (Rico44 @ Thursday, May 17 2012, 18:40)
It's from San Andreas.

Maybe, but I don't remember chili dog carts in SA (however, there were some as Google proves), and it's a bit strange the Andromeda is once commented out (#) and once not, though it might very well be - we just don't know, however we can be sure that not all of the vehicles that were found were from GTA:SA or GTA IV (however, some or all of them might come from pre-final versions of those games).

Vormek: Read the LAST post in my signature ("Where do all those files come from: here"), it'll explain it, specifically the part at the bottom: "- "deprecated" in this case most likely...".

And a few more, characters this time:

"jimmy":
QUOTE

credits_360.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

credits_ps3.dat
Line 819: N2 JimmyPeg TonyPatel
Line 1356: N3 BLANK JimmyDautre

Most likely from IV, see other characters that seem to be listed in these credits.

handling.dat
Line 92: ;--------Jimmy vehicles ----------------------------------
Followed by a list of vehicles, some of which were in IV, but some of which were not (like "Seinove" and "Furzen").
Same thing is in the file for "Max Payne vehicles" too, suggesting "Jimmy" refers to some other game... like V



"niko":
QUOTE

credits_360.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

credits_ps3.dat
Line 638: N2 JenniKolbe
Line 795: N2 NikoBell MichHoll
Line 968: J3 CharNiko

Most likely from IV, see other characters that seem to be listed in these credits.


"reary" (like McReary): Found 0 times.

"packie" (McReary): Found 0 times.

"roman" (Bellic):
QUOTE

credits_360.dat
Line 797: N2 RomanBell JasZumwa

credits_ps3.dat
Line 797: N2 RomanBell JasZumwa

Most likely from IV, see other characters that seem to be listed in these credits.

fonts.dat
Line 244: # FONT2.DDS: FO_FONT_STYLE_BANK (SUBFONT_1 = FO_FONT_STYLE_SPACEAGE) (HELE BLACK / HELE ROMAN)
No idea.


"laszlow": Found 0 times.

And with that I'm out for now, time to do something else again, this whole thing pushed my schedule back by a few days tounge2.gif

If you want to try and find something, look through the files by hand or use the tool that's posted at the first link in my signature.

Uhh, Jimmypeg? Probably an abbreviation for Jimmy Pegorino? sarcasm.gif
So Jimmy is in any case clarified. So he isn't the protagonist of GTA V. sarcasm.gif
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Rico44  
Posted: Thursday, May 17 2012, 19:48
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Can we hit 100 pages today?
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Sean5  
Posted: Thursday, May 17 2012, 19:57
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QUOTE (Rico44 @ Thursday, May 17 2012, 19:48)
Can we hit 100 pages today?

YES WE CAN! biggrin.gif
this was a brilliant find btw, just read through it, hype mode : ON
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Diesel311  
Posted: Thursday, May 17 2012, 20:01
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Awesome stuff in the ped behavior file! I looked at last night but, obviously, not close enough.
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Rico44  
Posted: Thursday, May 17 2012, 20:02
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I see some new parameters compared to previous versions, maybe AI will be improved?
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icetea256  
Posted: Thursday, May 17 2012, 20:02
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guys, can you hear me???
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gtasadude  
Posted: Thursday, May 17 2012, 20:03
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QUOTE (baguvix_wanrltw @ Thursday, May 17 2012, 18:18)
gtasadude: Thanks, join in the hunt if you want, maybe you can think of different search strings than I can? I don't mean to bother anyone with it but in case you haven't noticed, the tool I wrote does all the ugly work for you, and anyone can download it.

I would, but can't/wont for three reasons.

1. Don't want to support the piracy of Max Payne 3 by downloading a file sourced from a leaked version of the game.
2. No time, I'm just checking in every few hours at the moment.
3. I don't want to accidentally spoil Max Payne 3, I can't play it until tomorrow in the UK tounge.gif
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