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Citizen. A project that has been in planning for more than 4 months, and now is not even fully completed... but is coming along pretty smoothly. A modification that might very well be the most advanced single player modification for San Andreas. A modification that crosses the boundaries of the legacy SCM and even the SCO runtime, using a coding method only seen before in GTA4 modifications. That is what Citizen is all about.
Adding new gameplay stuff, concepts never seen before in a GTA game, new collectibles, missions and other minor tweaks to bring a lot of fun to the good old SA. For example, saving your game happens every 5 seconds... to a online server that keeps track of all stuff happening in Citizen. When you start Citizen, the game will automatically check for updated mod files and install them. Even better, Citizen won't alter your normal San Andreas game - when you exit Citizen, SA will be back to normal.
Because typing all features out in a couple of sentences does not work very well, there is going to be a list of features just below this line... and there are even more that are not in the list!
- Completion percentage - Improved gamepad support - Rampages - New mission starting method - Random side missions like Vehicle Theft - The best taxi mod for SA - New missions - New vehicles - and a lot more
Obviously, you might wonder what the 'episodes' name stands for... indeed, Citizen will be released in episodes, each containing new missions, side missions and other tweaks; and you don't even have to worry about installing them -- it happens automatically! By the way, don't worry... I have permission for all the work by other modders I've used.
Some (outdated, in fact) gameplay videos:
The obligatory heap of screenshots:
I'll release the mod when I have some more missions/sidemissions/rampages created... there are just 5 missions in-game now.
GTA Juggernaut Group: Moderators
Joined: Jan 7, 2004
Congratulations on your release, and many kudo's for the concept. This is indeed pioneering new territory, opening new possibilities in mission coding. I'm sure to try this one out.
its awsome but i think OP HD cars dont fit there (now some cars are HD and some NO) and second i think you must hange animation for shoting from car (Now he dont have hand on stering wheel)
Rest in peace, Nate Dogg. Group: Members
Joined: Nov 1, 2008
Sounds and looks like an awesome script mod. I'll surely give it a try after you release it. By the way, are you using a graphic patch? Your game looks great or it's just because of your graphics card? Anyways, good luck with your mod, I can't wait for the release.
By the way, are you using a graphic patch? Your game looks great or it's just because of your graphics card?
It's all included in Citizen... Project Reality blended with a few texture modifications.
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its awsome but i think OP HD cars dont fit there (now some cars are HD and some NO)
They fit in better than some other third-party cars... and I don't quickly notice the difference.
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and second i think you must hange animation for shoting from car (Now he dont have hand on stering wheel)
And that hampers the gameplay... how? III/VC had animations where a hand floated above the wheel, and this is not GTA4.
Another thing I've been working on is seamless two-player missions... I've figured out how to load the CControllerState for the second player, and I'm planning on making a lot of missions also co-op capable... that was lacking a bit in the normal SA.
Whenever you find a 2-player mission (which is more than just rampages), you will hopefully be able (though not in the first release) to either log in with a Citizen account (which will download YOUR statistics and such to the second player character) or play as guest (which will be like the original two-player mode, and the only thing in the first release).
Any ideas for co-op missions or other 2-player stuff?
P.S.: No, the two-player support will be fully built in, you don't need SAAC... just one (or two, since you won't be able to use mouselook) XInput-capable controllers (which includes using the XInput emulator) and two players, obviously.
the 2nd player is controlled with controller or online with the other ?
Like the PS2 version - local splitscreen using a gamepad. Creating correctly synced network multiplayer with AI is almost impossible to do. By the way, two-player mode support is progressing nicely, and I think 3-4 specific two-player supporting missions will be released shortly after the base Citizen release as a update. Freeroam and 'normal' missions will obviously always be available... co-op 'Protect the VIP' is really fun
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Ah sorry guy. Where's the improved graphic? I cannot see anything new from those pictures except OnePiece's cars.
The GTA IV marker icon (by me), changed road textures (3rd party), new fonts (also by me), improved particles (3rd party again) and my high-quality traced GTA4 style radar are invisible or so? By the way, what do you mean/who are you referring to with 'Ah sorry guy'?
Off-topic: I've found out my regular gamepad I use for testing is totally inferior to a Sixaxis gamepad when it comes to precision in SA/PC... or that may be caused by XInputEmu deadzone settings
This post has been edited by NTAuthority on Thursday, Oct 1 2009, 17:20
<Subject Name Here> Group: Members
Joined: Mar 17, 2008
Co-Op sounds great, I just got an idea shower, and since you asked for ideas...
-----------------WARNING: MANY SOMEWHAT-FRESH IDEAS---------------------------
- How about driving a boat full of drugs or whatever could fit in with the story with the other player firing from it? Or maybe have the boat sail with an NPC at the wheel on a pre-determined path full of enemies/enemy ships while both players struggle to defend it? - Also some kind of Bomb 'da Base thing would rock, with both players having diferent weapons sets, and eventually needing each other. - Or you know what? How about a vigilante-like extermination mission? Both players go some place, kill criminals then pursue an escaping vehicle while a couple bikers ala Lure chase the players so they cant fullfill the task with ease? - Also, I'm thinking of a Free-Roam involving both players choosing diferent weapon sets and then chosing some kind of "game mode" like"zombies" aka punching peds, nothing too elaborated, or "Survival" with few peds on street but having strong weapons like AKs, M4's etc or even maybe a "Two-Man Army" having both players battle against helicopters with men in turret mode like Reuniting the Families and soldiers/swat coming from everywhere, trying to make the best time posible EDIT: Also, you should try to see if you can make a "fake" rocket launcher via scripts that way it's posible to use an RPG in 2 player
-----------------End of danger zone, no hazmat aparel needed-------------------------
Those were all the ideas in my head right now, I hope you may find something usefull there, my brain ran dry tho
This post has been edited by [SM]CJZera on Friday, Oct 2 2009, 01:18