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 [REL|0.9 BETA] GTA:FPS

 An inspiration for R*
 
AK-73  
Posted: Wednesday, Aug 9 2006, 17:29
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I'd like to hereby announce my making my first mod GTA:FPS available online.

ATTENTION: Version 0.9.7.3 has just been uploaded and it now includes (untested) support for all VC versions.

What is GTA:FPS?
GTA:FPS is a mod for Vice City, that allows people to play Vice City as a First-Person Shooter. While this is already very well possible with mouse and keyboard, GTA VC is in my mind first and foremostly a PS2 game, meant to played with a joypad. Therefore this mod is supposed to enable playing Vice like a console first-person shooter. As such, it may make the game a bit more of a challenge for experienced players, having to aim manually, rather then relying on the auto-aim feature of the engine in fire-fights. To make this more realistic and fun, the mod will enable further configuration of guns - recoil, weapon sights, laser targetting, buckshot clouds, Zoom, ROF, "drama cam" (a "true" first person mode with visible player, weapon, etc) are all already supported, while things such as gun accuracy and weapon weight are all intended to get implemented among other things in order to arrive at having guns that fire as realistically as in any professional first person shooter. *Also*, it is meant to inspire Rockstar Games for the next sequel in their Grand Theft Auto series. smile.gif

How does it work?
First of all, it makes the first person mode a la M4 or M60 the standard for all firearms. Yes, including the flamethrower. FP/Aim mode no longer requires that you hold down the aiming button - by pressing and releasing the aim button on your pad, you enter the aim mode and it remains active until you leave the mode. Controls within the aim mode are changed also. To be in line with traditonal console fp-shooters, you fire guns in aim mode with the aim button, which would be the R1 button on the PS2 under normal config. You no longer aim with the left analog stick but with the right stick instead. The left stick gets used for moving the player actor -forwards, backwards or srafing left/right. You leave the first person mode with the fire button, which is circle on PS2 if I remember it correctly. It takes a short time of getting used to it but people playing regularly console shooters should have little difficulty adapting.

How do I install the mod?
The mod comes as an .asi file, actually in the latest distrubution it comes as an .asi file plus a .cfg file. You just drop both (.asi and .cfg) in the same directory in which your gta-vc is located and you are ready to go. Attention! Currently this mod only works for GTA VC 1.0 exe. Support for all kinds of VC Versions has been implemented (even if being untested as of now) - it requires you to put the included vcversion.dlll, written by Hammer83, likewise into your Vice directory.
Well actually there are two .asi files (but only install either of them, never both) in the current beta distribution. The reason for that is...

The right analog stick problem
I never got the right analog stick of my Thrustmaster joypad to work under Vice. The game does support a right analog though. The problem is that the Thrustmaster seems to map the right analog stick to z_rotation and slider_0 under DirectInput if I remember it correctly. The game however expects the right analog stick to map to x and y rotation or something like that. As a consequence, it didn't find the axises and disabled the right stick. I have managed to enable the right stick for me though for me through the gta-fps2.asi so if you have a similar problem, you might try to see if that works for you (no guarantees though). For those who have no problem with the right analog stick of their joypad and who have Vice 1.0, the mod should work very well. Now the important part:

As I only happen to own one joypad, I have no idea whether there is a standard mapping of joypad's right analog stick x and y axis to DirectInput parameters, therefore I would like to have feedback from you about how it works for you.

Maybe this is only a Thrustmaster-specific problem, maybe not. I'd like to find out.

Future Developments

To do:
- Realistic values for recoil (help anyone?)
- Get some feedback and fix any potential problems
- more precise aiming controls
- Configurable # of shotgun particles plus a realistic buckshot pattern
- Configurable weapon sights for every weapon (sniper hud, psg hud, or, yes, *only* the laser targetter of the psg hud)
- Enable running backwards and strafing via the left analog stick
- Make recoil fully configurable
- Enable full flamer support
- VC 1.1 support (I will probably do so only if there is request for it)

Under consideration (I'd like to have your input on those):
- gun accuracy
- buckshot & solid slugs ammo for shotguns
- thrown weapons curve dependent also on camera up/down rotation (probably difficult)
- disabling running in aim mode
- enabling weapon change via R2/L2 equivalents or alternatively putting strafing on R2/L2

Also I will release the source code of the mod upon release of version 1.0 for everyone to do with it as they see fit.

Where can I download the mod?

Here, at GTA Garage. I've just uploaded version 0.9.7.3 which fixes two bugs, one fixing a crash that occured due to firing shotguns, the other bug was a crash occuring when firing smgs from a bike.



Alex

This post has been edited by AK-73 on Thursday, May 10 2007, 15:16
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MasterK  
Posted: Wednesday, Aug 9 2006, 19:29
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Hey m8! I think this will be cool, can u post some screens? And a question, can u make a tool which enables auto aiming without a joypad? Cus i wanted to be in vc since it released! lol.gif
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mer cinder  
Posted: Thursday, Aug 10 2006, 02:25
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Boy Howdy, I like your style friend. I gotta re-install VICE and then it's right to playing with this. smile.gif

I'm glad to hear your releasing the source code for use, too... because this would be AMAZING in San Andreas.

Think maybe you could apply this to SA? (just in case nobody ports it over)
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mer cinder  
Posted: Thursday, Aug 10 2006, 03:23
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EDIT:

ummm.... any other website you could post this on?
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AK-73  
Posted: Thursday, Aug 10 2006, 14:13
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Just wanting to announce that v0.95 has been uploaded to GTAGarage and now includes strafing and running backwards via left analog stick.


About enabling auto-aiming without a joypad: I am not sure I understand correctly what the problem is. If one wanted to reenable auto-aiming if no joypad was around, one would only have to remove the .asi file from the Vice directory?

Wrt SA: I don't happen to own SA for PC so I would be the wrong one to ask for this. Chances are that anybody who would want to port the mode to SA
would have to start from scratch so the source code might not be too helpful there. But this mod would at least show that it can be done.

About the website: what's wrong with GTAGarage?

About screenshots: If there's a request for it, sure I can put on some screenshots.

This brings me to another issue: does anybody have some nice different crosshairs textures for the HUD in FPS-Mode? If so, I would like to ask you to share them in here.

Alex

This post has been edited by AK-73 on Thursday, Aug 10 2006, 14:16
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rebel_36  
Posted: Thursday, Aug 10 2006, 21:21
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you can make all weapons in sa first person mode by editing weapons.dat
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AK-73  
Posted: Tuesday, Aug 15 2006, 17:47
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QUOTE (rebel_36 @ Aug 10 2006, 21:21)
you can make all weapons in sa first person mode by editing weapons.dat


Really? Cool. smile.gif

However I don't like the SA setting too much, nor the SA engine (cars drive differently, perhaps more realistically, but less fun). I wonder if you can do that in SA currently too:

(version 0.96 has been uploaded)

GTA:FPS v0.96 comes with a config file to turn on/off the fps mode per weapon and to configure recoil. I would like to have competent help in getting weapons in VC to fire as their real-world counterparts are at least as in a fairly realistic fps (Raven Shield is said to be realistic?). Not having to focus on these values would allow me to focus on implementing other stuff so if anyone is interested and thinks they have the knowledge and skill... well, you can download the mod and create your own values (even for guns that are not Vice standard and which so far have only existed as models by some other modders). If it strikes me even as only fairly realistic I am prepared to make your values, the standard values of this mod. Otherwise I'll have to come up with some values of my own. smile.gif

Also I would like to announce that I have already found the memory locations for sniper rifle hud, the psg hud and the laser targetter of the psg. Yes, that will mean that you will be able to wield Pythons and M60s with laser targetter on it shortly. smile.gif

[edit- beforeI forget it:]

A short explanation of therecoil values is in order - the first two values are a straight offset x- and y-wise of the former crosshairs position. Around these GTA:FPS lays an irregular ellipse within which a random new position of the crosshairs will be generated. Vice City standard recoil works by generating two random numbers within certain bounds so that recoil takes place within a *square pattern* which isn't very realistic, I feel - the gun is as likely to jump down as up. With GTA:FPS you can enable said irregular elliptic area within which a random new crosshairs position will be generated. The 3rd parameter in each line is the x radius of the ellipse, the 4th is the y radius. The 5th value is affect distribution between recoil jumps that are travelling upwards and those that kick downwards. If you want the recoil to never kick the weapon downwrds, simply maximize the value as instructed in the .cfg (0x4000, I believe).
That's it for a brief explanation. If questions, remain feel free to ask. The present default value in the .cfg accurately transfer original vice recoil values into GTA:FPS (-minus the square pattern because the elliptic pattern flag has been set for each weapon).

Alex

This post has been edited by AK-73 on Tuesday, Aug 15 2006, 18:23
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rebel_36  
Posted: Wednesday, Aug 16 2006, 05:50
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cant have actual recoil in sa (by editing data files) afaik, can only change accuracy/spread for each weapon

great work so far i must say, too bad i lost my interrest in vc (or general gta sp) 2 years ago :E

the sniper scopes/views on any weapon sounds very interresting, wish there was a way to have the game use more than 2 scope textures

are scope textures and the actual scoping feature linked to each other or could you have each separate?
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AK-73  
Posted: Friday, Aug 18 2006, 14:41
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QUOTE (rebel_36 @ Aug 16 2006, 05:50)
cant have actual recoil in sa (by editing data files) afaik, can only change accuracy/spread for each weapon


That's in the making for GTA:FPS, after I have increased spawning distance for peds and cars and drawing distance for peds. Spawning distance addresses are already known, so all I need to figure out is drawing distance for peds. Only with increasing these ranges increasing weapon ranges makes sense and only with realistic ranges, weapon accuracy makes range (that is especially at high ranges).

QUOTE

great work so far i must say, too bad i lost my interrest in vc (or general gta sp) 2 years ago :E

the sniper scopes/views on any weapon sounds very interresting, wish there was a way to have the game use more than 2 scope textures

are scope textures and the actual scoping feature linked to each other or could you have each separate?


Thanks, well in theory you can have everything seperate. The problem is that you must make sure the texture is loaded and in the right place. When and if I get to understand the GTA memory management system, that might be possible. For the future, I would like to allow for such things, as well as additional weapons but that would be a very advanced thing to code. Maybe it won't even be necessary if R* does something like that in the next GTA. smile.gif

Anyway, version 0.9.6.1 is out, it allows for laser targetters on all weapons in fps mode. You can configure size of the laser light, range and intensity. In theory you can edit color too but I see no need for that as of now.

Here's a screenshot out of GTA:Liberty City with an AK with a laser targetter on it:
user posted image

As you can see I have erased the middle point of the m16 hud texture in hud.txd. That's the only way the laser targetter makes sense (might even make more sense blanking it out altogether). Currently also a skill system, where the size of the ring is dependent on your achivements in the game is under consideration.

Alex
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AK-73  
Posted: Wednesday, Aug 23 2006, 13:53
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QUOTE (rebel_36 @ Aug 10 2006, 21:21)
you can make all weapons in sa first person mode by editing weapons.dat

Do you have to keep the aiming key pressed to stay first person and fire though or do you switch in and out of an aiming mode, where you can run around without keeping the aiming key pressed?


Anyway, version 0.9.6.2 has been released, this time with configurable buckshot pattern for shotguns. See this screenshot if you want to know what I mean:
user posted image

This shows a spas-12 with 21 pellets per shot (instead of the usual 3) in action for total devastation. Please notice that the pellets aren't restricted by a vertical choke anymore (you can still have that if you want to though, just reduce the max y spread angle in gta-fps.cfg accordingly).

Also you can make any gun fire buckshot through the .cfg, as well as make any shotgun fire as a normal firearm.

Alex
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AK-73  
Posted: Monday, Feb 12 2007, 16:39
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Given that a new version of GTA:FPS has just been released, this topic is just asking for a bump. smile.gif

The GTA:FPS page on gtagarage already contains two new screenshots but to highlight what the mod can also do for you, it only seems right to post this here: (might remind one or two of you of Leon)

user posted image

user posted image

user posted image

user posted image


To do such a thing yourself though, you must install my VC:Traffic mod too to increase spawning and draw distance ranges for peds.

VC:Traffic can be found here.

Alex


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Silberio  
Posted: Tuesday, Feb 13 2007, 00:47
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what config should i put to get more sniper zoom range?
like in the screenshots smile.gif
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Blackadder.  
Posted: Tuesday, Feb 13 2007, 07:26
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Wow, nice mod AK-73 icon14.gif Sniper Zoom looks awesome, but I don't think I can use it, I don't have original EXE

Would it work on a cracked exe? (I'm not disucssing WHERE to get it, so I think this is fine with the rules...)
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VinnyGouveia  
Posted: Tuesday, Feb 13 2007, 21:52
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is it posible to somehow make the gun appear, so it's a TRUE FPS MOD?(I'm not saying that yours isn't a FPS mod, but that would be killer, literally!)
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AK-73  
Posted: Wednesday, Feb 14 2007, 15:15
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@Silberio: to make any weapon use zoom, the ZOOM_ENABLE flag for that weapon must be said. That in itself is enough to allow zoom.

For example to have an aim mode for the M60, you might want to use as flags 0x117 (the first 1 sets the ZOOM_ENABE flag). Then if you use zoom values such 70.0 70.0 40.0 1000.0, you should have some kind of aim mode for it.

If you just want to increase zoom, decrease the min zoom value in what is presently column K. 0.0 is infinite zoom, I believe.

@blackadder18: try and see if it works.

@vinnygouveia: what do you mean? The weapon should in fact be visible, if the USE_DRAMA_CAM flag is set, which should be the case by default for about all firearms, and a few close combat weapons. If the flag for a weapon is set and the player or the weapon is not visible, that is a bug. Likewise muzzle flash and gun smoke should be visible (just as in the latest screenshots on gtagarage). Thus my claims in the readme that it is a true fps mod (from v097 upwards, make sure you got the latest version). smile.gif

Alex

This post has been edited by AK-73 on Wednesday, Feb 14 2007, 15:18
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Silberio  
Posted: Wednesday, Feb 14 2007, 17:30
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ok, thanks, sorry...my only problem is that i had the other version, an older tounge.gif , thanks
By the way, the drama cam, to see the weapon in First-person mode, is enable by default right?
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VinnyGouveia  
Posted: Thursday, Feb 15 2007, 23:18
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I mean, just like Counter Strike, SWAT, Half Life and all those shooters!!! Hi-poly Weapons for first person shooters! And I mean just like a CS screen!
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DexX  
Posted: Friday, Feb 16 2007, 11:03
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QUOTE (AK-73 @ Feb 14 2007, 10:15)
@vinnygouveia: what do you mean? The weapon should in fact be visible, if the USE_DRAMA_CAM flag is set, which should be the case by default for about all firearms, and a few close combat weapons. If the flag for a weapon is set and the player or the weapon is not visible, that is a bug. Likewise muzzle flash and gun smoke should be visible (just as in the latest screenshots on gtagarage). Thus my claims in the readme that it is a true fps mod (from v097 upwards, make sure you got the latest version). smile.gif

Alex

i think what he means, and what i noticed after trying it, is to have the gun visible at all times, whether firing or not. With the default settings, on my american 1.0 exe, they were only visible while firing.

"visible" might not be the most accurate term. the guns are always there, but they are only at eye level when the player fires, and aren't really seen much at all otherwise. you could try forcing the aiming animation while walking, but i'm not sure how well that would work, especially with the conflicting walking animation, and the fact that collisions seems to be based on, and directly influence future animations. a more complex, but visibly accurate solution would be to rotate the shoulder bone (ingame, not on the actual dff, and just the bone - don't touch the actual animations, so the effect is only visible) of the player, and all its children, including the gun, upwards and out, so the gun is extended. this would work for a majority of, but not all weapons.

Repositioning the HUD (optionally, of course) might also help, as the top half of the screen tends to get cluttered during action scenes. The typical layout for most fps games is a bar of data across the bottom of the screen (health, armour, ammo, etc), with whatever map/radar there is, in the upper right, or left. I do think the hud should be changed for this mod at one point.

QUOTE
In theory you can edit color too but I see no need for that as of now.

just for personalization?
OR
have it change color depending on the entity type your aiming at - say it turns red on peds, yellow on vehicles, another color for aiming at buildings, and a default color if your aiming at the sky/nothing. the color could convey that simple, but useful info.
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boofhead_racer  
Posted: Friday, Feb 16 2007, 13:42
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Very cool,

i tried doing this with cam hack a few years ago, but the results were always sh*tty, where the player ran you could see the player's head come in and go out of the field of view.

the katana pic on the gta garage site looks red hot! colgate.gif




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AK-73  
Posted: Tuesday, Feb 20 2007, 14:29
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QUOTE (DexX @ Feb 16 2007, 11:03)

i think what he means, and what i noticed after trying it, is to have the gun visible at all times, whether firing or not. With the default settings, on my american 1.0 exe, they were only visible while firing.


Ah, now I got you vinny. Yes, that is something that is under consideration but likely selective fire is going to be implemented first. This only involves triggering the first part of the firing animation when entering fps mode with a gun and holding the animtion short of the firing loop and so on.


QUOTE

"visible" might not be the most accurate term. the guns are always there, but they are only at eye level when the player fires, and aren't really seen much at all otherwise. you could try forcing the aiming animation while walking, but i'm not sure how well that would work, especially with the conflicting walking animation,


We'll see.

QUOTE

and the fact that collisions seems to be based on, and directly influence future animations. a more complex, but visibly accurate solution would be to rotate the shoulder bone (ingame, not on the actual dff, and just the bone - don't touch the actual animations, so the effect is only visible) of the player, and all its children, including the gun, upwards and out, so the gun is extended. this would work for a majority of, but not all weapons.


I can acess the bone data very easily. However, somewhere in the back of my head I have this idea that the vice engine is capable of combining animations. Not sure about that though.

QUOTE

Repositioning the HUD (optionally, of course) might also help, as the top half of the screen tends to get cluttered during action scenes. The typical layout for most fps games is a bar of data across the bottom of the screen (health, armour, ammo, etc), with whatever map/radar there is, in the upper right, or left. I do think the hud should be changed for this mod at one point.

QUOTE
In theory you can edit color too but I see no need for that as of now.

just for personalization?
OR
have it change color depending on the entity type your aiming at - say it turns red on peds, yellow on vehicles, another color for aiming at buildings, and a default color if your aiming at the sky/nothing. the color could convey that simple, but useful info.


The HUD could be made semi-transparent during FPS mode very easily. As for the rest, when version 1.0 comes out, I will release the source code and anybody who is capable and willing may be able to add at will. smile.gif

Alex

@boofhead_racer: yeah, that caused me some headache for some time too. What I have been doing is changing the offset that the engine applies starting from the head node *and then* decreasing the near clip value so that objects close to the eye remained visible but the backfaces of the model remained out of sight. An additional problem was posed by the camera shaking during explosions as that moved the cam position. But as mentioned in the config, that problem was solved by replacing the movements with rotations. Tried quite a few other solutions but this one was by far the best.
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