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[REL|0.9 BETA] GTA:FPS An inspiration for R*
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AK-73  |
Posted: Wednesday, Aug 9 2006, 17:29
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Hustler

Group: Members
Joined: Oct 31, 2005

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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. 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 problemI 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 DevelopmentsTo 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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AK-73  |
Posted: Tuesday, Aug 15 2006, 17:47
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Hustler

Group: Members
Joined: Oct 31, 2005

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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.  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.  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.  [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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AK-73  |
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Hustler

Group: Members
Joined: Oct 31, 2005

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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
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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.  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:  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, Feb 14 2007, 15:15
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Hustler

Group: Members
Joined: Oct 31, 2005

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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).  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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Me haz UpGRAd3d grAMMer!!11

Group: Members
Joined: Oct 10, 2006


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ok, thanks, sorry...my only problem is that i had the other version, an older  , thanks By the way, the drama cam, to see the weapon in First-person mode, is enable by default right?
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DexX  |
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Black Hat

Group: Retired Staff
Joined: May 16, 2002


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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). 
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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AK-73  |
Posted: Tuesday, Feb 20 2007, 14:29
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Hustler

Group: Members
Joined: Oct 31, 2005

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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.
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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,
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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.
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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.  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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