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 [REL|0.9 BETA] GTA:FPS

 An inspiration for R*
 
Daan17  
Posted: Monday, Jan 7 2008, 18:20
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84's Vice City
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Looks great. Does fps camera work in cars also, like in Camhack?
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AK-73  
Posted: Thursday, Jan 10 2008, 15:00
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QUOTE (Daan17 @ Jan 7 2008, 18:20)
Looks great. Does fps camera work in cars also, like in Camhack?


I've never bothered to do that but it could be done. The intent of the mod was to bring a new dimension to those who play GTA VC on the PC a new dimension to the game - an ego-shooter modus instead of the usual shooting gameplay.

The release of the next version is going to be a delayed a bit since I currently focus on making sense out of the PS2 LCS model format so it's going to take a few weeks until the next version comes out, perhaps. Depends on whether somebody can figure out the LCS uv coordinates for me or not. smile.gif

Alex
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AK-73  
Posted: Tuesday, Apr 15 2008, 16:39
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Double-post but necessary since I have been asked for permission in pm. smile.gif

If I haven't made it sufficiently clear yet:

All of my mods are open for use by any other modder without asking me for permission or crediting me. The only line I'd draw is if someone would use them to promote facism, pedophilia or something on that level.

Alex
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Çãmþ裣  
Posted: Thursday, Apr 24 2008, 06:04
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do u know what changes there will be in the next version or rougly when it will be released?
i am happy to help you with any of it, though my modding talents are quite low.

i'd really love to see this mod complete where once you trigger first person, you will stay in first person until you leave (switching weapons in FP, getting into cars...etc)
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AK-73  
Posted: Thursday, Apr 24 2008, 16:55
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QUOTE (Çãmþ裣 @ Apr 24 2008, 07:04)
do u know what changes there will be in the next version or rougly when it will be released?
i am happy to help you with any of it, though my modding talents are quite low.

i'd really love to see this mod complete where once you trigger first person, you will stay in first person until you leave (switching weapons in FP, getting into cars...etc)


To quote myself from the post above:

QUOTE
Features will include but not be limited to:

- configurable bursts (3 rounds or 2 or more than that)
- fully throwable thrown weapons in fps (grenades fly according to button press length and *camera angle*, as in any fps)
- configurabe gun accuracy in moa (minutes of angle)
- jumping in fps mode
- left/right + jumping can be configured to trigger an emergency dive for dodging
- weapon slot changes in fps mode can be allowed
- various fixes as well as a number of features that I've forgot right about now probably - ah, yeah manual reload can be configured, for example too.


Maybe I'll even include 3d muzzle flashes... maybe. wink.gif

As for what you mentioned... switching weapons in FP is already implemented. Staying in FPS when entering a vehicle is not, although I think you can change the vehicle camera to sort of fp.

As for the release... I would like to first update VC:Traffic. Next release is going to take some time still.


Alex
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Çãmþ裣  
Posted: Sunday, Apr 27 2008, 16:59
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thanks for the info, but would you be able to tell me what your controls are for switching weapons and such because in first person "q" is for sprint whereas i use shift normaly, so im assuming switching weapons will also be differnt (which is why i didn't realise it was implemented). if this can be changed, can you tell me how? i don't know how to open the .asi file so if its in there i'll need step by step instructions.

with the fp vehicle, i meant u do not need to exit fp to enter, and when u exit fp will activate. i dont mind driving the car with default fp.



any help is very much appreciated.

This post has been edited by Çãmþ裣 on Sunday, Apr 27 2008, 17:14
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VinnyGouveia  
Posted: Thursday, May 1 2008, 01:59
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Sorry for the kind of bump, but is there any possibility that, in FPS mode, the weapon stays in "shooting" animation? because most weapons are only seen when they are shooting.
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AK-73  
Posted: Wednesday, May 7 2008, 16:23
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QUOTE (VinnyGouveia @ May 1 2008, 02:59)
Sorry for the kind of bump, but is there any possibility that, in FPS mode, the weapon stays in "shooting" animation? because most weapons are only seen when they are shooting.


The version I am working on has a burst modus. In this modus, the weapon (arm(s)) keep aiming for a few moment after the shot, then they revert to the normal idle animation, unless more shots are being fired. I haven't extended this to full auto firing though.

Why? Well, what you can do is to change the armed idle animation(s). This has nothing to do with the mod (the .asi) directly. These are the animations that the game returns to after firing. You can for example create a new walk_style with GTA:Martial Arts and set this one for all desired actors/peds (for example the player actor and the swat peds).

Alex
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Çãmþ裣  
Posted: Saturday, May 10 2008, 19:21
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any answers for my questions?
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The Kirbster  
Posted: Saturday, May 10 2008, 20:21
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Um, question:

Does this mod work if you don't have a Controller/Joystick thing?
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AK-73  
Posted: Tuesday, May 13 2008, 11:05
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QUOTE (The Kirbster @ May 10 2008, 21:21)
Um, question:

Does this mod work if you don't have a Controller/Joystick thing?


Yes, it does. You can play with keyboard+mouse. Although it is *meant* for joypad gameplay, it can be played without. Upcoming versions will probably be tougher to play with keyboard + mouse though because I have to make use of button combinations to add functionality.

Alex
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The Kirbster  
Posted: Tuesday, May 13 2008, 20:03
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This mod works great, even with the Keyboard and Mouse! I love shooting in First-Person Mode, but it's a bit annoying that the targeting reticle shifts around when I shoot. (In the normal Standard Controls in 3rd Person Mode, the targeting reticle doesn't move at all, making the guns extremely accurate.)
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AK-73  
Posted: Thursday, May 15 2008, 14:24
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This thing is being called *recoil*. smile.gif In the GTA3 generation games, all the weapons that could shoot by default in first person had some form of recoil. So all weapons that can shot in fp mode with this mod have analogous recoil by default.

You can change the set-up of weapons, eliminating recoil in the .cfg file.

Be warned however: my mod doesn't tolerate errors in .cfg so it's easy to mess things up causing the game to crash on start-up. Backup the .cfg file before messing with it. But you can eliminate or manipulate recoil with it and a host of other things too.

Just set columns F and G of the weapon data to 0 and the corresponding weapon will have no recoil anymore. But remember that the .cfg is very touchy to handle. Don't add blank lines, etc or else it will fail. Just change the numbers.

Alex

PS You will note that fp shotgun firing is inaccurate when firing high upwards or low downwards. That is beign fixed for the next version.


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Çãmþ裣  
Posted: Sunday, Jul 27 2008, 12:40
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would you be able to tell me what your controls are for switching weapons and such because in first person "q" is for sprint whereas i use shift normaly, so im assuming switching weapons will also be differnt (which is why i didn't realise it was implemented). if this can be changed, can you tell me how? i don't know how to open the .asi file so if its in there i'll need step by step instructions.
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skumo  
Posted: Wednesday, Nov 17 2010, 15:58
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Thanks for this Mod, really good work =), i Hope that you continue it in future
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yoshi1096  
Posted: Sunday, Jan 9 2011, 15:53
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would you add running and jumping?
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Jericho176  
Posted: Tuesday, Jan 25 2011, 09:53
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This mod is so awesome! I just found it in GTA Garage.
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AK-73  
Posted: Saturday, Feb 4 2012, 12:26
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I do have a newer version sitting on my hard drives for years now, I just never got around to cleaning it up and publishing it. Maybe when my exams are over in 2 weeks or so.

Alex
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Sidoarjo_Modder  
Posted: Friday, Apr 27 2012, 12:17
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one of the best mod on VC biggrin.gif
did you preparing the newer version ?
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