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[WIP|SA] Vigilante Justice The 'corrupt cop' conversion.
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Deji  |
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Coding like a Rockstar!

Group: Members
Joined: Dec 24, 2007


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| Developer Statement |
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"I'd describe Vigilante Justice as a 'Feature Conversion'. There are no large map changes and it mostly aims to add new features and a new style of gameplay to the existing San Andreas setting.
There are some rather large additions, including working Car Washes and a whole new inventory system. Additional weapons is something I still need help to do but if weapons are added, they won't just be like the plain old weapons you've already used with a different model, they'll have their own unique features. There are also changes to minor details at the time of writing, changes to some food vendors have taken place. Another example is slight expansion of the drug dealers AI. All of these things advance SA one step further and make gameplay more immersive.
Vigilante Justice tells the story of Officer Carl "CR" Ronson in both the past and present tense. These parts of the story link up together nicely and take place both during and after the events of San Andreas. The missions are designed to be fun, action-packed and at times, down-right hilarious. Although mission 4 is one of a few that are made to be detailed and immersive." |
| Some Current Features |
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- New Storyline
- New Missions
- New SA features
- New, interactive HUD
- New inventory system
- New objectives system
- Extended and fixed various SA features
- Easter Eggs (duh)
| | What else makes it good? |
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- It's not a bloody DYOM mission pack!
- Precise mission coding ensures great missions.
- Log File Helps Reduce Bugs.
- Most features hardcoded, reducing lag and improving performance and stability.
- CLEO-Independant, works with or without CLEO.
- Extra SCM capabilities which improve mission coding.
- BASS.dll implementation means smaller download size and bugless audio.
- Installs alongside San Andreas, meaning easy install and uninstall. You can run normal SA while VJ is installed.
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| Team |
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| Job | Members |
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| Animations | Vacant | | Characters | indra p, More needed | | Clothes | Vacant | | Graphics Design | Vacant | | Interiors | Vacant | | Mission Coding | Deji | | Textures | Function-X- | | Outfits | Vacant | | Peds | indra p, More needed | | Programming | Deji, More needed | | Weapons | Vacant |
| If you need to contact me about helping with the mod, post here or use GTAForums' email feature. This post has been edited by Deji on Saturday, Dec 24 2011, 19:50
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Deji  |
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Coding like a Rockstar!

Group: Members
Joined: Dec 24, 2007


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| QUOTE (Function-X- @ Sunday, Jul 24 2011, 10:43) | Well i can help with effects if you need any new ones. |
Thanks for the offer, I could find some good uses for new particles once I get the other required help. I've done the money counter in VJ, nearly finished with the HUD for now, just gotta change wanted level position and colour:  Wanted level should go above the money counter nicely. HUD is also 2-player compatible  EDIT: Finished  With the exception of the wanted level, which was altered by changing a few addresses, everything was made from scratch and works just as well (better, actually) than the original SA HUD. The money counter increases in the same manner, etc. I'll be doing some other great things with the HUD later. But I know for sure you'll love what I'm about to do next when it's finished... This post has been edited by Deji on Saturday, Nov 5 2011, 18:31
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Deji  |
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Coding like a Rockstar!

Group: Members
Joined: Dec 24, 2007


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