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 [REL|SA|WIP] Left 4 Theft San Andreas

 No one stands alone
 
Revolution-Designes  
Posted: Sunday, May 13 2012, 08:48
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Cultists anyone?

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TheKryptonite  
Posted: Sunday, May 13 2012, 15:20
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It's crashing, but I guess I'll have to wait until the next "beta" coming out.
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Revolution-Designes  
Posted: Sunday, May 13 2012, 16:20
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QUOTE (TheKryptonite @ Sunday, May 13 2012, 17:20)
It's crashing, but I guess I'll have to wait until the next "beta" coming out.

You're not the only one, first version crashes a lot. I'm trying to make the new version as stable as possible. Also, next version will be probably be final release.
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Revolution-Designes  
Posted: Saturday, May 19 2012, 09:52
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I've got some updates:
  • Survivor mission in San Fierro is now finished (you'll be able to call in the second survivor).
  • Finished the mission for the survivor camp in Angel Pine.
  • Safe camps are now directly unlocked in the beginning of the game, but to use them as save point you'll have to do the required mission.
  • Second bandit mission in SF is done.
  • Made the installation completely automatic, so hopefully people can play the mod without installation problems the next release.

Right now I want to make a second cultist camp and the third bandit San Fierro mission. I also want to make a start with Las Venturas.

Some screens:

Survivor mission San Fierro:

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San Fierro bandit mission:

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As you can see in the last screen, the enemy army camp has changed to a friendly bandit camp. This happens in more missions, including an army faction mission.

Btw, anyone interested in collecting coordinates for weapons and testing the next version?
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Revolution-Designes  
Posted: Tuesday, May 22 2012, 20:13
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Another small update: the player is now able to take over other safe camps when he's a member of the bandits. I also started working on the Las Venturas safe camps. The code for LV camps is complete, now it only needs to get mapped.

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Maybe I'll expand this feature, not sure yet.
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TheD94  
Posted: Tuesday, May 22 2012, 20:21
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This is going to be the best SA script mod I've ever seen there on net smile.gif
Nice feature! Keep up the great work. icon14.gif
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Th3MaN1  
Posted: Wednesday, May 23 2012, 12:20
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I'd help,but the thing i'm good at is weapon.dat modding.But good work man!Also good to hear that installation will be automatic.
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Triple Penetration  
Posted: Wednesday, May 23 2012, 12:36
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Judging from the last screens, I can only think that this is S.T.A.L.K.E.R. Shadow of San Andreas, not Left 4 Theft. Zombies and factions/fanatics like these are in S.T.A.L.K.E.R., so it makes more sense for me that way.

Not that I don't like it. icon14.gif
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Revolution-Designes  
Posted: Wednesday, May 23 2012, 17:03
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QUOTE (Triple Penetration @ Wednesday, May 23 2012, 14:36)
Judging from the last screens, I can only think that this is S.T.A.L.K.E.R. Shadow of San Andreas, not Left 4 Theft. Zombies and factions/fanatics like these are in S.T.A.L.K.E.R., so it makes more sense for me that way.

Not that I don't like it. icon14.gif

Yeah, I've heard that before, I've never played S.T.A.L.K.E.R. though. I'd rather stay with this name, guess I have to add some Left 4 Dead elements to it. tounge.gif

@Th3MaN1: Thanks for the offer but the weapons.dat has already been editted by Oksa. But if you really want to help you could collect coördinates if you'd like, just send me a PM if you're interested.

@TheD94: Thanks for the compliment, it means a lot to me. smile.gif
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Th3MaN1  
Posted: Thursday, May 24 2012, 17:41
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I didn't offer my help,I know Oksa8 already did it(hell,I learned weapon.dat modding from him),plus I can't collect coordinates.Anyways,good work dude(I forgot to say that).
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Revolution-Designes  
Posted: Thursday, May 24 2012, 18:52
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QUOTE (Th3MaN1 @ Thursday, May 24 2012, 19:41)
I didn't offer my help,I know Oksa8 already did it(hell,I learned weapon.dat modding from him),plus I can't collect coordinates.Anyways,good work dude(I forgot to say that).

I thought you did, anyway, thanks.

Update: Bandit camps can now also be captured:

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I've also added a save point in LS and SF which can be used right in the beginning of the game.
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oksa8  
Posted: Thursday, May 24 2012, 19:34
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QUOTE (Th3MaN1 @ Thursday, May 24 2012, 20:41)
I didn't offer my help,I know Oksa8 already did it(hell,I learned weapon.dat modding from him),plus I can't collect coordinates.Anyways,good work dude(I forgot to say that).

Well I got no problem if you can do new ones, as I think they were still missing that something and before I got it finished, I was too busy in real life. It all depends from you, Revolution-Designes, if you want new ones to be worked on.

And, kinda cool to know that I've actually managed to teach something to someone. tounge2.gif
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Revolution-Designes  
Posted: Saturday, May 26 2012, 12:57
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QUOTE (oksa8 @ Thursday, May 24 2012, 21:34)
QUOTE (Th3MaN1 @ Thursday, May 24 2012, 20:41)
I didn't offer my help,I know Oksa8 already did it(hell,I learned weapon.dat modding from him),plus I can't collect coordinates.Anyways,good work dude(I forgot to say that).

Well I got no problem if you can do new ones, as I think they were still missing that something and before I got it finished, I was too busy in real life. It all depends from you, Revolution-Designes, if you want new ones to be worked on.

And, kinda cool to know that I've actually managed to teach something to someone. tounge2.gif

I think it's good, nothing more to say about it.

Who's hungry for a trailer?

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Mateos  
Posted: Saturday, May 26 2012, 12:59
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As I see this trailer, are the radios still the same in this zombie apocalypse period? Some may be down and others have different messages?
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Revolution-Designes  
Posted: Saturday, May 26 2012, 13:03
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QUOTE (Mateos @ Saturday, May 26 2012, 14:59)
As I see this trailer, are the radios still the same in this zombie apocalypse period? Some may be down and others have different messages?

Yes, all radio stations are unchanged. If I knew how I could create sounds like a dead signal or something like that, I would replace them.
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Th3MaN1  
Posted: Saturday, May 26 2012, 14:53
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QUOTE (Revolution-Designes @ Saturday, May 26 2012, 15:03)
QUOTE (Mateos @ Saturday, May 26 2012, 14:59)
As I see this trailer, are the radios still the same in this zombie apocalypse period? Some may be down and others have different messages?

Yes, all radio stations are unchanged. If I knew how I could create sounds like a dead signal or something like that, I would replace them.

That would be a good idea,actually.Oh and about the weapon dat,if you're ok with it,then I am too.Through I won't use that one,accuracy for all guns are bad,and I hate that.
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69_black_69  
Posted: Saturday, May 26 2012, 15:32
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Wow, this mod looks promising. icon14.gif

Anyway, if you need any help in modelling, you could contact me.
Well, if i have free time of course.... turn.gif
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NewGenr  
Posted: Saturday, May 26 2012, 19:01
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You should add background music to gameplay if you didn't add yet. I'm sure it will change game's atmosphere.
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ludi911  
Posted: Saturday, May 26 2012, 20:13
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it will be cool to have 2 radios in mod like that
music - some crazy dj that dont give fck about zombiez (some rock/electro dark sound to fit the game )
News
rest of radios shoud be just noise
maby you can ask the VCS team for a help to make it possible they did some kind of hack for radios
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Revolution-Designes  
Posted: Sunday, May 27 2012, 17:31
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QUOTE (ludi911 @ Saturday, May 26 2012, 22:13)
it will be cool to have 2 radios in mod like that
music - some crazy dj that dont give fck about zombiez (some rock/electro dark sound to fit the game )
News
rest of radios shoud be just noise
maby you can ask the VCS team for a help to make it possible they did some kind of hack for radios

I tried to change the radio stations today but it takes a lot of time and after replacing an entire radio station SAAT says it can't save the changes. But anyone who wants to give it a try, feel free to help.

Quick update: finished the last bandit mission in San Fierro, I can now finally focus on Las Venturas and a new special thing/feature.
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