Vigilante Justice

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Vigilante Justice Development

Deji
post Jun 22 2011, 04:42 AM
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Development info and screenshots. Nothing to reveal the story etc.

Flashbangs (Stun Grenades)



Still need to add sound and fixup some ped behaviours, as well as adding on-screen effects.


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Deji
post Jul 12 2011, 06:36 PM
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Have to test and debug Vigilante Justice Mission 3, so I decided to let you see some of it wink.gif
Intro and outro cutscenes were removed, cause there have to be some suprises...



720p HD as well, I'm proud of my new computer.


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Deji
post Aug 12 2011, 03:14 PM
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Another thing I plan to build on in VJ is ambient scenarios. SA has very little of this (peds sitting, holding hands, looking through shop windows and are some examples) compared to GTA IV, which is packed with random events happening, making the game more immersive.

This level of immersion is what I'm aiming for in Vigilante Justice's San Andreas...

Here's one of the things that I've done so far:




They appear at the same times of day that planes arrive and take off when you take a flight in SA. You can even follow them all the way to their destination if you're fast enough, but I think when you have a rocket launcher in your arsenal, you'll find other ways to have fun with this.

The effect will be most apparent when you're riving by an airport and suddenly notice a plane is landing at or taking off from the airport at it's scheduled time.. A bit of realism and immersion here.


This is coded using a combination of ASI and SCM. In a similar way to how other ambient scripts are launched (peds taking pictures of picture-esque things etc.) - making it easy to add them (I was done with the plane thing in 20 minutes). So you can expect a lot more!


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Spider-Vice
post Aug 13 2011, 01:08 AM
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There was a mod like this a few years ago, was pretty cool, but I think it was like pre-coded paths.
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Deji
post Aug 13 2011, 02:52 AM
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The next thing I'm planning is to add Car Wash functionality. Including other peds getting their car washed. I'm also looking into the other things which occur in GTA IV for some ideas... but it is suprisingly hard to find out what happens in it without having the game tongue.gif


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Spider-Vice
post Aug 13 2011, 03:39 AM
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Get it you nub, if it's for research you have no excuse to say "it sucks" biggrin.gif tongue.gif Also your PC is good enough now.
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Deji
post Aug 13 2011, 11:32 AM
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Can't afford it, nub.


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Deji
post Sep 7 2011, 12:12 AM
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It always annoyed me how R* made clock towers and never put any working hands on them. Well luckily I'm here to solve this problem with my almighty scenarios system...



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Spider-Vice
post Sep 7 2011, 02:54 AM
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I think you really need GTA IV which has all that dynamic stuff tongue.gif
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Deji
post Nov 6 2011, 03:00 AM
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Well, the HUD has been tweaked and airbrushed again.



Area/Zone Name and Vehicle Name text has been recreated with a whole new look. Much smaller and fits on the screen better. They sit above where the weapon icon and ammo count is displayed.

Not just that, but now tapping the action key (remembering that the action key in VJ has been altered heavily and no longer acts as a secondary fire key to fit in with the control system) will allow you to 'peek' at the HUD (wanna know where you are without opening up the map? Use this key).

I also fixed the height indicator. It goes where the health and armour is (just not at the same time). Overall, the HUD is now much more 'complete'.


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Deji
post Dec 22 2011, 06:01 PM
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Vigilante Justice Dev Preview


Some clips of stuff happening with Vigilante Justice installed. Also featuring SanAndbox by Ryosuke (Color Mod and my debug scripts also running, but not part of the show).



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Deji
post Mar 4 2012, 06:54 PM
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I managed to increase the number of radar sprites. It was really easy. Anyway, this screenshot was taken using a blip created using the "up" texture from "pcbtns.txd".



That's all.


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Spider-Vice
post Mar 4 2012, 09:58 PM
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What was the maximum?
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Deji
post Mar 4 2012, 11:45 PM
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There are 63 default radar sprites. I just allowed more without replacing the others.


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