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v.rainbomizer's Issues

Finalea Softlock

The mission softlocks if you don't already have a pistol and Weapon Stats Randomizer is enabled (shenanigans).

Missions randomize even though not configured to do so

So this is the mission randomizer in the config file, same as in the default configuration:

[MissionRandomizer]

Seed = ""
ForceSeedOnSaves = false

ForcedMission = "" # All missions will start this instead of a random mission.

EnableFastSkips = false # Mission skips will be enabled after failing the mission once. Useful for testing

but everytime I start a mission it always starts a random mission.
Cutscene randomizer is turned off btw.

Missions

Im stuck cause none of the mission will randomize even if i make false i just get stuck help

.META File Randomization Ideas

I browsed through the various XML and META files and things to find notable things that might be worth changing in a future update (and also so Parik knows if it's worth him making a cool interface thingy for them).

OF INTEREST:

pickups.meta
propsets.meta
mapzoomdata.meta

NOT SURE:

procedural.meta

By the book mission softlock

in the mission. "By the Book" When you trying get the guy to the airport. It's can spawn a jetski which screwed up my Speedrun

Feature suggestions

It would be very funny if there would be an option to randomize all the keybindings every time you boot up the game.

Randomized Missions

I've downloaded the new config file and even double checked to make sure that the MissionRandomizer was set to false but it still randomizes all my missions.

Problem with bury the hatchet

I started from Prolugue with the mod on and the 3rd mission was bury the hatchet. If I get in a vehicle , I cannot exit it again and I even start getting some random damage after a few seconds. I reinstalled the mod and the game, redid my keybinds and failed the mission endless times. It didnt help.

V.Raimbomizer crashes the game in the start

// GTA V ASI LOADER (build May 2 2015)
// (C) Alexander Blade 2015
LIB: "C:\WINDOWS\system32\dinput8.dll" => 00007FF8F3360000
API: "DirectInput8Create" => 00007FF8F33622A0
API: "DllCanUnloadNow" => 00007FF8F3375EB0
API: "DllGetClassObject" => 00007FF8F3375FC0
API: "DllRegisterServer" => 00007FF8F33857B0
API: "DllUnregisterServer" => 00007FF8F3385A90
LOADER: Loading *.asi plugins
ASI: Loading "D:\GTA V\Grand Theft Auto V\ExtendedVideoExport.asi"
"ExtendedVideoExport.asi" failed to load
ASI: Loading "D:\GTA V\Grand Theft Auto V\LUA.asi"
"LUA.asi" => 00007FF8C9700000
ASI: Loading "D:\GTA V\Grand Theft Auto V\Menyoo.asi"
"Menyoo.asi" => 00007FF8C93E0000
ASI: Loading "D:\GTA V\Grand Theft Auto V\NoBoundaryLimits.asi"
"NoBoundaryLimits.asi" => 00007FF8EF000000
ASI: Loading "D:\GTA V\Grand Theft Auto V\NoEditorRestrictions.asi"
"NoEditorRestrictions.asi" => 00007FF8EFF90000
ASI: Loading "D:\GTA V\Grand Theft Auto V\NoTurbulence.asi"
"NoTurbulence.asi" => 00007FF8EFAD0000
ASI: Loading "D:\GTA V\Grand Theft Auto V\openCameraV.asi"
"openCameraV.asi" => 00007FF8F0300000
ASI: Loading "D:\GTA V\Grand Theft Auto V\OpenIV.asi"
"OpenIV.asi" => 00007FF8EFBB0000
ASI: Loading "D:\GTA V\Grand Theft Auto V\ScriptHookVDotNet.asi"
"ScriptHookVDotNet.asi" => 00007FF8EF950000
ASI: Loading "D:\GTA V\Grand Theft Auto V\V.Rainbomizer.asi"
"V.Rainbomizer.asi" failed to load
LOADER: Finished loading *.asi plugins

The ASI LOADER can't start the game because the actual version of V.Raimbomizer is not compatible with DLC "Contract".
Recently i installed a update for ScripthookV and ScripthookVDotNet, including some .asi plugins, as Menyoo.
But the game can't start, specifically with "V.Rainbomizer" installed in root directory

SFX Randomizer - Weapon Sounds

Weapon sounds re-randomize constantly, every few bullets. Ideally it shouldn't randomize any more often than every clip cause it's not too good doing it that often (also probably the silent melee sounds should be excluded).

my gta

when i open gta 5 it keeps crashing after i load in please help

'Broken'-ish parachute jumps and 3rd Dom mission Targeted Risk

Hello, there's probably 0 priority with these side missions as they are not necessary to complete the game, but they might still be worth mentioning (you did fix the Mary-Ann missions after all).

So there are three different parachute-related missions that require the player to land on a moving vehicle:

  • Targeted Risk - Dom - A mission where the player is supposed to land on the back of a trailer pulled by a truck.
  • Pacific Tour - Parachute Jump - The player is required to land on a Squalo boat.
  • What Goes Up... - Parachute Jump - The player is required to land on the back of a trailer pulled by a truck.

For Targeted Risk and What Goes Up..., the game won't let me finish the mission because the vehicles get randomized. (Yes, I know about that glitch in Targeted Risk where you can land on any vehicle on the street and still pass it, but not everybody knows about this.)

For Pacific Tour, the vehicle randomizer will randomize the boat into a different vehicle, and said vehicle will sink, making it impossible to complete the jump.

Hope these will eventually get fixed, thank you. :)

Ped-blips don't disappear - Paleto Score

All of the blips on the map are dead peds (see the relevant screenshot), and I can't progress to the next part of the Paleto Score mission without skipping. It's about the 7th time this is happening, and it only seems to happen when you have one of the bad gunners in your crew that dies after getting hit by the cop car, so this bug might be reproducible.

Have all the latest versions, not using any other mods and this is still happening.
image

Skin suit and invisible body parts

Sometimes npcs or player will spawn with face textures on torso and legs. other times will spawn with invisible parts i.e. no legs etc.

Daddy's Little Girl won't trigger

Hi all,
As it says in the title, for me the mission Daddy's Little Girl won't start when i go to the marker - if i drive over it my character will exit the car but the mission itself doesn't launch
Cheers

Mod not working

Hello. I have an issue that is really frustrating.
I tried with both Steam and Epic Games versions of GTAV installing this mod. It doesn't work with neither of the games. I tried with the entire folder of the mod, and with the content of the folder of Rainbomizer inside the game. I want to say that the ScriptHookV is installing and working because the NativeTrainer opens.

Cutscene Randomizer

As head CutsceneModels-Manβ„’, I have the most knowledge / memory / etc for Cutscene Randomizer so this will probably include the most coherent details out of my beginning list of issues:

  • - Randomizing the player model causes the cutscenes to end incorrectly since it apparently checks where to put you based on the player model. So ideally figure out some way around that.
  • - Location Randomizer: We were able to get the change in location to work just fine but the issue is it seems to be possible for it to cause mission fails by the previous area being unloaded or being away from the area, stuff like that, although it wasn't tested for every scenario.
  • - Some crashes this randomizer has been causing recently, particularly relating to vehicles apparently, to be investigated.
  • - Something I would be responsible for: improving the CutsceneModels file. Pretty much all of the ped models are fine but more props should be added. Non-essential but more variety is always good.

Random Controls stop working

I'm playing on the Epic Games version. Not sure if it's a feature or a bug but basically sometimes certain controls like pausing the game or getting into vehicles randomly don't work, and I have to restart the game. If it's a feature, I don't know how to turn it off, and if it's a bug, I don't know how to fix it.

Dispatch Randomizer

That being the feature that randomizes the vehicles that police come after you in - currently has some problems.

  • Police Boats and Helicopters are also randomized into cars

Softlock after Completing The Merryweather Heist. Back to Back.

Hello! I have a encounter a issue that after completing the Freighter Approach after just completing the same heist but different approach i seem to be unable to save and start any more missions because the game still thinks i am in a mission. Please fix it devs.

Game crashing after a few minutes of playtime

The game constantly crashes after a few minutes of playtime. First happened during the opening credits scene, so after going through the beginning of the game in vanilla, tried playing through Repossession. About 5 minutes in it crashed again.
This is the only mod I have installed, so it can't be a conflict.

Vehicle Colour Randomizer

The main aspect of colour randomizer not yet implemented. Don't think I need to explain too much more about that :P

Mod destroyed my PC

This mod literally destroyed my PC and it won't work at all after it crashed the system
I think the mod is unstable and needs a lot more of fixes because my PC can run the game at stable 60 FPS
So anyways I played this mod for 2 days before it happened and my last action was closing the game and upon doing that the PC crashed and made a sound that sounds like breaking glass or something like that
At first I didn't panic and waited a few minutes for it to cooldown then hours and now ... Days .
Yes 6 days passed after this incident and I regret even installing this mod
Now the PC can't even receive electricity nor boot and I don't understand in hardware but after investigating I think the power supply got burnt and needs replacement
Can't tell you my PC specs because I forgor πŸ‘½
Memes aside this mod killed a PC and needs a fix , and I need a new power supply
AForce, RIP PC :'(

"The third way" Softlock

At the end of "The third way" when you're pushing Weston into the water, you'll have a chance of getting a motorcycle for that part. If you get a motorcycle for it you'll be softlocked from pushing him into the water. The camera will move all around the place and you'll see that the characters fly upward as soon as you start pushing it. You will be softlocked and the camera will stop here:
image

Beverly not snapping photos in first Paparazzi mission

Hey there!

So, the title basically says it all. Beverly refuses to take photos of Miranda despite being in the right position. In the two times I had to repeat the mission, this seems to be as a result of using a vehicle that isn't a motorcycle. No softlock occurs, but this makes completing the objective basically impossible. I didn't even know there was special dialogue for getting 0 photos.

[Suggestion] Add setting to not randomize into animals

I like having the "RandomizePlayer" setting on, but sometimes that randomizes you into an animal, which is kinda stupid since it makes certain missions impossible (Because you have to climb a ladder for example) and also because the animations are really messed up and look weird.

A setting that would prevent the player from being randomized into an animal would be great.
What would be even better is a setting that just generally prevents all humans from being turned into animals and all animals from being turned into humans.

Modify odds on custom fail messages

Hello.
I think this mod would be better if we can modify our odds on the fail messages. I'm seeing someone play Rainbowizer and the custom fail messages only come to like 1 a hour. So please add this. This would be a amazing addition to the mod.

Disable Randomizing Player Into Animals [Request]

Hey,

It's extremely annoying when Player get's randomized into one of the animals (especially small one's like birds, because it's controls are terrible!). If there would be some value like "RandomizePlayerIntoAnimals" in order to enable or disable it, then that would be great!

Random Car Spawner

Hi, well I'm not actually reporting an issue I just had a question out of curiosity.
I used this mod few years back and I really enjoyed it. Now I want to install it again and I've been wondering about the expanded and enhanced dlc cars which are not actually present in pc.... Is this ##mod aware of their absence? So it wouldn't try to spawn them and crash the game?

Timecycle Randomizer

Functional but needs some refining and testing to get a good balance of weird wacky randomness and like, actual pleasant to look at gameplay :P Its adjusted in a bunch of ways - random time sample colour, random hue, random saturation, random light value, etc. Mostly just need to play with the values of how drastically it affects things to achieve a decent balance, I believe.

Ped Randomizer

The deep dark secret from Parik is that this may be happening so I better hurry up with the SA one before he beats me KappaYT

  • Most likely is Scripted Ped Randomizer (script-based peds)
  • Other ped types would be generic civilians, cops, drivers of vehicles, etc.

UPDATE: Now actually exists. Things to do:

  • Look through all the peds, find the naughty NSFW ones, and make a list - these can be exempt from other models being randomized into them by default (probably with a config option that ignores the exemptions).
  • PedPatterns.txt mighttttt be required but more testing is probably needed for it to be clear in what circumstances it may be needed. The most problematic scenarios seem to be people becoming animals or vice versa so I suppose those would be the main test cases. Of course this would only be needed for missions or other important scripted things.

Parked Car Randomizer

Only aspect of randomized vehicles not yet implemented as far as I'm aware.

Randomizes car generators.

Armenian1 Cannot Replace Prologue

If Armenian1 becomes the first mission, the game is stuck on an infinite loading screen and you have no choice but to start again with a different first mission. This is due to Armenian1 expecting the flow thingy that shows the GTA V title to have ended but it hasn't yet (and Prologue is the only mission before that).

Mission Randomizer

Make it work. I think the main issues were story not progressing properly with certain combinations, some things not starting correctly, sometimes the forced walking got stuck, oh and not having characters unlocked for later missions could be weird. Those are all the things I vaguely remember

UPDATE:

Things are actually sort of working kind of and we're actually testing things wow amazing. One of the first things we did was go through every mission forced into a cutscene mission to make sure basic progression is functional. So here's a list of issues mostly focused on that but with a couple other things:

ISSUES AFFECTING ORIGINAL MISSION INSTANCE:

  • Forced walking: many mission triggers activate forced walking mode for the player, where you can't do anything other than walk. In several cases, forced walking is triggered but then is supposed to be ended by the mission script (but isn't if it randomizes to something else). This is known to occur with armenian2, trevor2, trevor3, fbi5a, trevor4, finale_heist1, michael2, solomon2, agency_heist1, agency_heist3a, agency_heist3b.
  • PROLOGUE: Randomizing the prologue has been shown to be possible but most likely every mission needs to be tested with it, as several missions had different issues when becoming the Prologue. finale_heist_prepb leaves you completely frozen, and this likely goes for other heist prep missions. franklin0 results in an infinite load after the first cutscene, most likely because of an 'if' statement checking if the Prologue strand is running, which seems to be present in other missions too.
  • JEWELRY_PREP_1B: The Carbine Rifles prep mission for the loud approach. When I initially tested it, the mission did not seem to show up, until I slept and it told me that another LAPD team was out, implying I had missed the first one, so it was like the first one didn't appear properly and it waited until when it would normally be done to spawn another. However this was the only mission I had an issue like this with so I will need to test further.
  • ASSASSIN MISSIONS: Unlike all other missions in the randomizer currently, these don't show the mission passed screen upon completion. They do normally have one, so this is unusual, and may imply they're instead part of the actual mission script rather than the flow control thing in this case.
  • FBI4_PREP1/2: When you approach the pre-spawned vehicles of the tow truck or trash truck for these preps, they stay when the mission randomizes, including the map blip. Doesn't completely break things since mission cleanup seems to handle them (as with left over peds from mission triggers in other cases) but still a bit of an oddity. Also seems to apply to some other heist preps, presumably any involving obtaining a vehicle.
  • SOLOMON1 / AGENCY_HEIST2: Mr. Richards. The trigger for this mission starts with a camera pan up before the mission starts. However, it seems again that the original mission script is responsible for resetting it, so it gets stuck there for anything else. Therefore, we need to reset it manually. This also affects the start of agency_heist2.
  • MICHAEL4: Meltdown. While this mission works, it acts strangely towards the end. The original mission fades to black at the end to show the mission passed screen, then once you've looked at it, fades back in to a cutscene of Michael on the phone at the pier. That cutscene seems to be separate from the original mission script, as it plays no matter what mission takes the original mission's place. While it works, it's something to keep in mind, and quite jarring when you suddenly appear there - might look nicer with some added fades.
  • FBI4_PREP4: Masks. Under the specific scenario of this being replaced by rural_bank_setup (Paleto Score Setup), the mission did not seem to end properly upon completion. There was no autosave, Lester stayed in the car with the player, and the next mission didn't randomize and failed to progress properly. The mission seemed to work fine replacing the first one so it seemed to be something about the specific scenario.

RANDOMIZED MISSION ISSUES:

  • TREVOR2: Nervous Ron: Starting this mission before the original doesn't unlock the sniper rifle at Ammu-Nation.
  • AGENCY_PREP1: Fire Truck: Player needs to be spawned in a fire truck to avoid insta fail
  • FAMILY3: softlock (replaced chinese1), mission doesn't start (probably something about the players being locked?)
  • EXILE2: After the car chase ends, the automatic switch to Trevor does not occur when it should and the mission softlocks .Seems to happen replacing any mission (tested with prologue and fbi4_prep2)
  • FINALEC2: Completing a mission objective would always seem to cause a mission fail with no reason and the player instantly switching back to the one they started with. Fry reported something similar in one of his attempts at doing armenian2 - could be related to original mission? (Replaced the Merryweather Heist Freighter in this case)
  • RURAL_BANK_SETUP: Paleto Score setup. Front doors to meth lab place are locked early in game.
  • FINALE_HEIST_PREP_C: Gauntlets. The randomized mission has a flood of issues - it does not automatically place you in the gauntlet, so the mission does not know how to progress unless you are spawned in one from the beginning. According to Parik, the 3 cases of you getting gauntlets actually have different mission IDs, which could help distinguish them, and therefore use a similar situation to SA where the mission is randomized multiple times. This is also relevant to the original mission, as each Gauntlet you obtain starts its own Gauntlet mission, so preferably rather than do the same mission 3 times, you'd want each Gauntlet to be treated as its own separate mission. Back to the randomized mission - for some reason, upon failing, you are placed in a vehicle that is not a Gauntlet, that being an Asterope. Seems like there's a function that gives you that if it returns false? Also, after modifying the car at Los Santos Customs (which would also need to be unlocked), the marker for the garage is placed at 0,0 - the normal garage still opens but the mission doesn't pass from putting a Gauntlet in it. I suspect both this and the Asterope issue are side effects of doing the mission at a different time from expected. So yeah, that's like, 5 separate issues related to this one mission. But worth it! #GoForGauntlets
  • DOCKS_SETUP: Scouting The Port. Need Ron's contact to send him pictures.
  • MICHAEL4: Time-reliant mission - apparently if you start at the wrong time you'll instantly fail upon exiting the clothes shop. Need to figure out time ranges.
  • FAMILY6: Camera gets stuck at the end - similar issue to solomon1 most likely. In normal mission the pass screen ends with the camera looking at Michael's house then force switches to Trevor.
  • FBI4_PREP4 / FBI4_PREP5 / FINALE_HEIST_PREPC: All of these missions require you have enough money otherwise you fail instantly. However, if you get them as the first or second mission, you have no opportunity to get money because it insta-fails and there is no freeroam. So we need to make sure the player has enough money, particularly for those first two missions. The minimum required for Prep4 is $600 and prepc gives you $25,000 on a mission replay. Additionally, the first two missions can fail even with money, apparently due to the stores being locked.
  • FINALE_INTRO: If you play this through a mission replay, the game does not fade in properly on start, most likely due to this not normally being a replayable mission, so this likely is the case for any non-replayable missions.
  • AGENCY_HEIST3B: When the hack load bar thing finishes, the mission soft locks and requires a mission skip. (Original family1?)
  • FBI5A: Has many soft locks that are probably related in some way. The first is when you reach the grate you're supposed to cut open - the cutscene doesn't start and you're frozen in place. Confirmed by Fry. Second is when you're in the elevator and the doors are supposed to open for you to leave but they don't. Final soft lock is right near the end of the mission - once the cutscene ends after dropping the container at the airstrip, a player switch is supposed to occur from Michael to Trevor, but for me I was still Trevor afterwards and so the transition did not happen and the mission softlocked again.
  • LESTER1: Soft lock at end of mission where you're supposed to switch to watch Jay Norris, which you can't because the TV is not on. Only turns on after a mission fail.
  • AGENCY_HEIST2: If this random mission happens before the unintended point, the Agency Heist bit softlocks when trying to start the setup mission because its expecting the board setup cutscene - fixable by starting a random stranger mission currently but needs to like, not do that.

MISSION TRIGGERER SHENANIGANS:

These are missions where the initial cutscene or the gameplay after the cutscene fails to load properly due to something involving the mission triggerer that Parik knows in more detail. :P Below is a list of missions this applies to, with additional notes where applicable. Separate issues relating to these missions will be marked elsewhere:

  • AGENCY_HEIST1
  • AGENCY_HEIST3A
  • JEWELRY_PREP1A
  • JEWELRY_PREP1B
  • JEWELRY_PREP2A
  • FAMILY2
  • FBI4_INTRO
  • FBI5A
  • FBI4
  • LESTER1

GENERAL ISSUES:

  • HEISTS: We need to decide how to handle heists because there are many things that need to be considered, so many in fact that it warrants a sub-section:
    • How to determine the heist's approach. For all heists, it seems that the part where you decide the heist approach is its own script, likely because when doing a mission replay, it makes you choose the approach before the heist. But deciding the heist approach at the normal time is no good, because theoretically any heist could be one of the first missions. There are only really two ways about it as far as I see - either you run the heist approach script for that heist beforehand if a mission randomizes into a heist, or you completely randomize all aspects of the approach if the heist comes up. Where the heist approach should normally be, it would have to be skipped somehow and treated as done because randomizing it into something else wouldn't really make sense (and result in a discrepancy, although it's worth noting that there are guaranteed to be missions you won't get in a playthrough because of different heist preps and the multiple endings). This is irrelevant for Blitz Play since that only has one approach - the Paleto Score does too but requires you to choose a gunman (the crew also need to be considered here).
    • How we'll decide what heist preps you do. Since we're essentially accepting that you can't choose your approach at the usual time, how will the game know which approach's heist preps to use if you haven't selected anything? We aren't sure if there's a default yet but it's possible there isn't. If the heist comes up beforehand, you could just use whatever approach was used then, but if it hasn't come up yet, the only option really is randomizing which approach is being used. Even if there was a default, this'd be more ideal so you had a chance of getting either approach. This is irrelevant for Blitz Play and the Paleto Score as they only have one approach.
    • The getaway vehicle. Normally you decide where it'll be beforehand, but again, the heist could come up before you can choose. We could settle for a default if there is once, but it's probably possible to randomize a location if there's a function like SA that gets ground coordinates.
    • Randomizing heist preps: I've considered that it might be strange to make a heist prep become a really long mission, or for a really long mission to become a heist prep. Not that it's necessarily stopped us in the past, but I'm wondering if we should have heist preps only randomize with heist preps in this case, might make them a feel bit more consistent and a little less jarring to suddenly be thrust into a big long mission after driving towards a truck or whatever. However, I think we should get tester feedback first and see what others think.
    • FINALE_HEIST2_INTRO: Planning the Big Score. This mission is literally just deciding the approach for the final heist - it seems to be separate like the other heist approaches, although this is the only one I added in my list of missions since it was actually named and clearly separate, which does raise the question of how we'd deal with it if we did remove approach missions unless we just skipped the marker entirely and had it instantly considered complete. But anyway, having it randomize into another mission causes the game to softlock afterwards, with it still thinking you're on a mission and not progressing, which would lend credence to the idea of not randomizing approaches at all if they just break. But yeah, major issue that completely halts progression.
  • TELEPORTS: As with other games, we want to teleport to the end of the original mission when you finish the randomized one, but an extra part of this is that you also need to be switched to the character you would have ended that mission on. In several cases (Mr. Philips, the Blitz Play intro cutscene), the game expects you to have ended the mission with a certain character, so if you're using a different one, things might not go as intended. It's worth noting that some missions, like heist preps, can end with multiple characters, so it may be that we need to make it able to take a list of possible characters the mission can end with and choose one at random (with it obviously always picking the same if there's only one option).
  • MULTIPLE CHARACTERS: This and heists are the major banes making this way more complicated than the other games. Characters are locked out of your use many times throughout the game. Prologue doesn't let you use Franklin, then for a few missions you can only use Franklin, then you get Michael but can't use Trevor, then you get Trevor but can only use him for a bit, and only after that can you use everyone (except Michael is briefly locked out again when he's kidnapped). This is a problem if you get a mission involving multiple characters or requiring a character you haven't unlocked yet, as it prevents you from switching to them, so we will need more data that tells us how many characters need to be available for a mission. However it is worth noting that some missions just let you use a totally different character and don't even care (like armenian2 doesn't mind you being Michael) so this may not be essential for everything.
  • CHECKPOINTS: If a minor mission like a cutscene mission or a heist prep mission is replaced, it prevents you from using checkpoints in the randomized mission even if it would normally have them.
  • DOORS / BUILDINGS: If you're not at the correct point in the story, mission-critical doors will not be unlocked. 123robot (that's me!) is in the process of collecting a list of these doors as well as building swaps (e.g. Simeon's dealership). While IDs have not yet been obtained, related missions include the agency_heist (doors to the factory), docks_heista (doors for Floyd's house), any mission requiring you enter Michael's house before it's open, finalec1 (doors to the foundry), lamar1 (doors to the warehouse + ammu-nation), chinese1 + rural_bank_setup (doors to meth lab), armenian1 + armenian2 (building swap for fake interior), and jewelry_heist (to make jewellery store available).
  • UNLOADED CUTSCENE BUILDINGS: Several cutscene interiors don't seem to load properly when you get them early in the game. This is known to affect Martin's House in martin1, Solomon's office in solomon3 (it's fine in solomon1 though), and I believe the Garment Factory in either the agency heist or the setup.
  • LOCKED SHOPS: Some missions require you to enter and use stores that don't unlock until later in the game, so we've decided that we'll unlock those necessary shops at the beginning of the game. Those we know we need to unlock so far:
    • The Downtown Ammu-Nation used for lamar1 and fbi4_prep5.
    • The Paleto Bay Ammu-Nation used for trevor2.
    • The Mask shop used for fbi4_prep4.
    • The Ponsonbys clothing store used in michael4.
  • SAVE MISSION SEED: Only partially implemented at the moment. We found a few (probably) unused mission flow structs from 93 to 99 or so, and we want to save the seed in 99. We almost had it working but the signature didn't save properly (RAINBOMIZER saved as RAIN). Needs to be finished.
  • FREEZE DURING TELEPORT: During the start and end mission fancy transitions, you sometimes come into your character falling through the floor due to collision not being loaded. Planned solution is to freeze them until the transition completes or the area loads.
  • "Do_Mission_Now autosave softlock stuff - Gotta get rid of loading screens for these missions" - Parik
  • "There's a weird player freeze with (many missions, like armenian3, freeze you right before the start of the mission and don't unfreeze you) -> prep4/5 (and possibly other missions)." - Parik. Not sure if related to the recent changes related to mission triggerer?

special abilities get bugged often.

Hey, the special abilities for each chracter get bugged. Usually they will not fill up or they will be full and wont work at all. Even with randomize special abilities off sometimes micheal will have franklins ability. Certain times micheals ability will work but the when I go into a mission it stops working.

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