Vehicles: General Vehicle Improvements Progress: none yet
I will be adding some general improvements to the vehicles in the game.
Feature summary:
Vehicle trunks can be used for storage (weapons etc)
Functional vehicle flood lamps
Ignition button. (Noticed that cars that are still on continue to consume fuel? My vehicle tracker will *always* track your vehicles )
Increased damage to drivers/passangers from bad collisions
Seatbelts (will reduce/prevent collsion damage to player, and stop him from being flung out of the vehicle)
Per-Vehicle Tweaked First-Person Camera Progress: Nearly possible with this vehicle controller, just need to learn the camera controls a bit more
Feature summary:
First person cameras for all vehicles
Custom tweaked positions for each vehicle, so there will be no clipping issues etc
Adjustible seat height/position
Collision and g-force effects
Fuel Consumption Progress: working beta, most features still missing
Vehicles now have a proper fuel modification based on real fuel consumption levels.
This consumption calculation roughly simulates the difference in consumption between city driving and highway driving. Vehicles also have a realistic idle fuel drain that is appropriate for their engine size.
Hybrid vehicles have 2 engines as well as seperate fuel tanks (well, one is a battery array, but I will refer to is as 2 tanks). These vehicles have the ability to switch between those engines (and the tank switches too). I will later on make those 2 engines behave differently (like if the petrol engine stalls, then you can switch to electric engine... or performance differences)
Different vehicles also have different fuel types (petrol, diesel, electric etc) Please be aware that using the wrong fuel type can have certain consequences like reduced performance, the engine may lock-up after a while or immediately, or it might smoke excessively. (Come on, this is Grand Theft AUTO! A car jacker should know his vehicles!)
In the future, I will make it so that using performance fuel will increase performance for cars that can handle it, and also slowly destroy the engine of vehicles that can't.
I wanted to make this consumption modification more realistic by using the engine RPM to help calculate the consumption, but I have not found anything so far. Also I would like some information on how to change the explosion size and damage using C# (not editing the .dat files!) Any help on this would be appreciated!
Feature summary:
Fuel consumption for cars based on real city and highway MPG ratings
Idle fuel consumption. More like internal friction simulation. Gradually decreases.
Reserve fuel
Hybrid vehicles supported
a) Ability to switch between engines
b) Performance differences between engines
Vehicles have different fuel types
a) Using the wrong fuel will affect the vehicle negatively
b) Performance fuel will be available (for races etc)
Tank damage
a) Tanks leak when damaged
b) Hybrids with batteries are far more resilient to damage
NOS upgrade will be added using the fuel system
Increased fuel consumption for damaged vehicles
(Thanks go out to LeopardIV for letting me continue his fuel mod. Even though the mod is completely re-written using more advanced calculations, I have used many things from his mod, like fuel station positions etc)
Fuel Stations Progress: going to plan this out more first
Obviously, with the inclusion of fuel consumption, there has to be stations to fill these vehicles up.
Currently, I am adding each station as a seperate object, each with multiple active fuel pumps providing fuel to different vehicle types, and each with different prices based on real values.
If I find a way to address the fuel pump models, I will make them stay destroyed for a certain number of days, and close down that part of the station. Any help on how to address these models will be much welcomed
Feature summary:
Fuel stations throughout the city
a) Different fuel types supported
b) Damaged fuel stations remain damaged for a week or so
You will see these stations under re-construction if damaged
Performance Upgrades Progress: framework being made
When I complete some other modifications, I will get to this one. Basically, I will try to increase the performance of the car based on modifications that it has. (example: See those muscle cars? Some have a supercharger visible. Well, with this modification, those cars will be a little faster)
I haven't checked this yet, but if I can change the fx of the vehicles through the scripts, then I'll make things like engine replacements etc, in addition to those other upgrades
Feature summary:
Cars can have performance improvements
Cars driving around the city with (the default) visual improvements will have these improvements applied to them
Car Modification Centres Progress: will do this after the performance upgrades work
I will add some places that can modify cars for you, not just visually! These cars will be affected by performance modifications from the performance mod.
Feature summary:
Car modification centres hidden in the city
Visual upgrades
- Paintwork
- Neons
- Xenon lights
Car shops/showrooms Progress: It is almost possible to implement this already, just need more data
There will be proper showrooms throughout the city. Some of these showrooms will be manufacturer specific.
Feature summary:
Buy/sell/trade in your vehicle depending on the shop
Customise vehicles before you buy them
View general/performance information
Order custom made vehicles, like bulletproof ones
Player property: Player Owned Vehicles Progress: framework being made
The player is now able to own vehicles. By 'own', I mean it is your property and won't disappear unless destroyed. You can park it wherever you want to, and you can return to it during any part of the game. If that car is parked in a certain location too long and was spotted by police, they will monitor it. If no one comes to get that vehicle, it will be taken to the impound. You can retrieve your car from there, either by breaking it out, or paying the impound fee.
Player Stashes Progress: framework being made
This is to balance the maximum weight modification. The player is able to hide weapons in a bag in any part of the city. You can place/move the bag yourself, and add/remove weapons and ammo from it. (Like the stashes in S.T.A.L.K.E.R)
Make sure its in a hidden spot, as I will make the police take it away if they find it.
Buy/sell properties Progress: need to make the areas controller first
The player will be able to interact with the property mod, by being able to buy and sell buildings, businesses etc.
Feature summary:
Own properties
Invest in others if you want
More houses to buy
Economy: This is the biggest portion of the Vallana Vetra GTA4 Overhaul - a working dynamic micro economy system for the game. This will use the areas controller - so gang activity in an area, crime etc will reduce certain values like property prices. This will also affect money made by businesses in those areas.
I need to do some other things first, see what can be done etc, THEN I will get back to this.
Factions: I am busy planning out a factions system that will allow me to dynamically add factions to the game. This will allow things like gangs, business competitors etc. Factions will be persistent. They will be able to earn/spend money in which ever way is suitable to them etc etc. I am still researching this.
Gangs Progress: need to make the factions controller first
GTA4 will finally have dynamic gangs that react and evolve according to what happens in the game world. Gangs will be able to earn money by doing various things, and spend money on upgrading themselves. I'm thinking about making gang members persistent, but I need to weigh out the benefits of this.
Possible ideas for this:
Gangs hiring you to kill other important gang members
Weapons dealing
Other crimes
Business competitors Progress: need to make the factions controller first
Police: Smarter police Progress: need to make the police controller first
Player: Maximum load Progress: need to extend the play controller more
Niko will now have a limit to how much he can carry. Weapons and ammo will be given a mass value. This should not be a problem since Niko will be able to put weapons in the trunk of his vehicle, or stash them in hidden places of the player's choice
Encumberence Progress: need to extend the play controller more
This works with the maximum load system. If Niko carries too much, he will become emcumbered. He will fall over, walk slower etc.
- Not sure id slower walking is possible yet