Feedback from the optional mod installer of GotR has been absolutely incredible. I have never seen so many overwhelming positive comments via email, Steam, forums, etc. I’m truly excited to finally be able to integrate some of these mods that have been around for ages that I could never work in before.
In addition to the optional mods I’ve mentioned before, there are now 15 optional gang styles (Medical, Mime, Ronin, Samedi, Stripper, Cheerleader, Elderly, Goth, Brotherhood, Bums, Streakers, Airlines, Law Enforcement, Barbershop Quartet, and Biker gangs,) a way now to revert back to the original vanilla cd locations, and some additional optional spray tags that were requested by masayumemasa.
I tested all of these optional mods out in coop and they work much better than expected. Zero crashing issues. The only weird thing was if one player had an optional gang type installed and the other didn’t, then the client only saw partial homies (faces, guns, etc,) but mostly the homies are just invisible to him. The host sees the homies just fine. All of the other mods and changes worked perfectly though, and are all only visible on the player’s side who installed them. So, if one player installs the skateboarding mod, only he will see it. The other player sees the normal animations in game. Same with tags, and everything else.
This is awesome news, and was my big concern before releasing it as an official beta.
I also spent some time tonight with minimaul trying to brainstorm a solution to the post game gang control and hood unlocks. It looks like he may be able to get ownership changes working with Powertools so a player could actually revert the entire map back to rival gang control and then change it all back again to the Saints when he’s done. This would be an elegant solution to the problem and I could then completely remove the post-game gang control mod from GotR that has divided the player base for so long.
I also tested a bunch of the new script changes for missions and everything worked flawlessly (so far.) I plan to have the next rough test build of the optional mod installer up tomorrow for download, and then an actual official v1.9 beta 11 release up by the end of the weekend.
One thing I want to remind everyone of is that while much of the work on GotR is my own, a few of these older mods come from the hard work and breakthroughs of other modders. I’m releasing these test builds linked in the news posts to get things out as quickly as I can into players’ hands, but there will be full credits drafted up with the official beta coming at the end of this weekend.
We have Shambler Saint to thank for the skateboarding and rollerblading animations that he posted about over a year ago. RedRage came up with the idea of a Maero homie driving up in his monster truck with minigun and created videos, but never followed up with an actual release afaik. This idea was the spring board for my villain homie pack featuring all the villains with their official vehicles and weapons. Ink0gnito is the modder responsible for the handling mod that is now included. Finally, Bernard the Beast had some really fascinating discoveries with sliders and character creation resulting in his awesome huge muscle mod which everyone can finally enjoy.
One last shout out to InnocentSam who was instrumental in solving the mystery of how missions actually launched in game. It was his original discoveries and tests adding in dummy missions that allowed me to finally have my breakthroughs in getting the mission scripting all working and documented.