I'm surprised there are no open source GTA 2 clones (either straight-up or just similar games of that style). The total topdown PoV with rotating sprites seems like it would be ideal for low/zero budget enthusiast projects.
A Grand Theft Auto III Re-Implementation
81–90 of 134 posts
Re: A Grand Theft Auto III Re-Implementation
#82I'm surprised there are no open source GTA 2 clones (either straight-up or just similar games of that style). The total topdown PoV with rotating sprites seems like it would be ideal for low/zero budget enthusiast projects.
Yeah GTA2 was one of the most fun games I've ever played. Sadly it isn't even available on GOG, let alone open source...
Re: A Grand Theft Auto III Re-Implementation
#83Earlier quoted context omitted.
re3 is a very dubious legal case. They decompiled the game with debug symbols and then did a (aiui) non-clean room reimplementation of the code, based on the decompilation. It is protected legal activity to decompile a binary and study the source. It is protected legal activity to study some source code, describe it, and have someone who never saw the source reimplement the code described. It is straightforwardly ill…
"It is straightforwardly illegal to decompile source code, recompile it, and the distribute the recompiled binary." According to what? If the rules are so poorly defined that way then maybe it's not a bad thing to disregard them. Because simply decompiling source code and then recompiling it isn't a simple one-step thing in the way you suggest, not even close.
Re: A Grand Theft Auto III Re-Implementation
#84Earlier quoted context omitted.
Yeah GTA2 was one of the most fun games I've ever played. Sadly it isn't even available on GOG, let alone open source...
GTA1 and GTA2 were released for free as Rockstar Classics and you should be able to find a copy on the Internet Archive, if not on Rockstar. Cheers!
Re: A Grand Theft Auto III Re-Implementation
#85Did it really look that bad? There wasn't even a shadow underneath the character? I always find it a bit sad when I see pictures of old games I used to play. My memory of them seems to automatically "upgrade" how they look to modern standards. Then when I see them it's shocking and disappointing to see how wrong my memory is. I'd rather leave it as a memory.
LCD's are crap when it comes to colors. The new HDR monitors seem to be better, but playing old DOS and Windows games on an (non HDR) monitor is a pain. I am very courious how many colors from those 16 milion of 24 bits are LCDs able to reproduce. My LCD seems to be able sometimg less than 16 bits (65535).
Re: A Grand Theft Auto III Re-Implementation
#86San Andreas in Unity, if anyone is interested. You can't do anything more than walk around, drive, and shoot though. https://github.com/GTA-ASM/SanAndreasUnity
It's strange, even though the graphics of San Andreas definitely don't look good, this somehow looks worse to me. It's like smoothing out the outdated models and making them higher resolution makes them seem worse. Not blaming the developers of this, just surprised that a much stronger engine ends up looking worse somehow, maybe it's just the initial shock?
* Fidelity level (in terms of resolution, color amount and similar) needs to match with the amount of information within drawing. One example of this are some of the games during transition from EGA to VGA which allowed to use more colors. Just slapping a color gradient on everything doesn't necessarily look better than more stylized look carefully using a limited color pallet.
* Inconsistent quality level. While some of the assets are much higher resolution, not all of them are. This makes the older assets look worse compared to everything being equally low resolution. The mismatch can be caused not only by asset quality level but also lighting techniques.On hand you have sharp high resolution shadows on the other there are still some low quality textures and geometry.
* Higher resolution textures makes it easier to notice bad texture tiling and low resolution geometry. With a high resolution textures perfectly projected on low polygon it's much easier to tell how blocky they are and where the edges are, compared to using more blurry textures.
Re: A Grand Theft Auto III Re-Implementation
#87Earlier quoted context omitted.
Very sad to see. OpenMW is a very similar project for a game of the same vintage - Morrowind. Still in active development (last commit 1 hour ago as of writing). To think Bethesda would be fine with openMW, but rockstar had to shut down openRW.
Openmw is a clean room implementation. Bethesda could throw a legal fit regardless but it would be indefensible for them to do so.
Re: A Grand Theft Auto III Re-Implementation
#88I'm surprised there are no open source GTA 2 clones (either straight-up or just similar games of that style). The total topdown PoV with rotating sprites seems like it would be ideal for low/zero budget enthusiast projects.
There was "Greedy Car Thieves" but I can't seem to find a working official website, probably dead. https://www.youtube.com/watch?v=pxAMVhLNVX0
Re: A Grand Theft Auto III Re-Implementation
#89Did it really look that bad? There wasn't even a shadow underneath the character? I always find it a bit sad when I see pictures of old games I used to play. My memory of them seems to automatically "upgrade" how they look to modern standards. Then when I see them it's shocking and disappointing to see how wrong my memory is. I'd rather leave it as a memory.
Maybe it depends on the person, but for me personally I have difficulties imagining what my parents looked like when they were 20 years younger, apart from reciting some specific photos.
When someone I see daily gains or loses weight slowly over time it's hard to remember what they looked like in the past.
I had a good mental picture of my now deceased cat in my head, but when I got a new cat of with a similar color and fur, the mental image of my previous cat slowly got replaced with how my new cat looks.
Re: A Grand Theft Auto III Re-Implementation
#90Despite being called OpenRW they never tell you where the name comes from, only that it’s an attempt to write the engine from scratch with clean code. But why RW? Did the GTA games run on RenderWare?
GTA3/VC/SA, Manhunt and Bully ran on RenderWare. They made their own engine for GTA4 (and also for their pingpong game and RDR1 iirc) and I "presume" the games since. https://en.wikipedia.org/wiki/Rockstar_Advanced_Game_Engine
Just a heads up that a Bully sequel (trilogy?) is in the works:
https://www.xfire.com/ex-rockstar-games-employee-leaks-bully...