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A Grand Theft Auto III Re-Implementation

openrw.org

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Re: A Grand Theft Auto III Re-Implementation

#92

San 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 It's like smoothing out the outdated models and making them higher resolution makes them seem worse.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?

It's most likely because the game seems to use the textures from an existing installation. You can't just enlarge textures and have them look the same.

I'm sure they could do some AI upscaling, but that probably wouldn't improve the situation much. GSG tried that for the Definitive Edition, and look how that went.

It would be interesting to see a new texture pack made for it, which focuses less on nostalgia and more on fidelity.

Re: A Grand Theft Auto III Re-Implementation

#93
post #53

https://m.youtube.com/watch?v=N3KhMOk_6HE&t=538s&pp=ygUMR3Rh... There is a video of a guy reviewing some of the code. It’s quite readable. The game was much simpler back then, some special casing was made (eg Catalina copter). But it’s a cool look behind the scenes

https://m.youtube.com/watch?v=SebVNodMV4Q&pp=ygUjR1RBIGRldmV...

This one was very enjoyable, too. It was an ex-Vice City developer reviewing the re3 source code.

Re: A Grand Theft Auto III Re-Implementation

#94
post #71

Earlier quoted context omitted.

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).

Good LCDs (i.e. native 8-bit IPS) have been available for a very long time. No-compromise gaming IPS's (120hz+, backlight strobing) - for more than 7 years. Decent 60hz ones (and even 76hz - 2209WA with overdrive) - for far, far longer. Yes, there's still the IPS glow, A-TW polarizer-equipped panels are almost impossible to look up in the first place. Yes, the black level is still pretty bad, unless you have a stacke…

Great OLED screens are on the market now, too. They look absolutely incredible; once you go OLED, you don't go back :)

Re: A Grand Theft Auto III Re-Implementation

#96

Earlier quoted context omitted.

Good LCDs (i.e. native 8-bit IPS) have been available for a very long time. No-compromise gaming IPS's (120hz+, backlight strobing) - for more than 7 years. Decent 60hz ones (and even 76hz - 2209WA with overdrive) - for far, far longer. Yes, there's still the IPS glow, A-TW polarizer-equipped panels are almost impossible to look up in the first place. Yes, the black level is still pretty bad, unless you have a stacke…

Great OLED screens are on the market now, too. They look absolutely incredible; once you go OLED, you don't go back :)

Yes, but my cheap LCD monitors I use for work have endured I reckon at least 3 years of continuous operation over the space of 7 years. What will an OLED that costs probably 5x as much look like after that much time?

Re: A Grand Theft Auto III Re-Implementation

#97
post #37

Earlier quoted context omitted.

> Unlike the recent scandal with Assassins Creed where they removed it from your Steam library. Do you have a link with more information? Steam removed games that people legitimately purchased from their personal libraries?

> Steam removed games that people legitimately purchased from their personal libraries? The sad reality is that you purchased a license under terms that allow them to do whatever they want- it’s not really your personal library. Unless a government were to pass a law and fine them about it nothing will happen- it’s what you agreed to when you use services like Steam.

Another reason to keep backups.

Re: A Grand Theft Auto III Re-Implementation

#98
post #80

Earlier quoted context omitted.

"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.

Next you will suggest that stealing original artwork and laundering copyright through generative art ML systems is not illegal...

Well, you wouldn't steal a car /s

Re: A Grand Theft Auto III Re-Implementation

#99
post #80

Earlier quoted context omitted.

"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.

Next you will suggest that stealing original artwork and laundering copyright through generative art ML systems is not illegal...

Well, you wouldn't steal a car /s

Re: A Grand Theft Auto III Re-Implementation

#100
post #7
post #5

Earlier quoted context omitted.

Aren't those links about a completely different project with a completely different name?

That's correct - OpenRW is a from-scratch reimplementation of GTA3, while re3 is a manual decompilation that's capable of reproducing the original executable (or something very close to it). Both projects are very impressive in their own right. When re3 went public, OpenRW archived their repository; when re3 was DMCA'd, OpenRW unarchived their repository; and when re3 was sued, OpenRW ceased development. (This is bas…

Worth noting that in case of the lawsuit they settled, with terms likely being "don't do it again".

https://www.pcgamer.com/take-two-dismisses-lawsuit-against-g...

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