Even more so, Citizen has been sufficiently popular, that I,
One particular lovely person has noted to me the following question, slightly paraphrased for decoration's sake: 'If you'd take multiple games, consume their assets and knot them together to one tight ball of game, will it stick to the ceiling if you throw it upwards with enough force?'
Well, dear lovely person, the answer is in this modification.
Now, what *is* this modification?
This modification, named Citizen:L3 (standing for 'Layer 3') or The End of the Universe (or its codename, Hostility), is the result of thinking with the 'if all you have is a pack of export symbols, everything looks like a hooking point' theory of mind rolled into a metaphysical definition of truth spread across a wide array of defense, tobacco and pharmaceutical investments, to keep your money safe, no matter the cost.
WE MET IN A DINER, ABOUT QUARTER TO TWOOOOO
HE LEFT HIS GANG BACK, AT SIXTH AVENUUUUEEEEE
AND WHEN THE WAITRESS ASKED WHAT WILL IT BEEEEE
I SAID THAT MOD CALLED, CITIZEN-YEEE
okay, lights out, presenter comes on stage
TEotU shifts boundaries. It tries to merge worlds together, different eras in the same timeline, the same universe, different missions, different experiences.
In TEotU, the base is not freeroam. It is only one of the experiences you can build, share and/or consume.
TEotU is a massive remix platform based on the GTA III series of games. TEotU is our destiny.
you're still making no sense, pls explain
With L3, the center of your world is the online community of GTA-based remixes people have created with the L3 editor tooling. These remixes, in the first iteration of L3, will consist of anything from a custom-selected series of missions, free-roaming activities and side missions, available in an open world consisting of at the very least the basic worlds from the original GTA III series, which however may be expanded to include other Rockstar open-world areas like Bullworth and integrated portions of the Stories maps.
The modification itself will utilize new technology to attain amazing feats, such as:
- a transparent mission runtime allowing scripts from III and VC to run natively and with near-zero modification on the updated SA codebase, implementing missing commands natively and providing managers for complex things such as pedestrian objectives and coordinate translation
- automated support for III/VC RenderWare assets to be loaded within the game (within certain bounds; such as III 'clump-translated' ped/cutscene models being replaced with Xbox-style skeletal models with an associated native loader and fitting animation fallbacks)
- more models! more texture dictionaries! more collision files! more everything!
In later iterations, and depending on the modification's success, the tooling may be expanded to allow usage of more 'creative' own assets, setting of challenges during missions (including obtaining of certain items/vehicles, minimum/maximum death counts, lack of use of pickups, and other intelligent items), competitive scoring, and whatever people may come up with...
... oh, and did I tell you the community 'start UI' will involve user voting like popular community-sourced news sites have done in recent interwebs history? It's an infinite feed of possibly-great remixes!
also don't mind the lack of teaser screenshots about the map/script compatibility work, I'm kind of making the game work with OpenGL RW and that's taking away most interesting features in the code right now just to have a safe testing environment - just so you know I got the game to render the first half of SA's intro cutscene under OpenGL!