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[WIP] GTA2 on advanced DooM engine

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Zeberpal
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#1

Posted 25 October 2014 - 11:53 AM Edited by Zeberpal, 19 January 2016 - 08:17 AM.

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OLD SCREENS

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R4gN0r0K
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#2

Posted 25 October 2014 - 12:15 PM

holy shieeeeeeeeeeeeeet i need it 

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#3

Posted 25 October 2014 - 12:29 PM

Why don't you make the hud more similar to this one? iNLheHz.png

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#4

Posted 25 October 2014 - 12:36 PM

It honestly looks great, really well done. I love how you made some things 3D from straight up 2D (for example having the road lower down from the pavement instead of it being a flat surface).

What do you plan to do about cars? I haven't played Doom myself so I don't even know if it has them, but will you be planning to give some cars some unique factors? (That is, if you're going for the first person view), meaning maybe some dice or something hanging from the windscreen? :p I think that'd be a nice touch.

But yes, it's looking great so far - keep up the great work :^: :cookie:

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#5

Posted 25 October 2014 - 12:55 PM

Oh my god
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sharpie_eastern
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#6

Posted 25 October 2014 - 02:25 PM

I came. This mod is amazing

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#7

Posted 25 October 2014 - 02:33 PM

Now that's something original and awesome!
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Jestic
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#8

Posted 25 October 2014 - 02:55 PM

Good work man, looks solid!

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Flitskikker
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#9

Posted 25 October 2014 - 03:05 PM

Really nice! :O

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#10

Posted 25 October 2014 - 03:06 PM

Looking forward to this, it's amazing ;D
Good job.

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Mega
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#11

Posted 25 October 2014 - 03:07 PM

Great idea, porting it to a mod friendly engine is possibly the best thing you can do. Also, devkit? Great!

 

We need more good ideas like this. Have you rebuilt the maps from scratch or converted them? I have some experience with Doom, Goldsrc and Source engine mapping if you need any. :)

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Blackbird88
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#12

Posted 25 October 2014 - 03:39 PM Edited by Blackbird88, 25 October 2014 - 03:39 PM.

This is genius. Reminds me of that GTA1 mod for Duke Nukem 3D called Duke Theft Auto.

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#13

Posted 25 October 2014 - 05:30 PM Edited by HazzardX, 25 October 2014 - 05:33 PM.

Do you need help with any blips or new textures? I can try making some new textures,if you want to. :)

Also, why don't you use MICROGRAMMA font, instead of Pricedown? Microgramma was used alot in GTA2

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Zeberpal
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#14

Posted 25 October 2014 - 05:37 PM Edited by Zeberpal, 25 October 2014 - 05:37 PM.

Reminds me of that GTA1 mod for Duke Nukem 3D called Duke Theft Auto.

 

Actually, I have a little story regarding this. I too tried to port GTA1 on doom. However there were a lot of concept differences:

 

All 3 cities would have relative characters and stories from 3D era games. As well as visuals.

Missions would be given by "3D" characters, instead of Sonetti boss there would be Salvatore Leone e.g.

 

FiNRxLl.png

 

As you can see buildings are GTA1 tiled. Then I changed my mind for more realistic enviroment, and started off with road change.

Then I switched to GTA2.  So basically it would be classic GTA1 with 3Dera setting.

Even playable characters would be Hitman( representing Claude), Wiseguy( representing T.Vercetti), Gangsta( representing CJ/Ryder)

 

What do you plan to do about cars? I haven't played Doom myself so I don't even know if it has them, but will you be planning to give some cars some unique factors? (That is, if you're going for the first person view), meaning maybe some dice or something hanging from the windscreen?
 

 

Cars would obviously be in 3D, however I can't model/sculpt at all, even though engine requires low-poly MD2/3.  And yeah, if it would be first-person I just though to give every car a personal touch ;) For example, GangPickup would have a lot of redneck stuff inside, like empty bottles, CSA flag, dirty enviroment, Elvis vinyls and such.

 

Why don't you make the hud more similar to this one?

 

I think not, I want to stick more up to games that exists.


Do you need help with any blips or new textures? I can try making some new textures,if you want to. :)

Also, why don't you use MICROGRAMMA font, instead of Pricedown? Microgramma was used alot in GTA2

 

yeah, I thought about that, near the end I will do so, don't worry :)

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#15

Posted 25 October 2014 - 05:55 PM

Peds will be in 2d, aren't they? You can make the car to behave similar to the ones in Carmageddon..

Also, IMO, you should tweak the weather to be a tad bit less realistic..

For example, a red-ish sky in the sunset would look beautiful,just like this: carma2_4.jpg

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Zeberpal
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#16

Posted 25 October 2014 - 06:01 PM Edited by Zeberpal, 25 October 2014 - 06:12 PM.

Peds will be in 2d, aren't they? You can make the car to behave similar to the ones in Carmageddon..

Also, IMO, you should tweak the weather to be a tad bit less realistic..

 

Exactly, I tried to do so on 3rd screenshot. However I intend to invent day/night cycle. I gotta think more on how to make a daytime look more dystopian and surrealistic though.


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#17

Posted 25 October 2014 - 06:05 PM

Looks awesome.

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Officer Mitch
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#18

Posted 25 October 2014 - 07:48 PM

Wow looks fantastic.

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#19

Posted 25 October 2014 - 10:44 PM Edited by NyTaed, 26 October 2014 - 11:45 AM.

Looks great! Well done.  :^:  

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#20

Posted 26 October 2014 - 04:10 AM

Can't wait for this. Keep going man!

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Zeberpal
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#21

Posted 26 October 2014 - 08:23 AM

Great idea, porting it to a mod friendly engine is possibly the best thing you can do. Also, devkit? Great!

 

We need more good ideas like this. Have you rebuilt the maps from scratch or converted them? I have some experience with Doom, Goldsrc and Source engine mapping if you need any. :)

 

Nah, it is completely from scratch. I did tried to convert map into model, and it was success. But it would be clusterf*ck to create collisions for it, Doom is far not good for it.

Doom also allow to place only one texture per wall polyherdron, so I'm forced to make these

JhrPpx7.png

 

Since GTA2 map is convertable to model, I still wonder why noone made a GTA2 mod yet :(

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#22

Posted 26 October 2014 - 08:34 AM

doom uses wad files if im not wrong? so this mod would work on any platform with doom?


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#23

Posted 26 October 2014 - 08:43 AM Edited by Blackbird88, 26 October 2014 - 11:33 AM.

doom uses wad files if im not wrong? so this mod would work on any platform with doom?

I'm going to guess it requires GZDoom specifically due to additional OpenGL features it has so in theory it should work on Windows, OS X, Linux and the Android port.

It can also be in .pk3 archive though.

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#24

Posted 26 October 2014 - 09:35 AM

It's freaking awesome. :D

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TheVladonPro
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#25

Posted 26 October 2014 - 03:07 PM

I have such question - how to pull out models of maps from GTA 1 and GTA 2 and to open in any 3D editor?


Zeberpal
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#26

Posted 26 October 2014 - 07:39 PM Edited by Zeberpal, 26 October 2014 - 07:41 PM.

I have such question - how to pull out models of maps from GTA 1 and GTA 2 and to open in any 3D editor?

 

I tried it about a year ago, I barely remember that I used gta2editor for that.

 

 

 

doom uses wad files if im not wrong? so this mod would work on any platform with doom?

I'm going to guess it requires GZDoom specifically due to additional OpenGL features it has so in theory it should work on Windows, OS X, Linux and the Android port.

It can also be in .pk3 archive though.

 

Exactly. However Zandronum is more preferable than GZDoom, because it has a huge multiplayer support as well.


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#27

Posted 26 October 2014 - 08:33 PM

doom uses wad files if im not wrong? so this mod would work on any platform with doom?

I'm going to guess it requires GZDoom specifically due to additional OpenGL features it has so in theory it should work on Windows, OS X, Linux and the Android port.
It can also be in .pk3 archive though.

Exactly. However Zandronum is more preferable than GZDoom, because it has a huge multiplayer support as well. 

Yeah I use GZDoom for SP and Zanondrum for MP. Maybe we'll see GTA2MP recreated in this mod one day to take advantage of this :D

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#28

Posted 27 October 2014 - 07:11 PM Edited by Jestic, 27 October 2014 - 07:12 PM.

Since GTA2 map is convertable to model, I still wonder why noone made a GTA2 mod yet :(

 

There was a conversion to San Andreas: http://gtaforums.com...8522-wipgta23d/

And one to GTAIV: http://gtaforums.com...eflc-gta2-rage/


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#29

Posted 27 October 2014 - 07:15 PM

I also tried for Vice City, it looked great but due to a lot of collision bugs (invisible walls everywhere, which I couldn't fix), I scrapped the files.


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#30

Posted 27 October 2014 - 08:02 PM

I had an idea of completely remaking this map using SA engine and textures. Maybe I'll try someday if I'll have interest in doing that.

This is going to be fun too, good job. :^:
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