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San Andreas Unity


in0finite
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SeanAlgerian
1 hour ago, in0finite said:

 

 

 

Is this some kind of online or multiplayer feature just like PS2?(but more players than 2?)

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  • 4 weeks later...
  • 1 month later...

Multiplayer is implemented

 

You can now play with other players online.

 

Download link for new version: https://github.com/GTA-ASM/SanAndreasUnity/releases/download/v3.0/SanAndreasUnity-3.0-windows.zip

 

IP address of server is: 34.90.25.177

 

Port number for Main scene: 7777
Port number for Demo scene: 7778

 

Tips:

- press M to open fullscreen map to see where are other players

- open Stats => Players to see list of all players connected

- you can spawn maximum 3 vehicles - destroy them before spawning more

 

Edited by in0finite
increase font size
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ANDROID RELEASE

Touch controls are implemented. Game can now be played on any mobile platform (Android, iOS, WSA), or any other touch device.

Read instructions on how to install on Android:
https://github.com/GTA-ASM/SanAndreasUnity/wiki/Running-on-Android

Release notes:
https://github.com/GTA-ASM/SanAndreasUnity/releases/tag/v3.1

Game is a little heavy for mobile phones, so use Demo scene for playing - which means, enter port 7778 before connecting.
 

Edited by in0finite
insert new line
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  • 4 weeks later...

PROGRESS UPDATE
 

  • You can listen to the radio when in vehicles
     
  • Network discovery works - the game can now automatically find servers on LAN and connect to them

    IMG_20191114_125100_015.jpg
     
  • Chat works

    chat.png
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Are there some plans for singleplayer suport?

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16 hours ago, in0finite said:

I don't have plans for singleplayer right now. But anyone can start doing it if he likes. The first thing to implement would be SCM parser and runtime. And it's already started: https://github.com/GTA-ASM/GTA3ScriptSharp

Since I am not interested in converting the original storyline stuff, SCM parser seems to be of no use. Is there also a way to add custom singleplayer missions without SCM parser?

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7 minutes ago, cj2000 said:

Is there also a way to add custom singleplayer missions without SCM parser?

You have access to the whole C# and Unity API. So yes, it is possible. You can either load C# modules at runtime, or change source code and build it.

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Also the animation when killing enemies looks a bit strange, I mean they just disapear. Is it posible to make it more realistik? I mean, the dead bodies shoul remain visible and posibility to take money and weapons from them.

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Yes, peds should have die animation and dead bodies should remain. Also, weapons should appear after ped dies. However, there is no concept of money in the game yet.

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INTERIORS WORK

And they support multiplayer. You can access every interior which has an entrance in the outside world. Some of them have missing objects (walls, floors) or collision data - this is a bug in original game.
 

 

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  • 3 weeks later...
17 hours ago, JoshuaJM said:

Hmm... maybe work in progress or something.

Not much progress since last post. For latest news, you can join discord.

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  • 3 months later...

DRIVE-BY IMPLEMENTED

 

You can now shoot from car windows


 

 

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in0finite
All GUI in the game (except windows) is re-designed for the new Unity UI system (uGUI).

This means it looks better, scales with screen size, is easy to modify, leaves less garbage.

Here is how it looks like from the Pause menu:

 
Edited by in0finite
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  • 2 weeks later...

Inflict damage based on body part
 

Now detecting which body part was hit by a bullet, and inflicting damage accordingly. This was done by generating ragdoll colliders for each bone, and then raycasting against those colliders, instead of ped's capsule collider.
 

 

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Weapon raycasting is done against high level of detail vehicle mesh. This means bullets can pass through thin objects (such as glass) and damage peds which are in vehicle.
 

 

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VEHICLE EXPLOSIONS

Vehicles can now be damaged and destroyed. They will emit smoke and fire when low on health, and will explode when health reaches 0.

During explosion, vehicle's parts are detached, and physics force and damage are applied to all nearby objects.

 

 

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:0 awesome,is there anything you want to add in future? Look cool.

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On 7/8/2020 at 2:21 PM, lascha2nd said:

:0 awesome,is there anything you want to add in future? Look cool.

Yes, we want to add many features. For more info, visit github or discord.

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On 7/6/2020 at 9:48 PM, in0finite said:



During explosion, vehicle's parts are detached, and physics force and damage are applied to all nearby objects.
 

 

Sory, but in the video it doesnt look like the explosion has any efect to the vehicle just close to the exploding one.

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  • 4 weeks later...
On 7/20/2020 at 5:14 PM, cj2000 said:

Sory, but in the video it doesnt look like the explosion has any efect to the vehicle just close to the exploding one.

It can be clearly seen that explosion pushes nearby vehicles. On the other hand, damage inflicted by explosions is not visible, because multiple explosions (or explosion of a bigger vehicle) are required to inflame another vehicle.

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On 8/12/2020 at 4:45 PM, in0finite said:

It can be clearly seen that explosion pushes nearby vehicles. On the other hand, damage inflicted by explosions is not visible, because multiple explosions (or explosion of a bigger vehicle) are required to inflame another vehicle.

OK.

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