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apfelbaum

GTA SA in UE 4 - (Cancelled Project with new future)

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apfelbaum

 

 

hi, sorry for my bad driving skills, i had to use a x-box controller and the sabre i'm driving just has manual transmission sooo....

___________________________________________________

starting in Grovestreet
Flint County 4:12
San Fierro 7:12
Tierra Robada 12:54
Bone County 17:04
Las Venturas 19:08
Las Venturas by night 22:53
slowly driving back to Grovestreet via Red County

___________________________________________________
 

what is already done? (or three-quarter done 😉 )

 

-timecycle: clock, weathersystem, time dependend parameters

-timed objects

-distant lights

-level streaming

-traffic lights

-save system

-parked car generator.
-miniMap
-police radiochat that mentions your characters corresponding stats (car paint/...)
-logic for different ped groups, their possible behaviour and their corresponding vehicle.
-tagged zones (ganton, grove street....)
-currently around 90% of the map are gameready.
-day/night cycle
-different menues.
-viewdistance is across whole map (state of san andreas, 6x6 km)
-destructible and physically correct behaving meshes (not used in this video)

-stamina/health/hunger/constitution

 

whats is planned?

 

-the core game is virtually not existing,
-the timecycle (highly WIP),
-there has to be trafficsystem (WIP),
-ai,
-animationlogic for the player and peds (WIP),
-statsystem(WIP),
-buysystem(WIP),
-proper vehiclesystems for land (WIP), air and water
and many more things....

 

what do you think? i sit down for this since the 1st of January 2018 so it already has been a lot of effort.

 

best regards

 

p.s excuse my english

 

EDIT:

So I had a chat with the lawyers and I wrote down the following points, some are obvious but I write them down anyway:

1. The brand is protected same as the brands used ingame.

2. All dialogs that are "original" are protected, so basicly everything except for punchlines that cannot be protected like "hello". But as all actor voices are protected we can scrap them too.

3. All characters, how they are written, they behave and what they do, are protected.

4. The software is protected, the whole source code. This implicates all code, files, assets (textures, meshes). So we cannot use anything from the game. As an example you can compare the software with a written work you cannot copy or modify.

5. The EULA states that you can install and play the game, that's it. we cannot modify or extract the game to make our own game.

6. The creation of derived works are forbidden too.

7. Reverse engineering is forbidden. That starts at extracting files...

8. Reifing original content is not allowed. The idea yes but it must be executed differently (like we can have a character that acts like Carl Johnson, but with a different name, other gang, other clothing, other looks....)

 

What is allowed?

1. Create a completely new game that catches the atmosphere ( eg. level design) of the original game. But the boundaries are fluid so it us not save to do that. As far everybody can distinguish this game from the original and and the originality of GTA SA is faded we are safe. So if the gameworld resembles the original but not close it's ok.

2. The idea of the game (Open world) is not protected. The gamemode and the functionality ingame can be "replicated".

3. The atmosphere is not protected (in the broadest sense)

 

Conclusion:

When we stick to the "What is allowed?" we won't have any problems. Its not a lot I know and that is a bit ...sobering.

 

Future:

I will rename the project and delete all public content or privatize it so nothing reminds of GTA San Andreas within the next few days starting now. Please delete any files you got from me, this project and this server. BUT this project is not dead. I plan to create my own game that somehow still catches the atmosphere of GTA San Andreas but with new assets, story, characters. It shall be a learning process for everybody. I will restructure the project in the next few days and make new votes for roles, contributors and a new plan how we can achieve something really really cool. I want to retain the original style but rewrite the game. I hope you guys are still with me. Keep it up

Here is the link to the discord Server. If you want to be part of the project join us: https://discord.gg/YT6ECEW

 

Edited by apfelbaum
new future
  • Like 38

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Ezekiel

don't mind me,I was just watching video and imagined Rockstar leaked remastered footage of SA.

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dxivilea

Looks like Renderhook. Wow those models/textures really bring it down. Amazing work though!!!!

Edited by dxivilea

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Lioshenka

That car handling remind me of the 90-ies games :D

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CJisMyBitchh

wtf is wrong with this garbage car, vehicle from starting kit works thousand times better

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apfelbaum

 

Quote

wtf is wrong with this garbage car, vehicle from starting kit works thousand times better

The car from starter kit is in no way good, I'd rather develop my own with help from others. The UE4 car has a lot of problems and wrong/missing math, it's easier to create a new one than fix the old one.

 

Thanks to all for your feedback, obviously the game is not playable or finished in any way.

There will be more videos about gameplay relevant features in near future so stay tuned.

 

more videos of

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NoobDude-

Is it project available to download and test it?

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apfelbaum

not yet but i will upload a beta or something but now it's too early for this.

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apfelbaum

 

This time I introduce you to the shopping system, it is based on the original and is very similar, but has overall more clarity I think and could be changed in future.

We'll visit some clothing shops, a burger shot and ammunation and get fat by eating too many 'Meat Stack's' at Burger Shot.

Some things still need more improvements, showing more stats and information during purchasing etc.

 

This video is just for demonstration purposes, there won't be enex points in grove street for shops 😉

 

Let me now what you think.

 

Best regards

Edited by apfelbaum
video instead of link
  • Like 17

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Edgrd

that seems amazing , whats up with cj's standing animation on the buy menu though ? look weird

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apfelbaum

you mean when buying food? i forgot to change the clothing animation with eating burger, chicken wings etc. but that's already fixed 🙂

Spoiler
Spoiler
Spoiler

 

 

 

 

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thalilmythos

man you are doing an incredible job, this is great, jesus you even got the sound in ammunation and all, this seems so fast tho, how much you got left?

Edited by thalilmythos
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apfelbaum

Currently I'm redoing the traffic system but help is NEEDED.

 

If there is anybody out there who knows how the vehicle and ped pathfinding exactly works I would appreciate it veeeery much.

At the moment I am at this point:

 

All NODES0-63 are decompiled, sorted and can be loaded  as data tables (lazily, so the performance is great). I know how the linking works:

 

Starting with spawning the ped (vehicle). I can spawn in the nearest zone at a random node via popcycle, pedgrp and ped by chance -> the appropriate ped, I can manage to give every ped type the according walkcycle( as named in GTA SA, in UE4 different) and I can give them different behaviors. I can make them do a dice roll which task they have to do at a certain event (tough, weak etc.)

 

But i have problems dissecting the pathnodes or pathfindingsystem.

1. Currently i'm starting in section 1 (car-ped nodes) to section 3-5. The flags are read in realtime per node but i don't know how to say which node or link is a defined lane (left or right and backwards or forwards) Again a dice is rolled everytime a node is reached between the link and it's amount of increments according to the flags of the node. ANd then back to section 1.

 

2. Also does rockstar use the a*-algorithm or a different one to give peds a destination/a real task to fullfill? At this time everything is random.

 

3. Next would be the roadcrossings. It is easy to read out the navinode flags for trafficlights, all meshes and vehicles attached to the trafficlight node are synced to the north/south and east/west trafficlight behavior But how to tell peds when they have to play the "roadcrossing" animation or when to stop at a traffic light.

 

Btw. redoing the whole nodes in ue4 is at the moment no option with the game having nearly 70.000 nodes and double-linking.

 

Maybe someone could point out how this works.
 

Uh and carmodding is already possible too, video will be up in a few days. transfender, loco low co and wheel arch angels already tune there best cars 😉

 

best regards.

 

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thalilmythos

Welli'll keep answering just to bring some attention here, from someone capable enough to help you bruh, i wish you the best with this

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apfelbaum

Sooo, I mastered a* star with the node files, I am so happy.

Walking peds and peds driving vehicles now have a destination. The area shown in this video is small for demonstration purposes but expanded ingame.

 

Best regards 🙂

 

 

  • Like 11

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_𝓐𝓖

That's actually an impressive work.

I would really like to see more progress so good luck for the future. :)

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AliceTG

Omg this is awesome! Great work.

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Weeamer

Gta sa limits can be surpassed in the UE4 engine? If so then a lot can be done now!

Edited by I<3SA

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apfelbaum

With ue4 only the hardware and devs imagination is the limit.

 

thanks for the positiv feedback.

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apfelbaum

May be someone could point out how a route is obtained in GTA V? A* across the map in ue4 takes too much time even when presorting the correct NODES the player crosses for reaching the destination.

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gamermek1234

Amazing work! ☺️

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SPNandor

Great work mate! Any updates since the last one? How are the paths coming? :)

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Pauloso

This is Beautiful

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apfelbaum

Pathsearching works now across the map, problem is it takes around 1.5 seconds from los santos to the north of san fierro. but all in all it works great. in 2 days a video is coming, car tuning is now working and low rider hydraulics.

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apfelbaum

sorry i must take a few weeks break, my exams are coming up.

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SPNandor
On 5/22/2019 at 7:29 PM, apfelbaum said:

Pathsearching works now across the map, problem is it takes around 1.5 seconds from los santos to the north of san fierro. but all in all it works great. in 2 days a video is coming, car tuning is now working and low rider hydraulics.

If you are talking about the time it takes for one pedestrian vehicle to get there, In San Andreas, the NPCs were driving way slower than the top speed of the car they were using. The best way to solve this would be to slow them down quite a bit. 

Or maybe I misunderstood what you've said. :D

Also, good luck with your exams mate!

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apfelbaum

Thank you, you missunderstood me. I talked about caluclating a route to a marked location on a map. you will see in my upcoming video what i mean.

As always sorry for bugs and lack of video editing skills. I proudly present car tuning/customization and route calculation within the game. possessing different cars is already possible with correct animations. despite the stiff suspension you can take part at lowrider events in near future. More coming soon 🙂

 

 

Edited by apfelbaum
  • Like 19

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LaDiDa

I'm just amazed at how well that UI looks without it being out of place.

 

Do you intend to also fix some of the map bugs / glitches / missing textures / texture mapping / missing objects or do you make it read the original files so mods like that can be easily implemented by users later on? However all of these questions might be too early and can always be answered later as well.

 

Looking really good so far. BTW what is performance like and on what system do you run it (just out of curiousity)?

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thalilmythos

I am allways coming back here, and i'm allways getting surprised at how good this is progressing, beautifull.

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BlackScout

This is very impressive... Doing this all by yourself must've been a lot of work. I absolutely enjoy how everything has been redone*.

In most remakes, people overdo and reinvent the wheel making everything look wrong and nonsensical.

 

I have a few suggestions though...

  • Imitating Grand Theft Auto V's radio wheel seems like a viable option, but it also feels out of place, at least the way it's implemented.  Perhaps a solution that is more akin to the style of GTA IV's or even the original game would be more appropriate.
  • From what I've seen in the first video, the names of the locations were being displayed in the middle-top of the screen. I take it that you have changed that... Since the speed dial/speedometer is gone.
  • Which takes me to the third suggestion: The speed dial is interesting but it doesn't feel like a GTA thing. However, since this is your project, I believe that it's up to you to decide whether to keep such a feature or not.
  • Some of the materials look wrong. On the first video, there is a building near the tunnel that goes to the Golden Gate bridge, that has an oddly reflective wall. It looks as if it's made of polished clay, I would probably reduce the reflection and keep more of a specular-only look, keeping reflections for rainy weather and specific surfaces such as glasses and obviously mirrors.


I also have a couple questions to ask:

 

  1. If you plan to eventually release this, how will it go? I'm not sure how Rockstar would react to a precise remake/reimagine of their game. Considering that San Andreas being their IP (Intellectual Property) could potentially lead to a Cease & Desist letter, since they are capable of doing something similar I bet they won't. and legally they are the only ones allowed to do. Doesn't mean they would necessarily do that, and perhaps there are ways to avoid legal problems. (e.g: requiring the original game to be installed on the machine, like a pseudo-"DRM"?)
  2. What other additions do you have in mind for the future of this project? Are you willing to take it to the extremes of having the story mode work or will you just keep the free-roam part?
  3. How are you going to approach the challenge of getting the handling right, if you are willing to improve driving?

* Not everything, but it's a generally good project.

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