apfelbaum Posted January 25, 2019 Share Posted January 25, 2019 (edited) 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 September 7, 2020 by apfelbaum new future RyanDri3957V, damiann69, AliceTG and 35 others 38 Link to comment Share on other sites More sharing options...
Ezekiel Posted January 25, 2019 Share Posted January 25, 2019 don't mind me,I was just watching video and imagined Rockstar leaked remastered footage of SA. -Gaming4Life- 1 Link to comment Share on other sites More sharing options...
dxivilea Posted January 25, 2019 Share Posted January 25, 2019 (edited) Looks like Renderhook. Wow those models/textures really bring it down. Amazing work though!!!! Edited January 25, 2019 by dxivilea Link to comment Share on other sites More sharing options...
Lioshenka Posted January 25, 2019 Share Posted January 25, 2019 That car handling remind me of the 90-ies games :D Link to comment Share on other sites More sharing options...
CJisMyBitchh Posted January 29, 2019 Share Posted January 29, 2019 wtf is wrong with this garbage car, vehicle from starting kit works thousand times better Link to comment Share on other sites More sharing options...
apfelbaum Posted January 30, 2019 Author Share Posted January 30, 2019 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 Ken Cocaine Rosenberg, inkoalawetrust, LaDiDa and 3 others 6 Link to comment Share on other sites More sharing options...
NoobDude- Posted February 16, 2019 Share Posted February 16, 2019 Is it project available to download and test it? Link to comment Share on other sites More sharing options...
apfelbaum Posted February 23, 2019 Author Share Posted February 23, 2019 not yet but i will upload a beta or something but now it's too early for this. Link to comment Share on other sites More sharing options...
apfelbaum Posted February 23, 2019 Author Share Posted February 23, 2019 (edited) 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 February 23, 2019 by apfelbaum video instead of link polivin emil, Pauloso, Ku3o and 14 others 17 Link to comment Share on other sites More sharing options...
Edgrd Posted April 10, 2019 Share Posted April 10, 2019 that seems amazing , whats up with cj's standing animation on the buy menu though ? look weird Link to comment Share on other sites More sharing options...
apfelbaum Posted April 10, 2019 Author Share Posted April 10, 2019 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 Link to comment Share on other sites More sharing options...
thalilmythos Posted April 10, 2019 Share Posted April 10, 2019 (edited) 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 April 10, 2019 by thalilmythos iAbokai, apfelbaum and wwwwandrarijaz 3 Link to comment Share on other sites More sharing options...
apfelbaum Posted April 10, 2019 Author Share Posted April 10, 2019 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. AliceTG, iAbokai, FrannDzs and 1 other 4 Link to comment Share on other sites More sharing options...
thalilmythos Posted April 11, 2019 Share Posted April 11, 2019 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 Link to comment Share on other sites More sharing options...
apfelbaum Posted April 12, 2019 Author Share Posted April 12, 2019 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 Ken Cocaine Rosenberg, _𝓐𝓖, Dock and 8 others 11 Link to comment Share on other sites More sharing options...
_𝓐𝓖 Posted April 12, 2019 Share Posted April 12, 2019 That's actually an impressive work. I would really like to see more progress so good luck for the future. AliceTG, Grinch_, iAbokai and 1 other 4 Link to comment Share on other sites More sharing options...
AliceTG Posted April 16, 2019 Share Posted April 16, 2019 Omg this is awesome! Great work. apfelbaum 1 Link to comment Share on other sites More sharing options...
-Gaming4Life- Posted April 17, 2019 Share Posted April 17, 2019 (edited) Gta sa limits can be surpassed in the UE4 engine? If so then a lot can be done now! Edited April 17, 2019 by I<3SA Link to comment Share on other sites More sharing options...
apfelbaum Posted April 17, 2019 Author Share Posted April 17, 2019 With ue4 only the hardware and devs imagination is the limit. thanks for the positiv feedback. iAbokai, AliceTG, inkoalawetrust and 1 other 4 Link to comment Share on other sites More sharing options...
apfelbaum Posted April 18, 2019 Author Share Posted April 18, 2019 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. iAbokai and AliceTG 2 Link to comment Share on other sites More sharing options...
gamermek1234 Posted April 21, 2019 Share Posted April 21, 2019 Amazing work! apfelbaum 1 Link to comment Share on other sites More sharing options...
SPNandor Posted May 22, 2019 Share Posted May 22, 2019 Great work mate! Any updates since the last one? How are the paths coming? apfelbaum and -Gaming4Life- 2 Link to comment Share on other sites More sharing options...
Pauloso Posted May 22, 2019 Share Posted May 22, 2019 This is Beautiful -Gaming4Life- and apfelbaum 2 Link to comment Share on other sites More sharing options...
apfelbaum Posted May 22, 2019 Author Share Posted May 22, 2019 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. inkoalawetrust, iAbokai, LaDiDa and 4 others 7 Link to comment Share on other sites More sharing options...
apfelbaum Posted May 23, 2019 Author Share Posted May 23, 2019 sorry i must take a few weeks break, my exams are coming up. Dr Busta, iAbokai, Ken Cocaine Rosenberg and 1 other 4 Link to comment Share on other sites More sharing options...
SPNandor Posted May 24, 2019 Share Posted May 24, 2019 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. Also, good luck with your exams mate! Link to comment Share on other sites More sharing options...
apfelbaum Posted June 6, 2019 Author Share Posted June 6, 2019 (edited) 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 June 6, 2019 by apfelbaum nWo51289, Dr Busta, SaH4PoK and 16 others 19 Link to comment Share on other sites More sharing options...
LaDiDa Posted June 7, 2019 Share Posted June 7, 2019 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)? apfelbaum, inkoalawetrust, 4nsmiley and 2 others 5 Link to comment Share on other sites More sharing options...
thalilmythos Posted June 7, 2019 Share Posted June 7, 2019 I am allways coming back here, and i'm allways getting surprised at how good this is progressing, beautifull. apfelbaum and iAbokai 2 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted June 7, 2019 Share Posted June 7, 2019 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: 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"?) 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? 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. Spider-Vice, AliceTG, inkoalawetrust and 1 other 4 Link to comment Share on other sites More sharing options...
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