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apfelbaum

GTA SA in Unreal Engine 4 - (Project)

Recommended Posts

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 😉 )


-car spawn with original random colorpalette.
-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
-menu (some part of it, things like a map including icons is still missing)
-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 has to be redone (without timelines),
-the has to be trafficsystem,
-ai,
-animationlogic for the player and peds,
-statsystem,
-buysystem,
-proper vehiclesystems for land, 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 but i don't know wether it is worth  finishing.

 

best regards

 

p.s excuse my english

oups sorry, accidentally created the topic in the wrong section, maybe someone can move it?

Edited by apfelbaum
wrong section

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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

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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
Posted (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 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 🙂

 

 

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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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I<3SA
Posted (edited)

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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