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Trilogy Definitive Edition OUT NOW on Mobile via Netflix - Updated on All Platforms


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suicidehummer
6 hours ago, zanesix said:

If you hit cars at the right angle and speed they will spin around like a beyblade.

 

That was always the case. I hated this in VC the most because if you even hit a lightpost, it would send you spinning out of control. Once the cars lost traction, it was like they were on ice. That was an issue with every 3D era title.

 

Ironically, as I've gotten into modding the handling of those games, I found that increasing TractionLoss is the solution to that problem. It increases the minimum traction condition.

 

6 hours ago, zanesix said:

These changes seem like they were mostly made to make bikes less "slidy", which itself is done to work around framerate issues as bikes are more likely to spin out at 60 FPS because it gives everything less traction. Just another example of a bandaid fix from hardworking professionals.

Actually, the opposite: this makes them less controllable after the traction is broken. But it doesn't affect the basic traction level (i.e. at what g force it breaks traction).

 

How would FPS affect traction?

1 hour ago, suicidehummer said:

How would FPS affect traction?

I have no idea how, but I can tell you for a fact that it affects how cars behave and DE exhibits most of the same symptoms of the original. With the frame limiter on I could not fling whole cars across a road, that much I do know. I know the physics in the old games were always wonky, but give them at least a bit of credit that it wasn't as exaggerated as it is in these versions. I can't relate to what you describe at all when playing at 30 FPS.

  • Like 2
suicidehummer
22 minutes ago, zanesix said:

I have no idea how, but I can tell you for a fact that it affects how cars behave and DE exhibits most of the same symptoms of the original. With the frame limiter on I could not fling whole cars across a road, that much I do know. I know the physics in the old games were always wonky, but give them at least a bit of credit that it wasn't as exaggerated as it is in these versions. I can't relate to what you describe at all when playing at 30 FPS.

The light posts sending you out of control was an issue all the way back to the original PS2 release. It's a combination of the uprooting force of the light posts being too high and the TractionLoss values being too low. Well, that and the cars being way too elastic so they bounce away from each other in collisions.

 

I don't have my FPS capped, but I'm also using a 10 yo laptop so I don't think it's getting very high. I'll try capping it at 30 and see if it feels any different.

Edited by suicidehummer
1 hour ago, suicidehummer said:

The light posts sending you out of control was an issue all the way back to the original PS2 release. It's a combination of the uprooting force of the light posts being too high and the TractionLoss values being too low. Well, that and the cars being way too elastic so they bounce away from each other in collisions.

Yes. I was not denying that. There's a difference between wonky physics and wonky physics that have been made worse because of it running under conditions it wasn't designed or accounted for. Light posts have f*cked me up many times, but that doesn't really pertain to the issue at hand. What I'm describing is a fundamental engine problem, not a code/game data issue.

 

1 hour ago, suicidehummer said:

I don't have my FPS capped, but I'm also using a 10 yo laptop so I don't think it's getting very high. I'll try capping it at 30 and see if it feels any different.

DE or the original? If you've been running the original this whole time uncapped, then case closed. lol.

  • Like 1

Here's a new video going over more fixes in the newest update a few weeks ago that you probably didn't know.

 

 

 

They've definitely seemed to have fixed hundreds of issues. As some of the issues they've fixed actually didn't get fixed. This means the place you explode in SA has issues still. It's better but Not done right. As well as a dumpster or two maybe and Tree collisions in SA. VGD fixed a collision issue with a dumpster but Accidentally put an invisible one in front of it. 5 trees have been shrunk down to what the original game was but The collisions on those are still the old ones that were twice as big. So as they're making fixes they've also not fixing things completely in some areas. 

 

VGD overall has been very good! I'm hoping those issues get fixed that weren't fixed completely/made worse. There's a few others they didn't fix properly in the video above. Nothing major but still not what should've been done.

 

With all that being said I do think GTA 3 And Vice City are close to being finished now. There probably 1 patch away from being Definitive Editions. As for San Andreas I think it's 2 patches away depending on how long and How much this patch will cover probably coming up supposedly. 

 

As we've probably all grown up with these games we've been wanting better versions for years. Hopefully finally we will get the Editions they deserve soon. 

 

Hopefully before GTA 6 lol

 

I've been talking with Rockstar Support the last few days sending over big and small issues that need to be fixed. I've probably sent in around 100+

 

Hopefully there sending the issues to VGD the department in charge of these games. 

 

If these games truly get what we've all wanted I really hope they can Remaster the other 2 from PSP/PS2.

 

Liberty City Stories and Vice City Stories

 

If Rockstar isn't gonna do it then I think as long as we keep getting updates I trust VGD with future remasters if they come. 

  • Like 8
3 hours ago, ChubbyB0b said:

The issue here is 20-year-old spaghetti code, bandage fix on top of bandage fix. They can use the most advanced visual engine available, but it still won’t change anything. It’s like covering rust with gold: from the outside, it looks like gold, but inside, it’s still rust, rotten and deteriorating.

The foundation of these games is simply bad. They should have been rewritten in a newer language with modern techniques, which would have allowed for better optimization and more room for modding and improvements. Even from a visual perspective, some details that were present in the PS2 versions are missing for some reason. Call it nitpicking if you want, but I just don’t understand how people who get paid a lot of money for this can do such a poor job. 
How can they call it a "Definitive Edition" when it has less content than the original?

Maybe I'm just dumb, but I don't understand R* or the fans who applaud them for minor fixes or improvements. It's just sad.

Not to mention, based on Android releases rather then original pc or even ps2 versions, meanwhile Mafia 1 received an excellent overhaul.

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  • Realistic Steak! 1

I personally think the Deluxo in the Definitive Edition of VC looks kind of ugly with the classic car rims.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_20_09_24.thumb.png.1983b46062a008d01ba8b6410e76d871.png

Shame that VGD didn't give the Deluxo in DE the same rims as the Banshee (which originally had the same ill-fitting classic wheels in VCDE) and Infernus (which originally had the sports rims shared with the Stinger, Comet and Cheetah) like in the original VC. I feel that both the Deluxo and Sabre Turbo should've had the rims switched around, so that 1) the Deluxo will look a bit closer to its inspiration, the DeLorean; and 2) the Sabre Turbo's appearance is consistent with its cutscene model, which had the classic rims instead of the sports rims that the Sabre Turbo had in VCDE since launch. 

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_41_18_52.thumb.png.a3ef321217b0d0966da3dd1e02fa73d0.png

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_02_46_40.thumb.png.da67f7d76b3443269ede734f31713452.png

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  • Best Bru 1
3 hours ago, Bizz913 said:

Not to mention, based on Android releases rather then original pc or even ps2 versions, meanwhile Mafia 1 received an excellent overhaul.

Mafia D.E. is a remake, not a remaster...

A better comparison would be id software rereleases. The Quake II remaster is, in my opinion, the greatest remaster of all time specifically because of how tasteful the changes are. On the surface, it still looks and feels like the original game, but under the hood they did some amazing things like rebalancing the game to be less annoying, restoring cut enemy behavior, adding a new compass feature so then new players don't get frustrated navigating huge labyrinthy maps, and TASTEFULLY upgrading models and lighting from their 1997 counterparts using modern geometry methods and adding new detail on top of it... They also added a brand new episode, combined all of the expansion packs into the same release, and restored some E3 demo maps playable in an already expansive "id vault" feature which shows a collection of other concept art, early models, and ideas that never made it into the final game and never seen before now. It truly is the DEFINITIVE Quake II experience. It takes what is a pretty average single player experience into a fantastic one thanks to the rebalancing, new AI, and new navigation guides.

 

And all of it was free. With the original still accessible.

 

For a more collection-style overhaul, look at the Master Chief Collection. Halo 1 and 2 Anniversary changed the entire art style, with new sounds, textures, models, and even cutscenes made from scratch. And it looks significantly worse than the original. But does anyone care? NO, because you can swap it all back to the original with one button.

 

It's shocking how low some people's standards are for R* games. They are simultaneously the richest and best game developer of all time that releases hit after hit, but the people that complain about unnecessary changes and mechanics being gone for no reason (super sprint) are "nitpicking". There will always be people rationalizing away anything they do, and it's just super strange to me when the industry has proven that much better efforts are possible.

2 hours ago, FulVal85 said:

Mafia D.E. is a remake, not a remaster...

That's what I meant, its a full overhaul as in remake not upscaled or remastered in bazillion engines like the 2021 gtas as I wanted to see gta trilogy in rage engine all 3 games as one package like gta 3 being base and vc and sa being like switchable dlc like Rockstar always wanted back in 2002 with GTA VC and GTA 3. And nope I am not wrong, I am alongtime solo gta and nfs and even Midtown Madness (Predecessor to Midnight Club Series) player back when Rockstar San Diego was named Angel Studios till 2002 or late 2001.

 

NFS 2 SE was my first nfs, GTA 2 on ps one that new revision back then. GTA VC on Fat Black Ps2 2003 Model.

13 minutes ago, Bizz913 said:

That's what I meant, its a full overhaul as in remake not upscaled or remastered in bazillion engines like the 2021 gtas as I wanted to see gta trilogy in rage engine all 3 games as one package like gta 3 being base and vc and sa being like switchable dlc like Rockstar always wanted back in 2002 with GTA VC and GTA 3. And nope I am not wrong, I am alongtime solo gta and nfs and even Midtown Madness (Predecessor to Midnight Club Series) player back when Rockstar San Diego was named Angel Studios till 2002 or late 2001.

 

NFS 2 SE was my first nfs, GTA 2 on ps one that new revision back then. GTA VC on Fat Black Ps2 2003 Model.

I do think it would be very different if it was completely remade. Like maybe not feel the same. Those games had a style and feel we all had tons of fun in. Mafia 1 being remade was honestly a great idea and It did still feel like Mafia. Personally better then the original. For the DE of 2 might be questionable if it's better then the original. Idk. I think if they change those games to much it might not feel the same. Idk if you know what I mean. Some remakes work but Some are so nostalgic and Were so much fun how they were that maybe redoing everything might change that. Like another example RE3 didn't perform well if I remember correctly and RE4 came back strong. I think sometimes a remaster is good. If it's done right. Another example is on how they remastered LA Noire years later but Didn't remake it. Some games just feel good the way they are. Sometimes changing to much can do more harm then good. Hopefully this makes sense lol.

NightmanCometh96
8 hours ago, zanesix said:

It's shocking how low some people's standards are for R* games. They are simultaneously the richest and best game developer of all time that releases hit after hit, but the people that complain about unnecessary changes and mechanics being gone for no reason (super sprint) are "nitpicking". There will always be people rationalizing away anything they do, and it's just super strange to me when the industry has proven that much better efforts are possible.

I won't name names, but certain Reddit communities are the worst when it comes to this; even before VGD came aboard to start fixing things, the amount of people happily defending the DE was just depressing (no, this is not a joke. Some people were unironically satisfied with GSG's initial work). It's almost always a variation of:

  • "The issues are overblown." (You could also substitute this with: "I didn't personally experience any bugs, therefore everyone is over-exaggerating all of the problems.")
  • "The people criticizing the Trilogy are just haters."
  • "Yeah, the games are buggy, but so were the originals". Not a good look when these remasters are being touted as the "Definitive Editions". Shouldn't that moniker imply that they are the most polished versions available? 
  • "GSG already fixed all of the bugs!" (i.e. only factoring in all of the memed-to-death launch glitches that were addressed, and ignoring the mountain of issues and mobile port jank that still remained in the pre-VGD patches)
  • "The games look beautiful now!" Strictly speaking about the day one/"modern" lighting here. I suppose it can look fine in still photos, but most of these commenters fail to realize that the stock UE4 effects are doing the heavy lifting here. Zero effort was made to preserve the actual look of the originals prior to VGD implementing classic lighting (which still isn't quite perfect, IMO, although at least the non-mobile versions of SA have biome-specific palettes again).
  • "These games were always meant to look cartoony." Stylized? Absolutely! Less "realistic" than IV/V? I can't argue with that. But essentially twisting that mentality into "the 3D Era is supposed to look like a cartoon" is where you lose me; it's blatant revisionist history.
  • "As long as GTA 6 doesn't suffer, I don't care how bad the DE is".

I hate to admit it, but I think that last one is the biggest reason that the general public is willing to ignore the BS that Rockstar and Take-Two have pulled over the years (e.g. the DE itself, the re3 takedowns, SA 2014, delisting the OGs, the OpenIV fiasco, need I go on?). I don't think any company should be above criticism, regardless of quality; but sadly, as long as GTA 6/the next Red Dead/etc. wind up being phenomenal experiences, most people just don't give a damn about what happens elsewhere. And in some cases (like we've seen with the DE since 2021), they will eagerly go to bat for R*, should they make a blunder.

Edited by NightmanCometh96
5 hours ago, Ivan1997GTA said:

I personally think the Deluxo in the Definitive Edition of VC looks kind of ugly with the classic car rims.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_20_09_24.thumb.png.1983b46062a008d01ba8b6410e76d871.png

Shame that VGD didn't give the Deluxo in DE the same rims as the Banshee (which originally had the same ill-fitting classic wheels in VCDE) and Infernus (which originally had the sports rims shared with the Stinger, Comet and Cheetah) like in the original VC. I feel that both the Deluxo and Sabre Turbo should've had the rims switched around, so that 1) the Deluxo will look a bit closer to its inspiration, the DeLorean; and 2) the Sabre Turbo's appearance is consistent with its cutscene model, which had the classic rims instead of the sports rims that the Sabre Turbo had in VCDE since launch. 

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_41_18_52.thumb.png.a3ef321217b0d0966da3dd1e02fa73d0.png

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.06-17_02_46_40.thumb.png.da67f7d76b3443269ede734f31713452.png

And for the Sabre Turbo, there is a bug with the front wheels, they shake when you turn, the BF injection also has this problem..

  • Like 1
Lock n' Stock
2 hours ago, NightmanCometh96 said:

I won't name names, but certain Reddit communities are the worst when it comes to this; even before VGD came aboard to start fixing things, the amount of people happily defending the DE was just depressing (no, this is not a joke. People were unironically satisfied with GSG's initial work). It's almost always a variation of:

  • "The issues are overblown." (You could also substitute this with: "I didn't personally experience any bugs, therefore everyone is over-exaggerating all of the problems.")
  • "The people criticizing the Trilogy are just haters."
  • "Yeah, the games are buggy, but so were the originals". Not a good look when these remasters are being touted as the "Definitive Editions". Shouldn't that moniker imply that they are the most polished versions available? 
  • "GSG already fixed all of the bugs!" (i.e. only factoring in all of the memed-to-death launch glitches that were addressed, and ignoring the mountain of issues and mobile port jank that still remained in the pre-VGD patches)
  • "The games look beautiful now!" Strictly speaking about the day one/"modern" lighting here. I suppose it can look fine in still photos, but most of these commenters fail to realize that the stock UE4 effects are doing the heavy lifting here. Zero effort was made to preserve the actual look of the originals prior to VGD implementing classic lighting (which still isn't quite perfect, IMO, although at least the non-mobile versions of SA have biome-specific palettes again).
  • "These games were always meant to look cartoony." Stylized? Absolutely! Less "realistic" than IV/V? I can't argue with that. But essentially twisting that mentality into "the 3D Era is supposed to look like a cartoon" is where you lose me; it's blatant revisionist history.
  • "As long as GTA 6 doesn't suffer, I don't care how bad the DE is".

I hate to admit it, but I think that last one is the biggest reason that the general public is willing to ignore the BS that Rockstar and Take-Two have pulled over the years (e.g. the DE itself, the re3 takedowns, SA 2014, delisting the OGs, the OpenIV fiasco, need I go on?). I don't think any company should be above criticism, regardless of quality; but sadly, as long as GTA 6/the next Red Dead/etc. wind up being phenomenal experiences, most people just don't give a damn about what happens elsewhere. And in some cases (like we've seen with the DE since 2021), they will eagerly go to bat for R*, should they make a blunder.

Reddit is just an echo-chamber, unfortunately. And I say this as someone who uses it regularly.

  • Like 1
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suicidehummer
19 hours ago, zanesix said:

Yes. I was not denying that. There's a difference between wonky physics and wonky physics that have been made worse because of it running under conditions it wasn't designed or accounted for. Light posts have f*cked me up many times, but that doesn't really pertain to the issue at hand. What I'm describing is a fundamental engine problem, not a code/game data issue.

 

DE or the original? If you've been running the original this whole time uncapped, then case closed. lol.

DE. I tested it out last night and could not discern any traction difference between 30 and 60 FPS. And I feel like I have a pretty good sense of traction, considering I've made vehicle handling mods for every game in the trilogy and V.

Just now, suicidehummer said:

DE. I tested it out last night and could not discern any traction difference between 30 and 60 FPS. And I feel like I have a pretty good sense of traction, considering I've made vehicle handling mods for every game in the trilogy and V.

I've heard from multiple speedrunners that DE makes the physics "consistent" between framerates, meaning they are consistently wrong. The bugs that would have happened at just 60 FPS or above now can happen at any framerate, so DE really isn't great for comparison here. It would be better to compare a vanilla game at 30 FPS to DE at 30 FPS just to be absolutely sure.

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suicidehummer
6 minutes ago, zanesix said:

I've heard from multiple speedrunners that DE makes the physics "consistent" between framerates, meaning they are consistently wrong. The bugs that would have happened at just 60 FPS or above now can happen at any framerate, so DE really isn't great for comparison here. It would be better to compare a vanilla game at 30 FPS to DE at 30 FPS just to be absolutely sure.

I do have the original PC release of VC, maybe I'll check that out. IDK if it has an FPS toggle though. The only difference I noticed is that - exclusively in VC TDE - the cars seem to have more inertia. There's no way to change that in the handling.cfg so that must be a physics bug somewhere deeper in the code that only exists for VC.

  • Like 1
thechaostheory
On 11/23/2024 at 1:46 PM, MasterEr said:

 My dream may one day come true, who knows?

Imagem do WhatsApp de 2024-11-23 à(s) 16.44.16_e295e311.jpg

maxresdefault.jpg

Was just replaying VCS would be cool if they did remaster both these at somepoint VCS has one of the best soundtracks imo just behind vc

Edited by thechaostheory
  • Like 3
14 hours ago, suicidehummer said:

I do have the original PC release of VC, maybe I'll check that out. IDK if it has an FPS toggle though. The only difference I noticed is that - exclusively in VC TDE - the cars seem to have more inertia. There's no way to change that in the handling.cfg so that must be a physics bug somewhere deeper in the code that only exists for VC.

The original PC release of VC does have an FPS toggle, the framerate limiter - "on" for 30 FPS and "off" for unlimited FPS.

 

Speaking of VC, one of the many other things that needs fixing in TDE - non-transparent windows on the right-side doors of the Enforcer.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-14_26_06_55.thumb.png.7879781ffb585e3e4653c97423c7edc6.png

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-14_26_10_28.thumb.png.254643a4c7a280dd91e69bfd98d4246c.png

 

And one more thing: the rims on the VC Patriot are overlaid over the offroad rims (which the Patriot had in the original VC), meaning you get a weird "hologram" effect on the wheels depending on the camera angle.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-13_46_25_09.thumb.png.095197665dd6ff2cc2e1242589354321.png

Edited by Ivan1997GTA
1 hour ago, Ivan1997GTA said:

The original PC release of VC does have an FPS toggle, the framerate limiter - "on" for 30 FPS and "off" for unlimited FPS.

 

Speaking of VC, one of the many other things that needs fixing in TDE - non-transparent windows on the right-side doors of the Enforcer.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-14_26_06_55.thumb.png.7879781ffb585e3e4653c97423c7edc6.png

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-14_26_10_28.thumb.png.254643a4c7a280dd91e69bfd98d4246c.png

 

And one more thing: the rims on the VC Patriot are overlaid over the offroad rims (which the Patriot had in the original VC), meaning you get a weird "hologram" effect on the wheels depending on the camera angle.

GrandTheftAutoViceCityDefinitiveEditionScreenshot2024_12.07-13_46_25_09.thumb.png.095197665dd6ff2cc2e1242589354321.png

The non-transparents windows problem affect all cars in all the trilogy... (and also the very bad yellow reflection)

Edited by FulVal85
  • Like 2
suicidehummer
On 12/6/2024 at 7:28 PM, zanesix said:

I've heard from multiple speedrunners that DE makes the physics "consistent" between framerates, meaning they are consistently wrong. The bugs that would have happened at just 60 FPS or above now can happen at any framerate, so DE really isn't great for comparison here. It would be better to compare a vanilla game at 30 FPS to DE at 30 FPS just to be absolutely sure.

So I booted up the original PC release and could not feel any difference in traction with the framerate either limited or unlocked. The only difference I encountered (on TDE) was that cars do seem to burn faster when flipped over above 30 fps. I'm not sure what those speedrunners are talking about, but I suspect they may not either; it smells like speculation from people that don't know anything about coding video games.

 

Coincidentally, in the original version, I happened to run into an AI in a Mesa Grande and it spun around like a beyblade.

6 hours ago, suicidehummer said:

I'm not sure what those speedrunners are talking about, but I suspect they may not either; it smells like speculation from people that don't know anything about coding video games.

Yes, I'm sure the people that spend thousands of hours on these games, spent years of trial and error trying to figure out and reproduce quirks in the game script/engine, and some of which are literal game devs (like the person in question, Joshimuz) don't know what they are talking about, lol.

 

I assure you that framerate issues are something that have been thoroughly known by people who actually have experience with the original game. Just because they haven't been thoroughly documented doesn't mean they aren't well understood. San Andreas literally makes cars randomly brake when the frame limiter is off. I'm sure the people behind framerate vigilante can tell you a lot more about these oddities. Again, I have never said that these things don't happen with the frame limiter on in the original game but that it makes them more exaggerated. If I had time, I would give you specific examples of this happening in DE. Off the top of my head I know for sure the car spinning thing happened multiple times in the ESA run of SA DE back in 2022. If you seriously claim that you saw anything that happened there at the same severity as the original game at 30 FPS, I'm gonna need video proof. Writing off framerate problems with physics as "speculation" in 2024 is just ridiculous if that's actually what you're suggesting.

Edited by zanesix
  • Like 2
MeatSafeMurderer

Been playing GTA3DE on my Steam Deck. Nowhere near done (I haven't even left Portland yet) but I have thoughts. It generally runs well; using XeSS Quality it can even comfortably output 1080p30 to make full use of DeckHD, and it looks fantastic. I think it does a pretty good job of capturing the atmosphere and style of the original. That being said...the texturing is off. Not just in terms of AI slop, even quite a lot of the hand created stuff just doesn't fit. They look too clean, or have tiling issues, or just outright don't fit stylistically. I find the addition of a Patriot to the showroom next to the Banshee spawn just...odd. Like why? It really feels like their efforts were misplaced.

Oh...and the Xbox enhancements are sorely missed. Portland got more updates than anywhere else, so later areas the impact will be smaller, but the game suffers for it, and if nothing else, the Xbox textures would've made for a better base for AI upscaling.

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NightmanCometh96
4 hours ago, MeatSafeMurderer said:

Been playing GTA3DE on my Steam Deck. Nowhere near done (I haven't even left Portland yet) but I have thoughts. It generally runs well; using XeSS Quality it can even comfortably output 1080p30 to make full use of DeckHD, and it looks fantastic. I think it does a pretty good job of capturing the atmosphere and style of the original. That being said...the texturing is off. Not just in terms of AI slop, even quite a lot of the hand created stuff just doesn't fit. They look too clean, or have tiling issues, or just outright don't fit stylistically. I find the addition of a Patriot to the showroom next to the Banshee spawn just...odd. Like why? It really feels like their efforts were misplaced.

Oh...and the Xbox enhancements are sorely missed. Portland got more updates than anywhere else, so later areas the impact will be smaller, but the game suffers for it, and if nothing else, the Xbox textures would've made for a better base for AI upscaling.

While it doesn't completely alleviate the texture issues, the Xbox texture mod has been improved things a bit, IMO. RoSA Project Evolved also has a DE variant, but I'm not sure if there's an equivalent mod for VC (both the original and the DE) out there.

 

But yeah, I'm still baffled as to why GSG regressed to using PS2/PC assets for GTA III DE when they already had functional Xbox assets in their own decade-old mobile port, at least for the vehicle models. I also prefer the Xbox/PC pause sounds over the (poorly-ripped) PS2 ones that were patched in (III used SA's pause sounds in the day one version, as did VC :kekw:), but that's just me.

Edited by NightmanCometh96
  • Like 2
36 minutes ago, NightmanCometh96 said:

While it doesn't completely alleviate the texture issues, the Xbox texture mod has been improved things a bit, IMO. RoSA Project Evolved also has a DE variant, but I'm not sure if there's an equivalent mod for VC (both the original and the DE) out there.

The original version of Vice City had a mod like that, called VRTP. The mod's author mentioned planning to convert textures from that mod to DE when they learn to do it, but so far, nothing has come of it.

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MeatSafeMurderer
1 hour ago, NightmanCometh96 said:

While it doesn't completely alleviate the texture issues, the Xbox texture mod has been improved things a bit

Unfortunately, as it stands, it also causes this...
Vanilla:

Spoiler

GrandTheftAutoIIITheDefinitiveEdition08_12_202417_19_19.thumb.png.2ef16ef2a0642e52f2b4dea86607aa97.png

 

Xbox texture mod:

Spoiler

GrandTheftAutoIIITheDefinitiveEdition08_12_202417_21_29.thumb.png.b3558be58f832b3d07e3dd7f953e43de.png


I'm sure it wasn't always this way, because that's pretty glaring and I don't see how anyone could've missed that.

Edited by MeatSafeMurderer
Fixed the spoilers, it's been a while.
  • Like 2

Go to the left, then to the right, then after 500 meters turn left and then... You know what f*ck it just fly away straight to your destination.

 

I think GPS still need some tweaking

2024120616294600-1D89AA094E356AA800852114E28CCA1C.jpg

Edited by Transpulse
34 minutes ago, Transpulse said:

Go to the left, then to the right, then after 500 meters turn left and then... You know what f*ck it just fly away straight to your destination.

 

I think GPS still need some tweaking

2024120616294600-1D89AA094E356AA800852114E28CCA1C.jpg

I prefer an option to disable that...

  • Like 3

Hi guys, I don't know if I'm the only one in this situation, it's no longer possible to pitch a car in the air on the Defnitive Edition? I tried again on the legacy version, when the car was in the air by releasing the accelerator it was possible to pitch forward or backwards in a car.

suicidehummer
19 hours ago, zanesix said:

Yes, I'm sure the people that spend thousands of hours on these games, spent years of trial and error trying to figure out and reproduce quirks in the game script/engine, and some of which are literal game devs (like the person in question, Joshimuz) don't know what they are talking about, lol.

 

I assure you that framerate issues are something that have been thoroughly known by people who actually have experience with the original game. Just because they haven't been thoroughly documented doesn't mean they aren't well understood. San Andreas literally makes cars randomly brake when the frame limiter is off. I'm sure the people behind framerate vigilante can tell you a lot more about these oddities. Again, I have never said that these things don't happen with the frame limiter on in the original game but that it makes them more exaggerated. If I had time, I would give you specific examples of this happening in DE. Off the top of my head I know for sure the car spinning thing happened multiple times in the ESA run of SA DE back in 2022. If you seriously claim that you saw anything that happened there at the same severity as the original game at 30 FPS, I'm gonna need video proof. Writing off framerate problems with physics as "speculation" in 2024 is just ridiculous if that's actually what you're suggesting.

 

I never said there are no issues tied to framerate. I'm talking about it affecting vehicle traction, specifically. IDK who Joshimuz is, but you never mentioned that name before so IDK how I would know his supposed credentials. Can you show me where he has demonstrated this traction difference?

 

I read the whole framerate vigilante thread and it says nothing about vehicle traction being affected. Just one issue with NPC vehicles peeling out while using the fake physics that the player's vehicle does not use.

 

As for that video from SA, he's saying it "randomly brakes and shakes" when it makes perfect sense that it's shaking because:

 

1. It has the "SWINGING_CHASSIS" flag enabled, and 

2. He's turning the vehicle, which is what causes the chassis to swing.

 

Not to mention, how can you know that his controller is not glitching and giving false inputs, or he's not accidentally resting his finger on the brake button without realizing it? I've gone through many controllers due to false inputs developing.

 

Citing random people on Youtube who think they found issues is not a rigorous way to determine actual issues. It's like the people that say a repair shop messed up their alignment when all they did was change the oil. You can find lots of people claiming lots of things, but what you're linking me is clearly not a person that "spent years of trial and error trying to figure out and reproduce quirks in the game script/engine". In fact, he's literally saying in the video that he's struggling to reproduce it, and is completely unaware of the SWINGING_CHASSIS flag.

Edited by suicidehummer

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