Re: GTA Vice City Dreamcast Port!
Posted: Tue Apr 08, 2025 9:23 am
n solely dressing up burns @ that, fuck right off!!
It was the team who reverse-engineered the GTA3 and Vice City code (the RE3 project) that were hit with a lawsuit, not the team developing the Dreamcast port. Unfortunately this does mean the DC team have no San Andreas source code to work with.Ro Magnus Larsson wrote: ↑Sun Apr 06, 2025 2:16 pm There is a sad news that Team SKMP has a lawsuit from Rockstar games because of all these projects. I would say to that company go to hell m..f...rs. I hope they never find their identities and release GTA San Adreas and much more for a dead console +20 years ago. It is only to obstruct the kind of work (reverse engi) , not these games specifically. If SKMP read this and needs some forensic helping write me, I am a forensic psychologist, they will put forensics to search the id, data to produce the proves, if they cant find the identities or proves, they cant do nothing and the lawsuit will stuck! and I hope so.
Hey Falco, it’s quite impressive that the team are able to get around the roadblocks for a game targeted towards PS2. With GTAIII now closing in on 30fps in most scenes, is there much left to tick off for a final gold release, or just the polish on edges (VMU, opening movie playback).Falco Girgis wrote: ↑Thu Apr 24, 2025 9:16 pm Just a heads up, it looks like the GTA:VC alpha release was missing some of my vector math optimizations from GTA3, which made the initial FPS lower, and especially made car collisions seem heavier and slower than in GTA3... Fixed that, plus have a bunch of new optimizations on the way...
Thanks so much, I really appreciate it! I would say, honestly... there's still a whole bunch of stuff left to go, even if it's mostly polish and performance. On the perf side, I still have plenty of ideas for at least a Gainz Phase 5 after this. Then beyond that, want mouse + keyboard support, better in-game VMU stuff, rumble support, etc... By the way, I've even recruited one of the scene's most famous VMU devs who is currently whipping us up a surprise!fafadou wrote: ↑Fri Apr 25, 2025 3:05 am Hey Falco, it’s quite impressive that the team are able to get around the roadblocks for a game targeted towards PS2. With GTAIII now closing in on 30fps in most scenes, is there much left to tick off for a final gold release, or just the polish on edges (VMU, opening movie playback).
Tbh, between the Renderware middleware driver layer where we live and the ocean that is the main codebase, even with all the shit I'm optimizing, I don't think I've seen enough of the engine to say whether this have been "scaled back," or not.PengoJetz wrote: ↑Fri Apr 25, 2025 8:20 pm Does the source confirm anything that was scaled back from the previous game? To me VC always seemed to have a lot less world texture variety, streets did not seem quite as busy and there is more aggressive vehicle and decal removal (Buses and coaches are less common and tend to disappear when you turn camera away from them).
Yeah, that's how you start. You reading the guide? Where did you leave off?freeman_ji wrote: ↑Sat Apr 26, 2025 8:04 pm Hey guys anyone having difficulty building the new MAIN branch? I was interesting in testing Falco's new Gaiz 3
I copied the "new" KOS to \opt\toolchains\dc\kos
I assume this is a requirement. Any tips?
As far as I know, if you're using the prebuilt artifacts from gitlab, the dca3 kos files aren't required. What errors do you see in the build process?freeman_ji wrote: ↑Sat Apr 26, 2025 8:04 pm Hey guys anyone having difficulty building the new MAIN branch? I was interesting in testing Falco's new Gaiz 3
I copied the "new" KOS to \opt\toolchains\dc\kos
I assume this is a requirement. Any tips?