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Re: GTA 3 Port by SKMP

Posted: Fri Aug 16, 2024 6:14 am
by cosmosis
Falco Girgis wrote: Tue Jul 16, 2024 5:19 pm I'm in the Simulant Discord DC dev server right now watching skmp work on it, and now seeing Frogbull join the party... Two talented devs making great progress... GOD SPEED, GLORIOUS BASTARDS!
to think this was only a month ago, great work everyone!

Re: GTA 3 Port by SKMP

Posted: Thu Aug 22, 2024 2:19 pm
by clipjamm
That latest gameplay video of the port ~*with sounds!!!!! was very cool.
I am excited to see how Dreamcast can handle this bad boy.

Re: GTA 3 Port by SKMP

Posted: Fri Aug 23, 2024 8:55 pm
by dcsteve
New video update out showing the entire game fits on CD with audio! 406mb!!

https://youtu.be/IPZXuAQitME?feature=shared

Re: GTA 3 Port by SKMP

Posted: Fri Aug 23, 2024 9:34 pm
by WedgeStratos
I'm absolutely shocked how quickly this has come along. This is the importance of community. Regardless of the graphical issues and cuts mid-sentence, that the game is running with some very solid FPS, and the population & car density isn't compromised is nothing short of incredible. The Dreamcast really is a beast in the right hands.

Re: GTA 3 Port by SKMP

Posted: Sun Aug 25, 2024 5:20 am
by DEAD-VHS
Insanely quick progress. I know there's been some talk regarding the texture quality but isn't the game currently sat at 400mb? That's plenty of room to improve textures once the stability is down.

Re: GTA 3 Port by SKMP

Posted: Sun Aug 25, 2024 8:14 am
by Ryo_Hazuki
The textures are fine. My only concern is how the Dreamcast will handle the game's lighting and rain effects. But in recent updates we can see that these visual effects have been removed. We'll wait!

Re: GTA 3 Port by SKMP

Posted: Sun Aug 25, 2024 9:35 am
by dcsteve
Given how Doom64 DC is an enhancement over the original due to new light and bitmap coding it never had before, I'm not too concerned about how the team will utilize DC's processors to make this happen for GTA3.

Re: GTA 3 Port by SKMP

Posted: Mon Aug 26, 2024 9:03 am
by dcsteve
Another update with vertex color fixes and the line in the middle of the video gone! It's beautiful.

https://youtu.be/BYsQbd-SnfU?feature=shared

Re: GTA 3 Port by SKMP

Posted: Mon Aug 26, 2024 3:36 pm
by wakka387
Anthony817 wrote: Mon Aug 12, 2024 12:05 pm Here is an even better idea. Let them create 1.1 parity with PC/PS2 build, and THEN if you want to choose to do so, mod it to be more like that mod? This will be highly modable just like every other single version of the game, but even more so since based on the PC version.

I am going to mod in the Deluxo from Vice City, and Ryo Hazuki from Shenmue.

Image

https://libertycity.net/files/gta-san-a ... enmue.html

I used to mod GTA games way back in the day on PC so this is going to be lots of fun.

Remember, they only ever had 4 months of work under their belt, and it was basically at tech demo level at that point in time before the DC build was canceled. So this is the only path forward or possible way it was ever going to come over to DC since there was never a full game there to begin with. So we have no idea what that version really would have looked like or if it would have turned out like the final game we all knew and loved.
I'm well aware of what modding GTA 3 entails. In fact, I was one of the devs of GTA London: 3D (GTA London map Port to GTA 3) and have been a GTA modder since the late 2000s in general.

The idea was for the release to have its own quirks (much like older game ports did back in the 90s/00s) as well as using assets that are much lighter on resources.

And yes, we don't have a clear picture on what that version would have truly looked like (outside of the early screenshots and the design docs that got released) we still have a vague idea.

I would rather dreamcast version stand out amongst the crowd for doing something unique, much like the consoles reputation.

Re: GTA 3 Port by SKMP

Posted: Mon Aug 26, 2024 4:30 pm
by cloofoofoo
wakka387 wrote: Mon Aug 26, 2024 3:36 pm
Anthony817 wrote: Mon Aug 12, 2024 12:05 pm Here is an even better idea. Let them create 1.1 parity with PC/PS2 build, and THEN if you want to choose to do so, mod it to be more like that mod? This will be highly modable just like every other single version of the game, but even more so since based on the PC version.

I am going to mod in the Deluxo from Vice City, and Ryo Hazuki from Shenmue.

Image

https://libertycity.net/files/gta-san-a ... enmue.html

I used to mod GTA games way back in the day on PC so this is going to be lots of fun.

Remember, they only ever had 4 months of work under their belt, and it was basically at tech demo level at that point in time before the DC build was canceled. So this is the only path forward or possible way it was ever going to come over to DC since there was never a full game there to begin with. So we have no idea what that version really would have looked like or if it would have turned out like the final game we all knew and loved.
I'm well aware of what modding GTA 3 entails. In fact, I was one of the devs of GTA London: 3D (GTA London map Port to GTA 3) and have been a GTA modder since the late 2000s in general.

The idea was for the release to have its own quirks (much like older game ports did back in the 90s/00s) as well as using assets that are much lighter on resources.

And yes, we don't have a clear picture on what that version would have truly looked like (outside of the early screenshots and the design docs that got released) we still have a vague idea.

I would rather dreamcast version stand out amongst the crowd for doing something unique, much like the consoles reputation.
But the devs want it to look up to snuff with the PC/PS2 version ... So they win this one. Maybe you can mod it after they are done , to your liking. The thing that makes the dc version stand out from the rest is that homebrew devs ported and came up with dc friendly custom code to make it run.