[OpenGTA RC] Give Me Liberty / Luigi's Girls - Dev Gameplay - (A:EN, S:PT-BR)
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- Опубліковано 21 сер 2024
- From previous videos I have shown, it was pretty much updating the engine behaviour and implementing "mods".
Today, not only I show a gameplay of almost a stable version but the success of the asset loading function.
It is now possible to install OpenGTA's files without overwriting the GTA ones, as well as implementing extra assets that can be put in `opengta/mods` folder.
But it is still far of perfection, as I want to add a few features such as:
- Automatic detection of language from GXT files;
- Lua script translated to mission scripts and vice-versa;
- Extended asset loading: Filter paths from IMG file and address to modded ones;
- Mod menu section: Similar to how Minecraft deal with `resource packs`;
*- Scriptable behaviour, such as editting which type of car will spawn, a way to refuel the vehicle, add more stars... using Lua calls.;
- Remove all the garbage that I threw in the code to develop it with ease.
* I know that CLEO Redux supports re3, but I want to make something that do not need to be downloaded apart to work.
The engine is successfully being rewritten in C and most re3 code is being replaced.
Tested and working on ARM, x86 both 32/64, Linux and Windows. Mobile is still buggy, may need to tinker GLFW.
The repository is NOT open yet, but soon it will be available for sharing ideas.
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EXTRA MODS #
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- Brazilian Portuguese subtitles:
www.mixmods.co...
Salveeeeeeeeee parceiro +1 inscrito Tmj eu não falo em inglês tmj
Nice man, keep it up
It so nice seeing a progress. Will the project be a open sourse?
are you planning to stop at only 3 parts, and take on the same VC or SA?
The goal is to finish the engine for all 3 given games (3/VC/LCS) and then rewrite the engine in C.
I would like to help on the SA project, but I can only help with fixing and improving already "done" code as I do not know how to reverse engineer.
@@bendergamer14 Im sorry I am kind of confused by this project with what I read how are you rewriting the engine in C and how are you combining it with OpenRW
@@youngknight5589 The engine is written in C++. I'm just rewritting most of the code to C. I am using OpenRW as reference for some code like reading files, audio handling, basic stuff.
The code there seem to be more reliable than the provided by direct RE.
I know OpenRW is still very crude and buggy, while there are good chunks that could be combined even with different tree.
I bet that re3 developers intented to fully reverse engineer the engine and keep it as is, while having a bug fix macro as well. It would have been turned great without the greedy company putting their foot on the door.
That's why I am rewritting it, so none of the code get to be their. They can't do nothing against open source code.
Why C? Most of re3 code are C style and follow C headers, also because it is simplier. C++ have a lot of here and there with fancy symbols and complicated writting to just do a simple task.
Maybe an Android port, but it is asking too much before the engine release.
I might as well change the name.
@@bendergamer14 Oh I have no problem with the name I was just confused with the overall process cause you said it was a fork of re3 while also saying you use pieces of OpenRW and are rewriting it in C. Just my reading comprehension is bad sometimes, so I was having trouble processing what was being said.
@@youngknight5589 No problem. I also have no problem with the name, but later by search by the engine name I found out that OpenGTA is already "taken" as a open source GTA 1/2 code.
If it is not possible to include their code, then I will change the name.