Yes, I read this story before on his blog. However, judging by the link (it now exists, for which thanks to the editors), he is now retelling the same thing on Twitter. I wonder if they allowed him to share something or if he just doesn’t give a damn and is posting everything on his own.
“we found a utility that allows you to add new tasks to the game”
Even more: this technology is called Mission Pack (MPACK) and consists of separate folders (like a maximum of 24, but, alas, not all will be displayed in the menu) with their own GXT and SCM. If these mission sets were in a more polished state, there would be much more scope for small additions. Unfortunately, MPACKs have serious drawbacks in their current state: • external scripts do not work (parachute, food, tuning and much more; although at least the parachute can be restored in a roundabout way) • in the game start menu only a certain number of sets are displayed • I had problems loading text • Each set must have its own number, which is why there may be coincidences that must be eliminated manually.
Considering all the modding scandals and the ban by R* on the creation of certain types of mods (judging by the wording, including scripts and maps), it’s very hard to believe. It seems more likely to create a small toolkit purely for online: your own tracks for racing, your own variations of familiar modes, etc. If R* suddenly rises to the level of its GTA 2 days, when it essentially gave players offline map and script editors for single-player games, it will be a big celebration, but the likelihood of such a development is very small.
I don’t need to think about it for me. Whether to gloat or not is up to everyone to decide for themselves, but I would like every company to get what it deserves. I’ll speak for myself: I think it’s right if T2 and R* pay for the systematic murder of modding and scripting; At the same time, what I saw in the GTA VI leak looks quite nice and intriguing. The game may, like V, turn out to be one-off, but it has every chance of becoming worthy.
Another example: despite disagreements between GSC and some of the players, numerous leaks on STALKER 2, including a full build, best demonstrated that the game exists. It still needs to be finished, but this is no longer a rendering of a loaf.
Therefore, yes, leaks are a source of much more objective information about the progress of development than rumors and gossip from moneymakers on the bench and even rare and, possibly, insider messages coordinated with the developers. Leaks often make up for the lack of data, which, by the way, is usually willingly shared by modders.
Pandemic ≠ state of emergency. Quote from the WHO website: On 5 May 2023, more than three years into the pandemic, the WHO Emergency Committee on COVID-19 recommended to the Director-General, who accepted the recommendation, that given the disease was by now well established and ongoing, it no longer fit the definition of a PHEIC. This does not mean the pandemic itself is over, but the global emergency it caused is – for now.
Wow, that looks really cool! In general, JulioNIB, judging by various videos, is a very handy modder. Small roughnesses are noticeable, but they can no longer be called critical. You can also create a global mod with a new map and plot, if tools for editing plot scripts appear.
As far as I remember, only the state of emergency in the area of public health has been officially lifted. The pandemic itself, as it was, still is, and will probably still be.
And leaks, in a sense, are even good. First, players get at least some objective information rather than staged trailers with little to no actual gameplay. Secondly, this also fuels interest in the game. Thirdly, leaks and leaks in theory can reduce the impudence of companies: when players have the opportunity to understand in advance what is planned, and even more so when entire working builds are leaked, there is a greater chance of ruining the business of developers and publishers if it is clear that they have become insolent , and if everything is good, then those waiting will have more confidence in the game and, on the contrary, motivation to buy it.
Thank you for accepting criticism! The title and text really began to match the video in the article. And the video with the transfer of the SA card to V could potentially become the basis for a separate article, if If you manage to find out what kind of fashion this is, someone might probably be interested in it. Good luck!
“According to the enthusiast, he ported the game to the Unreal Engine 5.”
Can you please link to this statement? In the videos presented here it says 'GTA SA Remastered Graphics Mod'. There is another video on the author’s channel: ‘Unreal Engine 5 Gameplay Concept made with GTA 5 PC Mods’. The key here is ‘concept’ and ‘made with GTA 5 PC mods’. The author did not do any transfer of the game to UE; this is a selection of mods for V, which is noticeable in the video itself.
It’s quite sad that recently the quality of news on the site has declined so much, while a number of technical problems have not been resolved, and there is little attention to the author’s mods. This is at least the second case of serious problems in the news this week: something old was passed off as new, then Renderware and RAGE with mods were passed off as Unreal Engine. It’s a shame for LC; it’s time to reconsider the approach to information coverage and its selection.
Well, this is the essence of all subscriptions, “clouds,” rentals (including games) and similar services: they simply give you access and can take it away at any time, and it doesn’t matter that you have already paid several times more than the price of the product itself. I think such consequences should have been taken into account in advance; now, why complain, you just had to not use it.
It would be better to finally separate the single player and GTAO. For the first one, they still don’t do anything, so they would leave alone those who didn’t give up online for nothing. It would be possible not to download a bunch of garbage and write scripts calmly, knowing that they will not break due to the next unnecessary update. Yes, and the video editor would remain untouched.
Realistic shadows are, of course, beautiful, no doubt about it. But lighting is generally such a big issue where you can’t think only about realism. In the pictures, the lighting is probably calculated - plausible, but the side effect is at least a dark Tommy and some kind of rubber asphalt. In a word, we must remember that even realistic art is not obliged to recreate reality 100%. It is more important to achieve pleasant, balanced and uniform graphics and style, and then you can think about how much realism will fit without harming the game.
Horror, what kind of translation... Stop using machine disgrace, there are dictionaries.
And if it’s a “lawsuit”, then I’m sure he won’t achieve anything, there’s clearly not enough similarity to talk about the “theft” of the image. Cars and weapons are also inspired by real models, but their manufacturers have not bombarded R* with lawsuits, although they probably would have bombarded them if this idea was promising.
game prices should be determined by completion time
Speedrunners: “Challenge accepted!”
On the one hand, it seems fair. On the other hand, we know examples of games with a very conventional or simply short plot, which nevertheless can drag on for hundreds of hours. If we’re going to somehow change the approach to pricing in the field of games, then we’ll have to take into account a variety of factors, including openness to modification, and here the old GTA quite does the same thing. And it’s good if it works in the opposite direction: developers/publishers they forbade making some mods or cut something out - the price tag is reduced.
Yes, if you guess everything, adjust the number of random cars and other factors, oddities should not arise. However, such a scripted chase, like everything too scripted, will be, roughly speaking, one-time. It will be cool and spectacular, but always the same. If a game or mod is designed for a single playthrough, then this is not a problem, but for those who like to replay and experiment, other approaches are needed.
Good article! However, it is important to note one detail. Although spectacular, RRR paths have a significant drawback: they are unrealistic. To be more precise, vehicles using such paths do not obey game physics and crush everything in their path in an extremely unnatural way. As a result, even a frail bike will be able to knock an entire tank off the road or go through a train. That is, it must be taken into account and remembered that there is such a side effect.
‘The SAN DIEGO COMIC CONVENTION (Comic-Con International) is a California Nonprofit Public Benefit Corporation organized for charitable purposes.'
This piece of description suggests that the potential revenue does not go into the pockets of the organizers and participants. If the goal is truly charitable, then brand awareness is only beneficial. The publisher can warn that this is not his, but a third-party initiative, in order to avoid possible claims, the organizers can calmly carry out everything, as a result, more famous names like Cluckin' Bell attract more attention, people buy food there more actively, GTA is passive and free advertising, more funds are raised for charity. Why is this option bad? Oh yes, the dog in the manger (T2) simply hates any fan undertakings, but she herself cannot offer anything better.
Hm, curious. There is definitely progress in voice generation, which is good. For the time being, of course, artificiality is heard, but, I hope, with the development of technology, the sound will become more believable. Perhaps it’s also a matter of different languages: for example, with the help of AI, they re-voiced the STALKER 2 trailer, using the original Russian-language cues from the previous parts of the series to train the neural network, here is training in English, output in Russian.
But what scares me is the legal consequences. It can become so easy to rivet on each deliberately false compromising evidence that either we will all be BUSTED, or the laws will have to be radically changed.
It's loud. In English-language news on this topic, the concept of 'pop-up restaurants' is used, that is, restaurants designed for short-term work, in this case, for the duration of the exhibition. Exhibitions, which, judging by the official website, are also non-commercial. And in general, at such a pace, any fan art, including cosplay, can be banned, because it is based on the imitation of a look protected by the same copyright.
Corrected part of the sentence at the beginning: “I decided that the organizers were encroaching on her property, and did everything possible.”
Well, what can I say ... T2 continues its glorious tradition of hitting everything that moves. It was possible to perceive the event as an opportunity to promote GTA and, if there were any concerns, simply warn that it was not being held on behalf of the publisher. But for T2 everything is the same as always: cancel and ban.
It’s not about “whether to conduct at all”, but about “how to conduct”. You won’t please everyone in this regard, but before the next competition, it’s quite possible to try to discuss all the conditions with users in advance so that they themselves collectively decide how it will be more interesting and fair. It is clear that such a discussion will not be easy, but the result is often worthy (in any case, my students and I discuss some organizational things quite fruitfully).
Well. It looks, of course, spectacular, spectacular ... However, such things must be carefully prepared and, most importantly, coordinated so that the long-suffering aircraft does not fall on anyone's head.
I hope so: the script scans the vehicles.ide file and from it automatically generates a list of vehicles available for creation. In fact, this is why the vehicle spawner is still so primitive: displaying images is a bad idea due to possible mods, and names cannot be displayed due to ImGui restrictions.
I don’t know about the functions, I didn’t use it. But from the screenshots of the Grinch's menu, I see that there, unlike my trainer, there are at least no switches with three states. I suspect the same goes for sliders with dynamic speed. Otherwise, I am not chasing quantity, but rather making a convenient tool with basic things for myself and those who have similar needs.
And there, specifically, those who participated in the "LC Guest" section, and that's not all. To be fair, of course, it was worth adding separately other well-known users, old-timers of the site. Or not to single out anyone, so as not to be offended, because it is difficult to come up with such selection criteria so that everything is as fair as possible.
Model.Load(#CAMERA) Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 08E5: get_actor_in_sphere 1@ 2@ 3@ radius 350.0 handle_as 4@ if 056D: actor 4@ defined jf @AGRESSIVE
The possibility of a crash if the model did not have time to load, and the name of the label with a spelling error (one 'G' instead of the correct two) is another evidence in favor of the theory of slaves, who are forced to write scripts instead of a mythical neural network! Everything fits! The site is in danger!
The neural network uploaded a pistol model, which is not used anywhere else... Perhaps this is a secret message from the very slaves who are held by the site admins and write simple scripts masquerading as neural network scripts!
Shock! The neural network cannot unload characters and models! Probably, no neural network exists, and instead, novice scripters are forcibly kept in slavery in the secret basement of LC admins!
Hooray, now the neural network will complete any of my long-term construction for me! It remains only to write a description of the mod correctly ... Well, it was not in vain that I studied at the philological faculty.
the division into online and single is in RDR2, it will be obvious in the next GTA
I hope so. This division is convenient for both modders and ordinary players. And, probably, if everyone downloads only what they need, it will be possible to slightly reduce the load on the network.
We could. They would have done it a long time ago, it's much easier to attribute everything to a disregard for the fans, without understanding the true reasons
And what are the real reasons? You can’t get into the developers’ heads, they don’t always report on the reasons, it’s also difficult to be 100% sure that the official version is true. As for "could, would have done", then there are unfortunate exceptions. Loading "Online" remained slow for many years, until an advanced player in modding shared a ready-made solution with R*. It is worth giving credit, he was generously rewarded for his help, but the fact that the problem has not been solved for so long is a sad sign: Another example: above I mentioned a file structure that allows separate loading of modified files. This would greatly spur and simplify modding, protect against accidental file corruption, etc. And I remembered that something like this already exists in GTA, these are Mission Packs in SA: each “mission set” represents a separate combination of its own SCM and GXT (alas, with limitations, since the function remained unfinished), is displayed in the game start menu and allows you to add new missions and features without affecting the original ones. Unfortunately, later this technology was apparently used only for Episodes IV. If it had been put into the hands of modders, the series would have seen a lot more great mods. That is, there are already official opportunities to expand modding, but so far they are almost inaccessible. If this moment is taken into account in VI, it will be a great breakthrough against the background of not only the series, but also many games in general.
"it's time to learn to separate the actions of developers and publishers"
I put developers and publishers through "and / or" exactly because they are responsible for different statements and actions.
“there has always been and remains the same attitude”
The rules regarding modding have become tougher, more categories have fallen under the ban, which has been known for a long time and was indicated on the R* technical support site. And a number of changes in the games of the series went to the detriment of modding, for example, stuffing even script files into archives, which makes scripting in IV and V very limited compared to the previous parts. Moreover, this is not something that is mandatory, in STALKER everything is initially in archives, however, you can create a separate folder for all modified files that will be loaded automatically instead of the standard ones. GSC does not seem to be a global giant in this area, however, it bothered to help modders in such a simple way.
They may not be considered, this is a problem of publishers and / or developers, primarily reputational. Of course, no one requires to fulfill all the wishes, but to provide for the possibility and desirability of dividing into online and offline and creating mods would be at least a sensible step and an indicator of real respect for the players, that is, consumers.
"you decide what to spend your money on"
That is exactly why I did not buy DE and will not rush to buy VI, but first I will study what they will do there, using someone else's example. As a modder, I have set my priorities and will be able to compare whether it will turn out better than with V or not.
“Veterans of the series will definitely not leave!”
Some, alas, have already left, such as Silent. And a larger number abandoned the new parts of the series and stayed on the old ones, where there is more space for them. And the claim that this space is not enough in new games, I fully share and consider justified.
R* certainly still can create great games. But, as for me, only from the point of view of the finished product with the support of exclusively from the side of the developers. And if you evaluate the situation with modding, the degradation is obvious: R* and / or Take-Two have gone from encouraging mods and even providing official tools through non-interference to a clear disregard for mods and curtailing the capabilities of their authors. Problems with creating mods cause justified fears, because the more obstacles there are, the fewer people will want to continue the game, it will remain only within the limits that the developers have determined for it, many of the desired features and corrections will be made for a long time, it will be too fast to speed up the process difficult, and the variety of innovations will be noticeably reduced.
And GTA Online showed that even long-term support can be combined with a disregard for the players. You can remember microtransactions, balance issues, cheaters, bans, and long downloads. Fans of the single-player game "five" can recall the mandatory presence of a network mode on the disk with all updates and, consequently, the senseless loss of free space, dependence on the Internet and breakage of scripts with each update.
Because of this, there are fears that the studio's new games risk becoming almost completely closed to changes. It may be objected that a lot of other games still exist, but, firstly, their lifespan often turns out to be not very long, and secondly, the GTA series was originally about freedom, an integral part of which was the freedom to create something for the game . And if earlier it was possible to change or bring in much more, then over time the new approach becomes clearer: “If you don’t like what you have, get out.”
It would be more correct to write the title like this: “A game in the spirit of GTA and The Sims has been released on Steam”, because in Russian new or highlighted information is usually placed at the end (this is called the actual division of the sentence, theme and rheme). And then the first thought that came to mind from the current version was “damn, about some game in the spirit of GTA and The Sims, which everyone is already following, I didn’t know anything at all.”
For reference: we do not have the concept of "assault rifle", this is a literal translation, in Russian terminology it is "automatic".
A tighter carry limit for the series is new, I wonder how it will feel in practice. Of course, with two main characters, the limit will not interfere so much. However, its presence makes a bunch of weapons an even worse idea than it usually is: you want to try a lot, but there are several “guns” in your inventory. Yes, and I would like the developers to take not by quantity, as in GTA V, where many types of weapons seem too similar and unnecessary, but by quality. 100500 varieties of the same thing - the scourge of mods on STALKER, for example, where there are only darkness of AKs. And Doom 2016 and Eternal come to mind as a good example, where almost all weapons are used throughout the game.
It is a pity that in IV and V there are practically no (a cursory search does not give anything) mods that edit the analogue of main.scm from the previous parts (and there are no special opportunities for this). Ordinary scripts like scripts on CLEO, of course, can diversify the game, but serious changes, such as a new plot to replace original, they are not yet capable. And without such changes, the new game world turns out to be empty or revived with “crutches”, even despite a good external study.
The whole site can think about translation options and look for the most capacious ones. We often do this with students in pairs) So, let's say, the following comes to mind:
I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
As soon as I stick my head out of the shit, how fate throws more!
It may not make much sense to translate all the textures, although sometimes cool details are hidden in them. I don’t agree about machine translation, looking at the subtitle in the initial splash screen, but in some places the text can definitely be improved, for example, to reduce the volume, because the game will not wait until the player reads everything, and English sentences when translated directly into Russian often come out long.
differs by the maximum verbatim translation of dialogues where it is necessary
As a translator, I highly recommend notconsider verbatim as a merit of translation. Literalism, literalism is when ‘it rains cats and dogs’ is translated as “it rains cats and dogs” (and in Yandex translator it was at first), and each ‘to be’ is like a clerical “is”. The advantage can be the absence of excessive liberties and the accurate transfer of meaning and effect. Unfortunately, in the matter of translations in our country, due to the illiteracy of a considerable part of the population, preferences are shifted towards literalism: the illusion of knowing a foreign language is superimposed on the illusion of knowing a native language, and it turns out “but right there in the original it says“ rain of cats and dogs ”, from where you took “it’s pouring like a bucket”, half-trained overbrain⁈.
Fortunately, in the pictures, the translation seems to be normal, except that a comma is missing in "I'm afraid that."
Sounds interesting! I don’t know how promising, but the very existence of such projects pleases. And it is correct that development is carried out away from the sphere of attention of T2. However, in the current conditions, the company may not care about modding in Russia. Although the tension still remains.
I doubt it, since the script uses memory addresses which are different in the mobile version of the game. If someone knows them, they can change the source code and recompile it for mobile SA. So, technically it can be possible but requires knowledge I don't have.
I tried it a little. At first, I immediately scared away that this is a battle royale and that the game is shareware. In short, the fears were confirmed. And if in more detail, then I decided to try it, having learned that there is a single mode. I launched it, there is training with bots, which surprisingly seemed like good opponents, where you have to defeat everyone, at the same time testing the main features of the game. But once the tutorial is over, only survival mode will be available for single player, which the game said can only be launched once a week in the free version. After that, out of frustration, I deleted it.
Even more: this technology is called Mission Pack (MPACK) and consists of separate folders (like a maximum of 24, but, alas, not all will be displayed in the menu) with their own GXT and SCM. If these mission sets were in a more polished state, there would be much more scope for small additions. Unfortunately, MPACKs have serious drawbacks in their current state:
• external scripts do not work (parachute, food, tuning and much more; although at least the parachute can be restored in a roundabout way)
• in the game start menu only a certain number of sets are displayed
• I had problems loading text
• Each set must have its own number, which is why there may be coincidences that must be eliminated manually.
Another example: despite disagreements between GSC and some of the players, numerous leaks on STALKER 2, including a full build, best demonstrated that the game exists. It still needs to be finished, but this is no longer a rendering of a loaf.
Therefore, yes, leaks are a source of much more objective information about the progress of development than rumors and gossip from moneymakers on the bench and even rare and, possibly, insider messages coordinated with the developers. Leaks often make up for the lack of data, which, by the way, is usually willingly shared by modders.
Pandemic ≠ state of emergency. Quote from the WHO website:
On 5 May 2023, more than three years into the pandemic, the WHO Emergency Committee on COVID-19 recommended to the Director-General, who accepted the recommendation, that given the disease was by now well established and ongoing, it no longer fit the definition of a PHEIC. This does not mean the pandemic itself is over, but the global emergency it caused is – for now.
And leaks, in a sense, are even good. First, players get at least some objective information rather than staged trailers with little to no actual gameplay. Secondly, this also fuels interest in the game. Thirdly, leaks and leaks in theory can reduce the impudence of companies: when players have the opportunity to understand in advance what is planned, and even more so when entire working builds are leaked, there is a greater chance of ruining the business of developers and publishers if it is clear that they have become insolent , and if everything is good, then those waiting will have more confidence in the game and, on the contrary, motivation to buy it.
Can you please link to this statement? In the videos presented here it says 'GTA SA Remastered Graphics Mod'. There is another video on the author’s channel: ‘Unreal Engine 5 Gameplay Concept made with GTA 5 PC Mods’. The key here is ‘concept’ and ‘made with GTA 5 PC mods’. The author did not do any transfer of the game to UE; this is a selection of mods for V, which is noticeable in the video itself.
It’s quite sad that recently the quality of news on the site has declined so much, while a number of technical problems have not been resolved, and there is little attention to the author’s mods. This is at least the second case of serious problems in the news this week: something old was passed off as new, then Renderware and RAGE with mods were passed off as Unreal Engine. It’s a shame for LC; it’s time to reconsider the approach to information coverage and its selection.
In a kick, so that she doesn’t suffer from bullshit, but works.
Horror, what kind of translation... Stop using machine disgrace, there are dictionaries.
And if it’s a “lawsuit”, then I’m sure he won’t achieve anything, there’s clearly not enough similarity to talk about the “theft” of the image. Cars and weapons are also inspired by real models, but their manufacturers have not bombarded R* with lawsuits, although they probably would have bombarded them if this idea was promising.
Speedrunners: “Challenge accepted!”
On the one hand, it seems fair. On the other hand, we know examples of games with a very conventional or simply short plot, which nevertheless can drag on for hundreds of hours. If we’re going to somehow change the approach to pricing in the field of games, then we’ll have to take into account a variety of factors, including openness to modification, and here the old GTA quite does the same thing. And it’s good if it works in the opposite direction: developers/publishers they forbade making some mods or cut something out - the price tag is reduced.
This piece of description suggests that the potential revenue does not go into the pockets of the organizers and participants. If the goal is truly charitable, then brand awareness is only beneficial. The publisher can warn that this is not his, but a third-party initiative, in order to avoid possible claims, the organizers can calmly carry out everything, as a result, more famous names like Cluckin' Bell attract more attention, people buy food there more actively, GTA is passive and free advertising, more funds are raised for charity. Why is this option bad? Oh yes, the dog in the manger (T2) simply hates any fan undertakings, but she herself cannot offer anything better.
Damn, it seems to come true.
But what scares me is the legal consequences. It can become so easy to rivet on each deliberately false compromising evidence that either we will all be BUSTED, or the laws will have to be radically changed.
It's loud. In English-language news on this topic, the concept of 'pop-up restaurants' is used, that is, restaurants designed for short-term work, in this case, for the duration of the exhibition. Exhibitions, which, judging by the official website, are also non-commercial. And in general, at such a pace, any fan art, including cosplay, can be banned, because it is based on the imitation of a look protected by the same copyright.
Well, what can I say ... T2 continues its glorious tradition of hitting everything that moves. It was possible to perceive the event as an opportunity to promote GTA and, if there were any concerns, simply warn that it was not being held on behalf of the publisher. But for T2 everything is the same as always: cancel and ban.
And happy birthday, LC! Let GTA and modding live and flourish with the site!
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
08E5: get_actor_in_sphere 1@ 2@ 3@ radius 350.0 handle_as 4@
if
056D: actor 4@ defined
jf @AGRESSIVE
The possibility of a crash if the model did not have time to load, and the name of the label with a spelling error (one 'G' instead of the correct two) is another evidence in favor of the theory of slaves, who are forced to write scripts instead of a mythical neural network! Everything fits! The site is in danger!
038B: load_requested_models
The neural network uploaded a pistol model, which is not used anywhere else... Perhaps this is a secret message from the very slaves who are held by the site admins and write simple scripts masquerading as neural network scripts!
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
2@ += 5.0
16@ = Actor.Create(PedType.Prostitute, #WMYBOUN, 1@, 2@, 3@)
069B: attach_object 11@ to_actor 16@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
wait 30000
end
end
end
Shock! The neural network cannot unload characters and models! Probably, no neural network exists, and instead, novice scripters are forcibly kept in slavery in the secret basement of LC admins!
I hope so. This division is convenient for both modders and ordinary players. And, probably, if everyone downloads only what they need, it will be possible to slightly reduce the load on the network.
And what are the real reasons? You can’t get into the developers’ heads, they don’t always report on the reasons, it’s also difficult to be 100% sure that the official version is true.
As for "could, would have done", then there are unfortunate exceptions. Loading "Online" remained slow for many years, until an advanced player in modding shared a ready-made solution with R*. It is worth giving credit, he was generously rewarded for his help, but the fact that the problem has not been solved for so long is a sad sign: Another example: above I mentioned a file structure that allows separate loading of modified files. This would greatly spur and simplify modding, protect against accidental file corruption, etc. And I remembered that something like this already exists in GTA, these are Mission Packs in SA: each “mission set” represents a separate combination of its own SCM and GXT (alas, with limitations, since the function remained unfinished), is displayed in the game start menu and allows you to add new missions and features without affecting the original ones. Unfortunately, later this technology was apparently used only for Episodes IV. If it had been put into the hands of modders, the series would have seen a lot more great mods. That is, there are already official opportunities to expand modding, but so far they are almost inaccessible. If this moment is taken into account in VI, it will be a great breakthrough against the background of not only the series, but also many games in general.
I put developers and publishers through "and / or" exactly because they are responsible for different statements and actions.
The rules regarding modding have become tougher, more categories have fallen under the ban, which has been known for a long time and was indicated on the R* technical support site. And a number of changes in the games of the series went to the detriment of modding, for example, stuffing even script files into archives, which makes scripting in IV and V very limited compared to the previous parts. Moreover, this is not something that is mandatory, in STALKER everything is initially in archives, however, you can create a separate folder for all modified files that will be loaded automatically instead of the standard ones. GSC does not seem to be a global giant in this area, however, it bothered to help modders in such a simple way.
They may not be considered, this is a problem of publishers and / or developers, primarily reputational. Of course, no one requires to fulfill all the wishes, but to provide for the possibility and desirability of dividing into online and offline and creating mods would be at least a sensible step and an indicator of real respect for the players, that is, consumers.
That is exactly why I did not buy DE and will not rush to buy VI, but first I will study what they will do there, using someone else's example. As a modder, I have set my priorities and will be able to compare whether it will turn out better than with V or not.
Some, alas, have already left, such as Silent. And a larger number abandoned the new parts of the series and stayed on the old ones, where there is more space for them. And the claim that this space is not enough in new games, I fully share and consider justified.
And GTA Online showed that even long-term support can be combined with a disregard for the players. You can remember microtransactions, balance issues, cheaters, bans, and long downloads. Fans of the single-player game "five" can recall the mandatory presence of a network mode on the disk with all updates and, consequently, the senseless loss of free space, dependence on the Internet and breakage of scripts with each update.
Because of this, there are fears that the studio's new games risk becoming almost completely closed to changes. It may be objected that a lot of other games still exist, but, firstly, their lifespan often turns out to be not very long, and secondly, the GTA series was originally about freedom, an integral part of which was the freedom to create something for the game . And if earlier it was possible to change or bring in much more, then over time the new approach becomes clearer: “If you don’t like what you have, get out.”
I foresee what the first mods will be like.
For reference: we do not have the concept of "assault rifle", this is a literal translation, in Russian terminology it is "automatic".
A tighter carry limit for the series is new, I wonder how it will feel in practice. Of course, with two main characters, the limit will not interfere so much. However, its presence makes a bunch of weapons an even worse idea than it usually is: you want to try a lot, but there are several “guns” in your inventory. Yes, and I would like the developers to take not by quantity, as in GTA V, where many types of weapons seem too similar and unnecessary, but by quality. 100500 varieties of the same thing - the scourge of mods on STALKER, for example, where there are only darkness of AKs. And Doom 2016 and Eternal come to mind as a good example, where almost all weapons are used throughout the game.
As a translator, I highly recommend notconsider verbatim as a merit of translation. Literalism, literalism is when ‘it rains cats and dogs’ is translated as “it rains cats and dogs” (and in Yandex translator it was at first), and each ‘to be’ is like a clerical “is”. The advantage can be the absence of excessive liberties and the accurate transfer of meaning and effect. Unfortunately, in the matter of translations in our country, due to the illiteracy of a considerable part of the population, preferences are shifted towards literalism: the illusion of knowing a foreign language is superimposed on the illusion of knowing a native language, and it turns out “but right there in the original it says“ rain of cats and dogs ”, from where you took “it’s pouring like a bucket”, half-trained overbrain⁈.
Fortunately, in the pictures, the translation seems to be normal, except that a comma is missing in "I'm afraid that."