Wait, wasn’t he broken? I just didn't even play. But I've been waiting for RDR2 for a whole year, it has some really fierce anti-piracy protection. I even tried to figure out which "Lenny's Mod Loader" would work on broken 1.0.1436.28 (which is the latest known cracked edition). It turned out that only the eighth - neither older nor younger - does not launch the game.
Does the blank cover the entire area of the original map (as far as I know, it is 36 square kilometers), or does it only occupy a small space? However, this is not particularly important for card makers; it is a useful thing in any case.
By the way, it wouldn’t hurt to add extensions to the card’s limitations, like the one from Fastman (i.e. “FLA”, aka “FastMan92 Limit Adjuster”).
The system of abandoned cars can be implemented in a similar way to what works in the fireman’s task. Or there is theoretically another way, but I don’t know how feasible it is: make a traffic flow like in a regular game, but “capture” every car in this flow, force it to stop and remove everyone who is sitting in it. Naturally, in this case we exclude the player and the people required by the script. For variety, you can randomly damage engines, open doors, etc. Well, then unload it from memory if it fits there.
Oh, I’ve been trying to figure out in my mind for a long time how it would all look based on GTA San Andreas, but now I have the opportunity to evaluate it with my own eyes. _____ Well, for a demo it’s not bad at all. I liked that the “shelter-soray” transition is now seamless, and it is possible to return back without having to kill or be killed, although I would still make the gate to the film studio closed by default, otherwise everything looks a little too careless. Entry and exit in this case can be done either by simply moving or by rotating the gate as you approach it, which is somewhat more complicated. I liked the picture: the gray-green color filter makes it even darker than in the original.
The AI is still lame: people outside of missions do not shoot at the undead (well, yes, there are only two people there and both are unarmed); The undead are sometimes frightened by shooting, and as soon as you enter a safe area, they happily forget about you and everyone else. Although even if the latter looks more logical, it is too tough in terms of difficulty (I couldn’t get through it without a cheat menu - yes, regular cheat codes don’t work here).
It would be nice to add to the system for the appearance of the undead: so that they, plus or minus, as in the original, appear in a crowd at once, and not gradually. But the original has its own problem - they appear LITERALLY everywhere around the player, even somewhere on the roof of a skyscraper. One idea to make it smarter is to form crowds somewhere on the road paths not far from the player (as I understand it, this is exactly the approach used here), but scatter each of this crowd a short distance from each other. That is, the output is a kind of mixed system.
It is clear that this is a demo, but there is an extreme lack of weapons and vehicles (and the codes, I repeat, do not work). And as the story progresses, I would freeze time at midnight. This is me, in general, completely nitpicking. And I really liked what I saw.
With Pyatyorka and RDR2 they didn’t seem to disappoint. Although if “correct” in the goblin sense of the word - with the transfer of all swear words, then this is already unlikely.
In theory, the diversity of passers-by can be achieved through the coordinated work of the randomizer and mechanics, similar to the character editor from RDO. And spread all this directly to passers-by. If you think through this matter well enough, then the probability of running into completely identical pedestrians will be near zero. But you shouldn’t overdo it with the complexity of development either, otherwise goodbye productivity.
Well, by the way, the main characters look very different in comparison with the recordings of the leaks. Not that it came out badly, I just want to point out.
It looks very cool, but such a beauty as Michelle Pfeiffer, in Susan Grimshaw's place... even in a state of delirium tremens, such a thing would hardly have occurred to me.
GTA SA on a PC without mods weighs just about 4.7 GB, this is if we are talking about the pirated edition 1.0 USA, which has not been cut down in any way. Just the right weight to fit perfectly into a DVD disc.
Well, in general, it’s divine, especially that, in comparison, one entire “San Andreas” on a PC weighs about 4.7 GB. And I'm not even talking about Definitive.
I apologize if I broke the buzz, but the worse the scenario of events you consider, the less disappointed you are when they happen - and the brighter the positive feelings if your bad expectations were not met.
I’ll also dry it out on occasion... but if instead of the GTA 6 trailer they release the Definitive trailer on phones, I’ll die of (hysterical) laughter.
This sounds close to the truth, although I personally have relatively restrained expectations about the graphics. I doubt that it will step forward even close to RDR2 as much as GTA4 stepped forward in relation to its predecessors. Although the engines are different. Otherwise, I expect from GTA6 a deep development of previously embodied ideas.
It’s a pity that for some unknown reason, in the newer editions of RDR2, many expressions from the category of “say hello / make you angry” were cut off, although there are almost a third or half of them there. You can only launch them through a trainer or special scripts - and then only without interacting with anyone.
A good thing, but in some cases it works contrary to common sense. For example, when you try hide nearby pursuers cause the player to yell at them.
I accidentally came across recordings of the walkthrough on YouTube. I didn’t even think that someone would give this whole thing at least some development, and such a cool one. I myself only made a mod for the slow dead, but I was thinking about doing something like a remake, I even prescribed things like a night vision device. But things didn’t go any further for me - I just scored.
Now I'm going to be really pissed off. I would use Futura PT Bold for titles, that is, bold instead of normal. It's a font that matches the original very closely. Maybe the high resolution of the images is deceiving me, but the one shown here looks like a Futura PT Medium, which is somewhat thinner than the original one in the original game.
So far I can’t play in this translation, but there was a good reason to replay the game.
Although I already went through it on and on the PSP, and on both emulators, when I was still wildly bothering with the control settings on the keyboard, but now it seems that there is an excellent reason to replay.
Even if the second RDR was released, despite the fact that the first RDR never saw the light of day on the PC, why would they suddenly not release GTA 6 on the PC? Although I myself at one time did not consider what I considered a rumor, but was almost sure that RDR 2 would not be released on a PC. Here is the fact that the release of GTA 6 on PC can be delayed for longer than a year or even two, while they will chop cabbage from console players and those who are ready to buy a console purely even for GTA - this is very likely. In the case of the latter, this also turns out to be mutually beneficial cooperation between manufacturers, which is why the release to the PC tends to be delayed. GTA 5 was delayed for two years, but then the release of the eighth generation of consoles also affected, which fell just in 2013, when GTA 5 was released only for the already fading seventh generation. Therefore, in a year, they rolled out a modified GTA 5 for the eighth generation, where they brought a first-person view, high-resolution textures, and so on. And a year later, when they cut down enough from the eighth generation to release it on a PC, they released it on a PC.
I would not go so far if I were them, if we are talking about two main characters, although everything is possible, especially in the case of multiple endings. Although if everything is very skillfully written in the plot, that is, let's say, put some non-obvious choice in front of the player, then this will most likely lead to heated debates in the fan community regarding what is considered canon.
But, as I think, the most unusual (albeit extremely banal) approach would be to make several endings, but chosen purely by chance, regardless of other circumstances.
Highlighting objects is generally a long-standing custom among Rockstars. I remember that only in GTA San Andreas the collectibles were not highlighted. As an exception, I can only remember the green goo, which we need to steal on assignment from the train.
Maybe the physique will be changeable, as in GTA SA, or at least less radically - as in RDR 2? And what was shown in the leaks is the default physique. Well, as an option. But, of course, as they say, wait and see.
As for me, something conditionally average between the control physics from GTA 4 and GTA 5 would be ideal. Because, IMHO, we have both extremes: the same car in the first case feels like a piece of soaked soap on a wet surface, in the second - like a radio-controlled toy. That is, a compromise is needed between the simulator and the arcade. And in all sorts of different mechanics, too, there is a joke, the main thing is not to turn it into an obligation, at least every minute. RDR 2 came up well here: the game does not force you to monitor the health of the horse, eat, sleep, dress according to the weather, clean weapons and maintain hygiene, but indirectly advises you to do all this.
It can be seen, or rather heard, that they did with the soul. I think even people who look at all sorts of re-voicing with doubt will appreciate it. Excellent work, which undoubtedly deserves a place in the TOP.
> "Corny, not everyone is ready to upgrade hardware, so that the top five would be drawn"
Well, I don’t know here, the Five is actually not a very demanding game at all, unlike RDR 2 or even, ironically, GTA 4. Even ten-year-old hardware will quite easily take it out.
It begins to seem to me, if we take into account the GTA 6 leak and the fact that it all happened by a curious coincidence on the anniversary of GTA 5, that this is some kind of conspiracy of hackers who intentionally want to bury GTA Online. Let's say that the current cheats do not have wide functionality, and, therefore, if some skillful conspirators buy the source code, then they, with their skillful hands and working head, can permanently and irrevocably register the entire Online as a graveyard.
Yes, now I have already noticed, in my conclusions, apparently, I was a little mistaken. As you can see now, almost all the recordings of the game were rubbed together (!) with the channels that posted them. Inter-corporate censorship, as the classic wrote, is the mother of her children. That is, to say that the leak is more than true, I personally now no longer have any reason. So I take back my words.
It looks curious if we assume that the game is running on the simplest graphics settings (because even GTA 5 graphics are better), but, it seems to me, the main argument in favor of their implausibility is that these leaks were not immediately blocked following a complaint from the copyright holder in the person of "Take- 2". After all, they have their own internal corporate intelligence, where such things are constantly grazing, and they would know about it in a matter of minutes, given that now it is even in the headlines of the domestic media. But, nevertheless, it still looks more like a self-made game with all sorts of resources carefully borrowed from rockstar games. That is a fake, but quite plausible.
Damn, the man says something like this, this processing device is absolutely not for gaming use, but for the defense industry. So praise God that it pulled the game at least that way. It will barely pull RDR2 in five to ten years.
I think it's not as timely as in the case of GTA5. The regular game still looks great to this day. And, unlike "Natural", the difference here is not so significant - basically only the shadows seem darker. Although, on the other hand, RDR2 has much less compatibility with mods than GTA5, so it’s hardly possible to change anything directly here, at least for now.
“In the past, Rockstar employees complained about alcohol abuse in the team, fights and trips to strip clubs. According to Schraer, the company was like a men's club, but now that has changed!”
Now, instead of alcohol, soy latte is being abused?
By the way, it wouldn’t hurt to add extensions to the card’s limitations, like the one from Fastman (i.e. “FLA”, aka “FastMan92 Limit Adjuster”).
_____
Well, for a demo it’s not bad at all. I liked that the “shelter-soray” transition is now seamless, and it is possible to return back without having to kill or be killed, although I would still make the gate to the film studio closed by default, otherwise everything looks a little too careless. Entry and exit in this case can be done either by simply moving or by rotating the gate as you approach it, which is somewhat more complicated. I liked the picture: the gray-green color filter makes it even darker than in the original.
The AI is still lame: people outside of missions do not shoot at the undead (well, yes, there are only two people there and both are unarmed); The undead are sometimes frightened by shooting, and as soon as you enter a safe area, they happily forget about you and everyone else. Although even if the latter looks more logical, it is too tough in terms of difficulty (I couldn’t get through it without a cheat menu - yes, regular cheat codes don’t work here).
It would be nice to add to the system for the appearance of the undead: so that they, plus or minus, as in the original, appear in a crowd at once, and not gradually. But the original has its own problem - they appear LITERALLY everywhere around the player, even somewhere on the roof of a skyscraper. One idea to make it smarter is to form crowds somewhere on the road paths not far from the player (as I understand it, this is exactly the approach used here), but scatter each of this crowd a short distance from each other. That is, the output is a kind of mixed system.
It is clear that this is a demo, but there is an extreme lack of weapons and vehicles (and the codes, I repeat, do not work). And as the story progresses, I would freeze time at midnight. This is me, in general, completely nitpicking. And I really liked what I saw.
But to top it all off, I also refueled with two liters of strong beer.
Not that it came out badly, I just want to point out.
A good thing, but in some cases it works contrary to common sense. For example, when you try hide nearby pursuers cause the player to yell at them.
But, for example, “Steam” is something with something, in a bad sense.
So far I can’t play in this translation, but there was a good reason to replay the game.
But, as I think, the most unusual (albeit extremely banal) approach would be to make several endings, but chosen purely by chance, regardless of other circumstances.
Well, I don’t know here, the Five is actually not a very demanding game at all, unlike RDR 2 or even, ironically, GTA 4. Even ten-year-old hardware will quite easily take it out.
High-quality grass is just not enough.
Now, instead of alcohol, soy latte is being abused?