@Joshimuz@ClassicGJ I've known that it was due to happen on this day for about a week now, so it's probably just your local news reporting being like this.
@ObbeVermeij@__silent_ How would you design such a system back then? Would you make some sketches on a piece of paper first or did you start prototyping straight away in code? How many handwritten notes would you keep around on your desk (not counting bug reports)?
@Aryan_Manavi@__silent_ Look up SkyGFX, it tries to replicate the PS2 look. While I may not be accurate to the pixel, it makes a decent attempt at making the PC version not looking as shit as it does out of the box.
@ObbeVermeij@IHuntyou04@elyelgow This was an achievement that players could get in GTA IV's multiplayer (on the picture). Were you there playing/playtesting multiplayer matches back in the day or could the players only meet the networking dev team there?
@ObbeVermeij Was Pay N' Spray logic (and just garages in general) your code? Why do Pay N' Sprays in San Andreas refuse to respray pushbikes and show this message? Was it just silly to allow player to respray those?๐(these bikes do have carcols set up and can spawn in different colors)
@ObbeVermeij@AxelMagne You might remember this: this is official RenderWare 3.6 documentation from 2003, which was publicly released by EA on their GitHub. There are sections on how to create custom plugins, BSPs, camera usage.
This is a chapter on immediate mode rendering, which GTA uses quite often.
@ObbeVermeij@AxelMagne When was the last time you coded in C++? There's been a lot of improvements to the language: smart pointers, concepts, string_views, move semantics, modules, constexpr.
I'm sure these would be nice to have in the early 2000s.
@ObbeVermeij@dryxio2 Yes, I wanted to ask: did you guys used a digital camera to take images for in-game textures or did you develop film? Did you take any photos yourself that ended up as textures for the in-game buildings?
@ObbeVermeij@barizberk GTA III still lists WS2_32.DLL (Windows sockets library) as a dependency, although it doesn't import any functions. I think this is a leftover from when you tried to implement a multiplayer mode 24 years ago.
@ObbeVermeij@preluzhu Who placed hidden collectables (packages, tags, pigeons, stunt jumps) on the map? Have you tried to collect them all? (I would assume you have, in order to test that the 100% thing works correctly)
@ObbeVermeij@FelipeSlorenzo Were you aiming for a specific time of year in GTA 3/VC/SA when coding weather and sunrise/sunset hours? Was this decided by the producer/game designer or did you tweak these settings to your liking? Question inspired by this video: https://t.co/NnGsYqyuNr
@ObbeVermeij@dkluin123 One of the artists who worked on Manhunt, Campbell-John Dick brought a lot of his models made for Manhunt into GTA SA. He liked to put CJ_ in front of his models' names.
@ObbeVermeij@rubyeex GTA3 can sometimes log "THIS SHOULDN'T HAPPEN TOO OFTEN" to the console. This message originates from the CPed::WanderPath being unable to locate the next appropriate path node for a ped. The funny thing is, this message appears WAY too often in the area on the screenshot.
@ObbeVermeij@GrimDth I like the old games being hard. Not that long ago I replayed San Andreas with a controller (I always played the game with keyboard & mouse) and that was HARD. Especially the autoscroller missions, these were brutal on a controller.