@signalspikedev How de did this back in the day:
D3DVIEWPORT9 viewmodelVp = camVp;
viewmodelVp.MaxZ = 0.1f;
device->SetViewport(&viewmodelVp);
RenderViewModel();
In the early days of GTA1 development, the driving just wasn’t fun.
Then Pat Kerr, who is handy with physics but wasn’t even on the team, dropped in some driving code that fixed it.
He’s now published a playable demo using those same ideas. It’s remarkable how much it feels like GTA1—especially the handbrake (space).
https://t.co/egqQSB7vsa
My main concern is the fact that your compiled WORK IN PROGRESS work might be blatantly taken and decompiled can be stolen from you using AI in moments.
That's been said, I DO NOT ALLOW to decompile The Driver Syndicate.
This definitely impressive seeing skating in MW2 but now seriously concerned me once I've seen my hand-made C++ game was decompiled by one of members of our Discord.
I definitely did not like it.
Infinity Ward made Modern Warfare 2 with ~100 people and a $40-50M budget.
Maurice Heumann just decompiled 99% of it. Alone. With Claude.
- Up to 17 agents running at once
- About 11 weeks
- 235 billion tokens. That's $85,207 at API prices. Maurice paid ~200 euros
- The game plays. First nuke already earned
This is wild. And modders are furious about it. (Some of them have a point.)
No one asked me if they can decompile it, or ask for feature. They just did it and what is worse, with AI in few hours or days, IDK. Feels like stealing.
@shrydar This exact billboard system can be seen in the early DriverNG builds, which is post-DPL engine version. Idea still remains in final Driver SF as low-res, low-fps horizon texture
Had a dream back in 2020 that PsyCross wld be used across PSX decompilations
And now we have:
-Driver 2 (ReDriver2)
-Crash Team Racing (CTR Native)
-Silent Hill 1 (silent-hill-decomp fork by SlickAmogus)
-Syphon Filter (SF-pc-port)
PsyX not ideal but glad to see it evolving!
Uncapped framerates and mouse aiming. What else you could wanna from Syphon Filter PC port.
Can be found from here: https://t.co/LWJD6wtO7M
#syphonfilter#pcport#pcgaming#playstation#ps1
Have you ever imagined Driver 2 with Online Multiplayer?
Wobbly (not our community member yet) forked REDRIVER2 & completely reworked it to support P2P networking and up to 20 players and supported classic game modes!
No coop and traffic but more to come! https://t.co/SYqVRIrr1E
@SelimSerefkara We have Driver 1 iOS symbols mapped to PC version and we were about to decompile it, but not PS1 version as it is a different thing despite shared code with both PC version and Driver 2. So far we understand many differences and OpenDriver2Tools allows us to view D1 content.
I think everyone just forgot that Driver 2 decompilation PC port exists.
So here is a kindly reminder😄
It has graphical and gameplay improvements, lots of bug fixes, even restores some cut content!
And you can even play it in your favourite Web-browser.
https://t.co/ScEAMxH7Os
@bananozau There's a little but still, it has more like broken functionality restored and even some mission specific features never made to retail build. You can learn about them here: https://t.co/VNR6tmo57d
Some Drift Juice 🧃
Wheel rotational blur is done with an custom overlay sprite shader that amplifies with wheel speed.
Rear wheels lock up and get red hot when the handbrake gets abuse.