GTAMP.com

Grand Theft Auto Media Press
It is currently Sat Sep 23, 2017 2:48 pm

All times are UTC




Post new topic Reply to topic  [ 16 posts ] 
Author Message
 Post subject: OpenGTA2?
PostPosted: Thu Mar 31, 2016 7:03 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
Does anyone know what the status of this is?

Last news was this: http://gtamp.com/2009/07/18/gta2-news/

Now his site seems to have gone including the svn, but there is some mirror on github here:

https://github.com/u9oqcd4p/OpenGTA2


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Thu Mar 31, 2016 11:03 pm 
Offline
Boss
User avatar

Joined: Tue Mar 04, 2008 6:51 am
Posts: 1274
Location: GTAMP.com
It hasn't been updated for years. OpenGTA2 supported multiplayer and allowed players to run around the city. The physics weren't finished. I don't think cars and weapon support was ever added. Black Phoenix decided to rewrite it from scratch and renamed it OpenGBH. He still owns the http://opengbh.net domain but it's been down for a while.

In 2014, someone asked him if OpenGTA2 was dead and he said no but he's not working on it: https://web.archive.org/web/20150220161 ... age_id=438

Black Phoenix is still alive and coding other projects but nothing GTA2 related. Years ago he said to me in emails that he has 3 projects ahead in the queue before GTA2 projects. I sent him an email today to get the current status but no reply yet.

https://github.com/PhoenixBlack


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Fri Apr 01, 2016 9:28 am 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
Hmm I wonder why he would re-write it. Sounds like it was about 50% of the way there gameplay wise.

I've got a fork of the original code on github but I don't want to spend time updating it if its a dead end :).


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Sun Nov 20, 2016 12:57 am 
Offline

Joined: Sat May 16, 2009 6:14 am
Posts: 886
Location: London, UK
The original game, with vike's modifications as promoted through GTAMP, is huge fun! Just returned to it after some years and had a tremendous evening of retro gaming on our custom levels.

_________________
GTA5 Race, DM & Capture | GTA2 Levels & Coding | GTA2 YouTube Videos
Gran Turismo 6 custom track club(Sign in with PSN details, then follow link again.)


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Tue Dec 06, 2016 11:52 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
Has anyone worked on reversing the car physics? I've been thinking about perhaps using a dmavideo.dll proxy to try to reimplement the car physics functions.

I think for a re-implementation the car physics need to feel very close to the original. All of the reading map formats/scripts etc seems like it can be done easily enough.

In fact it seems that GTA2 rendering engine is also implemented in a DLL, so a custom/reimplementation of this is probably possible too.


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Wed Dec 07, 2016 12:47 am 
Offline
Boss
User avatar

Joined: Tue Mar 04, 2008 6:51 am
Posts: 1274
Location: GTAMP.com
NYC.gci has all the car handling data in plaintext but you'd still need to re the game to make use of that data.


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Tue Jan 03, 2017 6:28 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
I've started a project that reimplements dmavideo.dll and d3ddll.dll here https://github.com/paulsapps/GTA2Hax

After this is done I will try to make OpenGL rendering engine for GTA2 and integrate ImGui for debugging purposes. Then I can start work on reversing car physics properly. It might even make sense to reverse a lot more of the engine. Let me know if anyone has any useful info or can help :).


Attachments:
2017-01-02 (3).png
2017-01-02 (3).png [ 28.71 KiB | Viewed 5931 times ]
2017-01-01.png
2017-01-01.png [ 47.05 KiB | Viewed 5931 times ]
Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Tue Jan 03, 2017 10:35 pm 
Offline
Boss
User avatar

Joined: Tue Mar 04, 2008 6:51 am
Posts: 1274
Location: GTAMP.com
Cool stuff. All the found memory addresses are in this thread but there's a lot more that hasn't been found. Vike has IDA files for gta2.exe, he'll be happy to send them.


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Wed Jan 04, 2017 8:08 am 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
If I could get a copy of the IDB file that would be awesome :D!

Edit: Got it now :)

About 70% done in terms of having a working open source d3ddll.dll

Edit: Some more funny screen shots of various hacks/progress.

Edit: Almost have a replacement now, only lighting is missing. Colour conversion of on the menu is wrong, and the internal texture cache is always missed for some reason. But otherwise its not looking too bad.

Only bad thing is that I've lost motivation to continue now, I'll try to fix these last few missing features/bugs. But probably won't continue in the near future on reversing the main GTA2.exe.


Attachments:
2017-01-05 (6).png
2017-01-05 (6).png [ 777.83 KiB | Viewed 5027 times ]
2017-01-07.png
2017-01-07.png [ 144.66 KiB | Viewed 5027 times ]
2017-01-05 (4).png
2017-01-05 (4).png [ 177.92 KiB | Viewed 5027 times ]
2016-12-27 (6).png
2016-12-27 (6).png [ 641.48 KiB | Viewed 5027 times ]
Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Fri Jan 27, 2017 8:00 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
3 bugs left...

1. Lighting is super confusing due to floating point hacks, see screen shot. Struggling to get this one working..
2. Main menu graphics colours are wrong - should be easy to fix.
3. The texture cache is always missed, probably doesn't really matter on modern hardware..


Attachments:
2017-01-27.png
2017-01-27.png [ 621.26 KiB | Viewed 3825 times ]
Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Fri Jan 27, 2017 9:08 pm 
Offline
Boss
User avatar

Joined: Tue Mar 04, 2008 6:51 am
Posts: 1274
Location: GTAMP.com
Looking good, I hope you don't lose motivation. Will you add widescreen support?


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Fri Jan 27, 2017 10:57 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
Sektor wrote:
Looking good, I hope you don't lose motivation. Will you add widescreen support?


I think that probably requires also replacing some functions in the main exe - the game would still only be trying to render 4:3 amount of data. Stretching the viewport is easy enough though.


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Mon Jan 30, 2017 6:28 pm 
Offline
User avatar

Joined: Fri Jan 29, 2010 3:00 pm
Posts: 945
Location: F21B3EED
paul wrote:
3 bugs left...

1. Lighting is super confusing due to floating point hacks, see screen shot. Struggling to get this one working..
2. Main menu graphics colours are wrong - should be easy to fix.
3. The texture cache is always missed, probably doesn't really matter on modern hardware..

Epic progress!

Floating point hacks hmm... sounds familiar when i was working with the Epic GTA2 Script Decompiler.

In SCR files the float values were stored by multiplying float by 16384 and storing the result as 32 bit signed integer.

_________________
My GTA2 related projects:


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Mon Jan 30, 2017 9:05 pm 
Offline
Mugger

Joined: Thu Mar 31, 2016 12:32 pm
Posts: 10
That sounds like fixed point. I've fixed 1 and 2 now.

The float hacks in GTA2 is some variation of this: http://stackoverflow.com/questions/1349 ... -quake-iii all replaced with a call to sqrt() once I figured out what the hell was going on!


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Thu Feb 09, 2017 1:42 am 
Offline
Boss
User avatar

Joined: Tue Mar 04, 2008 6:51 am
Posts: 1274
Location: GTAMP.com
Likely way outside the scope of this project but are you able to debug audio? I want the shocking.wav to play when you die on train tracks, it displays the "shocking!" text but instead plays wasted.wav. Other sounds aren't played either like toasted and game over. Shocking.wav will actually play if it's your last life although in that case you'd think gameover.wav should play.


Top
 Profile  
 
 Post subject: Re: OpenGTA2?
PostPosted: Thu Mar 30, 2017 1:57 am 
Offline
User avatar

Joined: Sat Dec 26, 2009 11:53 pm
Posts: 1060
wow, thats really awesome stuff!

_________________
yur sa'nok ngeyƤ


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group