I was skeptical at first, I’ve seen a lot of attempts over the years, but holy shit, it works (and on Linux I might add).

Links to download are in the article. It’s not seemless, but the world is “alive”. Drove around, got a 5 star wanted level, died and respawned, people out walking around, rode the subway, it was great.

Things noticably not there - spawn locations of your favorite cars/helicopters, and of course no story stuff - but I spent a few hours having a blast.

  • IndiBrony@lemmy.world
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    2 days ago

    Think I’d actually prefer it the other way around. GTA5 with GTA4 physics would slay.

    Still, a lot of effort here!

  • tal@lemmy.today
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    2 days ago

    I’ve long wished that FPS games could be updated to modern engines. Problem is, as things stand, it’s normally done with a lot of manual work. Occasionally there are remakes. Sometimes fans go out and do stuff like OpenMW for Morrowind, reimplement the entire game engine and often add support for modern features like antialiasing or reflective water or dynamic shadows or whatever. Which is impressive, don’t get me wrong, but it will never result in it being the norm for games to be forward-ported. Too much work. And it creates ongoing maintenance work, especially if you want to keep up with new hardware.

    The way multi-language, multi-architecture compilers work is to have an intermediate representation. So, if you want to support a new language, you just write a translator from your language to that intermediate representation. If you want to support a new architecture, you just write a translator from the intermediate representation to your new architecture. This is increasingly efficient as the number of targets and languages increase, since to support N languages on M architectures, you write N+M translators, rather than NxM (which you’d do if you wrote a specific translator to a specific architecture and wanted to support all combinations). And it isolates the maintenance work – someone adding support for a new architecture doesn’t need to worry about knowing how Language X works or bother to support it.

    What I’ve wondered about is doing something like that for video game worlds. Have a software package that can convert Fallout: New Vegas’s world to such an intermediate representation, something capable of expressing all of the stuff in existing game worlds, then having a generator that can output that intermediate representation to Starfield’s engine, for example. A number of games make use of Lua for scripting support, which also would somewhat-facilitate forward-porting game logic. Some functionality that isn’t present in older games would require some human involvement – like, say Old Engine doesn’t support volumetric fog and New Engine does, maybe when converting to the intermediate representation, one has the option to add it, requires some game-specific work in the part of the Old-Game-To-Intermediate-Representation translator.

  • OmegaLemmy@discuss.online
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    2 days ago

    I was actually more interested in it’s compatibility with FiveM, but it seems it’ll only really be an option for servers open to pirating (basically none of English ones) and an owner or team with at least one skilled person (a rarity)