Edgecrusher

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Posts posted by Edgecrusher


  1. at least it doesn't sound like its going to be the way it was in San Andreas where the immideate coast was modeled and everything beyond was just ground texture and water...

    ^ That's exactly what I would expect it to be, maybe a larger detailed underwater area than SA had, but I can't see them throwing away disc space on the edges of the map.

    procedural generation is the magic concerned.

    you barely "waste" anything and still can create immense things.

    just think of minecraft, the core files are just a couple of mb and yet each time a world is started, they generate the biggest game environment these days, covering a larger area than the surface of the earth.

    thats where I was going with my post.

    all the scenery-relevant data is there already in the game; water, ground textures, plants, rocks, animals, effects like dust or splashing waves... all you need to do is add a code that randomly mixes it over and over again to procedurally generate an endless world beyond the actual map.

    now I'm no expert when it comes to coding, I learned basic in school (at a time when c++ and .net have been established already, go figure) and taught myself some smallscale html and c++, but I have a hard time thinking that'll be a waste of disc space to implement a procedurally generated endlessness beyond the actual map when using visual content already present, which would make sense to make transitions smooth

    anyways, I think we won't have an endless desert, I hink we'll have a large island to play with and and endless ocean around to get lost forever, either with or without detailed ocean floor, but I think it's with. a procedurally generated endless oceanfloor works in just cause 2 (at least as far as my experiments can tell), why shouldn't it work here?

    Well, you learn something new everyday. :thumbup:


  2. at least it doesn't sound like its going to be the way it was in San Andreas where the immideate coast was modeled and everything beyond was just ground texture and water...

    ^ That's exactly what I would expect it to be, maybe a larger detailed underwater area than SA had, but I can't see them throwing away disc space on the edges of the map.


  3. I'm thinking that it is possible the new handling may only apply to certain cars, ie; the muscle cars will probably still handle much the same, but the Scooby lookalikes etc. will grip the road a bit more to give the feeling of driving a four wheel drive.

    Sorry to dissapoint you but it is very very unlikely.

    Rockstar said the driving of IV was NOT good and wanted to improve it.

    I don't think they will let some cars behind, its not that big deal, they only improved the grip and not the handling

    The driving of IV wasn't that good, you keep slipping for almost every move.

    They said the cars where like floating on the water because there was no grip.

    Doesn't disappoint me at all, I was merely speculating based on limited info, same as you.


  4. The biggest game R* ever made. But we still dont know the real size of the Beast. In GameInformer article they say this map will the base for further evolutions, what? A dlc with more area? A GTA 5.1, 5.2?

    This screenshot probably reveals the most of LS, from the new shots. Some of downtown i recognize already, but it's nice to see the residential houses and mansions lining across the mountainsides in the background.

    on-the-outside-looking-in.jpg

    I could be wrong but the city, Los Santos, looks smaller than GTA 4 Liberty City.

    Keep in mind that they said that the draw distance has been greatly improved, so you may be thinking that distant objects are closer than they actually are.