GTA VI Leak [video]
youtube.com
youtube.com
The problem with GTA is that it's a fairly shallow game, which limits what kind of immersion you can experience. Imagine if it included more realistic elements like economics and persistent characters. You could decide you have a vendetta against Bob and steal his cheese every time he goes out shopping for groceries. Heck, you could become the cheese kingpin and monopolize access to cheese. Although a more thematic approach would probably have to do with drugs, which doesn't seem like too far of a bridge to jump considering the game genre.
I just saw the video quickly, without viewing it all. But the added interaction menu (multiple choices, one was "Rob") seems like it'll add a lot of interactivity to the world. AI seems to have much more complex behavior as well, which would add even more "life-like" feel to the game and again, more interactivity.
But, this is a early development build, those could just be prototypes that won't make it into the final game. Certainly a lot of new features are also not shown in the video.
Don't think Rockstar would work and release a GTA that is just a minor improvement on the previous version, they always make leaps when it comes to quality of GTA releases.
Again, it'd be super controversial and will probably never get made, but I'd play a game like that.
It has over the top moments (like GTA) but I think the story is compelling and it’s not hard to see the parallels to modern day groups and events.
Personally I'd have preferred it if i I had to eat and had to set up camp for the night. That level of roleplaying really helps the world feel tangible for me.
Too many "realistic" food systems feel like a tedious system to be engaged with just to avoid punishment. This somehow feels more like a reward.
What?
EDIT: Also, your description of the "mission structure" is so vague it could apply to any mission-based game, anywhere.
Hm, I loved doing that in platformers (most recently Ori and the Blind Forest), but wouldn't associate achievement hunting with GTA, but I'm clearly not familiar with recent GTA games.
Sure it's not the most immersive game, real RPGs are much more so, but it's fun. I'm looking forward to playing through another story, finding more funny side quests, etc.
This is not to downplay or invalidate the fun you get from sandbox games, they're clearly a very popular genre. I think they just appeal to a different sort of person.
It's nice in a way that GTA has both.
Doesn't GTA V do the multiple dialogs thing too? I could have sworn it did.
I don't think GTA V does that, driving to missions works differently, there is less dialogue on the way and the "check point" is closer to the actual mission and I even tried to provoke different dialogues by failing missions because I wanted to hear alternate dialogue.
For example, most reviews were written in text, not some awful tuber vid
2. Make sure to get my super fast car for the inevitable getaway
3. Drive towards location
4. Cutscene triggers
5. Car has been swapped for totally different junk car used by character
I want a world where I can figure out what to do next and that still functions, not one where Character X has to tell me to move to the next room for the doors to work as doors.
We didn't know how far in the future we were living...
Just yesterday I learned that in Skyrim, there is a caretaker in the orphanage called Grelod the Kind, who is terrible to the children. So apparently if you are a pacifist, you can put a fear spell on her and she will run out the orphanage and she gets killed by a beggar there. That’s brilliant! It tells a story (beggar must have got her kid in) and it’s another way to solve the problem.
I can obviously see how it's much harder to make a narrative state machine than a sequence of events with maybe a few branches, but still it's disappointing when huge budgets are spent on visuals alone with no good reason to examine them deeply.
Cough Cyberpunk 2077 Cough.
And even in the fleshed-out parts, the NPCs relevant for missions, that's all very linear and basically only interacted with for missions.
To slightly exaggerate, it's a good interactive action movie, and a very nice sandbox to do stupid shit with vehicles in. (Don't get me wrong, that's a totally fine thing to be! But it leads to tradeoffs that make other parts shallow)
In the PC-first era, "Your machine just isn't fast enough" was a viable position for a developer.
But with fixed console specs, there's no "more" to encourage players to upgrade to.
After that, it felt like multiplatform releases on console were "easy enough" that AAA began always targeting them in game design.
Prior to that, AAA PC titles didn't really give a damn about consoles, which only maybe received a some-features-included reimplementation if the game was a hit.
What it doesn't have is strict or difficult obstacles that give a perceived difficulty. The game's difficulty hits a plateau quite early on and then it's really an exploration and narrative experience. Which most people prefer. GTA online is a different beast and probably where this one will focus. More live ops and changing / persistent world, more like fortnite's map would be my guess.
I think for our age group, game mechanics and open world are not enough - we want to be told/discover an interesting story.
I hope that Rockstar took a cue from FiveM and incorporates role play into GTA 6 online. I've played on some FiveM servers and it's pretty incredible, there are full servers doing cops and robbers, with mods for everything from writing tickets to police radio only the ones playing the cops have access to.
Compared to GTA Online, it's a wildly different experience. And I hope Rockstar includes something like that in GTA 6, it would honestly help them not have to make so much content so often, make the game robust enough where players can create their own fun. We know it's possible because FiveM did it, and if those guys can do it, Rockstar should have no trouble.
RP goes way back than 5, as a matter of fact there are still active servers for GTA San Andreas Roleplay (SAMP) and of course Arma was popular in the past.
You’re just abstracting “the rules” into “game design”
Lets not forget the regular online is just 3 people chasing you around the map on their hover bikes with rocket launchers no matter what server you end up on.
I wonder if this would even be possible in GTA.
That's more or less what you expect. Resources are finite, and unless you're Tarn Adams you generally chose to make a couple very complex things, or a lot of fairly simple ones. Sometimes you get depth from the interaction of simple things, but GTA rarely does
They are some of the blockbusters of gaming, so I'm not surprised they've gotten a little cautious.
Unisoft have done it a fair bit with Watch Dogs, don't think anyone cares that much about it really.
The thing that rockstar are really good at is the world-building - Los Santos just feels so authentic, even if an obvious parody: Even the radio voice actors are so well casted that the voice of non stop pop (Cara Delevingne) is allegedly a cokehead in real life too!
can't believe she doesn't like pepsi. smh
and the fact that you are commenting anonymously on the habits and/or appearance of someone you've never met (Cara Delevingne is a model and actor).
both/and
The GTA San Andreas gang turfs, with the aggro rival gang members who'd start trouble when you were minding your own business, were one of my favorite parts of the game.
And the heists mechanic was seriously underused. Just when you got the hang of it, it was the last heist in the story. I would have paid money for a DLC bringing more heists.
They intentionally wanted to leave space for the player to explore in that release.
> I would have paid money for a DLC bringing more heists.
They had promised this Half-Life 3 style for years....dirtbags!
Two or three top people behind GTA left RockStar, and the first heist was delayed by years presumably by technical difficulties.
The lack of updates/progress, for years, implies internal disruption more than anything, and GTA6 development likely started up a couple years ago.
That was way better in GTAIV where you constantly struggled for money and only after the big bank job became somewhat flush.
For me, RDR2 remains the benchmark for what kind of immersive experience a game can create. Nothing has topped it so far.
I played a lot of GTA V but in RDR 2 the character is so slow that moving or interacting with anything is a chore. I stopped playing after 5ish hours and that was the only reason.
Gameplay is more important than immersion.
Presumably it's just going to be another (revisited) location, better graphics/animation/AI, stories are getting more complex, even bigger maps with even more side missions and discoveries, and probably another leap in terms in realism of NPC's -- much like RDR2 lets you have (elementary) conversations with virtually everyone, and NPC's follow much more realistic entire "paths" and activities during the day.
GTA has always been about unparalleled breadth, not depth. Deep and narrow is the DNA of other different types of games. And nobody has the resources to to deep and broad. GTA's breadth and shallowness is its defining feature, not its problem.
I was hoping that they would at least upgrade the graphic side of the things, it does seem like from this video, that it could easily be just another DLC.
Think after I saw that Matrix demo from Unreal Engine, that trend would carry on into city roaming sandbox games.
Still can't wait to pick up this game in 2 to 3 years when all the bugs are fixed and they have a discount.
https://www.technologyreview.com/2016/05/13/245938/moores-la...
https://www.cnet.com/tech/computing/moores-law-is-dead-nvidi...
That's not what moore's law is. Moore's law says that TRANSISTOR COUNT will double every 2 years.
> Moore's law is the observation that the number of transistors in a dense integrated circuit (IC) doubles about every two years
- https://en.wikipedia.org/wiki/Moore%27s_law
Back to the ps4 and ps5:
> Each of the PS5’s CUs has roughly 60 percent more transistors
- https://www.digitaltrends.com/gaming/ps4-vs-ps5/
From the same page, the original PS4 had 18 CUs, the PS5 has 36 CUs.
So if the PS4's transistor count is (n x 18), the PS5's transistor count is (n x 38 x 1/0.6) = (n x 63.3333) - which is only 3.5x
If moore's law had held you'd expect a multiple of 8 or 16, not 3.5.
Moore's law is dead, and the new console generation proves it.
>Moore's law [states] the number of transistors that could be housed in a dense integrated circuit [doubles every X]
(emphasis mine)
The PS4 GPU was a 28nm chip and PS5's is a 7nm one. A factor four reduction in length between transistor terminals equates to a factor of 16 increase in transistors that could be housed in one unit of area. That's precisely what you'd have expected from your definition of Moore's law. In reality there's a bit more to it, like efficiency and power consumption (Moore included that in his original estimate), which slightly lessen whole deal of increasing compute power. But as stated in my first comment, it still holds as an OOM increase when you look at raw FLOPs in the end, which is what we expected.
That side, I think GTA has been moving further away from this vision since San Andreas. San Andreas had a ton of stuff to do outside the main missions. GTA IV frustrated me because it kept feeling like player choice was secondary to telling their story. I was so upset when I lost my original apartment when buying a new one. In SA collecting all the houses was a driving motivator for me. And V just got rid of so much in single player to prioritize online which I couldn't care less about.
This! I thought GTA V's single player was way too short. I love online gaming, but I never enjoyed the multiplayer GTA - the whole point of GTA to me was exploring a massive map and finding tons of little easter eggs the developers left....well, that and seeing how long I could go with 5 wanted stars and unlimited ammo.
A map as large as GTA: SA, GTA IV or GTA V is much more fun when explored individually, not with 100 other people simultaneously (especially when some of those 100 people are there to troll everyone else and do stupid things that ruin the experience for everyone else).
Shame Rockstar made so much money with GTA Online, to the point where developing it out for over a decade was more worth it to them than building the next GTA. I think the PS4/XBONE console generation was the first generation to not have a GTA title built for it. It's literally just a slight graphical improvement over the PS3/X360 release. Same goes for the PS5/XSX release. Nothing new added.
I couldn't really play V post completing the game, I'm actually convinced it was completely broken and I'm surprised more don't talk about it.
Whenever you respawned the cars that are driving around you would always be the same no matter really where you were and it felt like once they were spawned it struggled to have memory slots to spawn in any others so really all that was available were that 4x4 and a few others. I had a theory that the car spawning seed was derived from the mission state somehow so it was always using the same seed in the post-game and because Online was the priority they never bothered fixing it or noticing.
If you drove around for 15 minutes you started getting more cars in the pool but the cops were so aggressive and psychic the game just wasn't much fun anyway.
GTA 4 and 5 were my favorite games. There's enough depth from the story and gameplay for me to have sunk so many hours of my life into them.
I just want better graphics, more pedestrians/NPCs, way more vehicle traffic, and cheat codes to disable the police when I get bored and want to blow stuff up.
The fun thing about playing video games is how easy it is to imagine yourself a video game designer who could easily criticize any other game's design and implementation while easily designing and implementing an even more fun more beautiful easier to play game that everyone would want to easily play so much they would easily spend more than enough money on it to easily pay you to quickly and easily implement on time and on budget.
Personally felt like it was almost a bigger calling to than the missions. The reward felt greater as it gave the sense of ownership and expanding one's territory/empire, which also gave the benefit of not stressing about being taken out by a gang during missions.
Either way, can't wait to see what they have to present.
No checkpoints were visible even. I think it's far more likely that this game will be about "open world" and "multiplayer" combat and driving mechanics, centered around resource collection.
There was a huge leak for Diablo 4 two weeks ago as well.
It would be neat if Slack reported stats on searches so that, for example, a company could better understand what key conversations should be moved into proper documents…but this is likely against Slack’s interests.
IMO Slack and chat apps are way overused in development teams. They’re there for questions like “when are we meeting for that team event tonight?” And “Hey, can you review this code before I submit?” And NOT “Can you describe, in massive detail, all the arguments that get passed to our FooBar function?”
Fortunately, AWS from my example makes you set a new one after this. I'm sure there are other company-administered services with similar dynamics where the pwd change isn't required or the admin won't check that box because try are bad at their job
The integrated RADIUS server can be configured to allow passwords that need changing (so that you can actually connect to AD and change it if you're away). But many other services, like AD-backed VPNs and such, will choke on a password that must be changed.
My current company has an internal ‘secret sharing’ tool kind of like Pastebin (but encrypted, one time open links, etc) for one off sharing of things like that. For all other creds we use Vault heavily.
PII, passwords, things like that are NEVER to go over Teams or email.
Then maybe you've got a planned change that requires a manual operation on the production database, and you don't have the password already because it's rotated daily.
Maybe you need the agent license key for the monitoring system, so you can add it to the secrets file for the new host you're setting up.
Maybe someone created a new service and, and asked you to generate a new oauth2 client secret for it, and you need to send it to them.
Maybe it's corporate policy that every laptop must have an encrypted disk, and you've mailed a new remote worker a laptop and now need to send them the disk password by a different channel.
Maybe you occasionally need to work with some decrepit system that doesn't support single-sign-on - like a server's IPMI or some obscure bit of network equipment.
Of course there are better options than slack (which doesn't even have an off-the-record mode) but if slack is what everyone uses? Well....
I think we set something like 1 year of retention for "public" channels, 9 months for private, and then certain channels can lower it beyond that. Same for files. And we have our tokens expire once a month.
The defaults for Slack are pretty insane.
I was going to make a suggestion about PGP or GPG or whatever, but those tools are so bad you can't expect software engineers to know how to use them... (not sarcasm)
Snark aside. What I mean here is that GPG is difficult to use and I would guess 90% of programmers don't know how to use it.
I use PGP very frequently and I'd like to know what's bad about it so I could maybe look for alternatives.
I meant that they're difficult to use. I would love to be proven wrong or directed to some good resources for learning them.
I hear that gpg is very difficult to use quite a lot but I have not had that experience at all. The flags are pretty self explanatory and the magpage(s) are very detailed!
There are also decent GUI interfaces that are extremely simple to operate! I would recommend "kleopatra" for most people! Emacs also works if you are into that!
You can export your public key using the --export flag, by default it exports all public keys in the keyring, so you can pass a keyid to only export a specific key. If you need the exported key to be in text form (not just a binary file) you can pass the --armor flag as well. The --armor flag encodes the binary data with base64 or something which allows you to operate on it like you would any other text (copy/paste, send over email, etc).
As for distributing the key, it depends! Lots of people put their public key on their GitHub profile or somewhere on their website (if they have a website). Since we are on HN you could put it in the "about" field on your HN profile. If none of these work you can send it over telegram, signal or whatever your favorite messaging method is.
For most people and situations the TOFU (trust of first use) method of distribution works fine. If you have stronger security requirements or are more paranoid you can establish a more secure channel or try to meet with the other parties in person.
So, someone would ask a password to a system, we'd answer "ridiculously long one", or "the one X came up with", "variation 5".
When one of the security guys overheard what we did, and asked the details, we told what we do. The answer was "oh, that's neat!, go on".
It was a fast-paced project, so the project dynamics made the method work. If the systems and passwords were more stable, it might not have worked this well.
It seems to me to be super high quality of a GUI library.
You can see it here being used in Rainbow Six: https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interf...
The reason I like mobile and small desktop applications is partially for the tight cycles of build/test/fix/ship. Even writing it out now, the experience of working on any game of even moderate complexity must be entirely different, right?
If you work on a game, building ImGui tools isn’t a primary concern, it’s what you do to be able to easily test your stuff.
- the behavior of npcs is way more complex here. They’re not just running off scared. The ones at the registers have a way more complex animation than the current gen game.
- the cops seem to have a more refined line of sight and search pattern. They don’t just come at you.
- there is way more use of interiors here, in the current gen there are very few interiors other than instanced garages and stuff.
Nothing else really stood out but it’s clear that even if the graphics are not updated they’ll still have plenty of improvements to gameplay mechanics and world depth.
Although, I guess maybe my argument is moot since your average home PC CPU is going to have at least 4, probably more, cores...
For example, Dwarf Fortress is one of the most complicated games of all time, and the creator wrote about how he kept to just running it on 1 core.
On top of that, you need to test it, which means it's much more time consuming.
I'd be surprised if any complex modern game had multithreaded gameplay code, and even if they do, it's usually some common, but CPU intensive problems, like pathing that gets parallelized.
Additionally, I found that most people don't have the skillset to write correct multithreaded code in any capacity, and even those that do frequently introduce hard to detect bugs, in addition to being a huge mental overhead.
It's even harder to make performance gains using multithreading. Let's say I multithread my code, but the additional complexity, and synchronization makes my code run at 60% the original speed. On 2 threads, I'm running at 120% speed. It would've been much easier to keep my code on 1 thread, and invest the mental energy to make the code 20% faster there.
I guess their only recourse is to get a trailer out asap to show the game how it was intended to be seen.
Leaker claims to be the same guy that hacked Uber.
https://twitter.com/charalanahzard/status/157141520154692403...
The original Star Wars wouldn't be Star Wars without all the behind-the-scenes photos and film they "leaked". As I a kid, and still now, I cherish that stuff, and it makes the franchise so much more valuable.
https://www.empireonline.com/movies/features/star-wars-behin...
https://www.polygon.com/23282211/bungie-destiny-2-communicat...
>The guy with the data/source code for that game is just on forums taking requests like a reddit AMA, searching the source code then pulling up what people ask for. One guy just asked him to send him some code related to an ongoing court case vs TTI, and he just did it.
>Turns out the guy asking him to scour the source code is one of the GTA5 cheat makers R*/TTI is suing lmao.
https://twitter.com/APZonerunner/status/1571411248390242307
>I don't see how it's a shame. How does it ruin anything at all?
As for the environment, the videos I looked at don't reveal much anyway.
IMHO there should be much more WIP material like this in the public, published by the game developers themselves. Too many people think that games just spring into existance, without a clear idea how game development actually works.
(Whereas small/solo indie devs often show in-development work, because having anything seen that might interest future players is much more important to them)
EDIT: case in point, even here we already have comments wondering what mistakes Rockstar made because this random development footage, likely years before release, doesn't look that much better than GTA V.
I can safely predict that this leak will have approximately zero impact on the actual sales of GTA VI however.
> a huge part of the appeal of games is the illusion there's more than meets the eye. Most gamers want to suspend their disbelief and let their imagination run rampant
This is complete nonsense.
I guess it's a bit like watching the BTS of something like the LotR trilogy. When you get to see all the orcs in full makeup just goofing around with the rest of the film crew, it means when you see them later in the real movie, you can't help but be reminded they're just people in great makeup. Keeping up that illusion in game dev must be enormously important.
What's the argument against them building in public like the rest of us?
Who are these "the rest of us". Most game development happens behind closed door, the gameplay only to be seen as the game is ready to be released. In fact, most software in general is developed like this. Open/public development is not at all the norm for development.
Not sure if you are aware of the protection of trade secrets and intellectual property for games and proprietary game engines that if leaked would be useful to hackers, cheaters and aim botters?
This will disrupt development for some time, they need to figure out what has leaked (seems the hacker also took code from GTA V and VI), what changes they need to make to their systems to prevent this again.
This will probably delay the release date of the game.
edit: fixed typo.
This gives me hope.
Yes, it's not nice to have your work revealed before its ready, but locking down and just keeping the pace of development up would be the more judicious use of time.
I don't even read too much into the diner scenario, since that's a great test-bed for interactive NPC behavior, object interactions, and general scenario creation tooling. It MIGHT be in the final game, but it may also not be, and it wouldn't be impactful either way.
Your statement is not technically wrong, the best kind of not wrong. I saw a lot of games in the past which had some COOP mode which you can technically call COOP, but just has so few things to do that I feel like it was just an excuse to write COOP on the box. Battlefield 3, Far Cry 3 come to mind.
Game engine looks like an upgraded GTA V, UI is apparently authentic rockstar.
> My previous work: https://www.nytimes.com/2022/09/15/technology/uber-hacking-b...
Seems like a nice kid. I hope he doesn't get caught in litigations.
If you ever discover vulnerabilities, responsible disclosure seems like the only way to try to keep yourself out of trouble and even then only if ignorant people in the company/lawmakers won't misconstrue what has happened and want to put you in jail regardless.
Going on the company Slack, announcing that you're a hacker who has stolen data and finishing your messages with something negative about the company does not seem to be a good way of doing that:
> Hi @here
> I announce i am a hacker and uber has suffered a data breach.
> Slack has been stolen, confidential data with Confluence, stash and 2 monorepos from phabricator have also been stolen, along with secrets from sneakers.
> #uberunderpaisdrives
That feels like opening yourself up to being treated as a criminal, especially if you post about it elsewhere (like social media) and the "breach" gets attention, which might negatively impact the stock price of the company in question.
It's good that many companies out there have bug bounties and hopefully InfoSec will be improved as a consequence of this, but there are better ways about achieving the same result, without putting yourself at so much risk.
Except for the social engineering aspect, in regards to acquiring the credentials, however.
Which makes the situation even more problematic.
Just because it was a teen whole wrote that they stole things.
I mean Uber critical max payout is... $15.000. These are bugs that leak out client data and could possible damage the company for millions. I've had companies that argued with me that loss of client data wasn't critical but minor. Some even just give a bounty of $250.
Not that this excuses the behavior of hackers leaking confidential data but companies easily pay millions for anti-virus software that only detects well-known viruses but skimp on zero-days in their own software.
Not even grey hat activity.
Or it could simply be that his older account got lost/blocked/something else so he made a new one :)
Gamer forums can be a prickly place, haha.
There's really only so much you can say about a company's security through a bug bounty. You can't show how devastating a vuln would be, you're stuck on the perimeter, etc. It leads to companies improving appsec a lot, which is great, but everything else is still weak.
Remember lulzsec? If not, I think you would have liked that drama.
But that made me wonder... will ever have "visual coding/scripting" outside of video game development? Sometimes I wonder that we are still in the "silent cinema age" of computer programming. Sure we have new and modern tools but in the end of the day it's still writing plain text.
If you do decide to build a scripting system for designers, I would recommend being very conservative with features and thinking twice before adding any new feature.
It's not as if Rock Star can't find anybody qualified who wants to work for them, or any designers who are willing to learn to code in a powerful visual scripting language.
This attitude causes disasters like PHP's "Smarty" templating language.
PHP was already a templating language, but somebody got it in their head that there should be an iron-clad separation between designers and programmers, and that PHP gave designers too much power and confused them, and that their incompetent untrustworthy designers who refused to learn anything about programming deserved something even "simpler" than PHP, so they came up with Smarty.
Then over time the realized that their designers were powerless, so their programmers would have to learn TWO languages so they could wade into the Smarty templates to make them actually work with all the extra code they had to write because Smarty was so crippled, so they nickle-and-dimed more and more incoherent programming language elements into Smarty, making it EVEN HARDER to use and more complicated and less consistent than PHP, yet nowhere near as powerful.
https://news.ycombinator.com/item?id=20736574
DonHopkins on Aug 19, 2019 | parent | context | favorite | on: YAML: Probably not so great after all
One of the most ridiculous examples of this was the Smarty templating language for PHP.
Somebody got the silly idea in their head of implementing a templating language in PHP, even though PHP is ALREADY a templating language. So they took out all the useful features of PHP, then stuck a few of them back in with even goofier inconsistent hard-to-learn syntax, in a way that required a code generation step, and made templates absolutely impossible to debug.
So in the end your template programmers need to know something just as difficult as PHP itself, yet even more esoteric and less well documented, and it doesn't even end up saving PHP programmers any time, either.
https://web.archive.org/web/20100226023855/http://lutt.se/bl...
>Bad things you accomplish when using Smarty:
>Adding a second language to program in, and increasing the complexity. And the language is not well spread at all, allthough it is’nt hard to learn.
>Not really making the code more readable for the designer.
>You include a lot of code which, in my eyes, is just overkill (more code to parse means slower sites).
https://web.archive.org/web/20090227001433/http://www.rantin...
>Most people would argue, that Smarty is a good solution for templating. I really can’t see any valid reasons, that that is so. Specially since “Templating” and “Language” should never be in the same statement. Let alone one word after another. People are telling me, that Smarty is “better for designers, since they don’t need to learn PHP!”. Wait. What? You’re not learning one programming language, but you’re learning some other? What’s the point in that, anyway? Do us all a favour, and just think the next time you issue that statement, okay?
http://www.ianbicking.org/php-ghetto.html
>I think the Broken Windows theory applies here. PHP is such a load of crap, right down to the standard library, that it creates a culture where it's acceptable to write horrible code. The bugs and security holes are so common, it doesn't seem so important to keep everything in order and audited. Fixes get applied wholesale, with monstrosities like magic quotes. It's like a shoot-first-ask-questions-later policing policy -- sure some apps get messed up, but maybe you catch a few attacks in the process. It's what happened when the language designers gave up. Maybe with PHP 5 they are trying to clean up the neighborhood, but that doesn't change the fact when you program in PHP you are programming in a dump.
Mandatory link: https://blueprintsfromhell.tumblr.com/
Unreal Engine 4 includes a visual scripting language called Blueprint.
That website collects some of the bad examples of what people do with this system - a lot of the times, the results are the visual equivalent of spaghetti code. In my experience, this kind of spaghetti is quite normal in shipped games.
Just to be clear, any type of spaghetti (visual or code) is common in any type of shipped software product (game or not), especially ones where there is deadlines.
This a guy has very good tutorials in video form https://www.youtube.com/watch?v=bY6Nl-OEhSo
Visual coding is still highly symbolic and structured, typically a directed graph representing data flow. The "visual" part is just a middleman so to speak.
I don't have a lot of experience with AI-generated images, but from what I've seen it doesn't look like its strength is generating highly structured/logical images.
It's also very nice to visualize models of components of cars/planes in Simulink using visual computing and play around with various blocks and learn how they affect the stability of the system.
One common application of node-graph editing is shader construction for rendering engines. For Octane, see e.g. [0]
[0] https://duckduckgo.com/?q=octane+render+engine+node+graph+ed...
- Blender's Node editor[1], used to create materials and describe post-processing flow.
- DaVinci Resolve Nodes[2], used to create reusable color grading profile (LUT)
[1]: https://docs.blender.org/manual/en/2.79/editors/node_editor/...
[2]: https://www.makeuseof.com/nodes-davinci-resolve-beginner-tut...
And the HL2 gave us a nice delay. So everybody cheering for leaks I hope they are also cool about waiting longer for the finished game.
He posted many screenshots proving he has something authentic, tho.
Other than that notin gaming i don't think
There was also a leak of one of Ubisoft's games, not sure about source code.
Night club: https://streamable.com/6g87e8 Gun fight debugging(?) session: https://streamable.com/3zw3ed Vice City Metro: https://streamable.com/rx0hed Truck parkour: https://streamable.com/70mre0 Dev adjustments: https://streamable.com/kbp778
My real name is not really Spaceman, and I don’t really talk like this in the real world all the time.
Every social profile exists in its own little meta space where you might not exactly be who you are irl.
It wouldn’t be surprising. GTA Online makes so much money, Rockstar probably was in no rush to develop a follow-up game.
This is early build stuff, not worth judging it at this point.
Most games really don't exist as a playable format until about 1y before release, there are separate gates for features and content; content/UI/Graphics are worked on until about 2 months before release. Nothing before 6 months even looks like the final product in most cases: just a rough outline.
There is a huge expectation towards GTA since Rockstar has a history of being one of the best. The RDR2 was stunning on the previous gen.
Like you had a very distinctive visual style on GTA 3, VC and San Andreas - which in part was probably due to hardware limitations, but R* owned it.
So it wouldn´t shock me if it would be something in these lines, to be distinctive yet familiar. Most likely the bigger improvements will be on online gameplay.
Besides, most if not every game looks like trash until just ahead of proper launch, that's just the state of game dev.
In comparison, last big release Rockstar had was Red Dead Redemption 2, and I don't think anyone would call that game rushed in any way, it was very polished at launch.
Rockstar on the other hand has been making consistent hits again and again for years, without overextending themselves.
I hope GTA Online grows (e.g., the world grows, to include Liberty City), with characters and their stuff carrying over.
Edit: forgot to include article
Guess I did grow out of that, as neither IV nor V managed to keep my interest for more than a few hours.
You can't really see it from the leak.
Grand Theft Auto V was set in San Andreas (Los Angeles).
Grand Theft Auto VI will be set in Vice City (Miami).
I remember Los Santos in GTA San Andreas and Los Santos in V
Got a lot of attention when it was up.
It's funny how ready some people are to commit federal crimes over a multiplayer game.
PvP usually starts out of spite (eg. Player A kills Player B out of boredom) and then turns into pissing matches over who has bought the most expensive toys. The end-game is literally a Microtransaction that instantly kills anyone for 7€ real Money.
how come game devs / artists are the only ones that should never have their work seen before they deem it to be 'ready', how many devs in other industries have had to push work to the public before they deem it 'ready'. I personally like having the 'curtain pulled back' so to speak, it's interesting to see the amount of work that goes into making a game / movie / whatever.
1) empathize
2) in that specific way
this is a far cry from my initial thought of “don't tell me what to do” so I’m really curious if you can articulate in a way more of us can relate to
Secondly, do you think watching these these videos is making anyone at rockstar fired up? Do you think they like this? I believe that almost all of them are deeply saddened by this. Should we celebrate and respect people’s work by making them feel awful?
Lastly I’m not telling anyone what to do. I’m just merely pointing out that this content is not soul-less. It’s built on the backs of people who did not willingly share this material. I think it’s awesome if people are curious, but I think to is incredible disrespectful to execute that curiosity by forcefully stealing something.
Stealing requires moving something from its original place, like the car. This was copied. It is copyright infringement, at best, and an issue for the person copying for others consumption, not the consumer. Its not the consumers responsibility to know who has a license to avoid infringing a copyright, and it isn't their liability to view. Elaborate marketing stunt or actual leak? Not my responsibility to care. But let me know if you come up with a more applicable analogy, I’m fine with analogies comparing dissimilar things that share something in common, I think this one dilutes your point here and fails at providing any introspective possibility.
I can relate to the idea that someone wanted a grand reveal, I don't have the same feelings as you about them being deprived of that goal. I think there would be plenty of artists in the organization that are annoyed at the direction of the development choices and are elated that the public can criticize it now.
Relax, it's just a few videos. Not the actual game. It's publicity and won't hurt sales. May even help pre-order sales.
The irony of your analogy is that stealing cars and crime in general is encouraged and celebrated in the game. Watching a few leaked videos of that action is not a moral dilemma.