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The GTA: San Andreas remake in Unity has a new release out

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SanAndreasUnity, an open source remake of the game engine for GTA: San Andreas that aims to be cross-platform has a new release out, with better Linux support included.

Here's the highlights of the latest release:

  • remove unused asset packages added by Unity
  • SFX sounds fully supported (removed file for SFX timings)
  • don't disable vehicle's rigid body on clients (should result in better vehicle sync)
  • GXT can be imported (temporarly disabled)
  • sync aim direction for host's ped (fixes a bug when clients were spammed with errors when host's ped started aiming)
  • optimized FPSCounter - reduced GC allocations (for 50KB, of total 70KB) ; texture is updated only once per frame ;
  • all windows are drawn from single OnGUI() function - reduced GC allocations
  • assign script execution order to all scripts - the game should not behave differently on each build
  • added support for case-sensitive filesystems - Linux users no longer need to perform any setup - the game works out of the box

As a reminder, like other remakes this does require you own a copy of GTA: San Andreas and so there should be no legal issues with it since it's not handing out any assets. It's just a game engine, that can run it. Much like OpenMW, openXcom and a great many others.

I'm absolutely all for keeping games alive with new game engines, especially when they're titles that are long past being updated. The issue here is that while the project is open source so anyone could help, the limiting factor is that it's built with a proprietary game engine (Unity) which is something that was debated in the comments of our last article. Worth a read of those comments.

Anyway, you can find SanAndreasUnity on GitHub.

Article taken from GamingOnLinux.com.
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TheRiddick 12 October 2019 at 4:50 am UTC
are they using the unity vulkan render path?
mrdeathjr 12 October 2019 at 1:01 pm UTC
TheRiddickare they using the unity vulkan render path?

no use opengl for now

TheRiddick 13 October 2019 at 12:20 am UTC
I don't know why more developers don't just use the vulkan option. I've know a developer to test it out under Linux earlier this year and he said their is absolutely no problems using it. No excuse really.
chr 13 October 2019 at 7:55 am UTC
TheRiddickI don't know why more developers don't just use the vulkan option. I've know a developer to test it out under Linux earlier this year and he said their is absolutely no problems using it. No excuse really.

A hypothetical excuse could be not having the hardware to test it (only GPU-s that are pre-Vulkan). And there is a time and effort cost to organizing someone to try it out for you. Especially if it is a passion-project rather than something you get paid to do - you would always rather work on the parts that you enjoy.
TheRiddick 14 October 2019 at 2:22 am UTC
I think its just developers choosing DEFAULT options for us pleb Linux users, we're clearly not important so default values for building on our platform will always mean OPENGL. for now.
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