History of DYOM (Grand Theft Auto: San Andreas)
It's worth starting with how the idea for this modification was born. The developers, and there are more than two of them, but I don't see the point of going into details and names, were originally going to make a simplified constructor for creating missions for global modifications. That is, to make a simplified, but more advanced version of what we call Sunny Builder or main.scm today. In fact, they did just that, but their idea was implemented a little later. In the early days, English-speaking players used DYOM as a standalone modification. Imagine the level of misunderstanding by Patrick Wildenberg (PatrickW), one of the main creators of DYOM. This is what he said, his speech is translated, so don't be surprised by strange verbal constructions:I began to notice that there are a lot of modifications for GTA. Modders change not only the models of peds or cars, but even the entire map, creating something new, unrecognizable from the old GTA. But some mods can also make changes to the engine. From GTA you can create anything you want, you can create any kind of atmosphere, the toolkit is simply huge! I thought, what will happen if I add a ship from Star Wars to the game, replace CJ with Darth Vader, put a laser sword instead of a katana and start taking over the world? Everything in my plan was cool, except that taking over the world was impossible. Then I realized that if I see a task on the screen, such as: "Take over the world", - I will be really satisfied
DYOM story
Surprisingly, before the "true meaning" of DYOM was understood, self-made missions to a specific version of the modification were able to find their niche. There are some truly iconic English-language missions worthy of separate articles. One of them is the continuation of the GTA 3 storyline in CA. These are 60 missions in which the main coolness was "sleating", from "sleating" (selfmade creating), this is a word from the Western DYOM forums. When the mission creator sets up, for example, enemies and objects in this way, that the firefight becomes really interesting, regardless of the fact that we were shooting while passing the original SA. For example, we have slitting, of the last missions I played, there is only one mission pack, and I will not say its name, its author, my friend, knows himself.
DYOM history
Over time, other modifications were added to DYOM. Among the English-language packs, there is, for example, the prehistory of the infamous game "Mafia". Loading screens, cars, peds, animations from the "Mafia", mods for add-ons to the engine were added to the usual CA. Thus, a completely new game had to be played. This is the simplest example. It is better not even to undertake a description of some projects, because it will not work to fully describe, for example, "Doom 3", "Die Hard", "Star Wars" created from CA ...
DYOM history
Not surprisingly, DYOM has evolved. Now on the original English-language site DYOM missions are almost not loaded, all because all "mission packs" are distributed on the appropriate forums, and some sites dedicated to mods for GTA.
It is from the idea of ​​creating another game from GTA CA that updates to DYOM are made. The camera is improving, the possibilities of gameplay are expanding. For creators of missions for regular GTA, these updates are essentially useless. If you are doing another shooting game, what difference does it make to you whether you have the opportunity to make a smooth camera flight or not? That's the same.
In Russia, there were examples of conceptual mission packs. Like Postal mission pack, or something like that, where besides DYOM enough other mods were used. But against the backdrop of the achievements of English-speaking colleagues, this is of course pathetic attempts, despite the fact that the mission pack is not bad.
It is thanks to the flexibility of CA that we can see DYOM version 8. Mission packs are gaining, attention, up to HALF MILLION downloads in the west. I would give a link, but alas, I'm afraid it will be an advertisement for another site. CA makes completely unique things. Why download, or if we are talking about the west, buy some kind of game that you do not know whether it will work with you, whether it will be interesting, in which you will be taught to shoot or throw a grenade for the thousandth time on some supernova, super engine, if you can download an ordinary mission pack, spend a minute installing mods, and opening the usual CA, you will see something amazing.
DYOM history
There are even mission packs sold for real money. And they are quite symbolic. But imagine if half a million people give them thirty cents that are not important to them for your mission pack. A lot of money, especially considering the current dollar rate, right?
Unfortunately, this does not seem possible in our country. Take a look at the last page with new missions on Liberty. It's amazing, because an adequate pack of missions, with a cool picture, did not receive even fifty downloads, unlike the rest of the projects on the list, which, with a couple of exceptions, are complete trash. By the way, this is an adequate pack, and slitting is used, the gameplay in it is interesting, and shootings, and so on. Why didn't he get even the slightest attention? Because no one needs it. The second part of this project was shortlisted at the Western Forum. Can you imagine what's in there? Do you understand why the author would not want to post this for a Russian audience? Because instead of this, people are better off downloading and playing the next adventures of some soldier, bandit, homeless person, kid, lad, psycho.
DYOM history
What awaits us in the new version? Let's go briefly.
- New animations. Mainly focusing on animation interactions. There will be an opportunity to make kissing, pushing heroes. It will be possible to make an actor or player jumping out of a vehicle. It will be possible to "stick" the actor to a vehicle or object. As it was in some missions of the original SA.
- Updated design of the actors' functions, and new functions .. The actor will hide and appear instantly, as if a little ahead of the target. The movements of the hidden and emerging actors will be smooth, as if they are one and the same ped. The actors will drive much "smarter", now they will be able to plot the route by themselves. There will be an opportunity to make the actor a fighting style, and adjust the "hand-to-hand combat skills" to make enemies more difficult to defeat in a fight. There will be an opportunity to make a dynamic attack. Your opponent will move along a given route during a firefight. It will be possible to prescribe individual goals to a friendly actor, for example, pushing forward, bypassing enemies, covering the player, etc. Mass spawn of actors, by principles. For example, ten actors, in two skins, with some of your settings.
- New machine functions. Tuning. Saving machine settings. For example, a green bullet with dollar wheels can be saved in the settings and placed in the next missions. New capabilities of cars and other vehicles, such as throwing spikes on the road, drive settings (front, rear, full), turning on colored smoke, dropping bombs or objects (mainly for aircraft), and much more.
- Sounds update. Target-to-target sound. Quieter or louder sound.
- Camera update. 48 frames mode for maximum smoothness, less "clumsiness" of the moving camera. The camera no longer flies through objects, it simply "ignores" them, lets them pass. And other.
- Configuring the functions of objects. There will be an opportunity to make some objects "sensitive". For example, a chair will fall if someone pushes it, and in the event of an explosion, it will crumble to pieces. Objects can be attached to the vehicle. It will be possible to weigh any car with metal plates, or simply load boxes into the trunk of a car, which was impossible before.
Actually, there is much more.
Good luck and appreciate quality items!
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