Thursday, October 31, 2013

Grand Theft Auto III - New York Mod




Grand Theft Auto III PC Version

Grand Theft Auto III is a 2001 open planet action-adventure video game developed by DMA Design (now Rockstar North) in the United Kingdom, and published by Rockstar Games. It is the 1st 3D title in the Grand Theft Auto series. GTA III is set in contemporary Liberty City, a fictional metropolitan city based on New York City. The game follows the story of a criminal named Claude who was betrayed by his girlfriend in a bank heist and begins to work his way up the crime ladder of the city prior to confronting her. GTA lll is composed of elements from driving games and third-individual shooters. The game's notion and gameplay, coupled with the use of a 3D game engine for the 1st time in the series, contributed to Grand Theft Auto III's good reception upon its release it became 2001's best-selling video game and is cited as a landmark in video games for its far-reaching influence inside the market.






File Size: 379 MB (Split into 4 Components)
Password: ja-techs.blogspot.com

How to Set up?


  1. Extract download Parts using WinRar.

  2. Run "Setup.exe" file to start process.

  3. Set up any exactly where in Hard Drive.

How to Play?



  • Double Click on "GTA3" shortcut on Desktop.

  • Or Run "GTA3 NEO MOD" shortcut on Desktop for New Version.

(Note: Each Game will be save on it is own folder in MY Documents)



Advisable System Specifications:














CPU:Pentium III 1200Mhz
RAM:128 MB
VGA:GeForce 2 MX one hundred/200 32MB
DX:DX 8
OS:Windows 98/XP, Windows Vista/7
HDD:1 GB

Screenshots:


Click image to view Enlarge





Gameplay Video:



Feedback and Support!


If you like this game, please share this post as effectively as comment under this post.




Wednesday, October 30, 2013

Layers and other Christmasy things

Properly, we've just got a quite handy layering technique implemented into our gorgeous, gorgeous Level Editor. We also just got a bunch of equally stunning assets done for our Level 1.


In other news, it's almost Christmas, so we may see a short lull in production. With any luck although, we'll have a very rough cut version of the engine up and ready to go in a couple of days. 

So fascinating!

Embracing Hardness

I am not really fond of new year's resolutions, but I will make one particular anyway: From right here on, I guarantee myself to never ever take the basic way, but constantly take the hard one, when producing game.

This may possibly look a bit weird, so let me explain myself.


When generating games in the previous we have occasionally tried to take the straightforward way out, hoping to produce a lot of "playtime" for tiny effort. This type of considering have usually ended up being the worst components of the game or the worst tips. For instance, in Penumbra Overture, I designed some of the maps to be maze-like and have roaming enemies, pondering it would be an straightforward way of adding engaging parts to the game. These levels turned out to be tedious and effortlessly my least favorite components of the game. Another example is from Amnesia: When coming up with the standard gameplay design and style we had been set on creating some effortless way of generating levels. This ended up getting a negative way to go about it and we pretty considerably discarded all of these functions in the final game. Alternatively we went back to undertaking it the hard way - with a lot better results.

Right after releasing the Penumbra games, we truly felt a bit annoyed that it was so challenging to make new maps for them. We saw that other games could put out a lot of map-packs and similar, but this was really tough for us, and would expense almost as a lot as creating a new game. This feeling is not a new 1, and I have personally felt like this a lot of instances. The capability games that could be completed quicker and that allowed for basic expansions.

This feeling has resided a bit following the release of Amnesia, but till really not too long ago it was nonetheless there, nagging me. Then it suddenly occurred to me that I should not really feel negative about possessing operate that is difficult to make. Alternatively I must feel proud and embrace it. I know this may well sound a bit silly and self-evident, but it honestly came as a bit of a revelation to me. Not only must I feel good about any component of the game that was challenging to make, I must actively strive for it and discard something that is too easy. If a function can very easily develop gameplay for a portion of the game, it should be deemed a poor thought and either scrapped it or a adjusted into a tougher version. This not only because of private motives, but due to the fact I am very convinced that it will result in better games.

We ought to of course attempt and make the approach of generating the game as easy and straightforward as possible. Just like we, to fantastic accomplishment, enhanced and drastically simplified level and entity creation for Amnesia. Handling the tools of the trade is not what is meant to be difficult, but the act of creation. I am also not implying that we should try and reinvent the wheel and try to come up with new options to already solved troubles. What I am saying is that if any part of the game is also simple to design or implement, then we must be critically examine if it is actually required and if we really place enough thought into it. It should be regarded if there are any approaches to differ, expand or in any other way modify it to make it tougher.

What I am hoping will come out of this, are games that give a considerably richer experience. I feel a great example of this at work is to evaluate a game like Braid to a "regular" puzzle game. The very first couple of levels of Braid could simply have been expanded into a full game, but as an alternative the tough route was taken. This resulted in a game where the gameplay is continuously fresh and supplies a considerably deeper knowledge. You also see the identical kind of forces at perform when comparing the Super Mario games to contemporary platformer titles. There is a specific degree of good quality to the Mario games, a big part of which I believe comes from to doing items the hard way.

This will most possibly result in a lot more perform for us, but as I now aim to embrace challenging difficulties, that should only mean we are on the appropriate track!

Mowing the Lawn Analogy in a Game About Growing Grass

finally have the new model in and working
We also finished the new model and we already
 have him operating for us!
Things are going effectively, I consider. I sort of bounce among optimism and despair fairly very easily, but lately it seems to be mostly blue skies. We've got our jobs laid out neatly before us and we've created a sort of interim goal to function for that I consider is good for morale. Well, excellent for mine anyway.

Like maintaining the lines straight even though mowing the lawn, it aids to look at exactly where you are going rather than where you are. #lifeadvice

So the objective: A trailer. It makes me feel awfully vulnerable, publicly declaring my expectations. But right here they are: It'll be about a minute. A quiet, moody type of a issue that hits all the appropriate buttons. It's gotta be gorgeous. Painfully so. It is gotta show our open fields and claustrophobic caves.

So the initial step was getting the right music. Had a extended conversation with +AJ ForteSounds about how ideal to obtain this. We ran through tips. Conversation shifted from Limbo to Fez to the act of sweeping. It got sort of weird. But in the end, it was a good results. Oh man, was it a achievement. I fundamentally melted when I heard what he place together for me. I want you all to hear it, but it had much better wait til the trailer. Sorry.

We're nevertheless very a ways away from finishing the trailer. Or even beginning it. Sorry.

We've got caves to make, and platforms also. Enemies and rain. Lakes and rivers. Clouds. A fairy.

It sounds like a lot, and I guess it is a lot, but things are moving at a brilliantly satisfying pace. You will see quickly. And you know what? I can't wait to show you.

For now, you'll have to settle for a gif. This 1 shows our new grass system.

New grass system paints texture before animating

Horror Tip: Elevated

Name: Elevated
Variety: Short film
Link: Youtube component 1 and part 2.
This is a quite unknown short film from the guy that created Cube (1 of my favored horror movies) and it has a lot in frequent with that movie. Each films are based on a worry of the unknown, have tense psychological drama and feature a really limited set.

The complete film takes spot in an elevator exactly where two people are confronted with a blood-soaked man claiming there is a monster in the creating. From there issues go from bad to worse as the individuals commence to distrust every other.

I liked Elevated a lot and it is a shame that there are not a lot more films like it accessible. Especially in this age of spectacular effects it is refreshing to see films that let the viewer use her personal imagination!

Uninvited Guest; Livestock Upset

So I just came early to function right now at 22.00 and located the front door to our warehouse ajar. Considering that possibly some of our pets had escaped, I became a bit worried and very carefully entered our damp dwelling.

Carrying a meat hook (somebody forgot to tidy up last evening?) I walked down to the cellar and saw that there was a mess at a single of the table. There where also strange sounds coming from the cages and I had to use the cattle prod to calm the critters down. I counted them all twice and all stock seemed to be in location, enabling me to take a sigh of relief (we utilized to be six folks in Frictional you know!).

Then I noticed that some of our notes, parchments and scrolls exactly where missing. A thief! I also identified a match lying in the mud on the floor, confirming that (most likely) one particular of the a lot of hobos had sneaked in. This sort of confused me although, because I thought they learned their lesson last time in a very tentacular way. It was also strange that they would take papers I was not aware that they could read (maybe nature called?).

Oh effectively. Now it is back to operate, have some stuff to disect and refine. Just wanted you all to know abut this shady company in case you hear something!

Hmm.... now exactly where did I place my important salts?

One Day Away

I've been busy. I've been rebuilding a new level progression into the old editor so that we can have anything great and playable prepared by the time TooManyGames begins tomorrow afternoon.

Here's the schedule: Tonight, choose up my old friend Mark from the airport and then force him to play through the level develop to make certain it is lengthy sufficient to get 20-30 minutes out of.

Tomorrow morning, head out just before 9 am and make the trek to mysterious Philadelphia, exactly where the founding fathers wrote the very first video game in 1776.


We've redone some key elements of the game here. Maybe most noticeably above is that grass no longer grows everywhere- now, it signifies areas where trees can be planted and grown. If the columns, stones, and grass in the foreground isn't sufficient to tip the player off that "Hey! Appear! Listen!" then hopefully the grass going will do the trick.

Second, you can see a floating platform. That ought to give you some type of an concept about what is taking place right here. We're moving away from the more slow and dramatic sort of pacing that you saw in earlier videos. We've upped the speed ~50% and added in some far more standard platforming. Long story brief, Sprout's Tale is acquiring a platformer-esque makeover.

You are going to also see that the above image shows grass in the foreground. "How could this be, you ask?! Every little thing is dead!" Properly, yes. That was old Sprout. This is New Sprout!

Okay, just kidding. But fundamentally, this version is more or much less a game that takes place entirely within a person's (read: mine) memory. Each and every puzzle represents a distinct memory and occasion, every single unique object has it really is genuine life counter-piece. I'm not certain how other folks get with stuff like this, but I enjoy dissecting items like this and I hope players will get some entertainment out of it as well.

There is a lot of factors left to add in, but we're pretty considerably out of time now. To tide you more than, here's a brief video displaying off the new cave terrain. I wish I could give you something far more, but I want to maintain some stuff on the proverbial "dl" until at least Monday.