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Driver You are the wheelman - Unity Remake "Prototype V1" + Download 

4KANT
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V2 can be found here:
• Driver You are the Whe...
This is the first public prototype "test" build.
This includes:
-All base maps from the first Driver
-Traffic System (mainly for Desert, Newcastle and Miami "partitially")
-Day / Night (Working vehicle and miami map lights "partitially")
-Miami Bridge Map LOD Cars
-Working Main Menu
-1 Cheat "All traffic chase player". (shows cop chase function)
-Basic damage for the player
This build is "very" unfinished even it has the right feels and it i plan to add the maps from Driver 2 too (and maybe a main menu toggle).
Things that are planned:
-Traffic light system (it is present but not really built into each of the maps)
-Splitscreen multiplayer (mainly 2 players but more are possible)
-2D tree render (this will take "some" time to place all the trees especially on Driver 2's havana map)
-More complete traffic paths (this will take "weeks" or "ages" to place)
-Traffic Damage on hit (a similar function is implemented for the player already)
-Vehicle smoke on damage (what is easy to implement)
-Sun Render (easy to implement)
-Handling improvements for both player and traffic (it is awful right now)
-Debug menu(s) for allowing tweaks
-Other fixes that need to be done
-More cheats
Traffic vehicle spawn is yet locked at 20 cars max because it would have produced lag inside the editor.
Turns out more cars are possible if played outside the editor. So that may be tweakable in the cheat menu soon too.
drive.google.com/file/d/1JcMz...

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Опубликовано:

 

1 апр 2023

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Комментарии : 46   
@denntombstone7004
@denntombstone7004 Год назад
looks like it oculd be really cool with some physics refinement! I like the idea of driving around with driver 1 and 2 cars on all maps
@CommissionerLawWonder86
@CommissionerLawWonder86 Год назад
I liked the part where all of the vehicles from both Driver 1 and Driver 2 all ganged up on Tanner's Chevelle.
@mikeivoyloff1656
@mikeivoyloff1656 6 месяцев назад
Isn't that the 1970 Skylark?
@emilabbaszade622
@emilabbaszade622 Год назад
3:38 it’s amazing you add the traffic. I love this part 😊
@Michael_Ace
@Michael_Ace Год назад
Apart from the scale and the physics, it actually looks pretty accurate
@paulofagundes3006
@paulofagundes3006 Год назад
Ah, this brings back some childhood memories, like that of the unbeatable first mission 🤣. Keep up the good work man, you're pretty much solving my biggest complaint about this and other car games of the same era, like Gran Turismo 2, which is the bad image resolution.
@BlackWhiteMusicorg
@BlackWhiteMusicorg Год назад
Driver 2 and Gran Turismo 2 are was my first games on PS1 )))
@paulofagundes3006
@paulofagundes3006 Год назад
@@BlackWhiteMusicorg How cool, man. In my case They took all my firsts. PS1 was my first console, GT2 and driver 1 & 2 were among my first ever games... I was only 6 at the time. Oh my childhood 🥲
@BlackWhiteMusicorg
@BlackWhiteMusicorg Год назад
@@paulofagundes3006 yeahh. Golden times
@SergeantExtreme
@SergeantExtreme Год назад
@@paulofagundes3006 The first mission featured the kkk? Woah, I really don't remember this game.
@paulofagundes3006
@paulofagundes3006 Год назад
@@SergeantExtreme Noo. Kkk as in a reference to laughing. nothing to do with de organization "kkk". There, I fixed the first comment.
@PKMNwww411_MkII
@PKMNwww411_MkII Год назад
Without traffic signals, it's total chaos.
@tropixx_xlr1549
@tropixx_xlr1549 Год назад
Keep Polishing it up, it has potential!
@bilaalasif7929
@bilaalasif7929 Год назад
Agreed this looks like a great start
@kez963
@kez963 Год назад
Awesome!
@allefalmeida7235
@allefalmeida7235 Год назад
Incredible!!!!
@And-War
@And-War Год назад
Wow this is amazing, when do you think you will finish this project? Will you add Driver 2 Also?
@4KANT
@4KANT Год назад
No idea when this is complete since placing the paths alone will take weeks (since i have to do that per hand). Driver 2 maps are planned and maybe a toggle for the Driver 2's main menu so you can select the menu. I don't wan't to think about having to place all the trees per hand too. Imagine having to place every single tree in Driver 2's havana alone... Also this isn't the only project i'm working on so no idea when im going to release the next version (i still have so many incomplete projects (not only Unity stuff) and unreleased cheat tables for different games. I really need to release some of the stuff (mainly cheat tables) in the next few weeks when i finally have managed to sort the codes if i have the time. In general i work on random stuff at random times and i can't really say what i'm doing next... that also explains why random videos are uploaded sometimes lol
@Wasper216
@Wasper216 Год назад
There’s already Driver 2 for PC. It’s called Re-Driver 2.
@AMDFreak
@AMDFreak Год назад
Awesome project! Can you describe or make a video about how you made this? From where did you get the resource files from the original Driver game like textures, sounds, 3D models, maps, traffic pathways, traffic lighting, render distance, the working (and adjusted) main menu including switching animations, etc.? I tried something similar a few years ago with another game of the same age but got only so far to decode most of the resource files of the game (3D car models, sounds, textures) but sadly wasn't able to decode the maps/tracks. It would therefore be interesting to exchange some knowledge :)
@4KANT
@4KANT Год назад
The project mainly uses a heavily modified / simpliefied version of assetstore.unity.com/packages/tools/physics/arcade-car-physics-119484 for the vehicle physics. The original asset doesn't have any of that AI stuff by default so i experimented around a lot in the past. The graphics is mostly just assetstore.unity.com/packages/vfx/shaders/psx-shader-kit-183591 without the main render since it broke the lighting. Sounds are mostly used from the PC version and the music was downloaded somewhere. (I'm thinking about re-recording them because the ones used aren't the best ones) You can rip almost all the maps and vehicle models with the OpenDriverTools github.com/OpenDriver2/OpenDriver2Tools (to note: appveyor is newer there and supports also some of the demo versions). Ripping the vehicles took some additional time for me because i had to sort out tons of duplicate materials. I already plan to upload the models once i have most of them. The sky model needed to be "remodelled" and it's textures needed to be combined because the original model had material bugs. The other script stuff is mainly created by myself. The main menu is mainly just a simple modifier that displays the correct image. It is very basic actually and still has many bugs that need to be fixed. Everything happens in one simple scene too. The player's car just simply "spawns" depending on what level is selected in the levelselection and the lighting and sky material is read from the day/night modifier (what was implemented just before the upload). The AI system once was completely bound to Unity's navmesh system but i found a weird way to make Traffic not to use that since it can cause a lot lag. (Simply lock a gameobject's position under the front wheels and if a path trigger is "collected" make it look "smoothly" to the next path, then cast the rotation angle to the one of the vehicles steering). What basically does the trick. (Im thinking about making a video about that sometime) The cop AI uses the default navmesh system... but it still works in a really weird way and i still have to change that bit of code. Blinkers get randomized (in the car's main script) by another trigger way before each intersection. (The next path trigger basically reads that value and makes the car follow to the right path). This means every path needs to be placed AND connected per hand what sure will take some time if done across one map alone. Also multiple turns in a direction (like 2 or more left turns at one intersection) are possible (randomly) too. Most of the code was just simply built up with "very tiny" parts i found and learned from the internet. (If i don't know how something needs to work, i just search for it and mostly find a solution). I once made a similar project over one year ago (if i remember right) but i never had released that at that time. (It also included the main menu there). Back at that time i didn't knew there where tools for extracting so i didn't had the models back at that time either. At that time i never had found a way how to make the AI work correctly too. (Also there are multiple ways on how to make vehicles follow paths) There are sure many free assets that might help with pathing and stuff but i tried to do most of the stuff by myself because if you download something you first have to understand how something works + some assets/scripts have often a too complex system that you waste more time finding out how everything works + i don't like/understand all that complex programming/scripting many people do. (Im surprised my script even handles up to 60-80 cars without making the game lag too hard.) With this project i basically learned how much of the stuff worked some years back: armedunity.itch.io/au-fps-kit I remember making one of my first working scripts there and it helped me understand the raycast system too (i still use small parts of it). In the end with all the projects i once made and used, i learned much out of it (even if there are still a lot of bugs lol)
@user-cy3qj8cw7u
@user-cy3qj8cw7u Год назад
it is possibly to transfer the physics from driver 1?
@4KANT
@4KANT Год назад
I wish it would somehow be possible but i have no idea how to do that. Only thing would be to use some handling/physics that is very similar to the original game. Same with driver's original damage deformation system.
@BlackWhiteMusicorg
@BlackWhiteMusicorg Год назад
@@4KANT one guy made fan game - The Driver Syndicate. Not sure if it works on Unity... but physics are same as in Driver.
@4KANT
@4KANT Год назад
@@BlackWhiteMusicorg The Driver Syndicate was made by Soapy and was based on the Irrlich 3D engine. driver-syndicate.com/about/ It uses a very similar driving physics there. In Unity it is way more harder to do since you have to create your own scripts to make it feel like the old games and sure i have to improve/replace a lot of the scripts. (I just wanted to release "something" even if it is very early but at least playable).
@SergeantExtreme
@SergeantExtreme Год назад
@@4KANT Wait a minute....if you already know about The Driver Syndicate, then why are you trying to reinvent the wheel?
@4KANT
@4KANT Год назад
@@SergeantExtreme I did this remake because i like the old games and i learn to understand scripting and how to use Unity in more ways. I did similar remakes with other games. Technically i can use that traffic system for other projects if i add more stuff to it so it can be reused too.
@mahdihanif1393
@mahdihanif1393 3 месяца назад
Graphics different than original PC and similar to PS1 graphics, but Miami skies only?
@4KANT
@4KANT 2 месяца назад
There is a V2 in the video description that has much more than this version has. V2 has different skies for each weather. Skies for each level still need to be added.
@Your_Host
@Your_Host Год назад
I mean, the driver syndicate literally has a classic driver mod free to download, physics and all, not saying the work here is wasted but tbh the driver syndicate is a much better option
@4KANT
@4KANT Год назад
I recently tested the mod. It feels nice and has the driver feel. The remake i did is indeed not the best and not sure how it will change in the future. Maybe i will use the traffic system for something else too so it is a bit more recyclable... I think nothing really can replace the original Driver games and i will always like the original games more. (Even the graphics is very old now)
@Kaytomasu
@Kaytomasu 4 месяца назад
Driver Syndicate is cool and all but it's not the same as the original game, tbh, a real remake with the same physic as the original one would be better than the Syndicate mod
@HikikomoriDev
@HikikomoriDev Год назад
Will you ever open source the Unity project?
@4KANT
@4KANT Год назад
It depends. There is still a lot to add and improve since it feels not as it should and placing the paths inside Unity is a pain to do. I was thinking about making the AI System seperate someday so that can be released without the driver stuff (for example the unity asset store). Well now i only can write about what i could do since i'm not sure how long it will take finishing the project or parts of it since i work on lots of other unfinished stuff in the background. I also have a path system for NPCs / Pedestrians but that also needs to be rewritten and optimized since it still uses the default NavMesh system.
@Enrygoesbrrrrr
@Enrygoesbrrrrr Год назад
Would you plan to release this for android?
@4KANT
@4KANT Год назад
I can't really say that now. The last time i did android test builds of my old projects was like 5 - 7 years ago. The controls would be sure easy to implement and it might also run on android too. The main reason i mostly try to make releases for PC is because i think it feels better if played there and not on a smaller screen.
@Enrygoesbrrrrr
@Enrygoesbrrrrr Год назад
@@4KANT what was your old projects? Also, its fine, i dont really needed it tho, just asking
@4KANT
@4KANT Год назад
@@Enrygoesbrrrrr My old projects where mostly way simpler things since i didn't knew how to script anything. I mostly used preset scripts and assets back in these years. Mainly walking stuff like slender man / horror game prototypes. Since i know how to do much stuff now i can do way more without the need of free assets. I mostly just look up script parts in case i forgot how something is working OR i look into other scripts inside one of my projects to find similar functions. There are so many free script examples in the internet that you can change and write entire scripts out of tiny parts. I didn't really like building games for android with older Unity versions because before you could build the game you needed to set up all that Android SDK stuff. Not sure how it works with newer versions. Also i rarely play games on smartphones so that might be another reason.
@lemonov3031
@lemonov3031 9 месяцев назад
Let me guess: no longer on unity remake?
@4KANT
@4KANT 9 месяцев назад
Actually i was recently thinking about continuing on this but i still have a lot things to do so i can't really tell when the next version will be released since there still need a few things fixed.
@valentinivanov7724
@valentinivanov7724 6 месяцев назад
Will we have story mode ?
@4KANT
@4KANT 6 месяцев назад
It depends. I recently try to add that one camera mode where the car drives away (and even an early test so you can go out of your car and steal other cars... but that's still a very very early test at this time). It takes some time since i have to do that for every single car once it is implemented and working. I also improved the menu movements and the splitscreen multiplayer stuff too. Mission stuff would be possible but i didn't yet work on that since i first try to add most of the vehicle related things and the maps. Making missions should not be that hard once the important stuff needed works as it should.
@LeitoAE
@LeitoAE 7 месяцев назад
It's both - funny and disappointing, that 2023 game engine still doesn't deliver as good car physics like old driver did... I also kinda feel, that for example hard truck 2 ( King of the road) had much better physics compared to ETS2 or ATS.
@mitchsterling3266
@mitchsterling3266 Год назад
Android version please
@zenox3622
@zenox3622 Год назад
No shadow
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