Moon phases are actually broken on the PC port, the moon behaves just like it did in GTA III/Vice City.
As usual though, the community fixed it (@__silent_ in this instance) with mods (SilentPatch)!
Ash R. retweeted
A gta3 anniversary interview from MattJ155 with myself dropped 15 mins ago here:
youtube.com/watch?v=VdiYnTO6…
#gta3
Ash R. retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released.
This is the team that made it. (I'm second from the right)
Here's what I remember about making it.
For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together.
For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30.
In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh.
Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted.
Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective.
In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light.
Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused.
The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development.
Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations.
Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone.
You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere.
Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate.
Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage.
Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening.
I always thought it was better to work eight focused hours than spend your life in the office.
Although we liked the game, it wasn't at all clear that it would be a hit.
GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent.
It had an OK launch, but sales never tapered off.
Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood.
The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together.
It felt like a group of friends who happened to be working on a project together.
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For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8.
My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded.
The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc).
Most of the time this worked fine.
A few things could throw a spanner in the works:
If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli.
Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic.
Ambulance and firetrucks could be needed if there was an accident.
If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded.
The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there.
At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used.
To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot.
Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking.
For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in.
Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
Ash R. retweeted
Replying to @TJGM_
I don't know about the islands disappearance.
Worldblanket.dat sampled the highest point an a certain area (maybe 100m or so) on the map. It made it easier for the code to quickly detect whether there were nearby buildings and what was a safe height for planes and stuff.
Tbh I can't remember a single bit of code that actually uses it.
A user on GTAForums generated a heightmap from a data file called "worldblanket.dat" in the Xbox 360 version of GTA IV.
This map shows an additional small island to the north of the map that isn't in the final game.
gtaforums.com/topic/735829-g…
Ash R. retweeted
Here are all 35 new GTA 6 advertisements in high quality.
(via @samchrme & @TetlowPier86866)
Throwback to those old 2008 bottles for GTA IV, the marketing for VI seems to be picking the best of each previous game as well.
EXCLUSIVE: We’ve uncovered 3 #GTAVI branded beer labels, including a brand-new Vice City beer 🍺👀
Pißwasser, Patriot and “No Mames Vice City” all appear in the discovery.
Here’s what we found. 👇
gtavice.net/news/exclusive-g…
KIRYU-CHAN!!! Yakuza: Dead Souls is now Playable on PC with RPCS3!
Stability issues are now FIXED, thanks to Yahfz.
A 60 FPS patch is now available too, thanks to FlexBy!
The instability occurred because the emulated PPU got ahead of the SPU, corrupting the process heap.
Ash R. retweeted
Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard.
Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
Grand Theft Auto VI Launch Trailer
So the May date was actually for the PC version, just the wrong year
"GamesBeat has confirmed that Rockstar plans to release the PC version of GTA VI in the first quarter of 2027, according to four industry sources familiar with the studio’s plans, all of whom requested anonymity to avoid damaging business relationships." gamesbeat.com/grand-theft-au…
The GTA Speedrunning Community's fork of @__silent_'s patch is finally live and legal for speedruns!
This is a great step forward for speedrun future proofing and stability, allowing us to fix what's needed but not stray too far from "true" vanilla runs
github.com/Grovespaz/Speedru…
The TJGM website is now live and it's full of goodies many GTA players will find useful and interesting!
You can find it at tjgm.dev/
⭐ Here's what it contains...
- A guide to remove Rockstar Games Launcher from the Steam version of GTA IV
- A simple drag and drop modpack for GTA IV which installs the essential mods for a modern playthrough, this works on Windows, Linux, Steam Deck and Steam Machine and is made with full permission from the mod authors
- A Console Visuals Wiki which gives you full texture and in-game comparisons for the differences between GTA IV's console assets and PC assets
- A Fusion Fix Wiki which aims to cover all of the changes the mod makes, details all config settings, all new/changed in-game options with full image comparisons and more
- A Fusion Overloader tutorial which teaches you how to use the "update" folder when modding GTA IV and how to make use of the features it has
- Downgrading guides for EVERY VERSION of the original GTA III, Vice City and San Andreas, making them moddable and restoring cut music
- My Fixing GTA IV with 4 Mods guides rewritten and now in text form
- A news section which I'll be using to cover the latest GTA modding news
- All TJGM mods
This is just the beginning as well, over time this website will be used to host similar GTA VI modding content and much more. So keep an eye out here and on the TJGM YouTube channel for future updates!






































