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GTA 3 (PC) Grand Theft Auto III - Liberty CityGTA 3 (PC) Grand Theft Auto III - Liberty City
bd9e74395d Archived from the original on 21 December 2015. United States: Imagine Publishing (122): 5883. "Dan Houser Opens Up About Grand Theft Auto III". ^ DMA Design (22 October 2001). During the credits, a gunshot is heard, and Maria's voice is silenced.[b]. Retrieved 21 December 2015. Francis Airport' drive up to the point where the tunnel has a curve park your car on the left side of the tracks, and get out and go to the right side and hug the wall as tight as you can and wait for the subway to come.
A major difficulty the team encountered was converting all game elements into a 3D world, including the sound and radio stations, as well as designing and voicing the non-player characters, due to the amount that existed within the open world; producer Dan Houser said that there was about 8,000 lines of recorded dialogue in the game, while audio programmer Raymond Usher estimated about 18,000. The basic technical elements of the game began to work together in mid-2000, with a carjacking mechanic prototype and stable streaming model. Streaming was initially intended to be reserved for music and map geometry, but other elements were eventually included when it became apparent to the team as more data was entered.. ^ a b c "Grand Theft Auto 3". Legacy. Prior to the initial release, several modifications were made to the game. ^ a b c "Most Offensive: Grand Theft Auto 3". Archived from the original on 21 December 2015. PlayStation 2. Future plc.