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Marìo Alonzo Garcia Duque De Los Perros Lindos

it
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#401   2018-09-04 19:35          
Keeping you updated with what the people out there(here?) does with your magic:

*LINK*

By Holeecrab
With so much drama in the V-S-T, it's kinda hard being Bigg B-O-double-S-ninetythree B)



Porsche911man

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#402   2018-09-04 22:52          
How about combining Amilmand's Exhaustive pack with 2.3.0 LE? I just tested it and its a normal install like with any other build except don't install the track.java
Anything worth doing is worth overdoing.
Owned Cars: 2002 Nissan Skyline GTR R34 V-SpecII
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amilmand

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#403   2018-09-04 23:14          
If you replace the exe with the Slrr_GI it will work as intended I suppose, I don't think the 2.3.0 has extensive modifications to the exe itself.
(there are two functions to the track.java the first is setting the proper near and far clipping plane for the camera so the depth range is consistent and the second is that it reports the speed of the players car for reshade)

Added 2 minutes later:

Bigg Boss93:
Keeping you updated [..]
Thanks :) the livery looks exceptional and the general direction of the video is sophisticated (I find), nice.

Outlaw_Racer

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#404   2018-09-09 21:27          
Hi.
Hope I'm not annoying and just want to ask about Valo city's traffic bots and their flow and your knowledge of fixing their gta 5 a like intellect of trying to block you forcing a T crash or switch to your lane immediately right when you start approaching or accelerating etc. :D
speed and powa

amilmand

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#405   2018-09-10 11:03          
Well I did sink a lot of time recently into understanding how the traffic behaviour is defined (the .trc file in particular and how it interacts with the corresponding rpk) I can tell that their behaviour is mostly random I don't think they are actively trying to hit you :) but for the lane change I can give you a .trc that has lane changing disabled (they are trying to use lane changing to get out of your way but they are really bad at it I must admit) : LINK (this would go to the maps\city\ai folder.

ashbash1234

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#406   2018-09-10 13:27          
Hey im really enjoying the game.
Although im having a small problem, i can not get the carburetors to fit on the I4 engine. I tried all the combinations and nothing works, does anybody know how to fix this?

amilmand

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#407   2018-09-10 16:39          
Oh can you list which parts you are referring to (maybe a screenshot?) there are sooo many :) I don't know where to look.
(the I4 pack in the catalogue doesn't have carburettors (by name.. I'm not good with car parts maybe it named something else in the catalogue? ) as far as I can tell)

ashbash1234

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#408   2018-09-10 18:37          
yeah sure i have a screenshot just not sure how to post photos. Thanks for the reply

Added 9 minutes later:

[img]http://upload.vstanced.com/image/A3gg[/img]

Added 4 minutes later:


This post was edited by ashbash1234 (2018-09-10 18:51, 8 days ago)

amilmand

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#409   2018-09-12 08:28          
I may have phrased that wrong I was going for the name of the parts that you would want to attach to eachother, and if there's a problem the game reports like the engine not running until you install the part that it doesn't let you install for some reason :)

ashbash1234

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#410   2018-09-13 12:04          
I do have a error code but im not sure if this is the problem but it says:
Unregistrable node: parts\engines\Einvagen_Duhen_Ishima_Focer.rpk:0000008F (invalid parent parts.rpk:00009987)

The name of the parts i`m trying to attach is Dual Weber carbs for ds intake Golden and Red details with airfilter. That part should attach to the DS individual throttle body that is in the screenshot that I posted.

amilmand

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#411   2018-09-13 13:18          
The unregistrable node is some last resort error from Slrr probably from running out of memory the IDs it mentions are incorrect so I suspect some kind of memory trouble (does this on running out of memory(not your fault the game is 32bit and can only address ~4Gb of it))

Yes I can see there are some problems with the DS stuff the way it actually worked is by attaching the carburettor to the default intake manifold (however little sense it actually made ...) now you can use the intended (at least I think it's the intended) part to attach the carburettor to named "DS Intake for Carburettors", will also need a fuel rail to run.

I added the changes to the "Ever refreshing patchlink"
But I also uploaded only the last changes to another link as the patchlink is getting embarrassingly big: LINK

I hope these are the parts you mean if not, do tell :)

ashbash1234

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#412   2018-09-13 19:07          
That has fixed the problem, thanks alot for your help! :cheers:

svander

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#413   2018-09-14 23:52          
Last patch fucks up some of my cars springs. If the car is too low and the spring is too compressed, when you get into a map the springs just goes through the hood for some reason. Will re-download and take a pic for you later but thats the only reason i stuck with an old patch yet :p

Outlaw_Racer

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#414   2018-09-16 14:42          
# svander : Last patch fucks up some of my cars springs. If the car is too low and the spring is too compressed, when you get into a map the springs just goes through the hood for some reason. Will re-download and take a pic for you later but thats the only reason i stuck with an old patch yet :p

tried positioning these at cars\racers\(carname)_data\(carname).cfg ?
# FL wheel #
type 10.000 sphere 0.315
spring 0.290 0.100 0.050
wheel -0.666 -0.667 -1.475 0.000 0.000 0.000 1.285 1.000 1.000 0.000

# FR wheel #
type 10.000 sphere 0.315
spring 0.290 0.100 0.050
wheel 0.666 -0.667 -1.475 0.000 0.000 0.000 1.285 1.000 1.000 0.000

Added 39 minutes later:

# amilmand : Well I did sink a lot of time recently into understanding how the traffic behaviour is defined (the .trc file in particular and how it interacts with the corresponding rpk) I can tell that their behaviour is mostly random I don't think they are actively trying to hit you :) but for the lane change I can give you a .trc that has lane changing disabled (they are trying to use lane changing to get out of your way but they are really bad at it I must admit) : LINK (this would go to the maps\city\ai folder.

hey! that pretty much helped me ;) thanks now its a lot better because before I couldn't predict valo traffic for sh*t and now they are just keeping in the same lane :D

This post was edited by Outlaw_Racer (2018-09-16 15:22, 2 days ago)
speed and powa

svander

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#415   2018-09-16 18:02          
The coordinate that gets reset is the HUB UP coordinate that you can find before all the wheels config on the main cfg of each car. Doesnt matter what you write there, when you go into a map it fucks up and goes through hood/chassis

amilmand

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#416   2018-09-18 17:21          
svander:
patch fucks up some of my cars springs.
Thanks svander for the report you have found a bug in the GeneralRender overwrite in reshade I fixed the issue and uploaded a new version to the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits.

Also I have finished the first version of the traffic related editors I have been working on these are 3 programs:
NativeMarker: for adding removing and repositioning native objects in map-rpks. (GoogleDrive, VSPage)


TrcMarker: for creating .trc data and binding it to a map-rpk. (GoogleDrive, VSPage)


WalkMarker: for defining surfaces pedestrians can use. (GoogleDrive, VSPage)


I also made a demo on the Alps map to test out the tools: (GoogleDrive, VsPage)

(Pages are being validated for now)

ccp

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#417   2018-09-18 17:38          
:O :O :O :O im working on a map ,this can be usefull thanks

holeecrab

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#418   2018-09-18 17:51          
holy shit.

also amilmand pardon my off-topic question, does your rpk merge tool could bypass the 400k+ poly limit for the map?

amilmand

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#419   2018-09-18 17:56          
The merge tool does not operate with map-rpks :/ so no and that limit seems very big :)
But now with the NativeMarker adding objects to maps become a little bit easier so you could use that to push down the size of the map and add the scene objects as natives.

9kRPM

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#420   2018-09-18 18:15          
This is AWESOME!!! You make me wants to play SLRR again.
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:D youtube.com/9kRPM
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ALAN

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#421   2018-09-18 21:30          
I was about to say that 400k polies isn't anything big in term of maps, but then I remembered that it never is single model, but rather pieces with extra stuff like lamps and trees

Great job there

holeecrab

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#422   2018-09-18 22:33          
# amilmand : The merge tool does not operate with map-rpks :/ so no and that limit seems very big :)
But now with the NativeMarker adding objects to maps become a little bit easier so you could use that to push down the size of the map and add the scene objects as natives.

not that big imo but ahhhhh, okay. Thanks!

here to say again, holy shit x2.