SID44SID Posted August 12, 2009 Share Posted August 12, 2009 I might have the V3 beta ready in a few hours or a day. Since it will be a beta, as extensive testing will needed to iron out any bugs or slow down causes. I've already identified one section that might cause some slow downs. But as of yet it's been fine. Good news! There is already .Net Script Hook v0.893. Did anybody save v.0.892?! Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 Only 4Kb more on ScriptHookDotNet.asi, it doesn't seem to be a huge update Link to comment Share on other sites More sharing options...
Msact Posted August 12, 2009 Share Posted August 12, 2009 Here iz 0.892 Â NetScriptHook 0 892 Link to comment Share on other sites More sharing options...
hatorijr Posted August 12, 2009 Share Posted August 12, 2009 i wont mind running the beta if you need testers. i hope it works great and look forward to trying it out when its released. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 how long now for the beta i cant wait lol.? Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Should be soon, if I can't correct the persistant storage to reload from file. Then I'll release a beta without it. As for the new hook, the mod should work with it as well. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 ok would it be today.? Well to night im UK time Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Should be sometime tonight. I'm UK time as well. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 yay i'll keep refreshing... Â what are the features in v3.? Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 So far the features that will be in the beta are. Â - actuall gauges with status lights. - Petrol and Diesel fuel types - Fuel Usage is based on vehicle RPM. - Persistant storage allowing vehicles to be saved during the game. (it should be between games, but I'm having issues restorin the vehicles, namely about 3 cars being spawned) - New XML backend instead of the .pet txt files. - Included Database editor allowin the addiation of new stations, pumps and editing the vehicles data. Â Â Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 nice good work. Would the new scripthook that is out now support it.? Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Yep, I've already compiled the mod against the new hook and all seems fine. It is just testing it now to see if it works as expected. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 nice. i keep refreshing to see if it comes out to night. i hope it dose. Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Should be out soon, I've had to disable a few elements of the mod which I'm having problems with or haven't had a chance to figure out how I'm going to work it. Â - Saving / Reloading of Tracked Vehicles is disabled. - Tow / Mobile refueling has been disabled. (if you run out you're stuck at the moment i'm afriad) Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 its ok with me. Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 (edited) Wow, what a huge improvement of the mod! And you say it's only a Beta ? Are you kidding us? Â Amazing Gangsta! I had the same type of mod on SA, and it was really more realistic. Edited August 12, 2009 by Frenchemul Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Some bad news at the moment. Having just compiled and started to test in the new scripthook. It appears all is not fine, the settings from the INI file are not being loaded. So the keypresses aren't working. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 oh how long would it take to be fixed? Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 So, it'll only work with 0.892 ? It's not a problem, everyone's got this version so... And there's a link at the top of this page. Â Edit: That's WHAT a Beta is. A pre-test version. Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Figured out what it was, it turns out the 0893 version has changed the name of the ini from modname.net.ini to modname.ini. My ini was still called modname.net.ini. All should be well now. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 yay... plz release it plzzzzzzzz Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Just going to add all the stations back in, and do some testing. Then I'll release the beta. That was a mistake I made last time. I never released a beta. Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 Lol, don't worry, I didn't want to get on your nerves. Â It was fixed quickly. Thanks for your live updates. Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 So far all seems well, adding in the fuel stations now. Is there any vehicles that should be Diesel and any that should definately be petrol. Before I randomly change fuel types? Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 (edited) Yeah the old broken car, and I do not know its name... It is a petrol engine. Edited August 12, 2009 by Frenchemul Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 Well most are staying petrol anyway, but vehicles like buses / trucks are going diesel. It isn't going to make a difference to the sound of the vehicle or its charasteristics. It just provides two different fueltypes. Â I do hope to find a way to include a system for causing break downs if the wrong fuel is put in. But that can wait for another release. Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 yeh is it done yet.? Link to comment Share on other sites More sharing options...
Frenchemul Posted August 12, 2009 Share Posted August 12, 2009 Ok, that sounds good. Some cars could also randomly have a petrol/diesel engine... Link to comment Share on other sites More sharing options...
Ryan500 Posted August 12, 2009 Share Posted August 12, 2009 is it ready yet.? Link to comment Share on other sites More sharing options...
Andrew Posted August 12, 2009 Author Share Posted August 12, 2009 About another 30 mins or so. Just gathering station data. Â Â Link to comment Share on other sites More sharing options...
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