Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 Hmm I'll add the ability to add a new vehicle to the carDB and get a release out tonight, since the gauge editor might take a while. (basically coding a 2D engine.) Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) Hmm I'll add the ability to add a new vehicle to the carDB and get a release out tonight, since the gauge editor might take a while. (basically coding a 2D engine.) I'll look forward to the release! Are you remembering the e109 and the cognoscenti, can't refuel? Edited January 3, 2011 by Hypertenzion Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 I did forget about them actually, they should be fixed by tonight. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 I did forget about them actually, they should be fixed by tonight. Great. I will be testing as soon as you update the mod. Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 Oops pretty big screw up on my end. When I updated the gauge framework to accept loading textures and data from files, I only changed the gauge loading the textures from file. Not the data, so at the moment the positioning values are static, changing them in the XML file will have no affect. That will be sorted for 3.1.1. I also intend to release the gauge system as a standalone mod as well. Edit: Not to mention, the values in the gauge.xml files are wrong. Link to comment Share on other sites More sharing options...
Maddest Dog Posted November 15, 2009 Share Posted November 15, 2009 Listen. There are 27 pages of comments and I'm not going to read them all, so I'm probably asking what other people already asked, but HOW THE HELL DO I TYPE LETTERS ON THE CELLPHONE?! For example, how do I call a tow? I know that I have to type TOW 555 0100, but HOW?! Please, somebody reply, because I've been trying to learn how to do it for months. I suppose reading 27 pages must be faster than searching for months... Mobile numbers- Petrol MOB PET 9999 (662 738 9999) - Diesel MOB DIE 9999 (662 343 9999) - Emerg TOW 555 0100 (662 555 0100) Just look at the alphabet written on the cell phone key pad and compare with the actual number. The answer is right in front of you. Now we can finally call the mobile services again, and don't have to worry about running out of fuel in middle of nowhere Another cookie desreving job Gangsta Killa I did that with another mod called Taxi Call 1.1. The number was TAXI 555 and I typed 8294 555 but nothing happened. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 When is the update gonna be out with the adding cars ability? Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 I'll work on that part now, since the gauge editor will take a while. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 Great Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 http://www.gtagarage.com/mods/download.php?f=11437 3.1.1 is up. - 3.1.1 (16/11/2009) -- fixed an error where the gauge framework was using static values, rather then the xml -- added the cognosceti to the carDB -- added the ability to add new vehicles to the carDB. - 3.1.0 (16/11/2009) -- added the gauge framework -- added the ability to add user stations / pumps Edit: Didn't include it in the read me. To add a car to the carDB. Use the command addcar drainamt fueltype Where drainamt is a number between 0.00 and 1. I don't recommend going above 1 since your fuel will disappear very very quickly. The drain amount for most cars in the db is 0.02 - 0.03. Fueltype is 1 or 0, where 0 is petrol and 1 is diesel. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) Edited January 3, 2011 by Hypertenzion Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) http://www.gtagarage.com/mods/download.php?f=11437 3.1.1 is up. - 3.1.1 (16/11/2009) -- fixed an error where the gauge framework was using static values, rather then the xml -- added the cognosceti to the carDB -- added the ability to add new vehicles to the carDB. - 3.1.0 (16/11/2009) -- added the gauge framework -- added the ability to add user stations / pumps Edit: Didn't include it in the read me. To add a car to the carDB. Use the command addcar drainamt fueltype Where drainamt is a number between 0.00 and 1. I don't recommend going above 1 since your fuel will disappear very very quickly. The drain amount for most cars in the db is 0.02 - 0.03. Fueltype is 1 or 0, where 0 is petrol and 1 is diesel. When adding the CUSTOM car that I have added to the game (NOT REPLACED) but added a TOTALY new car, do I have to sit in it to add it to the database? When adding a new car... Do I have to enter the name of the car from the vehicles.ide file that I have added the custom car into? Like this: audia8, audia8, car, AUDIA8, TURISMO, [email protected], [email protected]_LE1_RI1, 1, 999, 0.2667, 0.2667, 0, 5, 1.0 ,0, noboot+sports+ext_gang+ext_rare Then when adding it from the console, do I enter "audia8"? ?? Edited November 15, 2009 by Hypertenzion Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) I think I've found out. I'll post again, if any problems occur.. Edited January 3, 2011 by Hypertenzion Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 You have to be in the car for the script to work, I'm hoping that it works correctly, lol. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) You have to be in the car for the script to work, I'm hoping that it works correctly, lol. Yeah. Just found out. I'll try installing a FRESH custom car and see if it works. Edited January 3, 2011 by Hypertenzion Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 I'm really gonna have to add some new cars to IV, lol. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 I'm really gonna have to add some new cars to IV, lol. Haven't you considered that before now? Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 Nope, To be honest, I haven't got many mods installed, only the fuel script, and LCPD First Response. The gauge editor is slowly getting there. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 Nope, To be honest, I haven't got many mods installed, only the fuel script, and LCPD First Response. The gauge editor is slowly getting there. Nice! Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 Does the addcar method work correctly? It worked fine with already in game car, that's how the cogscenti was added. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 (edited) Custom cars adding WORKS! Just added the AudiA8 with the oracle as sound. newveh.ide: cars audia8, audia8, car, AUDIA8, ORACLE, [email protected], [email protected]_LE1_RI1, 1, 999, 0.2667, 0.2667, 0, 5, 1.0 ,0, noboot+sports+ext_gang+ext_rare end txdp audia8, vehshare end From the Fuel database: Original oracle: - <Car Name="ORACLE"> <Hash>1348744438</Hash> <DrainAmt>0.03</DrainAmt> <TankSize>1000</TankSize> <FuelType>Petrol</FuelType> </Car> AUDIA8 oracle: - <Car Name="ORACLE"> <Hash>-890066410</Hash> <DrainAmt>0</DrainAmt> <TankSize>1000</TankSize> <FuelType>Petrol</FuelType> </Car> For you Gangsta Killa! Edited November 15, 2009 by Hypertenzion Link to comment Share on other sites More sharing options...
Andrew Posted November 15, 2009 Author Share Posted November 15, 2009 Ah that could have some issues, since the oracle will have two entries in the DB. The script will use the first one it comes to. What the hell am I talking about, I corrected this problem in the very beginging! It uses hash to match not name. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 15, 2009 Share Posted November 15, 2009 Ah that could have some issues, since the oracle will have two entries in the DB. The script will use the first one it comes to. What the hell am I talking about, I corrected this problem in the very beginging! It uses hash to match not name. Precisely! I saw your mail and was just about to answer you with the hash solution that you have already implemented =) Link to comment Share on other sites More sharing options...
Andrew Posted November 18, 2009 Author Share Posted November 18, 2009 I'm going to assume that the mod is working fine, since I have no posts about any errors As far as I'm aware these are the last things that I need to work on. - Stealing fuel from tankers - Gauge Editor - Tweak recovery code again They'll be part of a another beta release 3.1.3, and then onto a non beta version. 3.2.0. Which should hopefully be one of two final releases including. - Stealing fuel from cars - More varied carDB with more diesel cars - Allowing wrong fuel to be entered into the vehicle - Boat / Heliopter refueling Following 3.2.0 comes 3.2.1. Which will have: - Payment system option - Roaming mobile refuel tankers (2 or 3 per locality that roam around) - Code optimisation. That is my plan, and version numbers will probably change as bugs are found and fixed. If anyone has any other ideas they'd like to see added, let me know and I'll see if they can be included But for the time being, I'm suspending work on this mod unless bug fixes are needed. I'm going to start work on another project. Link to comment Share on other sites More sharing options...
Accountclosed Posted November 18, 2009 Share Posted November 18, 2009 I get some bugs sometimes from the Fuelmod, but I only seem to experience these bugs, when driving in a newly added car (not replaced) and when not having added it to the DB, which I think causes the error. I will report back if the error pops up unexpected. Link to comment Share on other sites More sharing options...
Andrew Posted November 18, 2009 Author Share Posted November 18, 2009 What type of bugs do you get? Link to comment Share on other sites More sharing options...
Accountclosed Posted November 18, 2009 Share Posted November 18, 2009 (edited) What type of bugs do you get? Edited January 3, 2011 by Hypertenzion Link to comment Share on other sites More sharing options...
Accountclosed Posted November 18, 2009 Share Posted November 18, 2009 There is a bug! I just headed down to a station and BAM... the mod crashed. I've taken pictures of it. It's a PerFrameDrawing error. I'm using GTA IV 1.0.4.0 & using Fuelmod 3.1.1 Link to comment Share on other sites More sharing options...
Andrew Posted November 19, 2009 Author Share Posted November 19, 2009 Hmm does this happen all the time? Or Just occasionally? Link to comment Share on other sites More sharing options...
Accountclosed Posted November 19, 2009 Share Posted November 19, 2009 Hmm does this happen all the time? Or Just occasionally? This error has happended to me for about 5-6 times since the 3.1.1 release. I can't really be sure when or why. But it happens. Link to comment Share on other sites More sharing options...
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