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[IV | REL/WIP] FuelScript IV


Andrew
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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.)

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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 by Hypertenzion
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I did forget about them actually, they should be fixed by tonight.

Great. I will be testing as soon as you update the mod.

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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.

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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 icon14.gif

Another cookie desreving job Gangsta Killa cookie.gifcookie.gifcookie.gif

I did that with another mod called Taxi Call 1.1. The number was TAXI 555 and I typed 8294 555 but nothing happened.

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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.

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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 by Hypertenzion
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I think I've found out.

I'll post again, if any problems occur..

Edited by Hypertenzion
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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 by Hypertenzion
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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.

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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! icon14.gif

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Does the addcar method work correctly? It worked fine with already in game car, that's how the cogscenti was added.

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Custom cars adding WORKS! icon14.gifbiggrin.gif

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>

 

cookie.gif For you Gangsta Killa!

Edited by Hypertenzion
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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.

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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 =)

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I'm going to assume that the mod is working fine, since I have no posts about any errors smile.gif

 

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 smile.gif

 

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.

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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.

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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

 

user posted image

 

user posted image

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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.

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