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ikt

[IV]TrafficLoad

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ikt
Ikt, I tested new version, so:

 

1) CarsPerCycle function is really working

2) making added cars to ini crashes the game when i go out of the House to the street. I think that it crashes while loading cars to Cycle.

 

But I`ll try again, maybe I made a mistake...

FYI, I've released a new version that did work biggrin.gif Use that, the one I sent you is old. (And did not work)

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ldfxf

Something strange. I have a 4 skins police car. The skins will random map the police car. But now with the new version the car can only load one skin. And this one cannot be changed anymore. I am not very sure if this is because of trafficload.

 

And I am wondering, in your readme you say "up to 15" new cars. It means 15 of the new cars will spawn in ONE cycle or only 15 slots can de added into ini(The 16th slot would not be spawned)?

 

Btw, do the new cars abide by the VEHCILES.IDE And the CARGRP.DAT rules? I mean their appearing probality and location.

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ikt
Something strange. I have a 4 skins police car. The skins will random map the police car. But now with the new version the car can only load one skin. And this one cannot be changed anymore. I am not very sure if this is because of trafficload.

 

And I am wondering, in your readme you say "up to 15" new cars. It means 15 of the new cars will spawn in ONE cycle or only 15 slots can de added into ini(The 16th slot would not be spawned)?

 

Btw, do the new cars abide by the VEHCILES.IDE And the CARGRP.DAT rules? I mean their appearing probality and location.

I don't know this problem, but there haven't been any significant changes in the police car models, so if it happens now, it should happen too with the previous versions.

 

15 can be added in the ini (as you can see in the ini)

 

This entire mod somewhat ignores cargrp.dat, (remove the contents and cars still are spawned), but the game also checks those files if it has the chance tounge.gif You will still see more Uranus cars in front of Romans appartment in Broker in comparison to other parts of the city.

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ldfxf

Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp. So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great. And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

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ikt
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp. So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great. And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

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ldfxf
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp.  So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great.  And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

Yes, the cargrp.dat is working. But I think it is working in a strange way;

 

I added 40 cars in the ini. Some of the 16th to 40th can be loaded (Some never). I don't know the reason. Because most of the new added cars cannot be spawned by using only cargrp.dat and you said trafficload can only spawn 15 new cars. I don't konw why some of the 16th to 40th cars can be spawned. dozingoff.gif

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ikt
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp.  So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great.  And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

Yes, the cargrp.dat is working. But I think it is working in a strange way;

 

I added 40 cars in the ini. Some of the 16th to 40th can be loaded (Some never). I don't know the reason. Because most of the new added cars cannot be spawned by using only cargrp.dat and you said trafficload can only spawn 15 new cars. I don't konw why some of the 16th to 40th cars can be spawned. dozingoff.gif

There ARE no entries for 16 and beyond, the game is loading it themselves. Neither do policecars load, but they do appear. Mind you this is an addition to the traffic, not a total replacement.

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ldfxf
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp.  So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great.  And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

Yes, the cargrp.dat is working. But I think it is working in a strange way;

 

I added 40 cars in the ini. Some of the 16th to 40th can be loaded (Some never). I don't know the reason. Because most of the new added cars cannot be spawned by using only cargrp.dat and you said trafficload can only spawn 15 new cars. I don't konw why some of the 16th to 40th cars can be spawned. dozingoff.gif

There ARE no entries for 16 and beyond, the game is loading it themselves. Neither do policecars load, but they do appear. Mind you this is an addition to the traffic, not a total replacement.

Thxs for your reply, ikt.

I think I should keep using Trafficflow to spawn the 16th car and so on. sigh.gif

 

I am trying to make lots of different cars to apear, just like the real life. But the PC of today could not handle this. Maybe after two years, we can spawn more cars in GTAIV by using more powerful PC.

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ikt
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp.  So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great.  And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

Yes, the cargrp.dat is working. But I think it is working in a strange way;

 

I added 40 cars in the ini. Some of the 16th to 40th can be loaded (Some never). I don't know the reason. Because most of the new added cars cannot be spawned by using only cargrp.dat and you said trafficload can only spawn 15 new cars. I don't konw why some of the 16th to 40th cars can be spawned. dozingoff.gif

There ARE no entries for 16 and beyond, the game is loading it themselves. Neither do policecars load, but they do appear. Mind you this is an addition to the traffic, not a total replacement.

Thxs for your reply, ikt.

I think I should keep using Trafficflow to spawn the 16th car and so on. sigh.gif

 

I am trying to make lots of different cars to apear, just like the real life. But the PC of today could not handle this. Maybe after two years, we can spawn more cars in GTAIV by using more powerful PC.

GTA IV just does not support more than about 24 different car models loaded at once. If you go across that limit, no matter how strong you computer is, the game crashes. If somebody were to patch all those memory leaks and optimized GTA IV (for example, to run on 64bit hardware natively) it might be solved, but no way somebody is going to make such a patch.

 

What I can do, is to provide more options for added cars. I thought 15 ought to be enough, but I might make it 40 or so tounge.gif

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ldfxf
Hi ikt. Thanks for your reply.

 

About the Cargrp.dat, now I understand Trafficload has it's own cargrp.  So I think if it is possible to give out a trafficargrp.dat to decide where the cars should spawn would be great.  And I hope this can also solve the added new cars limited(Just put the new car to the Group). For me 15 cars is not enough, I am planing to put a lot of stock cars to anywhere they should belong to make the game more realistic. wink.gif

 

If you have time to update in the future, hope you can accept my suggestion.

 

Thx again for your brilliant work.

What? You can use cargrp fine. Cars spawn where they are programmed to spawn AND cars spawn where they aren't programmed to spawn. The 15 is the limit of added custom cars.

Yes, the cargrp.dat is working. But I think it is working in a strange way;

 

I added 40 cars in the ini. Some of the 16th to 40th can be loaded (Some never). I don't know the reason. Because most of the new added cars cannot be spawned by using only cargrp.dat and you said trafficload can only spawn 15 new cars. I don't konw why some of the 16th to 40th cars can be spawned. dozingoff.gif

There ARE no entries for 16 and beyond, the game is loading it themselves. Neither do policecars load, but they do appear. Mind you this is an addition to the traffic, not a total replacement.

Thxs for your reply, ikt.

I think I should keep using Trafficflow to spawn the 16th car and so on. sigh.gif

 

I am trying to make lots of different cars to apear, just like the real life. But the PC of today could not handle this. Maybe after two years, we can spawn more cars in GTAIV by using more powerful PC.

GTA IV just does not support more than about 24 different car models loaded at once. If you go across that limit, no matter how strong you computer is, the game crashes. If somebody were to patch all those memory leaks and optimized GTA IV (for example, to run on 64bit hardware natively) it might be solved, but no way somebody is going to make such a patch.

 

What I can do, is to provide more options for added cars. I thought 15 ought to be enough, but I might make it 40 or so tounge.gif

OMG Ikt, you really shock me again. Hope you add more slots! inlove.gif

 

Yes, I know the 26 cars spawn limit. Actually, I just want to put more cars in the slots, and the game only need to pick some of them to spawn in one dispatch cycle. In the next cycle, pick some others, and so on. More cars we have, there will be more different spawn everytime. So this would make the game look like have thousands of different vehciles. Looks like what we see in the real life!

 

I don't want to use Trafficflow, because with trafficload, these two would make the game unstable. So I think with 40 slots Trafficload would be great, Bro!!! lol.gif

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nobody007

This fix sucks. disappaering textures after 15min of gaming with 20 custom cars which are more low quality and small size.

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ikt
This fix sucks. disappaering textures after 15min of gaming with 20 custom cars which are more low quality and small size.

Do not use it then, I know it sucks.

 

Maybe you could provide a better fix? I, and many other people would be very happy to see a fix that would enable more than 30 cars onscreen at a time without any performance issues and bugs.

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MarkC9

Hey man,

I've found some settings I thought were working well (20 custom cars, minimal texture lag, decent diversity) however I am noticing a problem: After 10-15 minutes of gaming I simply start to see the same 1-2 cars + cabs + cops as per usual.

I have it set to spawn 12 cars at any given time, and no custom density. Traffic density in-game is set to 25. I am using ScriptHook 0.50 and FileCheckIV from Alex Blade; not using Xlive.dll

 

Any idea what is causing the mod to stop working? Thanks!

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The Loot
Hey man,

I've found some settings I thought were working well (20 custom cars, minimal texture lag, decent diversity) however I am noticing a problem: After 10-15 minutes of gaming I simply start to see the same 1-2 cars + cabs + cops as per usual.

I have it set to spawn 12 cars at any given time, and no custom density. Traffic density in-game is set to 25. I am using ScriptHook 0.50 and FileCheckIV from Alex Blade; not using Xlive.dll

 

Any idea what is causing the mod to stop working? Thanks!

Does it go back to normal after a short while? It seems sometimes the script has to catch up after the game spawns a lot of cars but there were only a few loaded.

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ldfxf
Hey man,

I've found some settings I thought were working well (20 custom cars, minimal texture lag, decent diversity) however I am noticing a problem: After 10-15 minutes of gaming I simply start to see the same 1-2 cars + cabs + cops as per usual.

I have it set to spawn 12 cars at any given time, and no custom density. Traffic density in-game is set to 25. I am using ScriptHook 0.50 and FileCheckIV from Alex Blade; not using Xlive.dll

 

Any idea what is causing the mod to stop working? Thanks!

Yes, if you are using a customdensity, it would make this happen sometimes. I don't know why.

 

I think Popcycle.dat is a very important file. Trafficload work with popcycle.dat and ignore the Cargrp.dat. But if you change the Car densitiy in game, this would make popcycle change.

 

Umm, forget what I said, I am confused. ph34r.gif

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bigboy19_07

yo topic owner, i'm new here and i've downloaded your trafficload. Your tool is real nice, it works for me biggrin.gif ... but sometimes it crashs my game and come to blue screen of death (bsod)... sad.gif here is my pc specs:

- cpu: intel xeon x3220 2.4ghz

- ram: 4gb ddr2 1066

- vga: gtx 460 1gb 256 bits

- os: 7 ultimate x64 sp1

i've just re-install windows so i guess the problem is not come from my windows... and i leave trafficload.ini untouched which mean the trafficload working in default state...

ah, i have almost 90 % modded cars in the game. i wonder if that is a problem which lead to the bsod to my pc... sad.gif

 

sorry for my bad english... confused.gif

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ikt
yo topic owner, i'm new here and i've downloaded your trafficload. Your tool is real nice, it works for me biggrin.gif ... but sometimes it crashs my game and come to blue screen of death (bsod)... sad.gif here is my pc specs:

- cpu: intel xeon x3220 2.4ghz

- ram: 4gb ddr2 1066

- vga: gtx 460 1gb 256 bits

- os: 7 ultimate x64 sp1

i've just re-install windows so i guess the problem is not come from my windows... and i leave trafficload.ini untouched which mean the trafficload working in default state...

ah, i have almost 90 % modded cars in the game. i wonder if that is a problem which lead to the bsod to my pc... sad.gif

 

sorry for my bad english... confused.gif

This can't cause BSODs, GTA IV is causing it. Try playing without TrafficLoad and spawn +20 cars manually using a trainer.

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bigboy19_07
yo topic owner, i'm new here and i've downloaded your trafficload. Your tool is real nice, it works for me biggrin.gif ... but sometimes it crashs my game and come to blue screen of death (bsod)... sad.gif here is my pc specs:

- cpu: intel xeon x3220 2.4ghz

- ram: 4gb ddr2 1066

- vga: gtx 460 1gb 256 bits

- os: 7 ultimate x64 sp1

i've just re-install windows so i guess the problem is not come from my windows... and i leave trafficload.ini untouched which mean the trafficload working in default state...

ah, i have almost 90 % modded cars in the game. i wonder if that is a problem which lead to the bsod to my pc... sad.gif 

 

sorry for my bad english... confused.gif

This can't cause BSODs, GTA IV is causing it. Try playing without TrafficLoad and spawn +20 cars manually using a trainer.

you're right... your tool cant cause bsod... i've set the virtual ram to 8gb and nothing happens after 2 hours playing... but sometimes the textures missing and the fps drops significantly (about 10 - 15 fps). maybe the reason is i use the enbseries and ultimate textures 2.0 to improve the graphic of GTA IV, i dont know...

here is my settings ingame:

- res: 1080p

- tex quality: high

- reflection res: very high

- water quality: high

- shadow quality: high

- tex filter: very high

- view distance: 30

- detail distance: 100

- vehicle density: 35 ~ 40

- shadow density: 0 ~ 2

- definition" off

- v-sync: on

do you have any recommendations for this, i mean the missing textures problem...?

 

and finally, thanks for reply smile.gif

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rippi

Hi ikt, which one is very demanding for memory, is it car density or cars per cycle?

 

Also, what is the effect of the vehicle density in-game with you car density multiplier .ini file?

For instance, If I set vehicle density in-game to Max setting and car density multiplier in .ini file for 200 vehicles, how many the cars amount will spawn in game?

 

cheers smile.gif

Edited by rippi

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ikt

Textures disappearing:

Take a break after a few hours of gaming, I can't think of anything else. It might be a memory leak in GTA or something, or just the fact that some cars are still used in an ingame script.

If you haven't yet, try doing High textures. It's a miracle, High textures give me higher framerates and less pop-ins compared to Medium textures!

 

 

Performance:

Make CarsPerCycle low, I've retested and 10 would be a playable value. As for how many cars there are on the road, the value is the percentage of the amount of already spawned traffic.

 

So theoretically it would be this:

CarDensityMultiplier = 200

Ingame Vehicle Density = 80

 

Twice as many cars as normally ingame with 80.

 

But there are many things influencing this and it's also dependent on PedCycle.dat.

 

What also works and looks amazing with icenhancer near star junction at night:

Traffic Density: 100

 

[Options]

CustomDensity=1

PedDensityMultiplier=1000

CarDensityMultiplier=1000

Edited by ikt

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rippi

Hi, thanks for reply smile.gif

 

Yes, 10 percycle is very recommended for stability and performance.

 

are you sure the multiplier is 1000 ?

 

anyway, I edited the vehicle.ide for the amount of cars shown up at the same time, it seems the script is dependent with this files.

 

but on the other hand, one type of vehicle always shown up together and following each other. I mean, is there any fix like a real life such as putting all the one car type in different direction?

 

here is the pic :

 

3 ferarris

 

user posted image

 

Uploaded with ImageShack.us

 

3 Evos

 

user posted image

 

Uploaded with ImageShack.us

 

and this is the most awesome one..

 

user posted image

 

Uploaded with ImageShack.us

 

how romantic all of them inlove.gif

Edited by rippi

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The Loot
but on the other hand, one type of vehicle always shown up together and following each other. I mean, is there any fix like a real life such as putting all the one car type in different direction?

I'm not sure there's a way to fix it while still relying on the engine's spawn system. It just happens to spawn a bunch of cars when there is only a few loaded into memory, and doesn't care if they are repeated.

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ldfxf
Textures disappearing:

Take a break after a few hours of gaming, I can't think of anything else. It might be a memory leak in GTA or something, or just the fact that some cars are still used in an ingame script.

If you haven't yet, try doing High textures. It's a miracle, High textures give me higher framerates and less pop-ins compared to Medium textures!

 

 

Performance:

Make CarsPerCycle low, I've retested and 10 would be a playable value. As for how many cars there are on the road, the value is the percentage of the amount of already spawned traffic.

 

So theoretically it would be this:

CarDensityMultiplier = 200

Ingame Vehicle Density = 80

 

Twice as many cars as normally ingame with 80.

 

But there are many things influencing this and it's also dependent on PedCycle.dat.

 

What also works and looks amazing with icenhancer near star junction at night:

Traffic Density: 100

 

[Options]

CustomDensity=1

PedDensityMultiplier=1000

CarDensityMultiplier=1000

Holy craps, 1000? Without missing textures? ph34r.gif I can't do that with my 870MB car pack.

 

You should announce that this is not for the moded cars but only for the original cars. biggrin.gif

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ldfxf
but on the other hand, one type of vehicle always shown up together and following each other. I mean, is there any fix like a real life such as putting all the one car type in different direction?

I'm not sure there's a way to fix it while still relying on the engine's spawn system. It just happens to spawn a bunch of cars when there is only a few loaded into memory, and doesn't care if they are repeated.

Umm, it's hard. First must disable all cars spawn by the game engine. Then spawn the cars one by one.

But first of all, the game's leak memory problem must be fixed. Or the cars spawn system would use a lot of memories and crash the game more than now. And this is impossible because no one could do this even R*. cryani.gif

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ikt
Textures disappearing:

Take a break after a few hours of gaming, I can't think of anything else. It might be a memory leak in GTA or something, or just the fact that some cars are still used in an ingame script.

If you haven't yet, try doing High textures. It's a miracle, High textures give me higher framerates and less pop-ins compared to Medium textures!

 

 

Performance:

Make CarsPerCycle low, I've retested and 10 would be a playable value. As for how many cars there are on the road, the value is the percentage of the amount of already spawned traffic.

 

So theoretically it would be this:

CarDensityMultiplier = 200

Ingame Vehicle Density = 80

 

Twice as many cars as normally ingame with 80.

 

But there are many things influencing this and it's also dependent on PedCycle.dat.

 

What also works and looks amazing with icenhancer near star junction at night:

Traffic Density: 100

 

[Options]

CustomDensity=1

PedDensityMultiplier=1000

CarDensityMultiplier=1000

Holy craps, 1000? Without missing textures? ph34r.gif I can't do that with my 870MB car pack.

 

You should announce that this is not for the moded cars but only for the original cars. biggrin.gif

Works fine here.

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rippi

 

Holy craps, 1000? Without missing textures? ph34r.gif  I can't do that with my 870MB car pack.

 

You should announce that this is not for the moded cars but only for the original cars. biggrin.gif

err, are you sure your car pack is 870MB ? dozingoff.gif

 

I have all my cars moded to the biggest size texture in megabytes on the Net, and my vehicle.IMG file size is only 450mb.

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ldfxf

 

Holy craps, 1000? Without missing textures? ph34r.gif  I can't do that with my 870MB car pack.

 

You should announce that this is not for the moded cars but only for the original cars. biggrin.gif

err, are you sure your car pack is 870MB ? dozingoff.gif

 

I have all my cars moded to the biggest size texture in megabytes on the Net, and my vehicle.IMG file size is only 450mb.

Yep, I added over 50 cars in my vehicles.img.

My attention is not the quality but the reality. I want the game spawn more different cars in every cycle just like the real life. I am still working on the car pack now, delete some huge cars, and only pick up cars less than 3MB. In oder to avoid the texture issues.

By now, I am using Trafficload to spawn 15 added cars and Trafficflowx2 to spawn the other 35 cars. But these scripts would make the game more unstable when they working together.

For this reason, I am waiting for Ikt's update, to add more than 15 slots for added cars. sleepy.gif

Edited by ldfxf

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ikt

Well this isn't going to work, I managed to mess up everything. biggrin.gif

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Geri Beuh

I have a question : when will you do a no ped version, i mean that your script don't spawn ped but only the game do this, because your ped spawner spawn similar clothes and peds but not the vanilla gta ( clean with no mods and scripts), and an other thing, does your script spawn boats ?

Your script is a great work but need some fix, i think that because since your script is launched i always use it and see some problems.

Again : amazing work icon14.gif

 

( Do you understand what i write ? because i am french and not very good in english )

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ldfxf
I have a question : when will you do a no ped version, i mean that your script don't spawn ped but only the game do this, because your ped spawner spawn similar clothes and peds but not the vanilla gta ( clean with no mods and scripts), and an other thing, does your script spawn boats ?

Your script is a great work but need some fix, i think that because since your script is launched i always use it and see some problems.

Again : amazing work icon14.gif

 

( Do you understand what i write ? because i am french and not very good in english )

One thing I can confirm: more boats when using trafficload.

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