rippi 0 Posted December 2, 2011 Share Posted December 2, 2011 any update? Link to post Share on other sites
BoomCBS 0 Posted December 27, 2011 Share Posted December 27, 2011 Can someone help me. I am using patch 1.0.4.0 and LCPDFR 0.90B so when I download this fix and get ScriptHook 0.4.0 and ScriptHookDotNet 1.7.1.7 this fix works GREAT but LCPDFR no longer works. If I use the old ScriptHook and ScriptHookDotNet provided with LCPDFR 0.90B LCPDFR works again but this fix does not work AT ALL. It does not show up on the logs. Is there a way I can use LCPDFR and TrafficLoad together on 1.0.4.0? Link to post Share on other sites
ikt 284 Posted December 28, 2011 Author Share Posted December 28, 2011 This mod isn't related with the DotNet scripthook at all and if you use the newest version of the ScriptHook and ScriptHookDotNet with LCPDFR 0.95, theoretically nothing should go wrong. Of course, that's in theory. Try it, if it doesn't work report back. There won't be any new updates unless I suddenly am able to recover my files as of 3 october 2011. Link to post Share on other sites
BoomCBS 0 Posted December 28, 2011 Share Posted December 28, 2011 (edited) Thank you. Everything is perfect now. Edited December 28, 2011 by BoomCBS Link to post Share on other sites
ZZCOOL 1,441 Posted December 30, 2011 Share Posted December 30, 2011 anyone else experiencing crashes if disrupting the flow or making cars explode in traffic? Link to post Share on other sites
ldfxf 0 Posted December 30, 2011 Share Posted December 30, 2011 This mod isn't related with the DotNet scripthook at all and if you use the newest version of the ScriptHook and ScriptHookDotNet with LCPDFR 0.95, theoretically nothing should go wrong. Of course, that's in theory. Try it, if it doesn't work report back. There won't be any new updates unless I suddenly am able to recover my files as of 3 october 2011. OMG, what a bad. Hope you can recover it! Link to post Share on other sites
friendly luggage 132 Posted January 3, 2012 Share Posted January 3, 2012 Hi I've got the standard settings but how do I increase the diversity of cars even more? Do I increase or decrease the cars per cycle? Link to post Share on other sites
AdamtheClown 5 Posted January 8, 2012 Share Posted January 8, 2012 I do know this works (because I've NEVER saw a Comet spawn EVER around the first safehouse) and I tried to see if I could make the police car I added to spawn (police3) and I haven't seen it. So I have a question, does the 'ExtraCars" section search all of GTA IV's data (like if I added these cars in "cars.img") and it reads it? or only "vehicles.img"? Link to post Share on other sites
ldfxf 0 Posted January 9, 2012 Share Posted January 9, 2012 (edited) I do know this works (because I've NEVER saw a Comet spawn EVER around the first safehouse) and I tried to see if I could make the police car I added to spawn (police3) and I haven't seen it. So I have a question, does the 'ExtraCars" section search all of GTA IV's data (like if I added these cars in "cars.img") and it reads it? or only "vehicles.img"? At first, Police can't drive added police cars. And they can't use the police equipments, sirens and computers or anything like the original police cars. Second, extraCars do spawn (no matter you put them in vehicles.img or newveh.img). But not very frequently. So the answer is added police car would spawn by using trafficload but you would see not a cop but a civilian driving it. It turns into a civy car. And by the way, the police special force cars(Noose, FBI, and so on) couldn't spawn by trafficload. Edited January 9, 2012 by ldfxf Link to post Share on other sites
AdamtheClown 5 Posted January 9, 2012 Share Posted January 9, 2012 I do know this works (because I've NEVER saw a Comet spawn EVER around the first safehouse) and I tried to see if I could make the police car I added to spawn (police3) and I haven't seen it. So I have a question, does the 'ExtraCars" section search all of GTA IV's data (like if I added these cars in "cars.img") and it reads it? or only "vehicles.img"? At first, Police can't drive added police cars. And they can't use the police equipments, sirens and computers or anything like the original police cars. Second, extraCars do spawn (no matter you put them in vehicles.img or newveh.img). But not very frequently. So the answer is added police car would spawn by using trafficload but you would see not a cop but a civilian driving it. It turns into a civy car. And by the way, the police special force cars(Noose, FBI, and so on) couldn't spawn by trafficload. Actually, when I added the new popo, i named it police3, and it has a siren and I get a shotgun upon entering it, like a vanilla cop car. And I've noticed that one of my added cars spawn A LOT (a Del Sol). And I haven't seen my police car anywhere. Link to post Share on other sites
desertfox11194 1 Posted January 9, 2012 Share Posted January 9, 2012 I've named cars "police3" and never got the siren to work, even though I hear alot of people say they have. Did you do anything extra to it to get the siren working? Link to post Share on other sites
ldfxf 0 Posted January 10, 2012 Share Posted January 10, 2012 (edited) I do know this works (because I've NEVER saw a Comet spawn EVER around the first safehouse) and I tried to see if I could make the police car I added to spawn (police3) and I haven't seen it. So I have a question, does the 'ExtraCars" section search all of GTA IV's data (like if I added these cars in "cars.img") and it reads it? or only "vehicles.img"? At first, Police can't drive added police cars. And they can't use the police equipments, sirens and computers or anything like the original police cars. Second, extraCars do spawn (no matter you put them in vehicles.img or newveh.img). But not very frequently. So the answer is added police car would spawn by using trafficload but you would see not a cop but a civilian driving it. It turns into a civy car. And by the way, the police special force cars(Noose, FBI, and so on) couldn't spawn by trafficload. Actually, when I added the new popo, i named it police3, and it has a siren and I get a shotgun upon entering it, like a vanilla cop car. And I've noticed that one of my added cars spawn A LOT (a Del Sol). And I haven't seen my police car anywhere. Umm, I don't know if the siren could work or not. Maybe I am wrong. About the spawning probability, maybe you should check Frq and MaxNum in your newvehicles.ide. Or, you can disable all the added cars except the police car to see whether it would spawn. Edited January 10, 2012 by ldfxf Link to post Share on other sites
frankie007 0 Posted January 12, 2012 Share Posted January 12, 2012 Hi. I like this traffic fix very much, but I have a problem with it. Even I don't use any car pack only the default cars, the game crashes every time when I'm in a traffic jam or simply too many cars are spawned at the same time. I mean more then 30-35 cars. Without the mod it never crashes. In the game vehicle density is set to 1. In the .ini file I tried setting CarsPerCycle 5-100, CarDensityMultiplier 50-200, the result is the same! I downloaded the trafficloadv3, because I read in the doc "If the script detects that more than 35 cars are loaded, it simply stops." but IT DOESN'T! It just keeps loading cars till it crashes. Is it only for me or happens to others too? Ps : I have hd5850 1G vram Link to post Share on other sites
MasterVampire 31 Posted January 24, 2012 Share Posted January 24, 2012 So with trafficload do I just need to put it in the Grand Theft Auto IV folder and thats it? Do I really need to tweak the .ini settings? Or should it just work straight off so I wont be seeing taxis everywhere? Link to post Share on other sites
Soulcrusher 0 Posted January 25, 2012 Share Posted January 25, 2012 I dont know what i'm going wrong, but i have GTA v 1.0.0.4 and have installed scripthook 0.4, asiloader by Alexander Blade, trafficload and realistic car mod pack v4, but the only cars that are showing up are taxi's and cop cars.. asilog says: // -- GTA IV ASI LOADER LOG -- ////-- © Alexander Blade 2008 -- //C:\Windows\system32\dsound.dll is loaded, address 0x75150000Hooking dsound proc named "DirectSoundCreate""DirectSoundCreate" hooked, address 0x75157E3DHooking dsound proc named "DirectSoundEnumerateA""DirectSoundEnumerateA" hooked, address 0x7519D993Hooking dsound proc named "DirectSoundEnumerateW""DirectSoundEnumerateW" hooked, address 0x7519D9B0Hooking dsound proc named "DllCanUnloadNow""DllCanUnloadNow" hooked, address 0x751841BBHooking dsound proc named "DllGetClassObject""DllGetClassObject" hooked, address 0x75157792Hooking dsound proc named "DirectSoundCaptureCreate""DirectSoundCaptureCreate" hooked, address 0x7519D2C5Hooking dsound proc named "DirectSoundCaptureEnumerateA""DirectSoundCaptureEnumerateA" hooked, address 0x7519D9CDHooking dsound proc named "DirectSoundCaptureEnumerateW""DirectSoundCaptureEnumerateW" hooked, address 0x7519D9EAHooking dsound proc named "GetDeviceID""GetDeviceID" hooked, address 0x7519D160Hooking dsound proc named "DirectSoundFullDuplexCreate""DirectSoundFullDuplexCreate" hooked, address 0x7519D429Hooking dsound proc named "DirectSoundCreate8""DirectSoundCreate8" hooked, address 0x7518DE69Hooking dsound proc named "DirectSoundCaptureCreate8""DirectSoundCaptureCreate8" hooked, address 0x7519D371Loading ASI D:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\TrafficLoad.asiASI loaded : D:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\TrafficLoad.asi, Address 0x00000000 scripthook says: Log start: Wed Jan 25 22:52:36 2012-----------------------------------------------[iNFO] GTA IV Script Hook 0.4.0 - © 2009, Aru - Initialized[iNFO] Process base address: 0x12a0000[iNFO] Auto detecting game version[iNFO] Using game version 1.0.4[iNFO] [scriptHookDotNet] Thread started[iNFO] [scriptHookDotNet] Thread started[iNFO] [scriptHookDotNet] Thread killed[iNFO] Script Hook - Shutdown whats going on here? can anybody tell me whats wrong? Link to post Share on other sites
ikt 284 Posted January 26, 2012 Author Share Posted January 26, 2012 frankie007 Well, there might be cars left and such. I don't know, but lower the amount of cars and it should be less bad. MasterVampire it should work straight out of the box. Soulcrusher You haven't extracted the msvcr100d.dll have you? Do it and it should load properly. Sorry for not being able being active and such, but I have kind of abandoned the whole GTA-thing. Still dropping by sometimes though. Link to post Share on other sites
Soulcrusher 0 Posted January 26, 2012 Share Posted January 26, 2012 SoulcrusherYou haven't extracted the msvcr100d.dll have you? Do it and it should load properly. Sorry for not being able being active and such, but I have kind of abandoned the whole GTA-thing. Still dropping by sometimes though. I do have msvc100d.dll extracted to the gta folder but it still doesnt load Link to post Share on other sites
Geri Beuh 0 Posted January 27, 2012 Share Posted January 27, 2012 Is there any update that disable ped spawning ? clothes variety is not very good, it's a little like gta san andreas, all the peds seem to be the same. Sorry for my bad english Link to post Share on other sites
MasterVampire 31 Posted February 12, 2012 Share Posted February 12, 2012 I had a thought the other day. While you see police cars patrolling the streets what about using this script to make FBI cars do the same? Will doing this work? EnableCar1=1 Car1=fbi Link to post Share on other sites
desertfox11194 1 Posted February 12, 2012 Share Posted February 12, 2012 It would probably work, but it would be driven by civilians, not police. As far as I know, no one has ever figured out where its specified that cops only patrol in police and police2. It must be hard coded. Changing cargrp.dat doesn't do anything. Link to post Share on other sites
ldfxf 0 Posted February 14, 2012 Share Posted February 14, 2012 (edited) I had a thought the other day.While you see police cars patrolling the streets what about using this script to make FBI cars do the same? Will doing this work? EnableCar1=1 Car1=fbi If you want to let the cops driving FBI/Polpatriat/firetruck/ambulance on the street in normal traffic. You should use trafficflow. Edit the Cargrp.dat to delete the FBI from the police group and add it to any other groups. Then add it into trafficflow.ini. The FBI guys would drive FBI patrolling on the street. By this way you can make police/FBI/fireman/medic driving their special vehicles in normal traffic withou whistling sirens. And by the way, the police cars from EFLC can't spawn by using this way. For some reasons R* didn't make them special vehicles. So even by using this way they can still only driving by normal peds. For example the pol baffullo. It would never spawn with a policeman in it. Edited February 14, 2012 by ldfxf Link to post Share on other sites
rippi 0 Posted February 14, 2012 Share Posted February 14, 2012 (edited) hello ikt any update for the trafficload including cargrp, pedgroup, and vehicle ide altogether? I tried changing vehicle ide frequency to 100, and yes the car spawn, but sometimes there is no peds/driver inside the car. this happen a lot especially with a bike. e.g. the bike spawned and just lying on the road with ped/bike driver sitting on the air doing nothing. also, some car spawning in some weird ways, like coming from the sky, driving wrong way, do acrobatic driving with only using 1 side of Left/Right wheels, etc. Edited February 14, 2012 by rippi Link to post Share on other sites
NaidRaida 124 Posted February 14, 2012 Share Posted February 14, 2012 Kind of late but better late than never, huh? This mod actually works for me with XLiveLess and this extra .dll file from the archive. Thanks ikt. Link to post Share on other sites
rocstar96 1 Posted February 21, 2012 Share Posted February 21, 2012 Still waiting for ikt to add 23 added cars to the ini Link to post Share on other sites
ldfxf 0 Posted February 21, 2012 Share Posted February 21, 2012 Still waiting for ikt to add 23 added cars to the ini Yeah, I come to this thread once a week. Hoping there would be any update. Link to post Share on other sites
rocstar96 1 Posted February 21, 2012 Share Posted February 21, 2012 Me too, I bookmarked it, hopefully someday ikt will update it! Link to post Share on other sites
icelaglace 88 Posted February 22, 2012 Share Posted February 22, 2012 I don't think there will be any update soon, he left the GTA4 modding for a moment. Maybe he'll come back on it later. His computer + GTA4 is = not that good. Link to post Share on other sites
rocstar96 1 Posted February 23, 2012 Share Posted February 23, 2012 We'll give him all the support he needs! Link to post Share on other sites
nrv74 0 Posted February 23, 2012 Share Posted February 23, 2012 awesome fix and no more texture bugs using it thanks to this topic, you people, and ikt I' m playing tbogt with 45 added cars ( maximum 4 what I know) a lot of replaced cars, epm... I just really want f*ck!ng badly a very small update for this mod so it can load 60 "added" cars instead of 15 PLEASE DUDE !!!! GOD WILL GIVE IT BACK 2U !!! Link to post Share on other sites
Skorpro 129 Posted February 23, 2012 Share Posted February 23, 2012 (edited) ... Loading ASI D:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\TrafficLoad.asiASI loaded : D:\Program Files (x86)\Rockstar Games\Grand Theft Auto IV\TrafficLoad.asi, Address 0x00000000 ... whats going on here? can anybody tell me whats wrong? Hi, Maybe this is your Problem: "...Address 0x00000000"!!! Something is wrong/missing... Try this (I know this is unusual but it might work): Download and install the Visual C++ Express! No joke! It's for FREE and all necessary files will be installed/updated! Hope it works Edited February 23, 2012 by Skorpro Link to post Share on other sites