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Silent

SilentPatch

Recommended Posts

Concavax

DOUBLE_RWHEELS overrides work in single player too, albeit only on 1.0.

 

It's true!

 

Thank you!

 

 

 

h4A2iUS.png

 

 

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Silent

Still, for single player I'd just do it in handling.cfg... if it doesn't work then it means you're setting the flags wrong. You probably just forgot to put zeroes between the digit you should add and the existing ones.

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pep legal

Hi Silent...

 

...is it possible for your patch to fix the front wheel steer angle for traffic cars ?

 

It seems (I might be wrong) the steer angle is calculated using only the arc tan function from speed vector or torque vector. So...at low speed (too small vector), that angle goes crazy.

 

A more (visually) elegant solution should be :

 

1 - take the transversal component of speed vector ( yaw : perpendicular to car heading line).

 

2 - take the scalar speed.

 

3 - add a small "adjust" factor to that scalar ( like 0.5 ).

 

4 - calc arc tan from value 1 and value 3

 

5 - setup the steer angle using value 4

 

6 - nice touch : smoth that angle (using moving average ...or something similar).

 

7 - Important : the yaw and scalar speed must be in the same unity (obviously).

 

8 - Important 2 : if car is going backward, probably you'll need to change yaw signal (not sure how this game implement yaw calc)

 

Since wheel steer angle is purely cosmetic (I can force it zero by cleo script...and the car still does the correct curve), I don't think anything can go wrong.

 

So...is that possible ?

 

.

 

 

Edited by pep legal

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Marsi4eg

Never noticed that in vanilla game O_o

Looks like you're using your (or Junior_Djjr's) handling fixes or something?

Edited by Marsi4eg

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pep legal

Never noticed that in vanilla game O_o

Looks like you're using your (or Junior_Djjr's) handling fixes or something?

 

 

Interesting...I noticed that back in 2006, when I first played this game on a Pentium III 1Ghz + FX5200. :blink:

 

(I don't know what Junior handling fixes are).

 

.

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SilverRST

Hi Silent...

 

...is it possible for your patch to fix the front wheel steer angle for traffic cars ?

 

It seems (I might be wrong) the steer angle is calculated using only the arc tan function from speed vector or torque vector. So...at low speed (too small vector), that angle goes crazy.

 

A more (visually) elegant solution should be :

 

1 - take the transversal component of speed vector ( yaw : perpendicular to car heading line).

 

2 - take the scalar speed.

 

3 - add a small "adjust" factor to that scalar ( like 0.5 ).

 

4 - calc arc tan from value 1 and value 3

 

5 - setup the steer angle using value 4

 

6 - nice touch : smoth that angle (using moving average ...or something similar).

 

7 - Important : the yaw and scalar speed must be in the same unity (obviously).

 

8 - Important 2 : if car is going backward, probably you'll need to change yaw signal (not sure how this game implement yaw calc)

 

Since wheel steer angle is purely cosmetic (I can force it zero by cleo script...and the car still does the correct curve), I don't think anything can go wrong.

 

So...is that possible ?

 

.

 

 

The 'crazy wheels' is when you pop the tires. R* tried to make it look realistic or they just suck at making popped tires go berserk properly.

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Claude_Lib

No. Crazy wheels happen when NPC drivers seem to be unable to decide whether they should turn left or right. Didn't you watch the video?

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SilverRST

No. Crazy wheels happen when NPC drivers seem to be unable to decide whether they should turn left or right. Didn't you watch the video?

Odd. The crazy wheels happens when I shoot the tires. It could be a bug indeed or its tires were already popped before it reached CJ.

Because I pop a lot of tires for the sh*t and giggles to see NPC crash and the crazy wheel exactly happens.

 

Next time when that happens, make sure to check the other front wheel. If that's the same, it's definitetly a bug.

Edited by SilverRST

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Concavax

 

 

Still, for single player I'd just do it in handling.cfg... if it doesn't work then it means you're setting the flags wrong. You probably just forgot to put zeroes between the digit you should add and the existing ones.

 

I already did it. But the cars goes crazy and/or the driver becomes invisible.

 

For example, Barracks.

 

His vanilla flags; single rear wheels and visible driver:

200809

 

 

mmkdEll.png

 

 

 

 

Edited flags in handling.cfg. I added to the end of the section 0 and 2. -invisible driver but double rear wheels.

20080902

 

 

YxxIpxH.png

 

 

 

The flag forced with SilentPatch, visible driver and double rear wheels.

433 = 1

 

 

wcEj233.png

 

 

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Tomas.

Simply put, the first flag is actually on the right so it should be 20200809

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Concavax

Simply put, the first flag is actually on the right so it should be 20200809

 

The problem is the first flag, the number two 2.

 

2 IS_BUS Uses Coach version of animations over standard one and makes the driver invisible (only makes sense to use on Coach).

 

http://www.gtamodding.com/wiki/Handling.cfg

 

 

 

Anyway

 

 

@Silent

 

Please. Can you include this fixes?

 

http://gtaforums.com/topic/674999-wipgta-san-andreas-update/

 

 

 

Added the missing wheel to the DFT-30

Fixed the lights and engine on the Ranger

Added Double rear wheels to the Tanker

Removed exhaust fumes from the DFT-30 and the Monsterb

Fixed the exhausts on the Monstera

Added double exhaust on the Monster and Monstera

Fixed the Sparrow's Rear Rotor

Fixed a bug causing the basketball to disappear after saving at Madd Dogg's Mansion

Fixed a collision bug in Mulholland

 

 

 

For example, the missing wheel of the DFT-30 is something i can't see in SilentPatch.

Edited by Concavax

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Tomas.

Did you read this?

 

 

Column "af", called "modelFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.

In this case, 9 is the first flag, 8+1 = IS_BIG + IS_VAN

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Concavax

Did you read this?

 

Column "af", called "modelFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left.

In this case, 9 is the first flag, 8+1 = IS_BIG + IS_VAN

 

 

So, it will be like this?

 

 

90080902

 

Same results. Invisible driver.

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Silent

I'm fairly sure the post explicitly stated what mask you should be using, yet you're still getting it wrong:

 

 

20200809

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Silent

Finally clearing some stuff from my todo:

 

Stuntplane (and probably some other planes) had extra components which wouldn't be animated by the game - until now.

 

WzMOU9ql.jpg

 

Left wing ailerons are "fixed", right wing is stock - so you can see the difference.

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Claude_Lib

Were they named wrong in the hierarchy or was the code broken?

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gts.

IIRC I don't know if Aztecas_5 fixed it on his Fixed Vehicles thread. But I can be wrong tho.

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Silent

Neither - code just did not touch those at all. This is different to Sweeper where the code wouldn't touch brushes and their names would be wrong - but SP can account for that just fine.

 

 

@up

This fix merged both parts into one component instead of animating the other one. Thus, both can coexist just fine without any issues.

Edited by Silent

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Claude_Lib

Wait, I just realized that it's a biplane so it has two separate ailerons on the left and two on the right. Yeah, it's been bothering me too, I remember now.

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Silent

And now I noticed Predator's moving component (radar?) has the same fate... I kinda recall it moving, but maybe it was III/VC?

 

So it's probably same like Phoenix hood scoop - worked fine in VC, broke in SA. Eh.

 

 

EDIT:

OK this case is yet different - those are supposed to animate but dummy name is wrong and not even Fixed Vehicles correct it!

Edited by Silent

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Rachel Amber

EDIT:

OK this case is yet different - those are supposed to animate but dummy name is wrong and not even Fixed Vehicles correct it!

Its time to #SilentPatchit then! :D

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LaDiDa

SilentVehiclePatch☺

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Silent

SilentPatch: The Smuggler's Run Vehicle Update .dll

Edited by Silent

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Rachel Amber

.dll

OH NO TAG HELPPP SILENT IS CURSED WITH .DLL MANIA LIKE THE HERO HEEEEELP

Edited by Rachel Amber

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Inadequate

Happy to see SilentPatch back!

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ThirteenAG

 

.dll

OH NO TAG HELPPP SILENT IS CURSED WITH .DLL MANIA LIKE THE HERO HEEEEELP

 

Yeah, let's let everyone use their own loader and own extension for every mod instead of having a unified thing. And 500-page manual about how to set everything up to work together. Don't forget to remove modloader from internet as well, because who needs it amirite. Edited by ThirteenAG

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SilverRST

As a reaction to those broken animations of the planes:

 

eBcDaJj.gif

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gamerzworld

SilentPatch: The Smuggler's Run Vehicle Update .dll

Also adds Cookie-based currency to the game. Missions now pay out 1/10th of their normal payout. Vehicle and mod prices have been quadrupled. Don't want to wait? Just purchase our new Monster Cards!

Edited by gamerzworld

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ThirteenAG

Also adds Cookie-based currency to the game. Missions now pay out 1/10th of their normal payout. Vehicle and mod prices have been quadrupled. Don't want to wait? Just purchase our new Monster Cards!

Can't have it without increasing loading times by 10000% or more.

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gts.

As a reaction to those broken animations of the planes:

 

 

eBcDaJj.gif

 

Haha! I thought the same.

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