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[WIP|IV] CitizenMP:IV - the multiplayer component you've dreamt of


NTAuthority
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Initial game mode 'side things'  

241 members have voted

  1. 1. Which of the following should be the first big game mode?

    • A 'zombie survival'-type gamemode, with all the typical interactions people have come to expect
    • The 'MMO'-style game type that initially prompted Citizen's design, with jobs running in a global instance with everyone else


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An idea I had is that you start the game either owning only a hotel room after you fly in or being homeless until you get a hotel room. Or even just being homeless with ability to rent different hotel rooms for a set amount of time

Edited by Ss4gogeta0
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It just sounds like it's to good to be true. Zombies are more programmable than this perfect MMO concept. I tell you why there's alot of idea's but lets face it programming them is a pain. You need a team to write these. Zombies concept is easier but not to much but can be workable with just 1 or a few people working on it.

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It just sounds like it's to good to be true. Zombies are more programmable than this perfect MMO concept. I tell you why there's alot of idea's but lets face it programming them is a pain. You need a team to write these. Zombies concept is easier but not to much but can be workable with just 1 or a few people working on it.

If anyone is gonna be able to do it, it's NTA. If he managed to make Citizen how it is now, who's to say he won't be able to make an Online-esque experience?

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If done properly = Not following the GTA Online way...

well the concept of flying into a city and starting fresh from GTAO would work...

 

I was also thinking of maybe there being flights between cities where you could expand from one to the next, say you get bored of Liberty City and have enough money you can go to Los Santos or Vice City/London/etc and get a place there and start working/doing criminal activities...

 

also I would like to see a sort of furniture type thing where you can buy random amentaties for your home (like a laptop, Blender for Green Juice from GTA V that gives you stat boost, etc) to give you some incentive to spend your money that you make... maybe even a way to sell your home and get another one...

 

as for criminal jobs, you can be a drug dealer. maybe an assassin for some unknown contact. A Drug Runner who transports drugs from each Island on a Boat (VC Exclusive), Car Jacking, Store Robberies, even maybe a Bank Robbery

 

no man, I mean nerfing the fun of the game, buffing the price tag of everything and nerfing the freedom to sell "NTA cards" '='

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If done properly = Not following the GTA Online way...

well the concept of flying into a city and starting fresh from GTAO would work...

 

I was also thinking of maybe there being flights between cities where you could expand from one to the next, say you get bored of Liberty City and have enough money you can go to Los Santos or Vice City/London/etc and get a place there and start working/doing criminal activities...

 

also I would like to see a sort of furniture type thing where you can buy random amentaties for your home (like a laptop, Blender for Green Juice from GTA V that gives you stat boost, etc) to give you some incentive to spend your money that you make... maybe even a way to sell your home and get another one...

 

as for criminal jobs, you can be a drug dealer. maybe an assassin for some unknown contact. A Drug Runner who transports drugs from each Island on a Boat (VC Exclusive), Car Jacking, Store Robberies, even maybe a Bank Robbery

 

no man, I mean nerfing the fun of the game, buffing the price tag of everything and nerfing the freedom to sell "NTA cards" '='

 

Sounds like something Russian Pirates would do...

 

THE RUSSIANS ARE COMING!!! THE RUSSIANS ARE COMING!!!!

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The MMO aspect could really work with this.. making your own character and starting from the bottom and having to work or something while living in an apartment while you can get money to get better stuff...

 

maybe including repurposed places... like having a fully functioning car dealership and simple jobs like Pizza Delivery, Trash Dash, Paramedics, Taxi, Vigilante, etc...

 

my brain is pretty fried from school so I apologize for not making any sense lol

i dunno dude , but i think this idea make much sense.

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I can't get SNT working :/

BBHD did a comatible version
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I can't get SNT working :/

BBHD did a comatible version

 

Got a link? I can't find it.

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Because he released it on his site.

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Just get the TBOGT trainer, or edit the setup2 file in the Citizen folder to use IV files (radar/menu colors and trainer)

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edit the setup2 file in the Citizen folder to use IV files (radar/menu colors and trainer)

that breaks a lot of things for other players (causes ped sync issues), i wouldn't do that
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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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edit the setup2 file in the Citizen folder to use IV files (radar/menu colors and trainer)

that breaks a lot of things for other players (causes ped sync issues), i wouldn't do that

 

Is there a way to override the TBoGT hud colors?

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In all honesty, NT Authority should make Citizen have SP as well.

 

Sounds silly but bare with me here.

 

Citizen SP would simply behave like a mod manager. It will allow people to read total conversion files from the cache on a clean install of GTA IV so that way they don't need to make multiple copies of the game. They also can benefit from being able to use EFLC content on IV. Because there is no streaming going on, each TC will have a config file that tells the game which cache files to read, and it also can load up ASI scripts specific to that TC.

With this, it will:

-Simplify TC installations. All you would do is drag and drop a folder into your game, and pick the one you want to use in the launcher.

-Save Hard Drive space. The base files, which we have multiple copies of, we will only need one. No more multiple copies of animation files, audio files, etc...

 

This isn't very much needed on IV though. The TC's can be played as they are on Citizen MP. There isn't much to do in them, script wise. The only features I can think of that we would be missing out on are little things. The biggest would be radio. However, this would be helpful on GTA V on PC. GTA V is huge on last gen. It is 18 GB. On PS4 it is going to be about 50 GB. Now, I'm not sure if rumor or not, however I wouldn't be surprised, but regardless, its still going to increase significantly in size. This will tell us how big the PC version will be. It is also noteworthy that the PC version will probably increase in size. This guy is going to fill up his 4TB hard drive with out one, as I feel that more people are going to make mods for V as it is much more anticipated than IV. It also (according to Rockstar and by observation) has a more flexible engine so I expect a sh*t ton of mods, especially if it is well optimized.

 

Anyways, enough of that. I also was wondering about something else on Citizen which would be neat.

Would it be possible to stream radio stations? Basically the features of this would include:

-Stream custom radio stations. (The VC server could have VC radio stations, the SA server could have SA radio stations, etc)

-The radio stations are synced. So if Liberty Rock Radio is playing Rocky Mountain Way by Joe Walsh for example, it is doing that in everyone's game.

-Independence FM behaves like it does normally, as its sound track will be different in everyone's game.

-Possibly have the same radio station play in the car.If one player changes the station, it changes for the other player as well. (If someone is listening to Independence FM, it doesn't change it for other players in that car.)

 

It is a nice little touch V has, though sometimes the last feature on the list can causes arguing over what station to listen to.

 

Another thing that would be neat is having the ability to have more than 4 people sit in a bus. Perhaps fill up an entire bus with players like in GTA V.

 

Also, if your planning on doing an MMO style thing, do you think you might add apartments? It would be neat to see apartments in the game. You could have the GTA V ones. That or even better, an empty interior where you can put furniture around in it so they don't all look the same. There are plenty of furniture items in the game that can be used.

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In all honesty, NT Authority should make Citizen have SP as well.

 

Sounds silly but bare with me here.

 

Citizen SP would simply behave like a mod manager. It will allow people to read total conversion files from the cache on a clean install of GTA IV so that way they don't need to make multiple copies of the game. They also can benefit from being able to use EFLC content on IV. Because there is no streaming going on, each TC will have a config file that tells the game which cache files to read, and it also can load up ASI scripts specific to that TC.

With this, it will:

-Simplify TC installations. All you would do is drag and drop a folder into your game, and pick the one you want to use in the launcher.

-Save Hard Drive space. The base files, which we have multiple copies of, we will only need one. No more multiple copies of animation files, audio files, etc...

It's actually a great idea actually that I've been thinking about too but never bothered posting.

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Anyways, enough of that. I also was wondering about something else on Citizen which would be neat.

Would it be possible to stream radio stations? Basically the features of this would include:

-Stream custom radio stations. (The VC server could have VC radio stations, the SA server could have SA radio stations, etc)

-The radio stations are synced. So if Liberty Rock Radio is playing Rocky Mountain Way by Joe Walsh for example, it is doing that in everyone's game.

-Independence FM behaves like it does normally, as its sound track will be different in everyone's game.

-Possibly have the same radio station play in the car.If one player changes the station, it changes for the other player as well. (If someone is listening to Independence FM, it doesn't change it for other players in that car.)

 

The way to do the radio stations would be server side streaming, that way it would be the same for everyone as it is being broadcasted by the server itself rather than just from client side...

 

also for the SP radio stations, have a cfg file that can be edited for each TC so that you can add up to a maximum of X number of stations for each while giving the option of having a null entry that it would skip. so that if the limit was 14 and you only had 9 stations to input. you could just include the 9 and not have the other stations show up...

 

also having the game read the radio station names from the cfg would save a lot of time editing the gxt (Not sure if its GXT, cant remember) file...

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I just wish to use a Buffalo on MP :(

Edited by fefenc
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Time to bother replying with a status update.

 

Over the past month, I've been kind of randomly working on putting parts of the internals of Citizen apart and then back together. Prior to this change, the game (well, modification, but yeah, game's shorter) was divided into these internal components:

 

- CitizenGame - contains all logic not directly tied to a single GTA game, however binds to the internals of the RAGE engine through exported functions from other modules.

- GameNY - contains implementations of game-specific API calls for GTA IV.

- HooksNY - contains code that implements hooks (i.e. modifications to the game code) for GTA IV.

- and finally, CitiLaunch, the non-invasive 'consuming'-type launching program.

 

There were a few issues with this. Firstly, more complicated hooks such as streaming of .img resources would require changes across all three 'main' modules, using different type of API exports in each. Secondly, various of these hooks would require a completely different implementation on all three ends they involve changes in for a different game - for instance since Payne the IMG system got replaced with a different type of asset storage, directly loading from RPFs registered with a modular CAssetStore/fwAssetStore specialization - not a set of procedural callbacks as IV used, streaming from a single RAGE device.

 

Thirdly and finally, it would become hard to remove certain components from the base game 'logic' module for certain games (because they don't apply there for whatever reason) without adding weird types of compile-type defines - with the new componentized system these are all genericized into a single component file containing all components to build/register for a specific game, which then gets all dependencies resolved both on load-time and build-time.

 

In fact, here's a nice dependency graph of the current components loaded into Citizen's modular 'cleanliness' branch at this time:

 

 

zYV7635.png

 

Anyway, outside of that, as the component graph may show to people that are familiar with it, I've also been working on adding a Mono-based script runtime (i.e. this scrt:mono component). Mono, as some of you may already know, is basically an open source runtime capable of executing CLI-compliant code -- an open source .NET Framework, that is. This runtime, therefore, functions in a similar way to the already-widely-known by IV coding people .NET script hook, except in a safe way that does not allow any 'excessive' access to the player's system -- that is, anything outside of the context of the game itself. In fact, the public API for this Citizen script runtime is somewhat modeled after the existing IV script hook API, modified to make some additional sense for Citizen and its primary function as a networked modification.

 

Future plans for Citizen, of course, include porting to the future PC release of GTA V, under the marketing name 'FiveM'. FiveM will be a separate 'modification' from a basic standpoint, however will use the same codebase the CitizenFX framework currently uses on GTA IV, and will therefore be considered 'powered by CitizenFX'. In addition, the current Citizen.re web site (and future community platform for user addons, game data storage and user profiles) will be repurposed for both the CitizenMP:IV modification, the FiveM series of modifications, as well as the base CitizenFX frameworks.

 

Of course, work on the IV modification series will not be halted by the time V comes out, even if demand turns out to be significantly less than for the V series -- again, as most of the codebase is shared, and IV is in fact a more documented platform, IV may very well be ahead in some aspects for a longer time to come. However, as my intent is to be first-to-market for a V multiplayer modification platform, some concessions may have to be made.

 

As for my past promise to release a V modification (FiveM, again, where M does not necessarily stand for 'multiplayer', but rather for 'modification' or 'modified') within one or two months from V's release, again, unless major complications occur with the game's DRM or other measures, this promise will still stand.

 

Outside of the port to V, a few nice platform features are planned for the future expansion of the modification, mainly to clean up the rough edges and hopefully in time to get ready to bumble:

 

- unified player identity, including player avatars, sign-on integration with either Steam OpenID (as OAuth is, sadly, only for Steamworks developers) with some client assistance or a 'faked' game server for a dummy Source modification, the current Social Club, and/or classical local registration, and an integrated automatically-populated friend list

- an improved server list and main menu UI, including the capability for servers to improve their branding by showing a small icon next to their server entry, a small list of player icons (i.e. avatars) in the server list corresponding to either the most recent players joining, highest-scoring players in a game type that supports scoring, or, if any, the player's friends (or even friends of friends?) playing on that server.

- long overdue server administration features for server administrators to do things to players that come to ruin the fun

- easy server installation methods including binary builds (wow!), possibly a package manager for third-party addons, and a web administration interface

- a newly rewritten backend network platform replacing the old Terminal/NPx 'Layer1' technology dating back to 2011, that will probably be labeled the 'Layer2' network platform

- perhaps, just maybe, the capability for game server owners to distribute their own client builds of the game that are still compatible with and use the main infrastructure of the public Citizen platform, however allows the server administrator to apply branding, accept updates before being distributed to their clients, and have federated authentication; while still being able to have their servers be joined by public Citizen clients (to make it less interesting for server owners to develop an incompatible fork without any cooperation with the original development group)

- and your requests count

 

Now, on to respond to the queries raised in this topic since the last time I was here, outside of those related to the 'new game mode' discussion:

 

 

In all honesty, NT Authority should make Citizen have SP as well.

This was one of my primary ideas when I started with the 'CitizenFX' branding concept, which managed to confuse a bunch of you.

 

 

Sounds silly but bare with me here.

 

Citizen SP would simply behave like a mod manager. It will allow people to read total conversion files from the cache on a clean install of GTA IV so that way they don't need to make multiple copies of the game. They also can benefit from being able to use EFLC content on IV. Because there is no streaming going on, each TC will have a config file that tells the game which cache files to read, and it also can load up ASI scripts specific to that TC.

With this, it will:

-Simplify TC installations. All you would do is drag and drop a folder into your game, and pick the one you want to use in the launcher.

-Save Hard Drive space. The base files, which we have multiple copies of, we will only need one. No more multiple copies of animation files, audio files, etc...

Again, it was one of my goals with the remade Citizen (to compare CitizenMP/FX to the original CitizenIV idea, and how ViIV plays into this, stay tuned for a future post explaining all about the history of the Citizen/RAGE project series) to not only support multiplayer, but use my engine enhancements to aid people (or lock them into my ecosystem, similar to how LINK/2012 manages to have done for SA with his Mod Loader :) ) who make and/or play 'sandbox-style'/'total conversion' modifications.

 

Of course, offline mode would work somewhat different from online mode (for instance, indeed, cheat protection would need to be disabled), however the fun part is how one can have modifications that are basically a hybrid. I bet you all are familiar with the 'overhyped' open-world game entitled 'Watch Dogs'? In fact, one of its multiplayer capabilities is to have a normally singleplayer game switch into a multiplayer session almost seamlessly. RAGE networking has this capability. It's used in V, as well, to provide the 'in-engine loading screens' between singleplayer and online sessions, and abused for the many, many SP-to-MP vehicle transport glitches.

 

 

This isn't very much needed on IV though. The TC's can be played as they are on Citizen MP. There isn't much to do in them, script wise. The only features I can think of that we would be missing out on are little things. The biggest would be radio. However, this would be helpful on GTA V on PC. GTA V is huge on last gen. It is 18 GB. On PS4 it is going to be about 50 GB. Now, I'm not sure if rumor or not, however I wouldn't be surprised, but regardless, its still going to increase significantly in size. This will tell us how big the PC version will be. It is also noteworthy that the PC version will probably increase in size. This guy is going to fill up his 4TB hard drive with out one, as I feel that more people are going to make mods for V as it is much more anticipated than IV. It also (according to Rockstar and by observation) has a more flexible engine so I expect a sh*t ton of mods, especially if it is well optimized.

I for one know (from a source in #mta on GTANet) that some people who are known as pioneers of GTA PC modification are also intending on making modification less of a file-copying madness than it used to be in the olden days, and with FiveM I will probably try to be interoperable with whatever system they come up with - my focus is initially primarily getting a multiplayer modification out with basic extensibility support (client-side C#/Lua scripts, and the good old classic resource streaming will probably make a return :) ).

 

 

Anyways, enough of that. I also was wondering about something else on Citizen which would be neat.

Would it be possible to stream radio stations? Basically the features of this would include:

-Stream custom radio stations. (The VC server could have VC radio stations, the SA server could have SA radio stations, etc)

-The radio stations are synced. So if Liberty Rock Radio is playing Rocky Mountain Way by Joe Walsh for example, it is doing that in everyone's game.

-Independence FM behaves like it does normally, as its sound track will be different in everyone's game.

-Possibly have the same radio station play in the car.If one player changes the station, it changes for the other player as well. (If someone is listening to Independence FM, it doesn't change it for other players in that car.)

It is a nice little touch V has, though sometimes the last feature on the list can causes arguing over what station to listen to.

I have made multiple passes at documenting the NorthAudio system (i.e. the one used in GTA/RAGE) mentally, and have solid evidence that custom radio is in fact possible with one of my documented entries (basically, by duplicating the Independence FM station into multiple station entries, and loading and/or streaming audio files/streams using libav instead of the WMVCore/QuickTime decoder). In fact, I'd make it even more crazy myself and allow client-side scripts to control the radio station playlists' every move.

 

As for track location synchronization, that might be a little harder, though I'd assume there's a script call for setting the position on a radio station, so that'd be a nice starting point to implement such.

 

The latter entry could just as well be done by a Lua/C# script running on a server, in fact. :)

 

 

Another thing that would be neat is having the ability to have more than 4 people sit in a bus. Perhaps fill up an entire bus with players like in GTA V.

Might be a bit hard to do, if no other vehicles seat >3 passengers :)

 

 

The way to do the radio stations would be server side streaming, that way it would be the same for everyone as it is being broadcasted by the server itself rather than just from client side...

 

also for the SP radio stations, have a cfg file that can be edited for each TC so that you can add up to a maximum of X number of stations for each while giving the option of having a null entry that it would skip. so that if the limit was 14 and you only had 9 stations to input. you could just include the 9 and not have the other stations show up...

 

also having the game read the radio station names from the cfg would save a lot of time editing the gxt (Not sure if its GXT, cant remember) file...

Radio stations are highly extensible, who needs to replace when you can add? :p In addition, editing files? Raw configuration files? Come on, this is next-generation, we work in a better way here :D

 

 

I just wish to use a Buffalo on MP :(

yeah i kind of got sidetracked after trying to add the EFLC sound data that I wanted to implement full-on sound adding first and then I got annoyed at something and didn't get back to it Edited by NTAuthority

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Wow. I am looking foreword to this. It sounds like a lot of work. But it sounds amazing, and it is known that one shall not underestimate NT Authority. :)

 

But do you think it is possible to combine IV and EFLC's radio stations?

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But do you think it is possible to combine IV and EFLC's radio stations?

Already is, unless you mean combining them in the Singleplayer portion, which has not been done yet.

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But do you think it is possible to combine IV and EFLC's radio stations?

Already is, unless you mean combining them in the Singleplayer portion, which has not been done yet.

 

Okay so let me explain how the radio stations work.

 

Grand Theft Auto IV:

-There is the radio stations that come with Grand Theft Auto IV.

-Additional content is added to some of those radio stations if the TLAD DLC for IV is installed.

-Additional content is added to some of those radio stations if the TBoGT DLC for IV is installed.

So when you have both DLC's installed, you have the Grand Theft Auto IV radio stations on all three games, and the additional content from the DLC that was added to a few of them.

 

Grand Theft Auto Episodes From Liberty City:

-The GTA IV Radio Stations that were updated with additional content in TLAD are included, however all the content (Songs/Talk Shows) on them that came from Grand Theft Auto IV is not present.

-The GTA IV Radio Stations that were updated with additional content in TBoGT are included, however all the content (Songs/Talk Shows) on them that came from Grand Theft Auto IV is not present.

-Three new radio stations are added. Vice City FM, Self-Actualization FM, and Ram Jam FM. These are not accessible in GTA IV even with the DLC installed.

-The radio stations that were not updated in the TLAD or TBOGT DLC's are not included.

So basically you have the content that was added in the DLC, three exclusive radio stations, but your missing the content from IV.

 

Citizen MP: (Running on GTA IV.)

-There are the GTA IV radio stations.

-If Episodes From Liberty City is installed, you get the radio content updates to the GTA IV radio stations that gained extra content in the DLC.

-You don't get the exclusive radio stations that were added in EFLC. Vice City FM, Self-Actualization FM, and Ram Jam FM.

So basically, if you have EFLC installed, it is the same as playing on GTA IV, TLAD (DLC), or TBoGT (DLC) with all the DLC's installed, but you don't have the complete sound track as your missing the three EFLC exclusives.

 

So I'm wondering, is it possible to have the GTA IV radio stations, the DLC updates to some of the GTA IV radio stations, and the three EFLC exclusive radio stations to Citizen, and maybe also have that on GTA IV and EFLC as well so we can have the complete sound track in one version of the game?

 

Edit: I noticed that Citizen is running in borderless windowed mode. This eats my FPS. Do you think you are able to make it so it is in full screen mode while ingame, and in borderless windowed mode during the server selection screen? I assume this is a work around solution to the game minimizing, and being unable to deminimize when you click on a server.

 

I noticed that in games, I get less FPS in borderless windowed mode. I'm on Windows 7. I'm wondering if Aero might be why I have less frames. Does borderless windowed mode work better on Windows 8? I never noticed it being an option in older games. Only newer ones that came out after Windows 8.

Edited by nkjellman
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Edit: I noticed that Citizen is running in borderless windowed mode. This eats my FPS. Do you think you are able to make it so it is in full screen mode while ingame, and in borderless windowed mode during the server selection screen? I assume this is a work around solution to the game minimizing, and being unable to deminimize when you click on a server.

 

I noticed that in games, I get less FPS in borderless windowed mode. I'm on Windows 7. I'm wondering if Aero might be why I have less frames. Does borderless windowed mode work better on Windows 8? I never noticed it being an option in older games. Only newer ones that came out after Windows 8.

How old is your GPU? I've seen various mixed results when I changed a prior modification of mine to use borderless windowed mode, including by enabling and/or disabling Aero on Windows 7 forcibly, and I've noticed various people actually reported windowed performance being lower with Aero disabled.

 

How bad is the difference even on Citizen itself compared to running Citizen with -fullscreen (which should override the windowed mode check, unless I broke that part with my recent patch)? Some parts of Citizen might've worsened performance. I can't compare it myself right now, but the only issues I can think of occurring when not running in legacy exclusive mode (which IIRC isn't supported anymore with either D3D10+ and/or Windows 8) involve VSync, unless the old driver model iteration on 7/the old version of the Desktop Window Manager actually is worse than the one on 8+.

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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Edit: I noticed that Citizen is running in borderless windowed mode. This eats my FPS. Do you think you are able to make it so it is in full screen mode while ingame, and in borderless windowed mode during the server selection screen? I assume this is a work around solution to the game minimizing, and being unable to deminimize when you click on a server.

 

I noticed that in games, I get less FPS in borderless windowed mode. I'm on Windows 7. I'm wondering if Aero might be why I have less frames. Does borderless windowed mode work better on Windows 8? I never noticed it being an option in older games. Only newer ones that came out after Windows 8.

How old is your GPU? I've seen various mixed results when I changed a prior modification of mine to use borderless windowed mode, including by enabling and/or disabling Aero on Windows 7 forcibly, and I've noticed various people actually reported windowed performance being lower with Aero disabled.

 

How bad is the difference even on Citizen itself compared to running Citizen with -fullscreen (which should override the windowed mode check, unless I broke that part with my recent patch)? Some parts of Citizen might've worsened performance. I can't compare it myself right now, but the only issues I can think of occurring when not running in legacy exclusive mode (which IIRC isn't supported anymore with either D3D10+ and/or Windows 8) involve VSync, unless the old driver model iteration on 7/the old version of the Desktop Window Manager actually is worse than the one on 8+.

 

I have a Nvidia GT 750M. Not that old. I only got it like a year ago. Also putting Watch Dogs in borderless windowed mode has the same effect. My laptop came with Windows 8 and I replaced the 16 GB SSD cache with a 128 GB SSD which I loaded Windows 7 on.

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If there's something common about Watch_Downgrs and GTA IV is that both of them was scripted with dev's pen***s

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  • 2 weeks later...

Been getting crashes when I try joining any server... I redownloaded Citizen FX yet still keeps happeneing...

 

I have a clean install of GTA IV (Store bought for $20, not Pirated) so I dont know what the problem is...

 

Here are the crash dumps

Edited by Ss4gogeta0
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  • 4 weeks later...

Every time I try to connect to a server it gives "General Handshake error" pretty much instantly, even if the ping is under 100. I assume this to my GTA IV stuffed full of car mods, map mods, scripts etc of which would probs cause something to go NO to CitizenIV.

 

In addition, how do you deinstall CitizenFX? Want to keep my GTA 4 folder clean-enough to not turn out like my SA folder did..

Edited by Argonaut
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