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pep legal

[SA] Traffic & Travel

Recommended Posts

pete9516

damn, this mod would be so good if damaging the car would not affect the handling and if you could turn off overheat. they have nothing to do with the traffic. you should make this a separate mod and focus more on the traffic like custom police cars and fbi trucks etc. there's still no single mod that lets you copy id features to another id so that you can add e.g. like police cars, planes or trains

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GraveDigger388

First, let me tell you this is THE BEST trucks + trailers mod out there. And one of THE BEST air traffic mods..

 

Only some annoying problems I want to address;

 

Density boost (Enabled at "50"): At downtown and airport, vehicles would pop out randomly AND NOT MOVE.

 

Pursuit vehicles: What does this do exactly? Because as far as I found out, this changes none, and... It makes cop cars more scarce.. AND, for some reasons, I got f*cking ENFORCERs right up my f*cking a*s at 1 or 2 stars!! So I decided to put "#" in front of each "Pursuit Vehicle"s lines.

Edited by GraveDigger388

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kkjj

Pursuit vehicles: What does this do exactly? Because as far as I found out, this changes none, and... It makes cop cars more scarce.. AND, for some reasons, I got f*cking ENFORCERs right up my f*cking a*s at 1 or 2 stars!! So I decided to put "#" in front of each "Pursuit Vehicle"s lines.

Well this option let you to choose what type of vehicles should be during pursuit...

This option is helpful, when you add vehicle​s in game and wanted that they spawn during chasing..

Sorry for bad English!

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Priest14/88

I don't know if it's too soon to call this a dead mod or not, but the dev's irresponsibility is certainly on display here.

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GO-fern

the traffic.. and trailer movement so perfect.. but emergency car move abnormally and no follow the traffic rules.. ruin the sa traffic and the emergency traffic causes car crash 90% than the others... but.. that's not made this mod ugly but may i ask.. is this mod compactiable with real_traffic_fix by junior_djjr?

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LaDiDa

It is compatible as in it doesn't crash if you only use the spawn functions (so no dynamic density and soft handling/traffic).

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Junior_Djjr

Traffic & Travel should be disabled in script controlled vehicles, it is an important and common bug in mods.

 

CVehicle+0x4A4 RANDOM_VEHICLE     = 1MISSION_VEHICLE    = 2PARKED_VEHICLE     = 3PERMANENT_VEHICLE  = 4
Because of this, this mod cause conflict with some mods and missions, as so Reuniting the Families, when the car will crash into the trailer, the truck is spawned without trailer (trailer was disappeared?) then crash. Edited by Junior_Djjr

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Nonary_Ninox

The mod gives me a crash when Cesar calls me to deal with a drug courier.

 

Game version: GTA SA 1.0 US
Unhandled exception at 0x01568940 in gta_sa.exe (+0x1168940): 0xC0000005: Access violation reading location 0x00000014.
Register dump:
EAX: 0x00000000 EBX: 0x00000001 ECX: 0x00000000 EDX: 0x00002612
EDI: 0x00A8F090 ESI: 0x00A8F4F0 EBP: 0x0028F638 EIP: 0x01568940
ESP: 0x0028F54C EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

Stack dump:
0x0028F54C: 0048B168 0028F570 0028F578 0028F574 00A8F090 00A8F4F0
0x0028F564: 0028F638 00000001 0BC3B5FC 00A8F4F0 0BC3B5FC 0000DE10
0x0028F57C: 00000002 005655FE 0028F5E4 0083D228 FFFFFFFF 005A2BD9
0x0028F594: 0BC3B5FC 00A8F4F0 004698FA 00000001 00A8F090 00A8F4F0
0x0028F5AC: 0028F638 00000001 00A8F4F0 0028F638 00000001 004667AC
0x0028F5C4: 00000001 00A8F090 00A8F4F0 0000000A 5E5121CC 0046CF29
0x0028F5DC: 00000000 5E5121CC 0028F6D8 00837DD9 FFFFFFFF 00469FF7
0x0028F5F4: 000004A5 00A8F4F0 00000000 0046A220 5E5121CC 01680AAC
0x0028F60C: 0028F638 01680AAC 00000009 00000000 3B9F9238 00000000
0x0028F624: 5E4FB2AF 5C7B3264 00000000 00000000 0028F6D8 0028F650
base: 0x00090000 top: 0x0028F54C bottom: 0x00290000

Backtrace (may be wrong):
=>0x01568940 in gta_sa.exe (+0x1168940) (0x0028F638)
0x5C797C1F in normalmap_byDK.asi (+0x7c1f) (0x0028F650)
0x0053BFCC in gta_sa.exe (+0x13bfcc) (0x0028F684)
0x0053E986 in gta_sa.exe (+0x13e986) (0x0028F69C)
0x5C13C0DD in modloader.asi (+0x1c0dd) (0x0028F6E4)
0x5C140552 in modloader.asi (+0x20552) (0x0028F6F8)
0x5C13EBB7 in modloader.asi (+0x1ebb7) (0x0028F714)
0x5C140C06 in modloader.asi (+0x20c06) (0x0028F888)
0x5C140AFC in modloader.asi (+0x20afc) (0x0028F894)
0x0053ECC2 in gta_sa.exe (+0x13ecc2) (0x0028F89C)
0x00619B71 in gta_sa.exe (+0x219b71) (0x0028F8B0)
0x00748DA0 in gta_sa.exe (+0x348da0) (0x0028F950)
0x5C140504 in modloader.asi (+0x20504) (0x0028F970)
0x5C13E756 in modloader.asi (+0x1e756) (0x0028F9A0)
0x5C13C01F in modloader.asi (+0x1c01f) (0x0028F9F4)
0x5C14052B in modloader.asi (+0x2052b) (0x0028FA14)
0x5C13EB52 in modloader.asi (+0x1eb52) (0x0028FA44)
0x5C1411DB in modloader.asi (+0x211db) (0x0028FBD0)
0x5C140B48 in modloader.asi (+0x20b48) (0x0028FBE8)

Edited by Nonary_Ninox

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HermeSSentinuS

The "newOpcodes.cleo" file is required for this modification to work. When we put this file in the "CLEO" directory, the game is crashing.


When CJ answers the incoming call, the game is crash. When I remove the modification, the crashing issue is not appear. Please return as soon as possible. This modification was something I liked very much.

Edited by HermeSSentinuS

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pete9516

"Copyright :

You can distribute T&T everywhere !

You can take any part of T&T code for you own project without any restriction...provided that you give the usual credits for Pep Legal - GTAforums .com"

really...

so if we are allowed to use the code, how should we decrypt it?? since the cleo script won't show up if we open it with sanny builder

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pep legal

.

 

A long overdue update ( 2.0 ) :

 

- Mostly bug fixes.

 

- Performance improvements.

 

- Few new features.

 

------------------------------------------------------------------

 

EDIT : Added portuguese manual.

Edited by pep legal

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pete9516

lol nevermind forgot to look at 1st page xd

Edited by pete9516

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pete9516

i don't know what's the matter with this mod... this update still doesn't work for me, there will be no traffic at all in the streets, but only traffic and travel spawned vehicles, and on top of that, with this update my game crashes immediately after i go out the save house. and it doesn't even work with your included cleo.asi file. and apart from that vehicles will still have soft handling and if i try to drive backwards it will just go straight forward lol. i don't know what i'm doing wrong or which file does it screw up like that. is it possible that this mod only works with original main.scm and script.img?

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LaDiDa

i don't know what's the matter with this mod... this update still doesn't work for me, there will be no traffic at all in the streets, but only traffic and travel spawned vehicles, and on top of that, with this update my game crashes immediately after i go out the save house. and it doesn't even work with your included cleo.asi file. and apart from that vehicles will still have soft handling and if i try to drive backwards it will just go straight forward lol. i don't know what i'm doing wrong or which file does it screw up like that. is it possible that this mod only works with original main.scm and script.img?

Although your inability to drive backwards is odd, I can confirm the gamecrashing issues (even with everything else vanilla and only OLA). Using the provided CLEO.asi helps to some extend but the game will still crash at a certain point.

 

Maybe this modloader log can be of help:

 

 

 

Game version: GTA SA 1.0 US

Unhandled exception at 0x004818A0 in gta_sa.exe (+0x818a0): 0xC0000005: Access violation reading location 0x0000001C.

Register dump:

EAX: 0x00000000 EBX: 0x00000001 ECX: 0x06602C40 EDX: 0x00000000

EDI: 0x00000000 ESI: 0x19D8D838 EBP: 0x0177F660 EIP: 0x004818A0

ESP: 0x0177F404 EFL: 0x00210246 CS: 0x00000023 SS: 0x0000002B

GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

 

Stack dump:

0x0177F404: 19D8D838 19D8D838 0177F660 00000001 00000340 00000000

0x0177F41C: 00000000 0177F440 76FE13EE 2075ACA8 C95D3AA0 00000000

0x0177F434: 00000000 0177F46C 00828ED0 0000000D 0177F44C 0177F474

0x0177F44C: 00000008 008E2BB0 00000000 3FEFFE40 2075ACA8 00000000

0x0177F464: 67229384 3F952A98 54442D18 400921FB 0177F49C 71D4D19A

0x0177F47C: 00000020 0177F568 0177F554 004D0126 004D0231 3F7FF200

0x0177F494: 0177F4A8 00000010 0000007F 0177F540 0177F540 71D4A929

0x0177F4AC: 00000008 19194BFC 71D4A936 0000007F 00000010 3F350000

0x0177F4C4: 3F350000 00000088 06090000 0177F580 41BF48A0 00533522

0x0177F4DC: 0177F4F4 00000000 00000000 039207D0 00000090 00000000

base: 0x01580000 top: 0x0177F404 bottom: 0x01780000

 

Backtrace (may be wrong):

=>0x004818A0 in gta_sa.exe (+0x818a0) (0x0177F660)

0x0053BFCC in gta_sa.exe (+0x13bfcc) (0x0177F694)

0x71C2B8E9 in modloader.asi (+0x1b8e9) (0x0177F6DC)

0x71C2FC02 in modloader.asi (+0x1fc02) (0x0177F6F0)

0x71C2E267 in modloader.asi (+0x1e267) (0x0177F70C)

0x71C30246 in modloader.asi (+0x20246) (0x0177F880)

0x71C3013C in modloader.asi (+0x2013c) (0x0177F88C)

0x0053ECC2 in gta_sa.exe (+0x13ecc2) (0x0177F894)

0x00619B71 in gta_sa.exe (+0x219b71) (0x0177F8A8)

0x00748DA0 in gta_sa.exe (+0x348da0) (0x0177F948)

0x71C2FB94 in modloader.asi (+0x1fb94) (0x0177F968)

0x71C2DE46 in modloader.asi (+0x1de46) (0x0177F998)

0x71C2B83B in modloader.asi (+0x1b83b) (0x0177F9EC)

0x71C2FBBB in modloader.asi (+0x1fbbb) (0x0177FA0C)

0x71C2E202 in modloader.asi (+0x1e202) (0x0177FA3C)

0x71C307BB in modloader.asi (+0x207bb) (0x0177FBC8)

0x71C30188 in modloader.asi (+0x20188) (0x0177FBE0)

0x71C2DF18 in modloader.asi (+0x1df18) (0x0177FC10)

0x71C2B83B in modloader.asi (+0x1b83b) (0x0177FC64)

 

 

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pep legal

.

Weekend UPDATE (2.1) :

 

- Attempt to fix crash 0x0000001C in Modloader.

 

- Several internal improvements (not noticeable for users).

 

- No new feature.

 

.

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MatthewFarrell

This new features are so cool!

 

4a8b169b8ab2.png

 

3b298ae30502.png

 

c2b24d4c562b.png

 

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pep legal

.

 

House Cleaning UPDATE (2.2) :

 

- Performance improvements.

 

- Some internal works.

Edited by pep legal

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thalilmythos

Attempting to brake with the mod while softhandling is deactivated makes the vehicles accelerate without sound.

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LaDiDa

Not using (deactivating) softhandling implements softhandling on my game x)

So it doesn't matter if I set it to 1/0/-1/ comment out the whole line...

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pep legal
Posted (edited)

.

Got some spare time last weekend...good opportunity for an update ! :santa:

 

UPDATE 2.3 :

 

- Fixed flag SoftHandling disabling not really being disabled.

 

- Small job on cop pursuit.

 

- Few stability improvements.

 

 

Well....since I've migrated to Windows 10, I've lost references. Please report stability issues !

 

.

Edited by pep legal

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goodidea82

Good to see you working on this. I have recently tested version 2.2 and have observed problems on the highway that goes from Las Venturas to San Fierro that is south of Las Venturas. I observe the following problems:

- after trucks that get spawned they change direction on the highway causing total chaos on the road, or driving off the street and falling into the water.

- driving that road several times the number of vehicles reduces until no more vehicles are spawned at all. Perhaps you need to keep a list of vehicles and release them.

 

I use the latest cleo version and modloader.

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pep legal
Posted (edited)

.

OPS ! Forgot some test probes inside de code...it will probably crash ! :sui:

 

Please people...redownload 2.3 (if you have done it).

 

---------------------------------------------------------------------------------

 

@GoodIdea82 : I'll take a look on those problems.

 

===========================================

 

EDIT :

 

Ok...after a non stop gameplay of 4 in-game days, going to every corner of the map, no problem of traffic reduction was found, but I saw :

 

- 3 traillers stuck in the ground (well...it turned out my "Stuck Detector" was broken -> FIXED)

- a defective path node in the country side (west of Back O'Beyond) causing game crash.

 

 

@GoodIdea82 : Are you sure you turned off Density Car control in Mix Set ???

 

===========================

 

 

UPDATE 2.4 :

 

- Just to fix those above mentioned bugs.

 

 

.

Edited by pep legal

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goodidea82
Posted (edited)

I do not have Mix Set installed. However, I noticed that I have tested it on SAxVCxLC instead of original game. I have now tested version 2.4 on original game and on SAxVCxLC. I test it around this area (-688.5098, 678.5627, 16.783) on the bridge and along the highway. It seems that also other cars show problematic behavior around the bridge.

 

- On original SA with silentpatch and modloader and a teleport mod: the "stuck in ground" problem is much less (observed only once now). Currently I do not observe that the number of vehicles reduces on standard gta sa. After a while when spawning around game crashes. (do you check validity of all use object references after each "wait" statement? )

 

- On SAxVCxLC with modloader (but without ExGangWars.asi and without grgx.asi). The truck behavior in area (-688.5098, 678.5627, 16.783) is worse. For example, trucks change direction and go the opposite way. Incompatibility with FLA? Also a crash after several minutes.

 

- I have installed version 2.4 using modloader in both cases. Have you tested it with modloader yet?

 

- In both installations, when I follow an airplane that has started from the airport (LV or SF) the airplane flies a while and then crashes into ground.

Edited by goodidea82

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M4rtynGTA

This mod is compatible with GTA Underground? , that would be awesome.

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Junior_Djjr
Posted (edited)

The "stuck on ground" problem occurs on any vehicle that use real physics, and all vehicles that this mod creates uses real physics.
It's also related to low FPS (not too low btw).

Real Traffic Fix makes all game vehicles to use real physics, so this problem become very common.

To fix this I added some workaround on Real Traffic Fix that fixes all cars, I think it work very well, except if it is on top of a bridge. The mod is open sourced, check it, it's basically check if there's no ground bellow the car using get ground Z (really, this worked well and no FPS loss)

 

 



goodidea, next time send the crash dump of modloader.log or from f92la. Crash dump answers questions like "do you check validity of all use object references after each "wait" statement?". Edited by Junior_Djjr

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pep legal
Posted (edited)

.

Great...we have some material for discussion here :

 

Most of crashes in T&T was solved...and they were not related to references...but related to Path Find.

 

There is very little information about Path mechanics, I had to go by the "Try and Error" approach.

 

Yeah...enabling car physics brings "stuck in ground" problems, I have created a good "cleaner" for T&T some time ago, but accidentally this solution was permanently disabled due to one little stupidity I did.

 

@GoodIdea82 : T&T does a special treatment on that bridge location. Trucks are "instructed" to avoid that bridge at all cost...just because they will inevitably be stuck under the bridge. I will see if I can improve that behaviour.

 

(please download 2.24 again...that version was uploaded 3 times, for childish mistakes...sorry for that. last compile time -> 4:50 ).

 

Thanks guys for those feedbacks. I really think T&T is worth improving.

 

 

 

PS.: SAxVCxLC is worth playing ? No idea what was done there. Maybe I will need to "adapt" T&T for it...but only if it is stable.

 

PS2 : What is GTA Underground ?

 

.

 

.

Edited by pep legal

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Junior_Djjr

PS2 : What is GTA Underground ?

This must have hurt the hearts of many people.

 

 

...anyway, if it isn't compatible, it's worth it, it's a very used mod.

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pep legal
Posted (edited)

This must have hurt the hearts of many people.

 

He...he...I'm not INTO those total modifications. I like the original game as it is...but "boosted". HQ textures, HQ models, HQ cars, etc, but keeping the original "feeling". No post-92 vehicle for example (and I have over 500 car models here).

 

 

 

...anyway, if it isn't compatible, it's worth it, it's a very used mod.

 

 

Which one ? Underground or SAxVCxLC ?

 

.

 

Edited by pep legal

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Junior_Djjr

Which one ? Underground or SAxVCxLC ?

Underground. (ok, now I think I've hurt the hearts of other peoples)

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