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pep legal

[SA] Traffic & Travel

Recommended Posts

goodidea82

> @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.

 

Hm :/ that explains things. A solution that does not depend on concrete locations would be good for map mods. Can you add an option to disable this avoidance strategy on the bridge? For vehicles that are going to be spawned the Z-ground techniques from Junior_Djjr sounds good.

 

Compatibility with Real Traffic Fix would be really nice.

 

Btw. isn't it possible to somehow attach a trailer to a non-physical vehicle that is on a path? How about to "virtually" attach it by just moving the trailer along past positions of the vehicle?

 

Would be great if you try it with SAxVCxLC, it is also a good way to test your mod with FLA. SAxVCxLC tries to keep SA, VC, LC as original as possible and changes and improvement should be made only via mods. Therefore in theory it should be stable (there is a minimal basic configuration). Unfortunately I don't have time to work on it, but it is not dead.

Edited by goodidea82

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pep legal

Ok...let's go...

 

- T&T is fundamentally a Traffic Spawner....so, It needs to be very conscious of locations...the whole map actually. Look at the INI file...it's mostly about Locations.

 

- There in no such a thing called Z-Ground technique. What Junior said is he avoided some cpu intensive opcodes to check presence of ground collision...instead he uses ground Z check opcodes. T&T checks ground all the time (just count as many 02CE: opcodes are inside T&T code).

 

- Sorry...but I could not understand what you said about virtual trailer , non physical vehicle, and stuff.

 

- Compatibility with Real Traffic Fix was in the past. Now T&T takes care of Traffic....totally and completely. T&T does a good analysis of traffic conditions, perceiving when/where there are traffic jams, trying to solve them.

 

I have considered several algorithms for Traffic Jam Solution. Unfortunately Cleo is a horrible language to do such a thing. Yet T&T does not miss in trying to solve Jams.

 

.

Edited by pep legal

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pep legal

.

Hmmm...just a grey wednesday late night update ( 2.5 ) :

 

- Cleanings and small fixes...as usual.

 

.

Edited by pep legal

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kkjj

What you think about adding overtakers in traffic?

Edited by kkjj

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pep legal

What you think about adding overtakers in traffic?

More Details.

Edited by pep legal

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kkjj

 

What you think about adding overtakers in traffic?

More Details.Like some time in highway we see a bike rider showing his skills, junkies overtaking normal traffic, sometime police chasing them, Biker gangs, etc. Edited by kkjj

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eagle152

I brought up this earlier - but what about adding rural traffic on the dirt roads?

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pep legal

Like some time in highway we see a bike rider showing his skills, junkies overtaking normal traffic, sometime police chasing them, Biker gangs, etc.

Got it ! ...and I like it !

 

 

 

I brought up this earlier - but what about adding rural traffic on the dirt roads?

 

Like it a lot !

 

.

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kkjj

 

Like some time in highway we see a bike rider showing his skills, junkies overtaking normal traffic, sometime police chasing them, Biker gangs, etc.

Got it ! ...and I like it.

 

Then you should like my post, Xd (: Edited by kkjj

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liaz6212

Same colors of truck and trailer is good but what about extras? I mean buses, ofc.

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Tachionic

Hi pep legal! Big request. Could you add to this script a line that does not allow it to work during missions. The script does not work correctly with the Robbing Uncle Sam mission. Vanishes a truck together with Ryder. And some other missions too. I can't fix it because of compile-time protection. Please make this version or give me the source code of the script. The first option is preferable.)

Edited by Tachionic

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Leinad

I have added like 70 cars bikes, but with this mod, cars don't spawn on the street. I'm using my own cargrp.dat file modified by me.

Have I to add ID's from cars in Traffic&Travel.dat file to fix this problem?

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lsnoop

>- Compatibility with Real Traffic Fix was in the past. Now T&T takes care of Traffic....totally and completely. T&T does a good analysis of traffic conditions, perceiving when/where there are traffic jams, trying to solve them.

 

So does it work with Real trafic fix or not?

 

>A built-in natural Handling for both, player and traffic cars.

 

Does this mean you fixed "on rails" car handling physics for traffic and player?

 

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Mysterdogg

Hello, I was recently testing this modification and I've found a lot of bugs or problems while playing; I didn't take any screenshot but I will if necessary. The main problems I noticed were constant car crashes at every intersection, cars ignoring the red light, cars turning from the wrong side of the street or from the opposite line, boats on the streets, vehicles being spawned in the same place one inside the other, a lot of abandoned vehicles in the middle of the street, constant car explosions and incredibly light parked vehicles (I pushed them with a motorcycle). I don't know if all those bugs, troubles and problems are already known but I hope to see a fix soon, this is a really great project and it has a lot of potentials. if I can make a request, I would like to be able to disable/enable every feature, even the new traffic system, so I can choose if only have the taxis service, the working tow truck, etc.

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pep legal

.

UPDATE 2.6 :

 

- Less interference during game missions.

 

- New option in INI file : roadgang.

 

- occasionally T&T stops spawning : Fixed.

 

- Minor Fixes and improvements.

 

.

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arminc

At Santa Maria (for example) at the corner is a mess.. (https://imgur.com/a/P8Ku32W)

 

- Sometimes a lot of cars spawn out of nowhere one above the other (or sometimes even spawn one inside other buging the car)

- The bus everytime it comes it block the traffic.. it can't make the corner without getting out of the road 

- Other cars appear and block the traffic making a mess..

.. 

Or here (https://imgur.com/a/DOtmfqd)

 

- The bikers are somehow crazy (they enter and exit the road like in a zig-zag).. and crash in walls etc (I don't know sure if it is 100% related to T&T.. but I think yes)

- Again.. the bus can't make the corner.. block all the traffic .. and at the final the model (hood) stuck in the road blocking all the traffic and after some seconds it despawn.. (and crash my game.. idk if related)

 

 

Game version: GTA SA 1.0 US
Unhandled exception at 0x00489877 in gta-sa.exe (+0x89877): 0xC0000005: Access violation reading location 0x00000014.
    Register dump:
        EAX: 0x40800000  EBX: 0x00000001  ECX: 0x00000000  EDX: 0x0028F414  
        EDI: 0x00000000  ESI: 0x458E7AB0  EBP: 0x0028F490  EIP: 0x00489877  
        ESP: 0x0028F3E0  EFL: 0x00210246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0028F3E0:  458E6B50 458E7AB0 0028F490 00000001 00000104 458E6B50
        0x0028F3F8:  00000043 00A600A4 04DB2838 00000000 00000000 40800000
        0x0028F410:  00000000 00000000 40800000 00000000 74804F93 00000052
        0x0028F428:  00000104 7484FAB0 00000000 0028F454 74804EC1 0028F450
        0x0028F440:  7484FAB0 00000104 00000000 458E7AB0 002E3A43 0028F474
        0x0028F458:  74805052 00000000 7484FAB0 0028F508 00838478 FFFFFFFF
        0x0028F470:  00469FF7 00000407 458E7AB0 00000000 747EF645 458E6B50
        0x0028F488:  458E7AB0 458E7AB0 0028F4CC 0046A220 65F621CC 015A0AAC
        0x0028F4A0:  0028F4CC 015A0AAC 00000025 0005FDCA 006819EE 000005CA
        0x0028F4B8:  65F4B2AF 00000000 00000000 019687B4 0028F508 0028F514
        base: 0x00090000   top: 0x0028F3E0   bottom: 0x00290000
        
    Backtrace (may be wrong):
        =>0x00489877 in gta-sa.exe (+0x89877) (0x0028F490) 
          0x0046A220 in gta-sa.exe (+0x6a220) (0x0028F4CC) 
          0x0053BFCC in gta-sa.exe (+0x13bfcc) (0x0028F514) 
          0x624B7AA5 in SA.GPS.asi (+0x7aa5) (0x0028F564) 
          0x624B45E0 in SA.GPS.asi (+0x45e0) (0x0028F588) 
          0x624B3C98 in SA.GPS.asi (+0x3c98) (0x0028F684) 
          0x0053E986 in gta-sa.exe (+0x13e986) (0x0028F69C) 
          0x6446B8E9 in ModLoader.asi (+0x1b8e9) (0x0028F6E4) 
          0x6446FC02 in ModLoader.asi (+0x1fc02) (0x0028F6F8) 
          0x6446E267 in ModLoader.asi (+0x1e267) (0x0028F714) 
          0x64470246 in ModLoader.asi (+0x20246) (0x0028F888) 
          0x6447013C in ModLoader.asi (+0x2013c) (0x0028F894) 
          0x0053ECC2 in gta-sa.exe (+0x13ecc2) (0x0028F89C) 
          0x00619B71 in gta-sa.exe (+0x219b71) (0x0028F8B0) 
          0x00748DA0 in gta-sa.exe (+0x348da0) (0x0028F950) 
          0x6446FB94 in ModLoader.asi (+0x1fb94) (0x0028F970) 
          0x6446DE46 in ModLoader.asi (+0x1de46) (0x0028F9A0) 
          0x6446B83B in ModLoader.asi (+0x1b83b) (0x0028F9F4) 
          0x6446FBBB in ModLoader.asi (+0x1fbbb) (0x0028FA14) 

 

- The cars make the corner slow..

 

Here (https://imgur.com/a/28oMcBm) you can see 2 cars inside each other that exploded after spawning.. (and the bus)

 

This car (https://imgur.com/a/Tfa8XqX) spawned after the bus blocked the traffic.. inside a stair wall

Bikers (https://imgur.com/a/mbnuCqS) .. one blocked in lamppost.. 3.. blocked in garden.. random spawn...

Car spawning on sidewalk.. Heli staying at a low altitude doing nothing (for 10 seconds) -- https://imgur.com/a/UcSNtBa

 

23.06: https://imgur.com/a/ibWo7fr a plane went directly in the road.. (terro? 😂)

 

25.06: With this plugin if I try to open the grage it won't open.. or I need to try more times.. or go inside and exit.. reload etc..

-> This is an example.. I'am not sure if these are related to this mod or how much.. (but I uninstalled it more times and nothing happened again.. so I think.. yes)

Edited by arminc
25.06

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purplesaint7

Oh boy the "overheating" feature is ridiculous. Makes mission cars undrivable randomly. I even got Sweet's Greenwood get negative stats and starts to drive backwards and undrivable during the Grove missions. 

Make that feature optional seriously. Makes the driving annoying and broken. I dunno how this is "immersive" but lol its really weird and unrealistic

 

The rest of the mod is good but you gotta do something about that "overheating" its completely unnecessary IMO 

Edited by purplesaint7

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Flitbed

Is it possible to change the speed of the ai cars? for example, in the races the ai go at the same speed, and do not depend on the car in which they go (they do not go to the maximum speed of the car). 

 

[Sorry for my bad english]

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tempRZ

Alright i dunno how to explain this.

 

The fact that after installing this mod, everybody in the street are driving like retards (which is probably for realism i guess) But when i get a wanted level EVERYBODY in the streets turn into a cop. Which results in literally 500 cops at once being spawned instead of regular peds.

 

Is this caused by the GTAIV handling feature? because that "feature" is annoying. Takes out all the fun in driving.

 

 

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WarButler

Man, I love the concept of this mod, especially the air traffic, but after wrestling with it on and off for over 2 months I have to say that there are some "features" that are just ruining it: 

 

1. The handling makes the cars unbearable to drive

2. The overheating is frustrating at best and gameplay-ruining at worst

3. The fact that these things can't be toggled on or off is insane. (the modified handling seems to only be "dialled down" when set to 0)

4. The removal of compatibility with Real Traffic Fix is an insult, especially since: 

5. Driver AI is basically broken

6. There are a ridiculous number of cops when wanted

7. Boat handling is completely broken now; they leap out of the water when accelerating

8. Rescue helicopter is just silly

9. Mod causes crash whenever Cesar phones.

10. Disabling unwanted features DOESN'T ACTUALLY DISABLE THEM.

 

This mod should be several mods. Cramming all of this unwanted bloatware into it is ridiculous. Making it incompatible with other mods is not OK. Making buggy or broken features compulsory is infuriating. We don't all share the developer's vision for how cars and traffic should be, which is why mods of this scale must be customisable if they are going to be viable. As it stands, this mod is dying from a severe case of feature-creep at the hands of its own stubborn developer. I'm sorry to be so harsh but I really wanted to like this mod and have just about given up on it. I know I am not alone in my frustrations either, so please consider this criticism. Without a major stripping-back of features, this mod has a very limited future. 

 

EDIT: So I felt bad that I didn't include as much positive feedback as I did negative. The reason that the issues with this mod bother me so much is because it has so much going for it. The air traffic is great, the dynamic traffic density controls are very neat (but should still be compatible with RTFX),  the taxi and bus passenger systems are lovely touches, the trucks and trailers system is perfect, the overall customisation is very nice indeed. Despite certain aspects of this mod driving me up the wall, I still can't have it turned off (unless I know Cesar is about to call...). This is why I really, sincerely want you to address the issues that I, and several others, have with this mod. This mod does not deserve to die, which is why I made this comment in the first place. I honestly hope you continue working on it and I look forward to the next update.

 

 

P.S. Your SAAS Ambient sound mod is another mainstay in my game. All the best, Mr Legal :)

Edited by WarButler
Too negative. The mod deserves praise as well!

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damiann69

I really like concept of this mod  (rebuild spawning of cars), but in action this mod seems to be in early beta stage. Nevertheless good job. ;) Keep work 

Edited by damiann69

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WarButler

It seems that using Improved Vehicle Features fixes the bugged boat handling. I just installed it and my boats are behaving perfectly fine now. Although ImVehFt has caused me other problems in the past, like all vehicles turning black or madleg's Ragdoll mod not working any more. Or the static from the police radio never stopping. Or just straight up crashing. But so far it seems OK on my current game. I'm using ImVehFt v2.1.1

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pep legal

.

Thread is a little abandoned lately.... :zZz:💤

 

......slowly coming back.:)  (really little time for modding, sorry).

 

Cold weekend Update ( 2.7 ) :

 

- Some fixes (as usual).

- New carrec.img file (Buses don't go to Santa Maria Beach anymore) - replacement mandatory.

- Less interference with some missions.

 

I'll take a look at some above complaints, probably there are not so much what I can do, since most of them are not bugs.

 

.

Edited by pep legal

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firedihm

You don't have to apologise to us. Thank you for still updating this mod

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Masp781

 

Pep, I would like you to make a separate file with this from overheating and leave it as optional because this realism needs to be improved and is disrupting the gameplay, so leave a separate file for whoever wants that realistic driving, and this mod has a lot potential to grow. Sorry for my English

Edited by Masp781
Correção da ortografia

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Mihail92

You can make a version where the script does not touch traffic, but manages only airplanes and tractor-trailers? Many problems due to traffic.

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pete9516

I don't know if you already fixed it, since i didn't play San Andreas for like 2 years now or so, but the last version i tried of your T&T Script had the "bug" that when hijacking an airplane that was spawned by your script had obviously car id characters since the camera features of the vehicles were not from an airplane, but from a car. So when i was trying to steer the plane, it just gave me a "look left" or "look right" command like from a car. It would be nice if this was gonna be fixed.

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suparmarkeogai996

can there a mod like this for ped which lets you allow to choose where a ped can spawn and what car a specific ped can drive like example i want to make it so the only peds that drive the broadway are the aztecas and the unused pimp ped 

by the way there is a prostitute car group in cargrp file but it also effects peds outside prostitute groups for some reason 

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Male01
Posted (edited)

Sorry for the bump, but could you please check the train routes? Trains have become too glitched to do anything with them. If I ride them as a passenger, the locomotive disappears and every "station" that the passenger car takes me to isn't a station. When I am driving the train, I can't leave Los Santos from the west because the train would teleport back into Market Station. Once I reach the train bridge connecting Las Venturas with Red County, the train would teleport into Linden Station.

 

Never mind. This problem is from my side. Anyways, is there a way to allow trains to be on any two (used) tracks at the same time? This could possibly fix the rare train spawning in Cranberry Station, which may possibly have been in conflict with San Fierro's trams. Besides adding emergency vehicles in traffic, how about also placing them in convoys? The only real issue I had was an ambulance mysteriously exploding, getting stuck in the ground, and refusing to disappear.

 

Could you add military traffic near Area 69?

Edited by Male01

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