arthurkiraa Posted January 2, 2019 Share Posted January 2, 2019 First time posting here, want to say I'm loving this mod but I got a question: Can I have some beach/park folks riding a quad on the beach, for example? I added a entry on Driver Pool called parkDrivers (ID=4) and set the designed drivers IDs on it, then i changed the quad's driver ID to the one I created, but i'm stuck on the attributes (considering i didnt do anything wrong til here). Testmode tells me on Santa Maria Beach that area: SMB type: LEISURE. I'm still only reading the manual so I don't know if the ini recognizes SMB as an area's attribute or something and how to set it. I want to see it only on that area, not in the whole leisure region. Even if i keep the quad on any of the driver pool default lists i can't see it anyway. Link to comment Share on other sites More sharing options...
_F_ Posted January 10, 2019 Share Posted January 10, 2019 (edited) The mod has a lot of potential but right now to be honest it´s very buggy to be used :S The mod sort of messed up the road paths, now cars going off road, wiping down street posts and stuff. Not just this location, I´ve noticed other places too Then this mod somehow overrides my custom handlings, now all cars are really really slow to accelerate and don´t turn at all. Also for some reason there is a lot of explosions on the streets, that´s very uncomfortable. Also the cars in traffic are extremely slow and many times just head on crash each other. Sometimes the city or highway turns into a ghost town, not spawning any cars at all. But then after driving around a bit it spawns only Bravuras, very strange. Edited January 10, 2019 by _F_ Vindsole, kkjj and eagle152 3 GTA V cars to San Andreas gallery (Constantly updating) Link to comment Share on other sites More sharing options...
eagle152 Posted January 10, 2019 Share Posted January 10, 2019 Yeah all of these bugs were mentioned, but author seem to ignore them. inkoalawetrust, Leinad and pete9516 3 Link to comment Share on other sites More sharing options...
Mysterdogg Posted January 10, 2019 Share Posted January 10, 2019 (edited) @_F_, if I'm not wrong, there's an option called "soft handling", that function it's responsable of the issues you're experiencing with your custom handling lines. About the issues with this mod, yeah, as @eagle152 said, those bugs, problems & issues has been mentioned here by many of us but just imagine how hard should it be for one single person to fix them, I don't think that @pep legal ignore them but it's no so simple to solve them all. In my opinion, it's better to use this mod until Traffic & Travel finally works as promised. Edited January 10, 2019 by Mysterdogg Leinad 1 Link to comment Share on other sites More sharing options...
Leinad Posted January 11, 2019 Share Posted January 11, 2019 8 hours ago, Mysterdogg said: @_F_, if I'm not wrong, there's an option called "soft handling", that function it's responsable of the issues you're experiencing with your custom handling lines. About the issues with this mod, yeah, as @eagle152 said, those bugs, problems & issues has been mentioned here by many of us but just imagine how hard should it be for one single person to fix them, I don't think that @pep legal ignore them but it's no so simple to solve them all. In my opinion, it's better to use this mod until Traffic & Travel finally works as promised. I'm agree with you, I've tested this mod I have all those bugs. I did the that you said use the real traffic fix mod, and truck & trailers mod because you can configure with ini file all the trailers, towrucks and emergency cars, the bad thing is that this mod doesn't have heli and plane traffic. Link to comment Share on other sites More sharing options...
Mysterdogg Posted January 11, 2019 Share Posted January 11, 2019 2 hours ago, Leinad said: the bad thing is that this mod doesn't have heli and plane traffic. There are always alternatives, @Leinad Leinad 1 Link to comment Share on other sites More sharing options...
mrbekirr Posted January 13, 2019 Share Posted January 13, 2019 there is a bug i found. sometimes, the car or the bike doesnt work with wasd. like, when i press w, the bike goes back, when press s, goes front slowly etc. and i wanna know that if i can turn off the option which makes some cars slow as hell, is it possible? Link to comment Share on other sites More sharing options...
pep legal Posted January 22, 2019 Author Share Posted January 22, 2019 (edited) This Mod is dead ! A "reborn" forked version is WIP. . Edited January 22, 2019 by pep legal firedihm, kkjj, WarButler and 1 other 4 Link to comment Share on other sites More sharing options...
LaDiDa Posted January 22, 2019 Share Posted January 22, 2019 Looking forward to it! Link to comment Share on other sites More sharing options...
Marsi4eg Posted January 26, 2019 Share Posted January 26, 2019 On 1/22/2019 at 6:36 PM, pep legal said: This Mod is dead ! A "reborn" forked version is WIP. . If so, can you please upload and share a link in first post to the last stable "Trucks & Trailers 2.2"? It was really good before all those unnecessary enhancements that caused bad bugs Link to comment Share on other sites More sharing options...
kkjj Posted January 26, 2019 Share Posted January 26, 2019 (edited) Here you go https://drive.google.com/file/d/0B1sAJQAUfOOYRHJ3N2wxMjlxMjg/view Edit: Good to know that this mod is renewing. Hope this time it will in .lua file. Edited January 26, 2019 by kkjj Marsi4eg 1 Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 29, 2019 Share Posted January 29, 2019 (edited) It will be infinitely easier and better to create this mod using MoonLoader. Plugin-sdk is a very good choice too, especially since you can store several informations within each car instance, and you can use thousands of native game functions no longer being semi-limited by opcodes. If I was doing this mod, I would use plugin-sdk for sure, even Real Traffic Fix that is a LOT simpler I want to convert it. Here a unofficial fix, that in fact is not really a "fix". I just removed the "fixed" traffic behaviour, which basically causes almost all the bugs we know. I tested for 30 minutes and the mod was great now. https://sharemods.com/wyp4rn3nys3k/Traffic___Travel.7z.html Here is my complaint: let people choose what they want. A lot of people just want trailers and aircrafts, and your other traffic behavior "fixes" caused more problems than helped — plus, big FPS loss. Reading the code, we can note the infinity of things that this mod does to the game, in short, it is very intrusive. Edited January 29, 2019 by Junior_Djjr MaxHart, WarButler, eagle152 and 3 others 6 Link to comment Share on other sites More sharing options...
eagle152 Posted January 29, 2019 Share Posted January 29, 2019 Does this fix the "script suddenly affects mission cars" too? Link to comment Share on other sites More sharing options...
kkjj Posted January 29, 2019 Share Posted January 29, 2019 Is it now compatible with RTF? Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 29, 2019 Share Posted January 29, 2019 I just removed the cars trying to jump a path node to the other (I didn't understand what PepLegal wanted doing this, this make cars create "shortcuts", so driving in the sidewalks etc.) and speed controlling that made the cars very slowly here (practically stopped, maybe because of low FPS, idk). I'm using it with Real Traffic Fix and it looks all okay. Different from Real Traffic Fix that limits distance when applying physics to vehicles, Traffic & Travel applies physics even in distant vehicles, and one of the things that most cause FPS loss is that physics. Not only GTA SA, I realized this even in the Unity Engine, and current games like GTA V also use fake physics. I asked a way to disable the physics again if the car is far away again, but no response... If anyone could help us in this, both Real Traffic Fix and Traffic & Travel can have a great FPS improvement. But for now, do at least what the Real Traffic Fix does: apply physics only if the vehicle is around ~100 meters nearby. WarButler, kkjj and MaxHart 3 Link to comment Share on other sites More sharing options...
kkjj Posted January 29, 2019 Share Posted January 29, 2019 (edited) So it means using TT and RTF together will not cause problem, right? Edited January 29, 2019 by kkjj Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 29, 2019 Share Posted January 29, 2019 3 hours ago, kkjj said: So it means using TT and RTF together will not cause problem, right? I don't know, PepLegal should know to answer this better because I don't know exactly what T&T does (in fact this mod does a lot of things). Link to comment Share on other sites More sharing options...
pep legal Posted February 1, 2019 Author Share Posted February 1, 2019 (edited) . Spoiler 1º CWaterLevel::RenderHighDetailWaterRectangle_OneLayer (@ 0x6E91D0) 2º CCollision::TestSphereTriangle (@0x4165B6) 3º CCollision::TestLineTriangle (@0x413AC0) 4º CCoronas::RenderReflections (@0x6FB630) 5º RpGeometryForAllMaterials (@0x74C790) 6º D3D9AtomicAllInOneNode (@0x7575F0) . . . . 509º CCarCtrl::SteerAICarWithPhysics (@0x437C20) Above is shown a summarized list from a total of 1400 functions in descending order of CPU time. Steering functions have negligible effects on CPU usage. The first one is 1800 times heavier than the 509 one. The sixth one is 100 times heavier. After that I went to the practical side and did some FPS comparatives (disabling Frame Limiter of course) : again...almost zero difference. But...I'm running on a Ryzen...so I must repeat those tests on a more limited CPU. ------------------------------------------------------------------------------------------------------------------ EDIT : Ok...made a mistake considering car physics impacting only Steering... ...In fact... Collision is the killer. After disabling that Ocean square (which truly has a big CPU usage), I've redone the measurements. With Car Physics enabled, Collision processing takes 11.8% of gta_sa.exe usage. With Car Physics disabled, Collision processing takes 5.0% of gta_sa.exe usage. But again...that difference, in FPS, can only be noticed when running on weak CPUs. Keep in mind that 100% of gta_sa.exe usage is not 100% of CPU core usage. Actually gta_sa.exe takes only something between 16% to 24% of a CPU core....all the rest is shared among D3D9.dll , NTDLL.dll ,Video Driver, Sound, etc. But all those modules run in gta_sa.exe address space, so Task Manager put all of them into gta_sa.exe cpu usage account. . Edited February 1, 2019 by pep legal Tests redone The Implex and Honker1944 2 Link to comment Share on other sites More sharing options...
GN_08 Posted February 6, 2019 Share Posted February 6, 2019 Is it just me or this mod forcing actor or peds stealing and jacking cars like their own, i have some issues while playing with mission, wrong side of the tracks, big smoke run towards his car instead riding with me in Sanchez haha Link to comment Share on other sites More sharing options...
Junior_Djjr Posted March 5, 2019 Share Posted March 5, 2019 On 2/1/2019 at 2:36 AM, pep legal said: But again...that difference, in FPS, can only be noticed when running on weak CPUs. So my i3 3250 3,5GHz that runs Shadow of the Tomb Raider, Battlefield 1 and BeamNG.Drive smoothly is a weak CPU. And not only noticeable, but laggy. Is the main problem of Real Traffic Fix, even limiting in vehicles that appear in 100 meters several people stop using the mod because it is laggy, and here I improved the game FPS limiting to 50 meters, but on highways the traffic goes crazy. Vindsole 1 Link to comment Share on other sites More sharing options...
pep legal Posted March 11, 2019 Author Share Posted March 11, 2019 (edited) . Since I'm playing with oranges...and you're talking about bananas, nothing can be said. ...but I've put my hands on a thing like this : shi* laptop ...and now we can have the proper conversation. Scenario : - that shi*t machine. - the new version of T&T (not released yet). - limited to spawn 20 cars (default T&T limit is 35 cars) - 1024 x 768 x 32 / no Anti-Aliases / mid setup - Silent Patch. - SALodLight (in a very conservative setup). - SkyGfx (PC vehicle and PC building pipeline, No dual-pass) - Modloader with Improved SA Default Cars only. Test 1 : T&T with car physics disabled (cars movement is awful) FPS = 18 ~ 22 (avg 20) Test 2 : T&T with car physics enabled (cars movement is smooth ) FPS = 17 ~ 21 (avg 19) Conclusion : Even running on a "toaster", car physics has very little impact on FPS. . Edited March 11, 2019 by pep legal Honker1944 and kkjj 2 Link to comment Share on other sites More sharing options...
'stote Posted March 12, 2019 Share Posted March 12, 2019 On 1/12/2018 at 9:42 PM, pete9516 said: "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 You can read the file with sanny builder you just have to check the "IGNORE UNKNOWN" in the settings button pete9516 1 Link to comment Share on other sites More sharing options...
pete9516 Posted March 24, 2019 Share Posted March 24, 2019 Hey guys, i have a problem! I tried Junior's fix from mixmods.com.br, but i keep having almost none traffic on the streets and the handling is still corrupt, even without soft handling... Junior, can you make a version that doesn't touch handling properties at all? pls And i made a # in mix sets at vehicle density. Doesn't change anything.. pls help Link to comment Share on other sites More sharing options...
Junior_Djjr Posted June 23, 2019 Share Posted June 23, 2019 (edited) @pep legal good news http://www.mixmods.com.br/2019/06/IndieVehicles.html IndieVehHandlings.cs replaced by IndieVehicles.asi Way much better in all points. You can remove all the IndieVehHandlings-related checks from your mod, IndieVehicles.asi will do all the work without any additional work on your part. It's important to update because one was not made to work together with the other. Edited June 23, 2019 by Junior_Djjr firedihm, Leinad, pete9516 and 3 others 6 Link to comment Share on other sites More sharing options...
NymphantTree Posted September 21, 2019 Share Posted September 21, 2019 I mean this is cool and all for that vehicle handling and some of the things sound cool, but I just want to be able to have 100+ cars active at once, with physics activating far off so when I'm on the freeway I don't have to deal with cars going a lot faster with inhuman reflexes always staying on a straight line and stopping within a second. I really like chaos, but sort of controlled in a way as well. Seems to mess with imvehft too, that or those are only on at night and I didn't notice. Lastly, I thought you said it affected planes or whatever but I wasn't able to figure out how to spam plane spawns, so that way at times my sky is just full of planes (and maybe lots of plane crashes (:< ) Link to comment Share on other sites More sharing options...
pete9516 Posted September 22, 2019 Share Posted September 22, 2019 On 9/21/2019 at 10:10 AM, NymphantTree said: Lastly, I thought you said it affected planes or whatever but I wasn't able to figure out how to spam plane spawns, so that way at times my sky is just full of planes (and maybe lots of plane crashes (:< ) Try those lines: Quote 464 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 476 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 511 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 512 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 513 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 519 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 520 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 553 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 577 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 592 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 593 0 0 ROUTE_PLANE_RUNWAY ;Andromeda 460 0 0 ROUTE_PLANE_HIGH ;Andromeda 464 0 0 ROUTE_PLANE_HIGH ;Andromeda 476 0 0 ROUTE_PLANE_HIGH ;Andromeda 511 0 0 ROUTE_PLANE_HIGH ;Andromeda 512 0 0 ROUTE_PLANE_HIGH ;Andromeda 513 0 0 ROUTE_PLANE_HIGH ;Andromeda 519 0 0 ROUTE_PLANE_HIGH ;Andromeda 520 0 0 ROUTE_PLANE_HIGH ;Andromeda 539 0 0 ROUTE_PLANE_HIGH ;Andromeda 553 0 0 ROUTE_PLANE_HIGH ;Andromeda 577 0 0 ROUTE_PLANE_HIGH ;Andromeda 592 0 0 ROUTE_PLANE_HIGH ;Andromeda 593 0 0 ROUTE_PLANE_HIGH ;Andromeda 460 0 0 ROUTE_PLANE_MID ;Andromeda 464 0 0 ROUTE_PLANE_MID ;Andromeda 476 0 0 ROUTE_PLANE_MID ;Andromeda 511 0 0 ROUTE_PLANE_MID ;Andromeda 512 0 0 ROUTE_PLANE_MID ;Andromeda 513 0 0 ROUTE_PLANE_MID ;Andromeda 519 0 0 ROUTE_PLANE_MID ;Andromeda 520 0 0 ROUTE_PLANE_MID ;Andromeda 539 0 0 ROUTE_PLANE_MID ;Andromeda 553 0 0 ROUTE_PLANE_MID ;Andromeda 577 0 0 ROUTE_PLANE_MID ;Andromeda 592 0 0 ROUTE_PLANE_MID ;Andromeda 593 0 0 ROUTE_PLANE_MID ;Andromeda 460 0 0 ROUTE_PLANE_LOW ;Andromeda 464 0 0 ROUTE_PLANE_LOW ;Andromeda 476 0 0 ROUTE_PLANE_LOW ;Andromeda 511 0 0 ROUTE_PLANE_LOW ;Andromeda 512 0 0 ROUTE_PLANE_LOW ;Andromeda 513 0 0 ROUTE_PLANE_LOW ;Andromeda 519 0 0 ROUTE_PLANE_LOW ;Andromeda 520 0 0 ROUTE_PLANE_LOW ;Andromeda 539 0 0 ROUTE_PLANE_LOW ;Andromeda 553 0 0 ROUTE_PLANE_LOW ;Andromeda 577 0 0 ROUTE_PLANE_LOW ;Andromeda 592 0 0 ROUTE_PLANE_LOW ;Andromeda 593 0 0 ROUTE_PLANE_LOW ;Andromeda 460 0 0 ROUTE_PLANE_MILIT ;Andromeda 464 0 0 ROUTE_PLANE_MILIT ;Andromeda 476 0 0 ROUTE_PLANE_MILIT ;Andromeda 511 0 0 ROUTE_PLANE_MILIT ;Andromeda 512 0 0 ROUTE_PLANE_MILIT ;Andromeda 513 0 0 ROUTE_PLANE_MILIT ;Andromeda 519 0 0 ROUTE_PLANE_MILIT ;Andromeda 520 0 0 ROUTE_PLANE_MILIT ;Andromeda 539 0 0 ROUTE_PLANE_MILIT ;Andromeda 553 0 0 ROUTE_PLANE_MILIT ;Andromeda 577 0 0 ROUTE_PLANE_MILIT ;Andromeda 592 0 0 ROUTE_PLANE_MILIT ;Andromeda 593 0 0 ROUTE_PLANE_MILIT ;Andromeda 417 0 0 ROUTE_HELI_CITY ;Maverick 425 0 0 ROUTE_HELI_CITY ;Maverick 447 0 0 ROUTE_HELI_CITY ;Maverick 465 0 0 ROUTE_HELI_CITY ;Maverick 469 0 0 ROUTE_HELI_CITY ;Maverick 487 0 0 ROUTE_HELI_CITY ;Maverick 488 0 0 ROUTE_HELI_CITY ;Maverick 497 0 0 ROUTE_HELI_CITY ;Maverick 501 0 0 ROUTE_HELI_CITY ;Maverick 548 0 0 ROUTE_HELI_CITY ;Maverick 563 0 0 ROUTE_HELI_CITY ;Maverick 417 0 0 ROUTE_HELI_MILIT ;Maverick 425 0 0 ROUTE_HELI_MILIT ;Maverick 447 0 0 ROUTE_HELI_MILIT ;Maverick 465 0 0 ROUTE_HELI_MILIT ;Maverick 469 0 0 ROUTE_HELI_MILIT ;Maverick 487 0 0 ROUTE_HELI_MILIT ;Maverick 488 0 0 ROUTE_HELI_MILIT ;Maverick 497 0 0 ROUTE_HELI_MILIT ;Maverick 501 0 0 ROUTE_HELI_MILIT ;Maverick 548 0 0 ROUTE_HELI_MILIT ;Maverick 563 0 0 ROUTE_HELI_MILIT ;Maverick Just ignore those ;Andromeda and ;Maverick lines. When i found them i already wrote all those lines. They were in the very right of the text file so i didn't see them Link to comment Share on other sites More sharing options...
NymphantTree Posted September 23, 2019 Share Posted September 23, 2019 Where do I find that at? Link to comment Share on other sites More sharing options...
pete9516 Posted September 28, 2019 Share Posted September 28, 2019 On 9/23/2019 at 3:57 AM, NymphantTree said: Where do I find that at? You need to copy & paste those lines into the traffic&travel.ini file somewhere in the middle. These lines use all extra plane & helicopter paths from Traffic & Travel so you'll see lots of helicopters and planes in the map Link to comment Share on other sites More sharing options...
M. Osborn Posted December 15, 2019 Share Posted December 15, 2019 (edited) Why to be racking brains on these unnecessary details like driving physics and npc vehicles handling? Nobody cares about this stuff. Focus on the fun part: Planes, choppers, trailers and such. Edited December 15, 2019 by M. Osborn 4nsmiley, pete9516 and MaxHart 3 Link to comment Share on other sites More sharing options...
Liam Sheberstov Posted March 9, 2020 Share Posted March 9, 2020 This mod crashes the game when you go aroound star fish casino in Las Venturas with clean GTA SA with this mod installed. MaxHart 1 Link to comment Share on other sites More sharing options...
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