Junior_Djjr Posted May 6, 2019 Author Share Posted May 6, 2019 On 5/5/2019 at 8:21 AM, _F_ said: I noticed you haven´t updated the Github in a while. I was wondering what are the features you are currently working on if any? I'm cleaning up and revising the mod code for v1.0 to be something more optimized and organized, fixing minor code issues. But recently I got the game to recognize parts that can be damaged no matter where _ok and _dam are in the child hierarchy. In other words, formerly, using f_extras to vary for example bumpers, the bumper would be without damage and it was necessary to put some bump_front_ok/dam with some model (a cube, a triangle) to tell the game that there is damage. It's no longer necessary, just use f_extras with your bumper and it will work. I can send you the test version, but there's nothing more than that. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070730068 Share on other sites More sharing options...
_F_ Posted May 7, 2019 Share Posted May 7, 2019 That´s great to hear! I never had an extra without damage, so I never had this issue before. But while you are optimizing, do you think it would be good idea to also future proof the characteristics? As probably in the future there will be more available options, and the 23 character limit is not enough. So loading the characteristics from child list could be a solution? Example: Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070730319 Share on other sites More sharing options...
Junior_Djjr Posted May 7, 2019 Author Share Posted May 7, 2019 (edited) 7 hours ago, _F_ said: So loading the characteristics from child list could be a solution? Yeah. But there is a problem: the child could also be used for more classes (as subclasses). So how could he do both at the same time? One solution is to take advantage of the parts with these classes and put it there, but it is poorly organized, or better yet, put a f_extras just below f_class used only to apply the characteristics, without any model inside. Edited May 7, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070730691 Share on other sites More sharing options...
_F_ Posted May 7, 2019 Share Posted May 7, 2019 That´s a good point... But wouldn´t the "=" sign already rule out it from being a class? Or maybe use [...] for sub-classes as they are under f_extras? Though that´s not the best solution as it would ruin the uniform style we have right now :S Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070730736 Share on other sites More sharing options...
Junior_Djjr Posted May 7, 2019 Author Share Posted May 7, 2019 Recursive system for class selection. Code cleaned, revised and optimized with performance improvements. Added "_pg#" to define the passenger models, similar to the driver, but also with possibility to define the chances of each passenger being created (if it doesn't already exist). Change of passengers and drivers will only be done on vehicles created randomly by the game. Remember that driver and passenger models are only changed if they are random. Fixed a limitation of the game that made damaging parts only work if there is some model in the dummy child. They will now work no matter where the damageable node is. In other words, you can now use f_extras to vary bumpers, hoods etc. without further worries. Fixed inaccuracy in the movement speed of the pedals in different FPS. Fixed possible problems with transparency of damaged parts. Fixed the driver model change not changing the pedtype (for example to be considered gang, cop etc). Minor improvements in logging. Test version here. Isn't ready yet and I have tested very little. The file is big because it's debug version with infos if crash etc. About "_pg#" for passengers, it's the same as drivers, but in "#" you add the seat number and you can put a "." and then the chance to add the passenger, if not yet exist, from 0 to 9 (default is 0, don't add). For example: "_pg1=11,12.4" — passengers with model 11 or 12 on right front seat, almost half of time it will add if not already exist. "_pg1,12.9" — passenger model 12 will appear in right front seat every time. _F_ and Avant_SA 2 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070730984 Share on other sites More sharing options...
_F_ Posted May 8, 2019 Share Posted May 8, 2019 (edited) My first test with sub-classes was successful Also the =pg function works: Though the only problem is it wastes too many characters Maybe it is bit over-complicated? As if the "drv=#,#" could be used for both the driver and passenger rotation. And I think the seat selection is unnecessary, I can´t really think of a situation where it would be necessary to fill the back-seat and leave the front one empty... What I think is great is the maximum passenger selection, that I think is useful. So to simplify the code, I would do so for example: "life_drv=251,97.2", and the game would randomly pick either 251 or 97 as a driver and 251, 97 or none at all for passenger. So it is also possible that the driver and passenger are the same ped and the ".2" would determine the maximum amount of passengers. Your thoughts? Edited May 8, 2019 by _F_ Junior_Djjr and Leinad 2 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070731466 Share on other sites More sharing options...
Junior_Djjr Posted May 8, 2019 Author Share Posted May 8, 2019 (edited) Good point, it doesn't make sense to have so much freedom, sometimes you just want to choose which models appear inside the car, not needing to separately choose the driver and passenger.. I will change the operation of this command, put the driver together. If you need to define a personalized driver, just use the driver command, much better. btw you need the back seat for taxis, but I think in the case of taxi is not something for the VehFuncs, the game that should take care of it. Edited May 8, 2019 by Junior_Djjr _F_ 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070731856 Share on other sites More sharing options...
Junior_Djjr Posted May 8, 2019 Author Share Posted May 8, 2019 (edited) https://sharemods.com/7no4muyzdir3/VehFuncs.7z.html "_oc=10,11,12.5" ("oc" for occupants). IDs 10, 11 or 12 will be used for driver and passengers. If passenger doesn't exist, the chances to be created are 5 of 9. If your car has more than 2 seats, the chances for front seat will be doubled. I thought about doing the opposite (lowering the chances for back seats), but thus it would be impossible to create large amounts of passengers in back seat. The front seat passenger model will never be the same as driver model (the game does this too). If you need some custom driver model, just use the "_drv=", so "_oc=" will ignore the driver. Again, tested just a little. Edited May 8, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070732007 Share on other sites More sharing options...
_F_ Posted May 9, 2019 Share Posted May 9, 2019 I have a feeling _oc doesn´t work Leinad 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070732263 Share on other sites More sharing options...
Avant_SA Posted May 10, 2019 Share Posted May 10, 2019 On 5/8/2019 at 12:03 AM, Junior_Djjr said: Recursive system for class selection. Code cleaned, revised and optimized with performance improvements. Added "_pg#" to define the passenger models, similar to the driver, but also with possibility to define the chances of each passenger being created (if it doesn't already exist). Change of passengers and drivers will only be done on vehicles created randomly by the game. Remember that driver and passenger models are only changed if they are random. Fixed a limitation of the game that made damaging parts only work if there is some model in the dummy child. They will now work no matter where the damageable node is. In other words, you can now use f_extras to vary bumpers, hoods etc. without further worries. Fixed inaccuracy in the movement speed of the pedals in different FPS. Fixed possible problems with transparency of damaged parts. Fixed the driver model change not changing the pedtype (for example to be considered gang, cop etc). Minor improvements in logging. Test version here. Isn't ready yet and I have tested very little. The file is big because it's debug version with infos if crash etc. About "_pg#" for passengers, it's the same as drivers, but in "#" you add the seat number and you can put a "." and then the chance to add the passenger, if not yet exist, from 0 to 9 (default is 0, don't add). For example: "_pg1=11,12.4" — passengers with model 11 or 12 on right front seat, almost half of time it will add if not already exist. "_pg1,12.9" — passenger model 12 will appear in right front seat every time. Oh crap, it's actually about what i dreamed all that time. If it will works right, it makes process of making different complectations or versions of versions a lot easier! Thanks! Will test it in days Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070733441 Share on other sites More sharing options...
Junior_Djjr Posted May 10, 2019 Author Share Posted May 10, 2019 On 5/9/2019 at 5:21 AM, _F_ said: I have a feeling _oc doesn´t work Looks like I inverted a condition to test and forgot to re-invert it. https://sharemods.com/51jiw1otiiug/VehFuncs.7z.html Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070733654 Share on other sites More sharing options...
Junior_Djjr Posted May 10, 2019 Author Share Posted May 10, 2019 (edited) Paintjobs working on vehicle names that end with digit (e.g. pcj600). Just use "_", for example "pcj600_1". https://sharemods.com/4e4951vc05kq/VehFuncs.7z.html I think it's ok for release. Edited May 10, 2019 by Junior_Djjr kkjj 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070733728 Share on other sites More sharing options...
Junior_Djjr Posted May 11, 2019 Author Share Posted May 11, 2019 (edited) Update v1.0 beta Code cleaned, revised and optimized with performance improvements. Now it's possible to use paintjobs on vehicles that have digit terminated names. That is, it is now possible to use paintjobs on bikes NRG500, PCJ600 etc, and AT400 plane. Just use for example "AT400_1". Added "_oc" to define occupant models (driver and passengers). It includes chances configuration for the passenger to be created if it doesn't exist. The "_drv" remains available, at top priority. Change of passengers and drivers will only be caused on vehicles created randomly by the game. Remember that driver and passenger models are only changed if they are not controlled by missions and mods. Fixed a limitation of the game that made damaging parts only work if there is some model in the child of the dummy. They will now work no matter where the damage node is. In other words, you can now use f_extras to vary bumpers, hoods etc. without further worries, the damage will always work. Fixed inaccuracy in the pedals speed movement during different FPS. Fixed possible problems with transparency of damaged parts. Fixed the model change of drivers not changing the pedtype (for example to be considered gang, cop etc). Fixed siren sound not working when adding "f_coplight" using Tuning Mod. Minor improvements in logging. Download on first page. So, this is it. I will fix it if there is some serious problem, but in general I should give another pause in this mod. The mod is now open source. Edited May 11, 2019 by Junior_Djjr Shifaau9, _F_, -Anti- and 2 others 5 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070733830 Share on other sites More sharing options...
_F_ Posted May 11, 2019 Share Posted May 11, 2019 (edited) It seems to be working now Though it´s bit awkward that they sometimes leave the front seat free and it is so packed But it´s not so big issue I guess On 5/7/2019 at 5:43 PM, Junior_Djjr said: Yeah. But there is a problem: the child could also be used for more classes (as subclasses). So how could he do both at the same time? One solution is to take advantage of the parts with these classes and put it there, but it is poorly organized, or better yet, put a f_extras just below f_class used only to apply the characteristics, without any model inside. How about creating a node named [characteristics] and all of it´s child would be loaded as characteristics. As sub-classes don´t use [...] to define them. For example: Edited May 11, 2019 by _F_ Leinad 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070733999 Share on other sites More sharing options...
Renaldani Posted May 11, 2019 Share Posted May 11, 2019 when I renew this vehfunc, I start the game, load the mission, and when loading the game it crashes. from fastman92 the log says NUL. please repair the mod. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734075 Share on other sites More sharing options...
Junior_Djjr Posted May 11, 2019 Author Share Posted May 11, 2019 8 hours ago, Renaldani said: when I renew this vehfunc, I start the game, load the mission, and when loading the game it crashes. from fastman92 the log says NUL. please repair the mod. How am I going to fix a problem you have and I have no infos? modloader/modloader.log 11 hours ago, _F_ said: How about creating a node named [characteristics] and all of it´s child would be loaded as characteristics. As sub-classes don´t use [...] to define them. For example: This would be the same thing: f_class class1:2 _oc=123 _drv=123 class2:1 _oc=456 But I didn't test. Anyway it's easy to do what you said. _F_ 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734414 Share on other sites More sharing options...
Renaldani Posted May 11, 2019 Share Posted May 11, 2019 this is a note from the log in the ending Game version: GTA SA 1.0 US Unhandled exception at 0x004C5A4B in gta_sa.exe (+0xc5a4b): 0xC0000005: Access violation reading location 0x00002848. Register dump: EAX: 0x00002844 EBX: 0x00000BEE ECX: 0x00004E20 EDX: 0xB2239437 EDI: 0x0177EC28 ESI: 0x600B8F79 EBP: 0x0177EC60 EIP: 0x004C5A4B ESP: 0x0177EC14 EFL: 0x00010206 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177EC14: 00000190 5D30CDB3 0177EC3C 00000190 600B8F79 004C93C3 0x0177EC2C: 0177ECED 0177ECEE 00000000 00C4F4B0 626D6F7A 74736574 0x0177EC44: 0082AD00 0177EC68 77151F3E 0000000A 77151F3E 00000000 0x0177EC5C: 7C4D813A 0177EC6C 5D30D0BB 0177EC78 00005418 5D30D0FD 0x0177EC74: 0177EC78 00000296 0177ECED 0177ECEE 00005418 0177ECA0 0x0177EC8C: 00000000 0EC4F4B0 0177ECE4 00000BEE 004C9365 005B62C7 0x0177ECA4: 0177ECE4 00000BEE 0177ECE4 FFFFFFFF 0EC4F498 0177ED98 0x0177ECBC: 0ED50848 00000BEE 000025CF 008E2C90 0177ECF0 5D4AFCA5 0x0177ECD4: 00000000 0177EC00 0002C3E7 00000131 626D6F7A 74736574 0x0177ECEC: 78740031 00000064 00000000 00000000 5D467C4B 00000000 base: 0x01580000 top: 0x0177EC14 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C5A4B in gta_sa.exe (+0xc5a4b) (0x0177EC60) 0x5D30D0BB Ext_SetCarSeed+0x265b in vehfuncs.asi (+0xd0bb) (0x0177EC6C) 0x5D30D0FD Ext_SetCarSeed+0x269d in vehfuncs.asi (+0xd0fd) (0x0177EC98) 0x004C9365 in gta_sa.exe (+0xc9365) (0x0177EC9C) 0x005B62C7 in gta_sa.exe (+0x1b62c7) (0x0177ECF8) 0x5D467C4B in std.stream.dll (+0x17c4b) Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734496 Share on other sites More sharing options...
Junior_Djjr Posted May 11, 2019 Author Share Posted May 11, 2019 34 minutes ago, Renaldani said: this is a note from the log in the ending Using fastman92 limit adjuster? If so, send me your .ini file. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734516 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 3 hours ago, Junior_Djjr said: Using fastman92 limit adjuster? If so, send me your .ini file. via email, right? I don't know your email yet Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734615 Share on other sites More sharing options...
Junior_Djjr Posted May 12, 2019 Author Share Posted May 12, 2019 6 minutes ago, Renaldani said: via email, right? I don't know your email yet pastebin.com Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734617 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 1 minute ago, Junior_Djjr said: pastebin.com how to send email through the website? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734618 Share on other sites More sharing options...
Junior_Djjr Posted May 12, 2019 Author Share Posted May 12, 2019 1 minute ago, Renaldani said: how to send email through the website? wtf? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734619 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 5 minutes ago, Junior_Djjr said: pastebin.com i don't understand, What do you mean? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734621 Share on other sites More sharing options...
Junior_Djjr Posted May 12, 2019 Author Share Posted May 12, 2019 1 minute ago, Renaldani said: i don't understand, What do you mean? Just paste it there and send me, why do you want to use email? I didn't even remember that people communicated by email yet. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734623 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 1 minute ago, Junior_Djjr said: Just paste it there and send me, why do you want to use email? I didn't even remember that people communicated by email yet. https://pastebin.com/raw/e6qP3ZiV Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734627 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 this fastman92 limit adjuster log https://pastebin.com/raw/NUZzg5RF Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734668 Share on other sites More sharing options...
Junior_Djjr Posted May 12, 2019 Author Share Posted May 12, 2019 (edited) Incompatibility with "Make paintjobs work for any ID". Fixed now, download new version on first page and should work. Edited May 12, 2019 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734691 Share on other sites More sharing options...
Renaldani Posted May 12, 2019 Share Posted May 12, 2019 26 minutes ago, Junior_Djjr said: Incompatibility with "Make paintjobs work for any ID". Fixed now, download new version on first page and should work. thank you for fixed vehfuncs, now vehfuncs is working in the game Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070734698 Share on other sites More sharing options...
_F_ Posted May 14, 2019 Share Posted May 14, 2019 On 5/11/2019 at 10:27 PM, Junior_Djjr said: This would be the same thing: f_class class1:2 _oc=123 _drv=123 class2:1 _oc=456 But I didn't test. Anyway it's easy to do what you said. Did you already include it? Because it didn´t work yet Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070737482 Share on other sites More sharing options...
Junior_Djjr Posted May 15, 2019 Author Share Posted May 15, 2019 8 hours ago, _F_ said: Did you already include it? Because it didn´t work yet No. Well, added it now. Update v1.0.2 beta - 15/05/19 Added a better option to set characteristics during class selection. Another potential performance improvement. Instructions there. In short, just use "!" in the start of the name, then you can use any name, but just "!" will work. -Anti- 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/12/#findComment-1070737907 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now