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Junior_Djjr
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.

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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:

JZZbM3F.jpg

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Junior_Djjr
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 by Junior_Djjr
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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

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Junior_Djjr

Recursive system for class selection.

00.png

 

  • 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.

 

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My first test with sub-classes was successful :)

cAoGIHG.jpg

jCeN3Yc.jpg

 

Also the =pg function works:

SqVsLXL.jpg

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 by _F_
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Junior_Djjr

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 by Junior_Djjr
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Junior_Djjr

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 by Junior_Djjr
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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

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Junior_Djjr
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

 

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Junior_Djjr

Paintjobs working on vehicle names that end with digit (e.g. pcj600). Just use "_", for example "pcj600_1".

00.jpg

 

https://sharemods.com/4e4951vc05kq/VehFuncs.7z.html

 

I think it's ok for release.

Edited by Junior_Djjr
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Junior_Djjr

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 by Junior_Djjr
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It seems to be working now

5bNdDOb.jpg

Though it´s bit awkward that they sometimes leave the front seat free and it is so packed :D 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:

huA7gDF.jpg

Edited by _F_
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Junior_Djjr
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:

huA7gDF.jpg

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.

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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)

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Junior_Djjr
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.

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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

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Junior_Djjr
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.

00.png

 

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