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Junior_Djjr
38 minutes ago, 007Ripper said:

Good days!

Here the log 

The log says that you have IVF installed, what.

 

41 minutes ago, 007Ripper said:

I want to ask something, is it possible to make multiple bike model in one dff using recursive extra? 

So i want to make motogp bike and replace nrg500, there will be ducati, yamaha, honda etc in one dff. If we spawn the bike will it spawn with different models ? 

And also can we have multiple dummy ? Like ped_frontseat, exhaust, etc ?

Thanks :D

Yes, IF they are very similar.

The good side of bikes is that the collision usually doesn't have to vary, and the shadow is almost always acceptable to reuse (if you opt for flat shadow, no problem). The problem is precisely the dummies.

 

At the moment Tuning Mod includes dynamic dummies (currently only exhaust and front seat), something that I would love to implement all in VehFuncs, because besides having dummy positions varying by car instance (not by model), it will be possible to fix the problem of lights on, for example, trunk, they don't follow the model when you open. This is very noticeable turning the front of a bike.

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2 hours ago, Junior_Djjr said:

The log says that you have IVF installed, what.

Yes i have imvehft and active dashboard to. I have multiple asi mod maybe this is the problem haha. 

2 hours ago, Junior_Djjr said:

The problem is precisely the dummies.

Yep, it have different frontseat and exhaust position. I can move the model maybe, will try later.

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Junior_Djjr
9 hours ago, 007Ripper said:

Yes i have imvehft and active dashboard to. I have multiple asi mod maybe this is the problem haha. 

If you have IVF installed, it doesn't make sense to need the fix to not have it installed, there is something very wrong there.

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Junior_Djjr

After many tests I noticed a problem, and I believe it has been solved...

If you guys want, you can wait for a confirmation to see if it has really solved. But please only report bugs using new version.

 

Update v1.3.1 beta - 19/06/19

  • Fixed a crash that happened occasionally.
  • Fixed a problem that occurred in the lack of available memory (it's rare, but...)
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Junior_Djjr

Update v1.3.2 beta - 19/06/19

  • Fixed the cars appearing wrong in the garages and Tuning Mod loading (should be a long time there is this problem, I don't know how nobody reported).
  • Changed the mod processing order. On the technical side, everything changes, in practical, I think the only visible change is that the response of the functions will be immediate (for example, before the speedometer was delayed by 1 frame).

 

PLEASE, BE THE LAST UPDATE!!!!!

Edited by Junior_Djjr
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  • 2 weeks later...

Something wrong with that new thing, Animation by condition. I settled part, that rotating by turning off engine, (f_an1a=ax20) but when i turn off engine using script (that one, that include engine off and door locks), it's not working. It's only working, when i am exiting the vehicle. It's can be fixed?

Edited by Avant_SA
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4 hours ago, Junior_Djjr said:

Which script? I tested with my Engine On/Off.

https://www.gtavicecity.ru/gta-san-andreas/cleo/3787-vkl-vykl-dvigatelya-far-i-dverej.html

 

This. And i have a question. Some time ago daughter classes was added. If i will use it that way, will it works right?

f_class:1

-2001

--low

--high

-2002

--low

--high

-2003

--low

--high

 

And in interior will be just details for low and high, but also will be some details for years. Will it works right? I mean, i put [low] detail, and will it work with all years?

Edited by Avant_SA
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Junior_Djjr
On 7/9/2019 at 8:38 AM, Avant_SA said:

I mean, i put [low] detail, and will it work with all years?

Yes, is all about the name.

If you don't want it, just use different names, like "low2001" or "f_extras | [2001] | [low]"

I forgot to click to send the message, nice.

 

f_an1a is powerful.

0000+-+Copia+-+Copia.jpg

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15 minutes ago, Junior_Djjr said:

Yes, is all about the name.

If you don't want it, just use different names, like "low2001" or "f_extras | [2001] | [low]"

I forgot to click to send the message, nice.

 

f_an1a is powerful.

0000+-+Copia+-+Copia.jpg

Wow. So, lcd just appears, or appears with some kind of animation?

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Junior_Djjr
46 minutes ago, Avant_SA said:

Wow. So, lcd just appears, or appears with some kind of animation?

Just appears.

There is no way to just hide for now, so I'm using position changing with very very fast speed ("s9999"), so it just changes the face.

I should add a way to just hide/show, but for this case the position change is good because there is a digital speedometer that also uses hide-show (I need to do additional work to disable speedometer during this), so, the speedometer is a child of the screen, so I change the screen position and speedometer goes way.

0000+-+Cofghpia.jpg

Edited by Junior_Djjr
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Junior_Djjr
On 7/17/2019 at 3:42 PM, Avant_SA said:

So, no way to get it working with that script?

Vehicles can't handle UV animations like map models, It would be very interesting if it were possible, but I have no idea how to do it.

Without this I just imagine animation sequence changing visibility of nodes, isn't a good practice.

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19 minutes ago, Junior_Djjr said:

Vehicles can't handle UV animations like map models, It would be very interesting if it were possible, but I have no idea how to do it.

Without this I just imagine animation sequence changing visibility of nodes, isn't a good practice.

I mean working parts animation, that must rotate with engine off, with script, that i use.

Edited by Avant_SA
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Doktor_v_zapoe

Hello, Maybe you add function like EML in ImVehFt. For non-standard SA sirens of police cars, like this 


At the moment in ImVehFt there is a restriction for 16 dummy, this is very few and which very much disturbs, it would not be bad to make the same function without restrictions, and with an opportunity to change settings of a lightbar directly in a game.
Or create the version of Emergency light with the same opportunities as imVehFt EML.

Edited by Doktor_v_zapoe
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On 7/24/2019 at 8:23 AM, Doktor_v_zapoe said:

Hello, Maybe you add function like EML in ImVehFt. For non-standard SA sirens of police cars, like this 


At the moment in ImVehFt there is a restriction for 16 dummy, this is very few and which very much disturbs, it would not be bad to make the same function without restrictions, and with an opportunity to change settings of a lightbar directly in a game.
Or create the version of Emergency light with the same opportunities as imVehFt EML.

IGNORED!

 

 

It's sad when JuniorDjjr ignores good suggestions.

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Junior_Djjr
On 7/24/2019 at 10:23 AM, Doktor_v_zapoe said:

Hello, Maybe you add function like EML in ImVehFt. For non-standard SA sirens of police cars, like this 

(video)


At the moment in ImVehFt there is a restriction for 16 dummy, this is very few and which very much disturbs, it would not be bad to make the same function without restrictions, and with an opportunity to change settings of a lightbar directly in a game.
Or create the version of Emergency light with the same opportunities as imVehFt EML.

ImVehFt problems are for ImVehFt.

 

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

Update 02/08/19 (DD/MM/YY)

  • Fixed all tuning bugs caused by extra parts on wheel, bumpers etc. That alone cost me 14 hours of work, I can't explain.
  • Improved f_spoiler system.
  • Added a new better part hiding system which will be used in an upcoming Tuning Mod version.
  • Added "f_steer" (functional steering wheel). This one doesn't need dummy
  • Added retrocompatibility with IVF "movsteer" and Active Dashboard / Steering "steering". This means that cars adapted for IVF or Active Dashboard will have functional steering wheels using only VehFuncs.
Edited by Junior_Djjr
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love the new f_steer function along with the retrocompatibility! one feature less from the list!! 

 

Could it be possible to break the limit related with the amount of working steers in a vehicle? 

Edited by Mysterdogg
Checked the Wiki before posting this but didn't see the limitation hehe
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Junior_Djjr
17 hours ago, _F_ said:

Can you elaborate on the f_spoiler? What is new :)

Maybe not noticeable?

Before I "redo" its damage, now I used a more robust solution that is no longer dependent on damage.

 

12 hours ago, Mysterdogg said:

Could it be possible to break the limit related with the amount of working steers in a vehicle? 

Yes, if useful.

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3 hours ago, Junior_Djjr said:

Yes, if useful

Well, I was thinking about it mainly for (testing) some ideas related with parts that move when turning (the steer), but also for making driving school vehicles, which usually have two steering wheels. 

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6 hours ago, Junior_Djjr said:

Maybe not noticeable?

Before I "redo" its damage, now I used a more robust solution that is no longer dependent on damage.

 

Yes, if useful.

Could it now be possible to use the code for f_exhaust?

 

2 hours ago, Mysterdogg said:

Well, I was thinking about it mainly for (testing) some ideas related with parts that move when turning (the steer), but also for making driving school vehicles, which usually have two steering wheels. 

Lol man you always have the most useless ideas that people would never ever need :D I think it´s Junior shouldn´t over complicate the code with useless functions and make it lengthy and more resource hungry with higher risk of crashes and bugs

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I see no problem with asking for some attention to detail and lore-friendly stuff, no matter if it's useful or useless, after all, it's Junior's decision to add them but since it's an open source mod, anyone with the enough knowledge (and time) can add them and help him. 

 

Check these useless features I was talking to, @_F_ :

 

 

 

Active AerodynamicsAdaptive Headlights. Vuko's attention to detail. GTA's vehicle features. Steer-related stuff. Etc. 

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