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Junior_Djjr

Junior_Djjr's Workshop

Recommended Posts

Junior_Djjr
On 8/12/2019 at 7:01 PM, iGuGa said:

RoadBlockVeh_4, 5 and 6 are not working for me on MixSets, only normal police cars appear, I wanted to put S.W.A.T., FBI Truck and Patriot in the road blocks.

Only loaded cars works. I removed, it's useless now because you can only put cars that are already in the chase...

 

On 8/12/2019 at 7:01 PM, iGuGa said:

And I think MaxHydra is not working either, I put four Hydras to chase me, but only two appeared.

You are with 4 stars, it's for 5 and 6.

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dent0nz

Hey, sorry for bothering you again, I have a question.

Do you know what's the cause of the "famous" rain bug that affected Realtek drivers on Windows XP? Yeah, I know it's an old OS, right.

 

I looked around every SA file but I can't pinpoint the source of the problem, do you have a clue? I think it's related how San Andreas uses the audio acceleration, since if you set it to "basic" on dxdiag the audio glitch doesn't appear.

 

Do you know what I should do to fix that? Is the source of the problem inside the .exe file or in one of the DLLs? Could a simple .asi or cleo file fix that?

 

Inside the spoiler I have added some topics that talks about the issue:

 

Thanks!

Edited by dent0nz

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Davve95

Nice, will you relase MixSets english ini v 4.0 pretty soon? I'm looking forward for it.

Nice job btw! As usally.

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AshGamer007

Hey Junior what happened to your 2 Player Co op mission mod using Storyline Enhancement?  

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Junior_Djjr
22 hours ago, AshGamer007 said:

Hey Junior what happened to your 2 Player Co op mission mod using Storyline Enhancement?  

I lost the desire to continue, mainly because people didn't show such interest.

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NymphantTree

So for mixsets, I have decent view distances set for cars and pedestrians, good density of 10, and 300 for both pedestrians and cars max, that works just fine with not many issues besides a little lag. The lag is not the problem, the problem is that when I lowered the cars and pedestrians from 300 to 250, cars stopped spawning and pedestrians rarely spawned.

 

I theorized that if I have too many cars and pedestrians that spawning breaks, and I realized cars can spawn with 4 pedestrians at times, so in the 2dfx or whatever mod it is, I set the cars limit to 300 and the pedestrian limit to 1500 (300 X 4 for cars, and +300 for base pedestrians).

 

I just don't get how 300 works, but when I move the cars and pedestrians in mix sets.ini to 250, a LOWER number, that things start to mess up. I removed all the mods I had in modloader, the few mods I added outside of modloader were still active but I highly doubt they are the culprit, and the weird bug still happened. No other settings changed besides the 250 to 300 and that's what makes all the difference.

 

1/3 of the .ini as I had only gotten to that point where I might have made slight changes to things.

Spoiler

[Mod Settings]
ActivateMod      = 1          # Enable the mod. - Put 1 to enable or 0 to this mod not be loaded.
DelayToRead      = 500        # Add a wait time to this mod be activated. - So if other mod changes a value in your game als imposed in this mod, with a wait time, the other mod will set the value and so Mix Sets will set it, so overwriting the other mod made.  [use -1 to ignore the time and enable it immediately]
ReloadCommand    = SETS       # Command to reload the settings inside your game (use only 4 chars). - E.g. put here "SETS" and when you type "SETS" in-game this file will reloaded - !!!IMPORTANT!!!: A lot of function can't be reloaded in-game! Basically, that ask for specific number will reload, but generally functions to enable/disable not.
InGameLanguage   = 2          # Language for MixSets warnings in-game.  ["1" = Português | "2" = English]  -  Note: If you speak other language (por exemplo se você fala português), check other folders that comes in official download.
CheckEXE         = 1          # Check you .exe version - The mod only works in "Crack 1.0 US", if you're not using, will be alerted, download it and install. - Only disable this function if you think that is giving "false-positive".

#- Auto-reload
AutoRldEnable    = 0          # Forcing this file to be automatically reloaded during the game (and invisibly, without message on screen). This helps if other mods is re-setting that this mod did.
AutoRldDelay     = 60000      # Wait time to this file be reloaded if "AutoRldEnable" enabled. Very important to use a high number as 5000 (5 secs) or 60000 (1 minute) or more. Small number as 0, 100 or 500 can increase your HDD use and can do your map not load well.
# Note: "AutoRldLimit" was removed after v3 due your use no longer be necessary.

#- Not load
NotLoadDistances = 0          # Enabling, will not load functions that increase distances and intensities of traffic etc located in section [Distances and Densities] and "WaterSquare_Size". (recommended to weak PCs, but I recommend to you put "0" here and try to edit manually the function putting the distances etc that you want, but in case of lazy, simply put "1" here)
NoCheatsInSAMP   = 0          # Enabling, if you're inside SAMP, will not load functions that can be considered cheats, even minor things. - It's not possible enable/disable this function in-game.

#------------------------------------------------------------------------------
[System]
StreamMemoryMB   = 2048       # Memory size to be used in game (in Megabytes).  [0 to 2048 | 50 is default] - Remembering that: 1024=1GB, 2048=2GB(max)] - This function is the same "Memory Fix" that everyone knows. - High numbers may cause crash if low RAM memory and remember to use SilentPatch (1.1 build 27 or newer) to not have artefacts over the map.  {Fastman92}
FPSLimit         = 30       # FPS limit to enable/disable the FPS limiter in game menu.  [30 is default] - High FPS cause bugs in your game as can't walk while aim a rifle/deagle, cutscenes not ending, impossibly to dive etc. So, you can set it to "AUTO" for Mix Sets choose the best FPS dependent on their situation in the game, so decreasing FPS when necessary (when not necessary, will limit it to 60 FPS). Remembering that this function will only work if FPS limiter is enabled in game menu. To not need to decrease FPS when aiming a rifle etc, use this mod: http://bit.do/fix-aim-rifle-walk  {Junior_Djjr}
FrameDelay       = 0          # Leaving "0" will increase notably your FPS.  [14 is default] - Increase 20% - Note: Some mods as SilentPatch already comes with this FPS increase.  {Deji}
ProcessPriority  = 3          # Process priority of game. [1 up to 6 | 3 is default] - The higher the number the more your CPU will process the game over others PC processes. - DON'T USE 6 IF YOUR CPU IS SINGLE CORE, in this case 4 or 5 can do good results. If fails in commands, delay and audio bugs, let "3" or disable it. Powerfull processors can use "6" without problems, but will also have no or low FPS increase if your PC have few processes opened. - You can also change process priority in-game by pressing "Insert" + priority number (1 up to 6, e.g. Insert+5). Tip: While in game use 5 or 6, and when minimize, put in 1.  {Fabio}
AntiAliasing     = -1         # Overwrite the level of anti-aliasing. [0 up to max suported, If use above the supported value will adjust automatically to the maximum]. - Currently mod SilentPatch implemented this function in the game menu, but here you can also type "CA#A" in-game to change anti-aliasing quickly without going to menu, e.g. type "CA8A" and your anti-aliasing will change to "8". Also typing "AAI" you can see infos about your anti-aliasing as the max level suported by your PC. (Tip: If lag, increase it to do screenshots and decrease to play). If you don't want the possibly to type in-game, let "-2" here.  {DK22Pac}


[Disables]
# Note: Graphic disables is in "Graphics"
ViolenceCensore  = 0          # Violence censore as some countries as Japan. Reduce the violence of the game by removing some things like headshots and collect money from dead people.  [Junior_Djjr]
DisaSound        = 0          # Disables all sound processes of the game (can increase FPS). It was reported some problems like not being able to use the soda machine.  {Deji}
DisaRadioChange  = 0          # Disables the radio station changing when entering in Transfender, Wheel Arch Angels, Loco Low Co. Disabled if in SAMP.  {Junior_Djjr}
DisaSteerLimit   = 0          # Disables wheel angle limit at high speeds, perfect to play with joystick or steering wheel, or for those who enjoy drift. (Recommended also configure "WheelTurnSpeed").
DisaCheats       = 0          # Disables all cheats.  {Fabio}
DisaCrosshair    = 0          # Disables weapons crosshair.
DisaReplays      = 0          # Disables replay processes.
DisaFlyHghtLimt  = 1          # Disables flying height limit.
DisaJtpHghtLimt  = 1          # Disables jetpack height limit.
DisaPauseMnmze   = 0          # Disables pause when you minimize. Useful if you play in windowed mode. - Take care to minimize this way within an interior.
DisaStatsBox     = 0          # Disables stats notifications, as "+muscle", "+stamina" etc in screen corner.
DisaIdleCam      = 0          # Disables the camera FPS looking around after you stay long with the player stopped.
DisaPedsTalk2U   = 0          # Disables peds talking to you.
DisaIntMusic     = 0          # Disables interior songs. (causing bugs when exiting in ammu nation?)
DisaTargetBlp    = 0          # Disables health indication of some ped when you aim it.  {Deji}
DisaEnexCamera   = 0          # Disables the camera when entering some interior.  {Wesser}
DisaTrainDerail  = 0          # Disables the derailment of trains. You can put "2" to force enabling (so can reenable during the game).  {Wesser}
DisaWhTurnBack   = 1          # Disables the wheel back to stay straight when you leave the car.  {LINK/2012}
DisaPJtoColor1   = 1          # Disables change car color to white when you add a paintjob.
DisaDrvByCamZoom = 0          # Disables the camera zoom while aiming at the drive-by.  {ThirteenAG}
DisaUniqueJumps  = 0          # Disables the camera changing and game slowing down when jumping with a vehicle (stunt). Still appear stunt score on the screen, but the jump stat will not be counted {Junior_Djjr}
NoMoneyZeros     = 0          # Remove money zeros shown on the screen. That is, instead of "00123" will be shown "123".  {uokka}


[Forces]
HeadlightsOn     = 0          # Forces cars to stay with lights on always, even in daylight.  {DK22Pac}
ForceUnderwtEff  = 0          # Forces underwater effect - Tip: Put "20" in "FreezeWeather".
OpenHouses       = 1          # Can enter in all possible houses (as in robbery sub-mission). If you play the sub-mission and leave it, the houses will close again, so just do the command to reload this .ini (by default type "SETS") for so they open again.
binthesky_dk     = 1          # Does the game continue loading the map in high quality even while flying - May be necessary to have a speedy HDD (or a SSD) to map don't disappear. Also don't use high FPS.  {DK}
TrainCamFix      = 0          # Forces the car like camera in trains.
HostileGangs     = 1          # There is a scene that happens when you are in a car with others people (eg, gang members) in a mission, where Ballas start to kick your car: youtu.be/zxZ759ytzUk - This function forces this event happen even out of missions. {Silent}


[Gameplay]
HealthBarSize    = -1         # Size of energy/life/health bar.  [1.0 up to 1450.0 | 1000.0 is default of maximum energy bar without ambulance missions].
WheelTurnSpeed   = 0.15       # Speed to turn the wheel.  [0.2 is default] - Decreasing (about 0.15 or less) you can do perfect curves and much more real.  {LINK/2012}
VehBrakePower    = -1         # Average brake power for all cars.  [0.1 up to 2.0 or more | e.g. put 0.45 or less to have light brakes without drifting (ABS)] - THIS FUNCTION CAN'T BE RELOADED DURING THE GAME.
VehBrakeLimit    = 0.15       # Min brake power for all cars.  [0.1=weak | 0.15=not so weak | 0.25 = close to vanilla | 0.5=very strong] - This function can either be used together with the up and for fix cars that you install and comes with very weak braking (off game defaults). Reloading this function during the game may not be as useful. I recommend restarting the game.
BrakeReverseFix  = 0          # Do you have to release the brake button and press again to so engage reverse gear (like some racing games). Also known as "Engage Reverse Gear".  {LINK/2012}
RotorSpeed       = 0.5        # Rotation speed for propellers of helicopters, airplanes etc.  [0.22 is default] - Recomendado usar junto com SilentPatch to propellers be like PS2.  {Wesser}
HeliMovSpeed     = 0.003      # Movement speed of helicopters.  [0.003922 is default]. - Bug: Decrease leave them a little slower helicopters.  {Fabio}
VehElevatorSpd   = -1         # Elevator speed (Dumper, Forklift etc).  [10.0 is default]
VehFlpDontBurn   = -1          # Cars upside down not firing and exploding.  {LINK/2012} - If your game crashes when a car flips, disable it!
VehFlpDBHealth   = 0.8        # (Used in conjunction with the above) Power to decrease when you (or peds) are upside down in car.  [deixe 0.0 ou -1 para não diminuir energia, mais ou menos 0.8 fica bom].
PedHealth        = -1         # Energy/health/life of peds. [100.0 is default] - Very compatible with missions and mods.  {Junior_Djjr}
VehHealth        = -1         # Energy/health/life of vehicles.  (Idem)  {Junior_Djjr}


[Fixes]
MouseFix         = 1          # Fixes bug mouse stops working sometimes when you pause and unpause the game. (Other mods as SilentPatch already have this fix)
ScrllReloadFix   = 1          # Fixes when you change ("scrolls") the weapon and it's reload automatically.
DriveWaterCht    = 1          # Renables the cheat "cars driving in water", a removed cheat in PC version. - Type "SEAROADER" to enable/disable the cheat. (other mods as SilentPatch already have this fix)  {Fastman92}
BlackRoadsFix    = 0          # Fixes "black roads" that appear on the horizon in several locations. WARNING: Enabling this Black Roads Fix you will not have black textures but will aliased textures, RECOMMENDED TO USE THIS: http://bit.do/black-roads-fix If you use it and leave "1" here, Mix Sets will complement "disabling" the others BlackRoadsFix mods (if any in your GTA) in order to remove aliased textures they left. {Mike the Monkey (address)} {Fabio (DK's mod detection)}
VehLghtEngnOff   = 1          # Fixes cars not turning on the lights with the engine off.
YAxisSensitvty   = 1          # Fixes vertical mouse sensitivity.  {ThirteenAG}
ParaLandingFix   = 1          # Fixes the parachute landing animation. - Video: youtu.be/T8GV9ehpK1A  {Junior_Djjr and crspo2020}
NoVigMisWanted   = 1          # Disables wanted stars during vigilante missions.  {Fabio}
HLSmoothyRefresh = 1          # The light texture on the floor will move smoothly in street cars. Originally the headlight texture on the ground only changes position every few centimeters (visible while a car is going slowly) (ImVehFt also fixes this) (See also: SHSmoothyRefresh). {Junior_Djjr}
SHSmoothyRefresh = 1          # Idem above. But now to the vehicle shadow (static shadow, in Low graphic)
RandWheelDettach = 1          # Originally when a vehicle explodes always comes out the left front wheel. Enabling this will fix any of the four wheels out randomly.  {Junior_Djjr}
FireLensflare    = 2         # Lensflare in fire.  [2 is default, 1 to fix bugs in lensflare mods and 0 to disable totally the lensflare in flames, remember to use -1 if you don't want this function]  {DK22Pac}


[Distances and Densities]
# Tip: Enable NotLoadDistances in top of this .ini for the following functions are automatically disabled.
#{Junior_Djjr and ThirteenAG}
#- Vehicles
VehDensity       = 10.0        # Vehicle density (amount of vehicles in roads).   [0.0 up to 5.0 (oor more) | 1.0 is default] - Other mods can also change this value. If another mod or mission remove traffic MixSets not reload this function automatically. Even so you can recharge with the command "ReloadCommand".
VehLimit         = 250         # Random vehicle limit.  [45 is default] - The limit is also imposed on popcycle.dat therefore increase this value do not necessarily increase the number of vehicles.

VehDespOnScr     = 400.0      # Distance to the vehicle disappear (on screen).  [170.0 is default].
VehDespOfScr     = 400.0      # Distance to the vehicle disappear (off screen, usually when moving the screen vertically).  [75.0 is default].
VehLODdist       = 175.0      # Distance to see a vehicle LOD.  [70.0 is default].  LOD = Low definition model.


#- Pedestrians
PedDensityExt    = 10.0        # Pedestrian density in exterior.  (Idem details in "VehDensity").
PedDensityInt    = 2.0        # Pedestrian density in interior. - But, is recommended not use above 1.0 because it causes crash after a while inside a police station.
PedLimit         = 250         # Random pedestrian limit. [25 is default] - The limit is also imposed on popcycle.dat therefore increase this value do not necessarily increase the number of pedestrians.

PedSpawnOnScr    = 150.0       # Distance to the ped appear (on screen). [42.5 is default]. - Increasing this can also increase the number of pedestrians appearing off screen.
PedSpawnOfScr    = 175.0      # Distance to the ped appear (off screen).  [50.5 is default].
PedDespawnOnScr  = 225.0      # Distance to the ped disappear (on screen).  [65.0 is default].
PedDespawnOfScr  = 200.0      # Distance to the ped disappear (off screen).  [54.5 is default].
PedsDrawDist     = 200.0      # Distance to view pedestrians (draw distance).  [60.0 is default].

 

Am I just being an idiot somewhere and made an obvious mistake or is this a more obscure bug?

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Junior_Djjr

I don't think you would be able to do this smoothly without capriciously in limit adjusters settings like fastman92 limit adjuster (Open Limit Adjuster helps, but not fully, I think), in fact I don't even think fastman92 limit adjuster can do a complete job either to increase the limit on cars and pedestrians in good way, at least I haven't seen anyone doing this yet, cool that you're trying.

 

But I would rather not even try to help you since you are using an older version of MixSets. A lot has changed and your problem will probably behave differently in the new version. Test it.

 

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

My Helmet Mod for NPCs. Different from others, it's well coded using good solutions.

gta-sa-helmet-mod-npcs-capacete.jpg

gta-sa-helmet-mod-npcs-capacete-gangue.j

gta-sa-mod-cj-helmet-mod-capacete.jpg

 

Download

 

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NymphantTree
23 hours ago, Junior_Djjr said:

I don't think you would be able to do this smoothly without capriciously in limit adjusters settings like fastman92 limit adjuster (Open Limit Adjuster helps, but not fully, I think), in fact I don't even think fastman92 limit adjuster can do a complete job either to increase the limit on cars and pedestrians in good way, at least I haven't seen anyone doing this yet, cool that you're trying.

 

But I would rather not even try to help you since you are using an older version of MixSets. A lot has changed and your problem will probably behave differently in the new version. Test it.

I guess I will just try random numbers until you release the new mixsets in English then.

 

Who knows maybe I will find a number that fixes the spawning while still have a lot of cars and pedestrians around. 300 might be enough actually and I just need to exit firefox for more processing power XD

 

EDIT: I just found out that the number is dealing with an integer overflow. I guess the vehicles and pedestrians hit some form of integer overflow based on the byte. 128 does not work for vehicles, but 127 DOES work, which would be half of a byte if the other half works for negative values, which is why I don't end up seeing just 1 or 2 cars at other high numbers. 

 

Kind of sad the limit is a byte, specifically a signed byte...

 

Is this a limit with your mod or with GTA itself?

 

Edit^2: So I messed with gravity, heavy gravity can be really fun at times, but uh...

 

NRV5hWJ.png

 

I tried to set gravity to 0 and the game acted like it came straight out of a creepy pasta

 

RX7TkfJ.png

 

NEVER SET GRAVITY TO 0!

Edited by NymphantTree

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Silent

I can't find it now but I could have sworn you had a mod for changeable firing modes in guns? Eg. M4 could fire semi-auto or full auto etc.

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Junior_Djjr
On 9/23/2019 at 1:15 AM, NymphantTree said:

Is this a limit with your mod or with GTA itself?

Good catch. The game uses a signed condition, fixed now for next v4 build, you can get the new asi here. Fixed random cars created by opcode too.

 

On 9/23/2019 at 1:15 AM, NymphantTree said:

I guess I will just try random numbers until you release the new mixsets in English then.

I don't think it's so necessary, the names of the settings are in English, and in the latter cases you can put the file in Google Translate (but it will break the spacing).

 

On 9/23/2019 at 11:10 AM, Silent said:

I can't find it now but I could have sworn you had a mod for changeable firing modes in guns? Eg. M4 could fire semi-auto or full auto etc.

Nope. I remember seeing a mod like that somewhere, but I didn't do it.

I think it only uses different settings each skill, and the script changes the skill.

  

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

  

Now you can get your girlfriends pregnant and have children with them if you ... inside. Because, why not?

gta-sa-mod-cj-son-child-junior.jpg

CJ Son Mod

Edited by Junior_Djjr

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𝙲olby

That kid model is just awful, neck is messed up, textures are compressed, etc.

5r1O3hd.png

I fixed up the neck mesh and texture, made the boots smaller, fixed the jaw rigging, got rid of mipmaps, got rid of an unneeded texture, got less compressed textures and removed the beard/mustache

JLyeOja.png

Looks much nicer now

https://www.mediafire.com/file/nr7s4rqnayhpfci/cjson_fixed.7z/file

 

Edited by 𝙲olby

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Junior_Djjr

Very good work.

 

If you have time, could you fix GTA Brasil pedestrian skins? That project went out of control and they created several horrible models.

It's around 100, but even if only 1 it's helpful.

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𝙲olby
2 hours ago, Junior_Djjr said:

could you fix GTA Brasil pedestrian skins

Eh, maybe.

But itd be better to just teach whoever made them originally how to fix them and how avoid the same mistakes in the future.

 

Got a discord? Would be easier to talk there.

Edited by 𝙲olby

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Junior_Djjr
On 9/25/2019 at 11:28 AM, 𝙲olby said:

Eh, maybe.

But itd be better to just teach whoever made them originally how to fix them and how avoid the same mistakes in the future.

I know how to teach, by the time they did I was out of the team.

But still, I would like to ask you, how to prevent that when opening a model, it isn't necessary to weld vertices? I notice this every time opening a model in 3DS Max with Kam's Max Script. Is the solution not to use Kam's Max Script?

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𝙲olby
1 hour ago, Junior_Djjr said:

3DS Max with Kam's Max Script

Kams is ancient, its basically the txd workshop of import/export scripts.

Welding should always be done, zero reason to have sharp edges on peds.

 

Personally i use blender and dragonff instead of 3ds.

Edited by 𝙲olby

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Junior_Djjr
15 hours ago, 𝙲olby said:

Welding should always be done, zero reason to have sharp edges on peds.

I'm referring to a bug that causes the skin to lose weld. But really, it must be Kam's Max Script's problem, it's unbelievable how many skins without weld exists, because weld is lost simply on import in Kam's Max Script.

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Junior_Djjr

MixSets v4 final - Download

There are new features you should love. I'm very happy with my game now.

 

There is now an english version, but I'm too lazy to translate the post there and bring a thread here, in general I'm tired of working on the mod and will only update it if I encounter major problems.

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firedihm

Finally a fix for ground fire light! Thank you, Junior!

Edited by firedihm

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Junior_Djjr
2 hours ago, firedihm said:

Finally a fix for ground fire light! Thank you, Junior!

It was literally changing a 0 for another number. I don't know why no one had done this before.

 

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

Los Santos Cast created a cool video about Beard Grow Mod

 

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Developing Zeus

Hello Sir!

Can I request for a mod here?

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Junior_Djjr
5 hours ago, Developing Zeus said:

Hello Sir!

Can I request for a mod here?

Yes, but it will probably be a waste of time.

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Junior_Djjr
6 hours ago, Junior_Djjr said:

Yes, but it will probably be a waste of time.

Because i'm using my time to build Minecraft houses in GTA SA.

 

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Edgrd

woah thats cool as hell

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NymphantTree
1 hour ago, Junior_Djjr said:

Because i'm using my time to build Minecraft houses in GTA SA.

 

People losing it over the badlands, swamp, mountains update but I'm out here voting for that san andreas update to Minecraft.

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Grinch_
2 hours ago, Junior_Djjr said:

Because i'm using my time to build Minecraft houses in GTA SA.

 

Thats cool .Any plans for you to releasing it?

Edited by Grinch_

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Junior_Djjr
On 9/28/2019 at 11:22 PM, Grinch_ said:

Thats cool .Any plans for you to releasing it?

Yes but it will be hard to make it playable, but because it's a mod that people will just install, see what it looks like, and forget about it, it's ok.

Need to greatly increase the object limit in Open Limit Adjuster or other, and this causes incompatibility with SkyGfx and RenderHook.

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Junior_Djjr

I'm fixing ImVehFt crashes.

https://www.mixmods.com.br/2019/09/ImVehFtFix.html

If anyone has a crash that points to ImVehFt.asi and is using that fix, send it there (not here, by organization).

I fixed the main ones, now the IVF looks stable, tested more than 1 hour with a stress test using several cars adapted to IVF.

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Running Late

Hey, I have a good recommendation for some immersive mods and I figured I'll post it here:

 

Damage indicators: The ones like in GTA 5 when you get shot and get indicated where the shot came from.

 

Low health warning: When you are about to die, you should have a thin (not intruding) layer around the screen that informs you when you are about to die, this will be good for people who don't like to play with a HUD and also don't want to install a new HUD mod.

 

Immersive HUD: A HUD that has no radar, shows the weapon only when picked up or selected (it should use GTA IV style weapon icons) and should display money only when picked up (like V HUD) and should show the time only if you wear a watch (this feature should have an option to toggle on or off) and armor should be a bar that only shows when it's reduced or  something and breath should be a bar that displays just like the armor bar but underwater and when you die, you should go into slow motion and black and white like in GTA IV (though the timing for fading away should stay the same and not take longer than usual) and busted should remain the same.

 

I know that enhfuncs is deprecated and all but there is no release of gunfuncs, please notify that you're still working on it.

 

This isn't mean to be a list or an order or something rude or something. This is just a few recommendations for the kind of mods that are really unique and have never been created before in San Andreas and it's up to the mod developers if they want to make these mods or not.

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𝙲olby
1 hour ago, Running Late said:

Immersive HUD

AceHUD can do most of that.

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