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iiCriminnaaL 49

[IV/EFLC] Responsive Plus

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iiCriminnaaL 49
Posted (edited)
23 minutes ago, af*ckinggenuis said:

Ah ok. I see I see. Alrighty. Also nice, the spooky film grain is back. 🌫️. I do got one more thing though I thought was weird if that's fine. I noticed in the DLC, the ammo limit for the shotguns increase up to 160 for sawn off while the automatic shotguns are like 250 shells compared to the default shotgun ammo limit which is 80 shells. I thought it was kinda weird plus a bit overpowering, especially the fact the explosive shotgun has the "assault rifle" ammo limit. Do you think that should be changed or nah? It just feels funny when the MG holds the same amount of rounds as the assault for being well, a LMG, while the automatic and sawn off shotguns have like 2 to 3.125 more shells.

A really good point 😉.

 

I reduced the ammo limit for every episodic shotgun, including the automatic shotgun with explosive shells (which had a higher limit than the regular automatic shotgun) to 80, and grenade launcher's from 20 to 15. I also reduced the M249's clip size from 200 to 100.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL

lol thank you. Actually I haven't thought about dat m249 clip size. Now it matches the m60/m249 clip size from the vice city games lol. Nice!👍

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iiCriminnaaL 49
2 minutes ago, af*ckinggenuis said:

lol thank you. Actually I haven't thought about dat m249 clip size. Now it matches the m60/m249 clip size from the vice city games lol. Nice!👍

Thanks for your feedback.

 

I made a little change just now too. Not too big, but now TLAD's assault shotgun and TBOGT's automatic shotgun with explosive shells have an ammo limit of 60 instead of the regular 80. They're already the most powerful weapons apart from the RPG and grenade launcher (and still more efficient anyway).

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FranTheftAutoLOL

No problem. That's all I can think about for now. I'll let you know if I think of anything else. :3

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FranTheftAutoLOL
Posted (edited)
2 hours ago, af*ckinggenuis said:

lol thank you. Actually I haven't thought about dat m249 clip size. Now it matches the m60/m249 clip size from the vice city games lol. Nice!👍

Actually I just remembered something. The M249/M60 were set to be as a Heavy Weapon like the RPG in the 3d games but it's in the assault rifles set instead. I feel like it's balanced that it stays in the assault set with the ak and carbine but this feels like the "minigun" of gta iv. I don't know lol. I guess it's fine where it is.

Edited by afuckinggenuis

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iiCriminnaaL 49
Posted (edited)
14 hours ago, af*ckinggenuis said:

Actually I just remembered something. The M249/M60 were set to be as a Heavy Weapon like the RPG in the 3d games but it's in the assault rifles set instead. I feel like it's balanced that it stays in the assault set with the ak and carbine but this feels like the "minigun" of gta iv. I don't know lol. I guess it's fine where it is.

I guess I'll just keep it in the assault rifle set. I don't want to mess with the weapon sets.

 

Updated:

  • Ammo limit has been reduced for all weapons.
  • Ammo limit has been reverted back to default for all weapon pickups, and reduced further for some.
Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Yeah. It's fine, no big deal. 👍  For now, I just got done with TLAD. Can't wait to play TBOGT now lol.

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)

I just found out that the ammo you'll get from weapons dropped from NPCs rely on the clip size of each weapon. It's usually around a magazine, and sometimes two or in between.

 

This means that every dropped weapon that I reduced its magazine will give the player less ammo. That's pretty cool, though, as it'll add more importance for the underground gun shops and Jacob's/Terry's/Armando's gun van.

Edited by iiCriminnaaL 49

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iiCriminnaaL 49
Posted (edited)
  • Uzi's clip size has been briefly increased - from 30 to 32, and P90's in TBOGT decreased - from 50 to 30.
  • Saturation has been reduced in some hours of rainy weathers.
Edited by iiCriminnaaL 49

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zanesix
On 7/1/2019 at 1:14 PM, iiCriminnaaL 49 said:

Dimitri no longer wears glasses.

y tho?

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iiCriminnaaL 49
Just now, zanesix said:

y tho?

Nothing wrong with them to be honest, but I like how he looked more intimidating without them.

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FranTheftAutoLOL
Posted (edited)

lol I just realize something. TLAD and TBOGT are missing those unique colors each dlc had. With TLAD's gritty yellow feeling while TBOGT had a more colorful, pinkish vibe to it. I understand your two dlc mods, The Hardcore Lost MC (Which recently got the IV timecyc removed) and The Disaster of Gay Tony, tried to not had those atmosphere changes but I didn't realized only in this mod, all of them would have just the IV's timecyc which I had a feeling it was like that when I discovered the noise filter error. It isn't really a big deal but for me personally, I missed seeing them and I thought the Time cycles would be minorly enhanced for all the unique timecycles. I'm trying to verify my files right now so I can see if I can add them back. Do you know if it's just the color correction part that added those effects? I think that plus TBOGT also had some blur removal apparently.

Edited by afuckinggenuis

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iiCriminnaaL 49
Posted (edited)
3 hours ago, af*ckinggenuis said:

lol I just realize something. TLAD and TBOGT are missing those unique colors each dlc had. With TLAD's gritty yellow feeling while TBOGT had a more colorful, pinkish vibe to it. I understand your two dlc mods, The Hardcore Lost MC (Which recently got the IV timecyc removed) and The Disaster of Gay Tony, tried to not had those atmosphere changes but I didn't realized only in this mod, all of them would have just the IV's timecyc which I had a feeling it was like that when I discovered the noise filter error. It isn't really a big deal but for me personally, I missed seeing them and I thought the Time cycles would be minorly enhanced for all the unique timecycles. I'm trying to verify my files right now so I can see if I can add them back. Do you know if it's just the color correction part that added those effects? I think that plus TBOGT also had some blur removal apparently.

Yeah, I'm aware of that actually. I know that each one of them was kinda unique with its time cycles, but I wanted to keep GTA IV's vanilla style for all three episodes, as TLAD usually looks too yellowish/greenish, while TBOGT looks too pink sometimes.

 

I took a look at the three files before. I didn't notice any significant changes aside from color correction filters. Although there are some other changes, in which some of them consist of reused values from another hour of the weather with some changes.

 

As for TBOGT, in addition to what I mentioned, I also noticed that R* decreased the Intensity Bloom to 0.00 in every hour of the weathers Extra Sunny, Sunny, Sunny_Windy and Cloudy, and increased the Exposure in a way that maintains the original brightness in-game. That reduces (well, gets rid of) the blur in said weathers.

 

Talking about the file in this mod, I slightly decreased the blur in some hours that felt too blurry. Not too much, and not in too many hours, as I wanted to keep the original art style almost the same.

 

Increasing the BP Threshold, which I did here, gives a similar result to decreasing the Intensity Bloom. I had to increase the Exposure and briefly decrease the Gamma to keep it balanced, though.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Ah ok. I get it though the colors can be too pink or disgusting yellow. I was thinking actually of TBOGT's colors just to be more coldish like a bit more blue, green and purple while TLAD can be more warmish like red, orange yellow without ruining the original vibe or making the saturation higher for tbogt and lower for TLAD. I like the former one though. I guess though making subtle color differences without making it unrealistic. I just loved it when GTA SA, had a different color vibe for each city/county like LV's purpleish skies or SF's blueish feel. That's just me though. Now that you say it about the blue though, I don't really mind that much. I'll see what I can do about the colors at least.

Edited by afuckinggenuis
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iiCriminnaaL 49
12 minutes ago, af*ckinggenuis said:

Ah ok. I get it though the colors can be too pink or disgusting yellow. I was thinking actually of TBOGT's colors just to be more coldish like a bit more blue, green and purple while TLAD can be more warmish like red, orange yellow without ruining the original vibe or making the saturation higher for tbogt and lower for TLAD. I like the former one though. I guess though making subtle color differences without making it unrealistic. I just loved it when GTA SA, had a different color vibe for each city/county like LV's purpleish skies or SF's blueish feel. That's just me though. Now that you say it about the blue though, I don't really mind that much. I'll see what I can do about the colors at least.

I'm not so sure if I'll do some changes to them, but I'll give it a thought. I might see if I would do some minor changes to the color corrections in some hours of the three sunny weathers and cloudy weather.

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FranTheftAutoLOL
Posted (edited)

Oh boy okie dokie. Again, it's all good, I was just thinking of a subtle, yet noticeable tweak to it since it's like saying GTAIV is a cloudy gray story, TLAD is more thunderstorm like vibe of badass and misery while TBOGT is more sunny like with it's cheerful yet shaky feelings. Something like that. Think of the new changes you are thinking like the quote "Life is not always black and white, it's a million shades of grey." It isn't too yellowish and grungy (black) and it isn't pinkish and colorful (white). It just right there in the middle. (IV) Everyone is different in life, no matter how poor or rich you are. I think that was said in the game too but I forget. Hopefully that made sense though, I ain't a poetic guy to be honest. I tried lol. 🤷‍♂️

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)
6 minutes ago, af*ckinggenuis said:

Oh boy okie dokie. Again, it's all good, I was just thinking of a subtle, yet noticeable tweak to it since it's like saying GTAIV is a cloudy gray story, TLAD is more thunderstorm like vibe of badass and misery while TBOGT is more sunny like with it's cheerful yet shaky feelings. Something like that. Think of the new changes you are thinking like the quote "Life is not always black and white, it's a million shades of grey." It isn't too yellowish and grungy (black) and it isn't pinkish and colorful (white). It just right there in the middle. (IV) I think that was said in the game too but I forget. Hopefully that made sense though, I ain't a poetic guy to be honest. I tried lol. 🤷‍♂️

I get your points, no worries 😜.

 

I'm thinking of making TLAD's sunnier weathers somewhat more orangish and yellowish, while the cloudy weather would be leaning to green a little bit. I'll see what might fit TBOGT without looking too weird (like those pink sunsets 😜), though.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Alright nice lol phew. Oh yeah that sounds good. Not too strong and all dat. I can't wait to see what you come up with. 😃

Edited by afuckinggenuis
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iiCriminnaaL 49
Posted (edited)

TLAD's time cycle has been updated.

 

I'll do TBOGT's later. Done.

Edited by iiCriminnaaL 49

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ceaton88

Have you made it so that it rains less frequently or am I tripping?

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iiCriminnaaL 49
4 hours ago, ceaton88 said:

Have you made it so that it rains less frequently or am I tripping?

No... 😜.

 

I believe weather changes are scripted.

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FranTheftAutoLOL
Posted (edited)

lol. I was looking at the popcycle and I've noticed that the groups, POPCYCLE_GROUP_FASHION and POPCYCLE_GROUP_SHOPPING_RICH don't have any spots in it which makes some vehicles more rare while some like the buffalo, and akuma not spawning at all. I tried adding the fashion popcycle group in Middle Park East and The Exchange so they spawn when the bums are not around while the shopping_rich group spawns during the day in Easton where shoppers would be apparently. That's probably not the best locations but it's something for now.

 

I still feel like the cargrp.dat+vehicles.ide need a few tweaks like adding the bus spawns in MIDTOWN and BROOKLYN which fits perfectly since their groups in the popcycle appear in places where they would be normally parked like Fishmarket South or Downtown Broker or how the cavalcade spawns in the BRONX group, a economically poor area. Having them in the PROSTITUTES_PIMPS group is fine but i feel like average citizens wouldn't be driving in south bohan, the poorest area in the game I think. I can show you my vehicles.ide+cargrp.dat files if you want but it's up to you really. That's just my tweaks really.

 

EDIT: Actually I should've posted this in Potential Grim. oops

Edited by FranTheftAutoLOL
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iiCriminnaaL 49
Posted (edited)
5 hours ago, FranTheftAutoLOL said:

lol. I was looking at the popcycle and I've noticed that the groups, POPCYCLE_GROUP_FASHION and POPCYCLE_GROUP_SHOPPING_RICH don't have any spots in it which makes some vehicles more rare while some like the buffalo, and akuma not spawning at all. I tried adding the fashion popcycle group in Middle Park East and The Exchange so they spawn when the bums are not around while the shopping_rich group spawns during the day in Easton where shoppers would be apparently. That's probably not the best locations but it's something for now.

 

I still feel like the cargrp.dat+vehicles.ide need a few tweaks like adding the bus spawns in MIDTOWN and BROOKLYN which fits perfectly since their groups in the popcycle appear in places where they would be normally parked like Fishmarket South or Downtown Broker or how the cavalcade spawns in the BRONX group, a economically poor area. Having them in the PROSTITUTES_PIMPS group is fine but i feel like average citizens wouldn't be driving in south bohan, the poorest area in the game I think. I can show you my vehicles.ide+cargrp.dat files if you want but it's up to you really. That's just my tweaks really.

 

EDIT: Actually I should've posted this in Potential Grim. oops

I'll try to give it a look and see what I might change regarding that.

 

Talking about Potential Grim, I'm thinking of moving the cargrp.dat (and vehicles.ide if I'm going to touch it) changes to Responsive Plus actually.

 

Thanks for your notes 😉.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

No problem :). Here are my files if you want to take a look at them. https://drive.google.com/drive/folders/1pX5CDGTEeFubt02ufyHmKMesD-zYc64j?usp=sharing

 

For my cargrp.dat files, I tried doing simple improvements like adding the sports cars new spawns from tbogt to gtaiv and tlad's files to make cars like the infernus spawn more, sultanrs spawning in Bohemian areas, changing the name RUSSIAN to GENERIC from the pedgrp file, adding some previously unused cars like TBOGT's Schafters "The normal 2nd gen schafter (Elegance Trim irl) spawning next to the 1st gen one while the modified schafter (Avantgarde Trim irl) spawning in the groups next to the feltzer since it seemed more sporty looking, same deal with the modified Serrano (AMG)" I was thinking of adding the modified benefactors in the russian mob's group since gangs would drive modified versions of vehicles plus they drove the schafter one on the last mission in tbogt but I don't know how to get those unique gang colors on it unless modifying carcols.dat so maybe not. It also makes me think think adding the chinatown wars vehicles would be pointless plus they don't have a use for the ext_gang flag thus they can't be unique unless some crazy model editing mod like that dukes mod i showed would happen but that's just too much work.

 

For vehicles.ide though, I just took inspiration from Jonathan6506's Realistic Vehicles.meta Configuration mod before it was sadly removed. The file I found isn't the latest version but he had some great ideas. The mod was focused in a Los Angeles setting in 2013-Present though so i'm not sure if New York in 2008 would be similar or not. My focus really though is Classic Cars like buccaneer and voodoo should be uncommon while luxury, sports cars and entry-level supercars should be slightly rarer like how the Infernus, a $100k supercar (or $440k in GTAV's case), spawns 10% more then a banshee, a $80k sports car or the fact the Super Diamond has a higher frequency then the cognoscenti despite being both ultra luxury cars. Also the DLC bikes having a 100% Frq unlike GTAIV's which was like 30-35.

 

I did forget to mention that I also added the sports flag to Banshee and Sultan RS while removing the extra big flag for the Biff. It felt weird that those cars that are considered sports cars in the game don't have the necessary flag to it, leading to a funny issue where Alex from GTAIV's doesn't like the Banshee, despite liking luxury and sports cars. 

 

Edited by FranTheftAutoLOL
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iiCriminnaaL 49
Posted (edited)
15 hours ago, FranTheftAutoLOL said:

No problem :). Here are my files if you want to take a look at them. https://drive.google.com/drive/folders/1pX5CDGTEeFubt02ufyHmKMesD-zYc64j?usp=sharing

 

For my cargrp.dat files, I tried doing simple improvements like adding the sports cars new spawns from tbogt to gtaiv and tlad's files to make cars like the infernus spawn more, sultanrs spawning in Bohemian areas (which I think i'll change soon), changing the name RUSSIAN to GENERIC from the pedgrp file, adding some previously unused cars like TBOGT's Schafters "The normal 2nd gen schafter (Elegance Trim irl) spawning next to the 1st gen one while the modified schafter (Avantgarde Trim irl) spawning in the groups next to the feltzer since it seemed more sporty looking, same deal with the modified Serrano (AMG)" I was thinking of adding the modified benefactors in the russian mob's group since gangs would drive modified versions of vehicles plus they drove the schafter one on the last mission in tbogt but I don't know how to get those unique gang colors on it unless modifying carcols.dat so maybe not. It also makes me think think adding the chinatown wars vehicles would be pointless plus they don't have a use for the ext_gang flag thus they can't be unique unless some crazy model editing mod like that dukes mod i showed would happen but that's just too much work.

 

For vehicles.ide though, I just took inspiration from Jonathan6506's Realistic Vehicles.meta Configuration mod which isn't the fully updated version before it was sadly removed but he had some great ideas. The mod was focused in a Los Angeles setting in 2013+ though so i'm not sure if New York in 2008 would be similar or not. My focus really though is Classic Cars like buccaneer and voodoo should be uncommon while luxury, sports cars and entry-level supercars should be slightly rarer like how the Infernus, a $100k supercar (or $440k in GTAV's case), spawns 10% more then a banshee, a $80k sports car or the fact the Super Diamond has a higher frequency then the cognoscenti despite being both ultra luxury cars. Also the DLC bikes having a 100% Frq unlike GTAIV's which was like 30-35.

 

I did forget to mention that I also added the sports flag to Banshee and Sultan RS while removing the extra big flag for the Biff. It felt weird that those cars that are considered sports cars in the game don't have the necessary flag to it, leading to a funny issue where Alex from GTAIV's doesn't like the Banshee, despite liking luxury and sports cars. 

 

True. You brought some pretty good points.

 

I really should take a look into the cargrp.dat and vehicles.ide very soon. I'll see what I might change to make things fit better 😉.

 

I gotta admit, the RUSSIAN and GENERIC thing felt weird 😜. I'm wondering what made R* confuse about them.

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

I mean I feel like the sports cars would spawn in more locations in TBOGT because of that upper class luxury feeling Rockstar was going for with Luis instead of the "slums and poverty-stricken protagonists" with Niko's and especially Johnny's story but the infernus never spawned in any of the SP car groups except for TBOGT.

 

Yeah, you don't have to do a fully revamped cargrp. Just some logical fixes and improvements. Sadly we don't know what the poor, average, rich cars the flags in vehicles.ide was telling us but there is a good idea at least judging from the cargrp.dat file plus the obvious looks. Speaking of the Russian and Generic thing, I tried hanging around in The Exchange and I think I saw some vehicles from the group that spawned finally like the minivan, merit, futo and blista but I'm not entirely sure yet.

 

I'm still confused about POPCYCLE_CAR_GROUP_BORING_SALOONS's existence. I've noticed a lot more of the "rare" cars like hakumai, vincent, solair, even the willard, spawn way more now. I think it was some performance buff for the consoles so it would take up less memory but that's just my guess. I don't know what R* was doing either with stuff like this. I don't even know why the groups Fashion, which has two unique peds, and Shopping_Rich never appeared in the popcycle.dat even though they have cars filled up which can cause some spawn issues like the *Comet, *Super GT, Hakuchou ("hakuchou", not "Hakuchou" R* :/), Akuma, Buffalo not spawn at all in the games.

 

One more thing that isn't really urgent but another funny R* thing. The boat in TBOGT, blade, has a error in carcols where it looks like  89.113,113,27, and not  89,113,113,27,, thus making it not spawn with that color.

 

*Only in GTAIV+TLAD

Edited by FranTheftAutoLOL
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Jeansowaty
14 hours ago, FranTheftAutoLOL said:

I mean I feel like the sports cars would spawn in more locations in TBOGT because of that upper class luxury feeling Rockstar was going for with Luis instead of the "slums and poverty-stricken protagonists" with Niko's and especially Johnny's story but the infernus never spawned in any of the SP car groups except for TBOGT.

 

Yeah, you don't have to do a fully revamped cargrp. Just some logical fixes and improvements. Sadly we don't know what the poor, average, rich cars the flags in vehicles.ide was telling us but there is a good idea at least judging from the cargrp.dat file plus the obvious looks. Speaking of the Russian and Generic thing, I tried hanging around in The Exchange and I think I saw some vehicles from the group that spawned finally like the minivan, merit, futo and blista but I'm not entirely sure yet.

 

I'm still confused about POPCYCLE_CAR_GROUP_BORING_SALOONS's existence. I've noticed a lot more of the "rare" cars like hakumai, vincent, solair, even the willard, spawn way more now. I think it was some performance buff for the consoles so it would take up less memory but that's just my guess. I don't know what R* was doing either with stuff like this. I don't even know why the groups Fashion, which has two unique peds, and Shopping_Rich never appeared in the popcycle.dat even though they have cars filled up which can cause some spawn issues like the *Comet, *Super GT, Hakuchou ("hakuchou", not "Hakuchou" R* :/), Akuma, Buffalo not spawn at all in the games.

 

One more thing that isn't really urgent but another funny R* thing. The boat in TBOGT, blade, has a error in carcols where it looks like  89.113,113,27, and not  89,113,113,27,, thus making it not spawn with that color.

 

*Only in GTAIV+TLAD

The Zombie also has a carcol issue, just saying.

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FranTheftAutoLOL
1 hour ago, Jeansowaty said:

The Zombie also has a carcol issue, just saying.

Oh oops. I just saw it. lol nice."7,133,1,112" was missing a comma at the end. Good find.

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iiCriminnaaL 49
Posted (edited)
22 hours ago, FranTheftAutoLOL said:

I'm still confused about POPCYCLE_CAR_GROUP_BORING_SALOONS's existence. I've noticed a lot more of the "rare" cars like hakumai, vincent, solair, even the willard, spawn way more now. I think it was some performance buff for the consoles so it would take up less memory but that's just my guess. I don't know what R* was doing either with stuff like this. I don't even know why the groups Fashion, which has two unique peds, and Shopping_Rich never appeared in the popcycle.dat even though they have cars filled up which can cause some spawn issues like the *Comet, *Super GT, Hakuchou ("hakuchou", not "Hakuchou" R* :/), Akuma, Buffalo not spawn at all in the games.

So, just removing the vehicles from POPCYCLE_CAR_GROUP_BORING_SALOONS makes them spawn more frequently? Did you need to move them somewhere else or they're just left in their default groups?

Edited by iiCriminnaaL 49

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FranTheftAutoLOL
Posted (edited)

Oh sorry for the late response. I've been finishing up some college stuff after i got off at work. Yeah, it should make them spawn like it should in the first place. It just feels like it's a hardcoded thing like ONLY_IN_NATIVE_ZONE which means that putting any vehicles on this group will limit that specific vehicle to spawn in the scripted area. For example, the Ripley won't spawn anywhere else other than the airport. I thought boring_saloons would be like the Ignore Class from the 3d games but they still spawn, just super rare for some odd reason. I'm so glad I saw vehicles like the Willard and Hakumai again. gta wiki says it makes it spawn as a "standard saloon" but that makes no sense at all. How is a ultra luxury car like the cognoscenti or gang cars like the schafter and ingot, boring??? Again, I just think it's some performance thing like how Ubisoft showed off it's next-gen features like headlight shadows but they disabled it in the settings or something because they wanted the game to be the same performance as the ps4 and xbox one.

Edited by FranTheftAutoLOL
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