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[IV/EFLC] Responsive Plus


iiCriminnaaL
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iiCriminnaaL
Posted (edited)
  • The color filters of the windy weather's midday hours have been somewhat desaturated. They have also been adjusted to somewhat more reddish tending shades in the midday hours of the weathers extra sunny, sunny, windy, and cloudy in TBOGT, as well as in several hours of the rainy, drizzly, foggy, and stormy weathers so that green colors will somewhat tend more to bluish shades, while greenish blue ones have been adjusted to a little bit less greenish shades.
Edited by iiCriminnaaL
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nothasuke455

hey sorry ciminal for being off-topic but can you please check your discord im currently Serious Sam#1753 i just sent you a message i wanna talk about some stuff

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MiesThies

Thanks for the constant updates!

Just interested, how did you find out about this mistake: "Fixed the naming mistake of the generic vehicle group that caused its disappearance ("POPCYCLE_GROUP_RUSSIAN" to "POPCYCLE_GROUP_GENERIC")." ?

 

Also just wondering, is it normal, that due to this "Fixed some vehicles showing up too rarely (by removing them from the "POPCYCLE_CAR_GROUP_BORING_SALONS" group)."  the "boring saloons" group is empty now?

 

Also: Are all the .gxt edits just for the weapon prices or sth else, too?

Edited by MiesThies
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iiCriminnaaL
19 minutes ago, MiesThies said:

Thanks for the constant updates!

My pleasure 😉.

 

19 minutes ago, MiesThies said:

Just interested, how did you find out about this mistake: "Fixed the naming mistake of the generic vehicle group that caused its disappearance ("POPCYCLE_GROUP_RUSSIAN" to "POPCYCLE_GROUP_GENERIC")." ?

I got a lot of help from @FranTheftAutoLOL to recognize some of the cargrp.dat file's issues and whatnot, and this was one of them. It makes sense given that POPCYCLE_GROUP_GENERIC exists in pedgrp.dat and popcycle.dat, but not in the vehicle groups in cargrp.dat, whereas the existence of POPCYCLE_GROUP_RUSSIAN does feel odd given the presence of POPCYCLE_GROUP_EASTERN_EUROPEAN.

 

More information can be found regarding his suggestions and feedback can be found starting from this comment.

 

19 minutes ago, MiesThies said:

Also just wondering, is it normal, that due to this "Fixed some vehicles showing up too rarely (by removing them from the "POPCYCLE_CAR_GROUP_BORING_SALONS" group)."  the "boring saloons" group is empty now?

Yes, it is intentional in order to make all vehicles that have been previously included there appear more regularly in the intended parts of the city.

Edited by iiCriminnaaL
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MiesThies

@iiCriminnaaL So, I noticed that in the EFLC/common/data folder "hudColor.dat" is missing, whereas in IV/common/data it's present. Same goes for "blips.wtd" in EFLC/pc/textures.

I figured that this isn't meant to be this way, is it?

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iiCriminnaaL
2 hours ago, MiesThies said:

@iiCriminnaaL So, I noticed that in the EFLC/common/data folder "hudColor.dat" is missing, whereas in IV/common/data it's present. Same goes for "blips.wtd" in EFLC/pc/textures.

I figured that this isn't meant to be this way, is it?

They don't need to be replaced in EFLC given that TLAD and TBOGT have their own versions of it, and they don't use EFLC's as a base neither (as opposed to some other files, such as peds.dat and pedpersonality.dat for instance).

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iiCriminnaaL
  • The extreme orange sunrises are now even less orangish than previously, the sky's color is now slightly bluish during the sunny weather's night hours, the overworld's lighting is now slightly less orangish during the sunny weather's late afternoon hours (and vice versa for their color filter's shade), and the completely clean color filters of some hours of the weathers sunny and foggy are now slightly bluish.
Edited by iiCriminnaaL
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iiCriminnaaL
  • The color filters of the windy weather's midday hours have been optimized, the cloudy weather is now somewhat more bluish during the midday hours, and TLAD's color filters have been slightly optimized during several daytime hours of the weathers extra sunny, sunny, windy and cloudy.
Edited by iiCriminnaaL
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AngryMeatPie

@iiCriminnaaL Hello! Sorry for bothering, I just wanted to say I've been greatly enjoying Responsive Plus and Potential Grim, and thank you once again for these great mods!

Also, I've come up with a small suggestion related probably more to Potential Grim than this mod. Since you managed to change the code of Drug Wars in TBOGT and replace Spanish Lords and their vehicles with Hustlers and their vehicles, I'm curious as to whether it is possible to do smth similar with Gang Wars in TLAD? Since you managed to add Regina into traffic in TLAD, which IMO deserves praise on its own (because why the hell make this car exclusive?), would it be possible to add it as a gang car in Gang Wars? (Say, for Angels of Death, alongside their bikes, Slamvan and Gang Buritto; that would make sense since they drive these cars in Heavy Toll; probably it would also make sense for Yardies). It would've been really good, because I feel like it's the best way this car can be used in the game, besides being part of civilian traffic. I haven't yet considered any other vehicles for a purpose like that, because the rest of them don't fit well as gang cars, but some might probably be taken into consideration. 

I'll be glad to hear your thoughts on this.

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iiCriminnaaL
On 9/25/2022 at 11:33 PM, AngryMeatPie said:

@iiCriminnaaL Hello! Sorry for bothering, I just wanted to say I've been greatly enjoying Responsive Plus and Potential Grim, and thank you once again for these great mods!

Also, I've come up with a small suggestion related probably more to Potential Grim than this mod. Since you managed to change the code of Drug Wars in TBOGT and replace Spanish Lords and their vehicles with Hustlers and their vehicles, I'm curious as to whether it is possible to do smth similar with Gang Wars in TLAD? Since you managed to add Regina into traffic in TLAD, which IMO deserves praise on its own (because why the hell make this car exclusive?), would it be possible to add it as a gang car in Gang Wars? (Say, for Angels of Death, alongside their bikes, Slamvan and Gang Buritto; that would make sense since they drive these cars in Heavy Toll; probably it would also make sense for Yardies). It would've been really good, because I feel like it's the best way this car can be used in the game, besides being part of civilian traffic. I haven't yet considered any other vehicles for a purpose like that, because the rest of them don't fit well as gang cars, but some might probably be taken into consideration. 

I'll be glad to hear your thoughts on this.

This seems like a good idea.

 

I can't be sure that I'll be able to implement this, since giving a gang an additional vehicle in the Gang Warfare side-mission is seemingly harder to achieve than replacing gang vehicles as I did in Drug Wars. But I'll definitely have to check this out whenever I give the files a look.

 

On 9/26/2022 at 6:56 AM, m3ssO said:

Does the work with the complete edition?

I'm not quite sure, as up to now I play GTA IV and EFLC separated, but I think it does work with the complete edition.

 

 

UPDATE:

  • The windy weather's greenish color filter of the mid to late morning hours and brownish color filter of the midday and late afternoon hours have been slightly reduced in GTA IV and TBOGT.
     
  • The nights of the weathers sunny and cloudy are now slightly more bluish.
Edited by iiCriminnaaL
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iiCriminnaaL
  • Saturation has been slightly adjusted for several hours of all weathers (minorly increasing it for the most part, or decreasing it where it fits, and equalizing the saturation of far objects to the main saturation settings outdoor and indoor), and it has also been slightly increased in late afternoon of the weathers rainy and foggy.
Edited by iiCriminnaaL
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Chunk Norris

I just love all the little changes you keep making to this timecyc. I just came back to the game after a little time off and it looks stunning to my eyes.

 

spacer.png

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AngryMeatPie

Hello, guys, can this mod conflict with Simple Traffic Loader? Installed it today and the cars from the list don't appear (for example, no buses). I remember that Responsive makes some traffic adjustments, so I decided to ask here.

And another question, maybe anyone knows whether the Loader will work if placed in the "Plugins" folder or not?
Edit: the mod actually works in "Plugins", but for some reason not all cars from the list spawn (e.g I've seen only two Speedos so far and no buses, although they're specified in the list. However, there are many Ferocis and Oracles that are on the list as well). I know I'd probably better post this to the page of STL itself, but I'll still leave it here just in case someone knows the solution. 

Issue solved. I simply put the files into the main directory, in the "plugins" it doesn't work. Now everything's fine.

Edited by AngryMeatPie
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iiCriminnaaL
Posted (edited)
  • Dawn of the extra sunny weather is now somewhat darker and more bluish.
     
  • Fog/dust effect has been optimized for all weathers and most hours (increased and/or decreased when needed, made somewhat less greenish during some evening hours of the weathers rainy and stormy, and made overall more consistent).
     
  • An accidentally added noise filter effect during the early night hours in the windy weather in TBOGT which I just recognized has been removed.
     
  • Fixed the foggy weather having less fog in the clean color filters version than in the normal versions from the last update.
Edited by iiCriminnaaL
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iiCriminnaaL
Posted (edited)
  • The sky is now darker in most evening hours of most weathers, and the overworld lighting has been somewhat decreased during the nighttime hours in the weathers extra sunny, sunny, and windy.
     
  • Dawn is now somewhat more bluish in the cloudy weather.
     
  • The cloudy weather's nighttime hours are now somewhat less foggy.

 

 

On 7/24/2022 at 10:12 AM, Chunk Norris said:

The other one I like currently is Responsive Plus's vanilla enhanced timecyc but the vanilla nights in that are too bright/blue unfortunately.

@Chunk Norris

You'll probably like this 😝✌️. It's not that significant for the overworld lighting, but overall remarkable nonetheless (especially when it comes to the sky's color).

Edited by iiCriminnaaL
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AngryMeatPie

Hello, fellow gamers! Now this question is not about the mod, but about the process of mod updating. Suppose an update comes out, like today, how can I precisely find out which files were changed? (For example, the last few updates only touched the timecyc files, but some time ago one of them changed the "skydome" file in the "textures" folder, and I found it out quite accidentally). The thing is, when I download the mod, most of the folders which I unpack say: "Edited today at "download time". And only when I start checking the files themselves, I see what was really changed. I could do with a tip on this matter, because currently checking each folder isn't very convenient, if only it's not the only way. Huge thanks in advance)

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iiCriminnaaL
Posted (edited)
8 minutes ago, AngryMeatPie said:

Hello, fellow gamers! Now this question is not about the mod, but about the process of mod updating. Suppose an update comes out, like today, how can I precisely find out which files were changed? (For example, the last few updates only touched the timecyc files, but some time ago one of them changed the "skydome" file in the "textures" folder, and I found it out quite accidentally). The thing is, when I download the mod, most of the folders which I unpack say: "Edited today at "download time". And only when I start checking the files themselves, I see what was really changed. I could do with a tip on this matter, because currently checking each folder isn't very convenient, if, naturally, it's not the only way. Huge thanks in advance)

To be fair, the only way that comes in my mind is checking the update's details. For instance, when cloud textures are mentioned (shape, brightness, etc) then it's about "skydome.wtd", graphical settings that are relevant to weathers and timeline refer to the time cycle files, traffic and pedestrian densities (including gangs) refer to "popcycle.dat", gang relationships are usually done in script files (but possibly in the "Relationships.dat" as well), vehicle groups refer to "cargrp.dat", and so on.

Edited by iiCriminnaaL
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Chunk Norris
4 hours ago, AngryMeatPie said:

 Suppose an update comes out, like today, how can I precisely find out which files were changed?

Use your unzipper of choice. In my case it's 7zip.  Here if you check the files inside of a folder  you can tell when modifications were made to that file. Do this before unpacking the file because when you unpack it somehow counts as a modification. Usually this is very spot on as authors don't modify every single file with every update. And of course look at the patch notes as well.

See screenshot of what I mean:

spacer.png

 

 

7 hours ago, iiCriminnaaL said:

 

@Chunk Norris

You'll probably like this 😝✌️. It's not that significant for the overworld lighting, but overall remarkable nonetheless (especially when it comes to the sky's color).

Thanks, sounds awesome. I loaded it in and will check it out over the weekend!

Edited by Chunk Norris
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AngryMeatPie
13 hours ago, iiCriminnaaL said:

To be fair, the only way that comes in my mind is checking the update's details. For instance, when cloud textures are mentioned (shape, brightness, etc) then it's about "skydome.wtd", graphical settings that are relevant to weathers and timeline refer to the time cycle files, traffic and pedestrian densities (including gangs) refer to "popcycle.dat", gang relationships are usually done in script files (but possibly in the "Relationships.dat" as well), vehicle groups refer to "cargrp.dat", and so on.

Ok, thank you! At least now I have some Idea, which file is responsible for which part of an update. I like the new darker evenings, btw) Looks atmospheric)

8 hours ago, Chunk Norris said:

Use your unzipper of choice. In my case it's 7zip

Oh, thanks for the idea! I use 7zip as well, I'll check this out!

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iiCriminnaaL
  • The lighting settings are now more consistent throughout the nighttime hours in the weathers extra sunny, sunny, windy, and cloudy, resulting in making them somewhat darker in some hours, as well as somewhat darkened during the latest sunset hour in the sunny weather and the mid and late morning hours in the windy weather, and minorly adjusted in some hours of most weathers.
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AngryMeatPie
46 minutes ago, iiCriminnaaL said:
  • The lighting settings are now more consistent throughout the nighttime hours in the weathers extra sunny, sunny, windy, and cloudy, resulting in making them somewhat darker in some hours, as well as somewhat darkened during the latest sunset hour in the sunny weather and the mid and late morning hours in the windy weather, and minorly adjusted in some hours of most weathers.

Hey, thank you for constant updates! A bit of off-topic question here, but I've been using Simple Traffic Loader lately and I was wondering whether it might interfere with Potential Grim's traffic adjustments or not? I remember a guy reporting that the Loader stops Trashmasters from spawning in early morning, and it's indeed true (for me they don't spawn either). That's why I'm asking about Potential Grim as well (there seems to be no interference, but I just need to make sure)

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AngryMeatPie
55 minutes ago, iiCriminnaaL said:
  • The lighting settings are now more consistent throughout the nighttime hours in the weathers extra sunny, sunny, windy, and cloudy, resulting in making them somewhat darker in some hours, as well as somewhat darkened during the latest sunset hour in the sunny weather and the mid and late morning hours in the windy weather, and minorly adjusted in some hours of most weathers.

Hey, thank you for constant updates! A bit of off-topic question here, but I've been using Simple Traffic Loader lately and I was wondering whether it might interfere with Potential Grim's traffic adjustments or not? I remember a guy reporting that the Loader stops Trashmasters from spawning in early morning, and it's indeed true (for me they don't spawn either). That's why I'm asking about Potential Grim as well (there seems to be no interference, the vehicle density seems to remain the same as Grim made it, but I just need to make sure). 

I've also been experiencing slightly heavier FPS drops than usual, probably it's because I switched from clean colour filters back to normal ones (which now look better to me for some reason) and probably because the Traffic Loader induces some additional RAM or CPU usage.

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iiCriminnaaL
Posted (edited)
  • Saturation settings are now more consistent throughout the hours of all weathers.

  

18 hours ago, AngryMeatPie said:

Hey, thank you for constant updates! A bit of off-topic question here, but I've been using Simple Traffic Loader lately and I was wondering whether it might interfere with Potential Grim's traffic adjustments or not? I remember a guy reporting that the Loader stops Trashmasters from spawning in early morning, and it's indeed true (for me they don't spawn either). That's why I'm asking about Potential Grim as well (there seems to be no interference, the vehicle density seems to remain the same as Grim made it, but I just need to make sure). 

I've also been experiencing slightly heavier FPS drops than usual, probably it's because I switched from clean colour filters back to normal ones (which now look better to me for some reason) and probably because the Traffic Loader induces some additional RAM or CPU usage.

It doesn't affect traffic as far as I'm concerned, although it may interfere with some script features (such as the Trashmasters script) on the other hand as you mentioned.

 

As for the FPS drops regarding color filters, this is new to me. Maybe it's true, but personally I didn't sense a difference in frames between normal and clean color filters.

Edited by iiCriminnaaL
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