TomOccupationComedian Posted January 8, 2020 Share Posted January 8, 2020 (edited) https://mega.nz/#!ENUUiQLC!Id_RbHjzrKf5e66NbUJgrJqEWveqUbUlc37J45TzR-w https://gofile.io/?c=GnSszY BongHitTraffic is a mod for III and Vice City that extends their traffic systems. The focus so far has been on removing existing limits, but improvements to AI should hopefully come one day. Here's what it can change: Limits and density for peds and vehicles Spawn distance, despawn distance, and their respective angles for vehicles Add variability to vehicle spawn distances Spawn distance and despawn distance for peds LOD distance and draw distance of the map LOD distance, shadow distance, and headlight distance of vehicles Draw distance and shadow distance of peds Force vehicles to use real physics III Only: Disable removal of vehicles that exist on a different island VC Only: Change max flying height VC Only: Keep entire map collision loaded Issues/Notes Barely tested. Not tested on any missions. Game could crash at any moment for any reason. Audio stops generating for new peds/vehicles after a certain amount already exist. Fists, melee weapons, and the flamethrower don't affect peds after a certain amount already exist. Traffic is very stupid. Cars frequently ram each other. Jams occur easily at intersections. Open lanes are mostly ignored. Max amount of shadows on screen remains the default. Shadows may disappear/flicker with additional peds/vehicles or extended distance. III Only: Will crash around 90 peds when using iii_anim from Skin and Bones due to a limit set there. III Only: Draw distance does nothing (peds always draw) when using iii_anim from Skin and Bones. Requirements III: 1.0 EXE VC: 1.0 EXE Ultimate ASI Loader https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases noreplay. Disables replays. Prevents random crashes and graphic issues. https://gtaforums.com/topic/899040-the-heros-workshop/ Open Limit Adjuster. Removes other necessary limits. https://gtaforums.com/topic/736512-open-limit-adjuster/ EAX Alchemy Fix or equivalent DirectSound wrapper. DirectSound software emulation causes audio crackling/sounds cut short. https://www.gtagarage.com/mods/show.php?id=27928 Debug menu. For changing settings in game. https://gtaforums.com/topic/896074-debug-menu/ Installation 1. Make sure the above requirements are installed and loaded. 2. Change EntryInfoNode to 30000 in III.VC.SA.LimitAdjuster.ini. Increase Peds and Vehicles when necessary. 3. Set audio to use EAX or DirectSound hardware in game. 4. Copy the asi and ini to where your asis are loaded. 5. Optionally copy data folder. default.ide increases wheel LODs to 300.0, and weapon.dat doubles the range for bullet based weapons. Changelog 0.1 - 01/13/20 First version Other media Spoiler https://streamable.com/97fnk https://streamable.com/99wqs Edited January 13, 2020 by TomOccupationComedian thalilmythos, Dominik_, Jago and 12 others 11 4 Link to comment Share on other sites More sharing options...
gts. Posted January 9, 2020 Share Posted January 9, 2020 Damn, look at those screenshots. The ped and vehicle density is really high. Nice work. Link to comment Share on other sites More sharing options...
Sonny_Black Posted January 10, 2020 Share Posted January 10, 2020 Any chance to have that on San Andreas too ? Link to comment Share on other sites More sharing options...
TomOccupationComedian Posted January 11, 2020 Author Share Posted January 11, 2020 Yo I should be releasing this in 2-3 days. Got a shot and clip of III here https://streamable.com/prcwk On 1/9/2020 at 1:30 AM, gts. said: Damn, look at those screenshots. The ped and vehicle density is really high. Nice work. Yeah it's real cool real cool. You can stop the vehicles from ever despawning if you wanted to. I got up to 1700 vehicles across the whole map one time On 1/9/2020 at 8:28 PM, 0223998743 said: Any chance to have that on San Andreas too ? Yeah this is possible in SA but don't expect it from me Link to comment Share on other sites More sharing options...
LaDiDa Posted January 11, 2020 Share Posted January 11, 2020 This is nice to look at, finally something to push modern hardware to do an actual workout on a dated game. Link to comment Share on other sites More sharing options...
gts. Posted January 11, 2020 Share Posted January 11, 2020 12 hours ago, TomOccupationComedian said: Yeah this is possible in SA but don't expect it from me Aw, that's sad. Anyway, good work. Link to comment Share on other sites More sharing options...
TomOccupationComedian Posted January 13, 2020 Author Share Posted January 13, 2020 Released. Probably full of problems idk but I learned a lot to make this and need to learn more to continue. Don't have the time so don't expect anything! Jago 1 Link to comment Share on other sites More sharing options...
Ryadica926 Posted January 13, 2020 Share Posted January 13, 2020 Nice, it sure spawns a lot of peds and vehicles, tested this on Re: LCS. Spoiler sadly its only for a few seconds before it crashes at 0x53B653 using (HEAVY) config. Jago, H-G, Zhunter 96 and 1 other 3 1 Link to comment Share on other sites More sharing options...
TempUser_ Posted October 11, 2021 Share Posted October 11, 2021 (edited) Used this mod with GTA3 Updated Classic, and few other mods, and found out that mod works, but after some time (like 30 seconds) game crashes. Feels like its some limit thing. Will try to investigate this more. Lowering Vehicle amount and multiplier fixes crashes. But another issue appeared, it seems when mod is enabled, cars and peds at certain time will have yellowish and bluish tint. And if you keep playing skies will go red/blue color mode and change color frequently. Really looks like memory issue. As a conclusion, now I use Heavy config with high render distances, but with slightly lower ped/car count. VehLimit = 20 // Maximum amount of vehicles spawned VehLimitParked = 20 // Maximum amount of parked vehicles spawned VehDensity = 2.0 // Multiply vehicle traffic density PedLimit = 25 // Maximum amount of peds spawned PedDensity = 1.5 // Multiply ped traffic density IndPedCounter = 1 // Don't count vehicle peds towards ped limit Edited October 14, 2021 by TempUser_ the kuruma driver 1 Link to comment Share on other sites More sharing options...
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