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2 hours ago, Ingramsl said:

DYOM 8.3 is much safer than DYOM 8.1 because it raises the level of security and has improvements from version 8.1 because in the past we would play missions like The Runaway or Grove Street and things like this. This version can fix the driver bug when getting into a car.  convenient  There is a character command system.  Mission route control command system and commander command system, etc.

 

Seriously, it's like a major overhaul mixed with the most improvements from the previous version that I've played since before COVID-19.

wdym by improved security?

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2 hours ago, sam41a said:

wdym by improved security?

It's similar, but this one has been improved to have the best security system. In the past, when we were going to play a mission, we would often get annoyed because when we reached the destination, the screen would always say "Mission Failed" even though we didn't kill anyone (at that time, I experienced it with my own eyes when playing The Runaway DYOM mission using the winter mod).

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6 hours ago, Ingramsl said:

It's similar, but this one has been improved to have the best security system. In the past, when we were going to play a mission, we would often get annoyed because when we reached the destination, the screen would always say "Mission Failed" even though we didn't kill anyone (at that time, I experienced it with my own eyes when playing The Runaway DYOM mission using the winter mod).

oh i get it, ty, what a nightmare that was honestly

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WOW!!!

As a ''old'' member i am delighted to see DYOM receiving a official update. It's like a dream come true and that is said from the perspective that i would daydream on a DYOM version with enhanced and stable options, etc.

Congratulations for those who are keeping this project alive. You are making my inner child so happy.

That said, i will definitely download it and try out the new functionalities!
 

Also, sorry for my inactivity. Nowadays, work is taking all of my once called free time. I'll try to stick around. Promise. Always promised🤣

 

 

Edited by Leo28
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On 7/11/2024 at 7:23 AM, Ingramsl said:

It's similar, but this one has been improved to have the best security system. In the past, when we were going to play a mission, we would often get annoyed because when we reached the destination, the screen would always say "Mission Failed" even though we didn't kill anyone (at that time, I experienced it with my own eyes when playing The Runaway DYOM mission using the winter mod).

I was also playing a motw entry today and in between when i was going to the checkpoint my Mission got failed even i was not killed or killed any must survive on person.

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I've playtested a little bit with the new version. Here's my suggestions that could grant us more options:

 

1 - Car Tuning (changing wheels, paintjobs, skirts, spoilers etc). 

 

Would greatly enhance racing-type missions.

 

2 - More skin IDs

 

In case this isn't viable, leave it be. But actor variety is always welcome.

 

3 - Set Actor Fighting Style / Player Fighting Style

 

Self explanatory.

 

 

Overall, the new version is light years more responsive and designing doesn't feel as convoluted anymore, specially when it comes to car route shenanigans.

 

 

 

 

Edited by Leo28
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Alpha 10 Released!

Changes:

  •  Added New Entity menu hotkey (N)
  •  Added Edit Nearest Entity menu hotkey (E)
  •  Added skipping wasted/busted scenes with key press
  •  Added object visualizing checkpoint positions
  •  Added new special actor animation: Revive
  •  Tweaks in route logic related to jump/climb actions
  •  Removed random stats info popup messages
  •  Tweaked checkpoint edition responsiveness
  •  Message "Enhancer script missing" no longer flashes for few frames on DYOM start
  •  Fixed Actor Animation Objective crashing if mission has no actors
  •  Reactivated player control in Actor Animation Objective menus
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RandomDyomMaker

@MiranDMC

 

You are a f*cking legend for these updates, they make the experience smoother and improvement to the car AI is amazing as I am already thinking we can finally use it to for more serious stuff.

 

I was just wondering, what do we think about also making it so that special environmental effects do not cause you to not end the cutscene, similar to the new change actor animation effect?

 

Once again, thank you so much for your hard work 🙏

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3 hours ago, Gemu Baggu said:

After installing version 8.3, in version 8.1 I cannot select actors, and I also cannot exit this menu. What should I do?

What do you mean "in version". These 8.3 has it's own MPACK directory.
What menu? Please describe steps  to replicate the problem.

 

4 hours ago, RandomDyomMaker said:

I was just wondering, what do we think about also making it so that special environmental effects do not cause you to not end the cutscene, similar to the new change actor animation effect?

What do you mean? Now objectives like Set Timmer and other immediate do not interrupt or cause fades in cutscenes. Weather and Day Time do fade, as these two would look bad to be seen.

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2 hours ago, MiranDMC said:

What do you mean "in version". These 8.3 has it's own MPACK directory.
What menu? Please describe steps  to replicate the problem.

 

What do you mean? Now objectives like Set Timmer and other immediate do not interrupt or cause fades in cutscenes. Weather and Day Time do fade, as these two would look bad to be seen.

Anyway, I installed version 8.3.

Today I opened version 8.1 and wanted to change the skin of the player through the editor menu.
When I entered it, then no matter how I pressed Y/N, the skin did not change, I could not confirm on Spacebar, and exit on Enter/F did not do anything either.

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As you can read "VC" mod you have installed has several errors or is missing files. DYOM# is missing its directory too? Or maybe that is ModLoader created problem.

CLEO5 is not working well along with ModLoader yet.

Edited by MiranDMC
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12 minutes ago, trgb.8.99999 said:

u guys know how to fix this error? it shows when i start to play with DYOM 8.3

 

451531853_1628999334616724_3982705680806258278_n (1).jpg

Check your cleo folder and check the missing files.

 

or reinstall your mods manually.

 

if you are using modloader, move some cleo scripts at the "SA\cleo" cleo folder.

 

this is not a 8.3 problem,

Edited by Seve267
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trgb.8.99999

to be honest cleo 5 leads to this error. because normaly my gta SA with loads of mod works well with cleo 4.4,

i only updated to cleo 5 as DYOM 8.3 needs it.

DYOM 8.3 very amazing, much more fun than berfore. i hope that new version would defin itely extend more cars spawn. it would be huge

this error disapears after few second when i play game. My final decision is that i would keep playing without any modifying in Cleo or modloaders folder. i afraid that it would  cause bad effects to my game which with so many mods such as crashing.

to be honest, mods with DYOM give me more fun than complete new missions. I created so many actors, cars , then i play around Los Santos for many hours each day

Cheers

Edited by trgb.8.99999
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AlphaYellow

Hi, I tried your new version, after returning to DYOM after almost 8 years, I'm one of the old ones (started in 2012 as GtBorg). I think the route points for actors while driving cars is still way too low (64), the route points don't stay visible after doing them for the respective actors (for previewing, instead of having to edit the actor or actor animation to see it), there's no option for "Follow actor X", the objective limit is still way too limited, barely can do any actor animations during cutscenes and using some timeouts during gameplay at the same time, I think this version is more for basic missions, nothing more. If any of these limits will never be increased to maintain backwards compatibility, I think for me there's no point in using this or future versions, as I wanted to do quite complex missions but always being dead on the tracks by the low limits for most of the things. Good efforts, though.

Edited by AlphaYellow
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21 hours ago, AlphaYellow said:

 I think the route points for actors while driving cars is still way too low (64)

the car ai has been fully revamped, you don't need a lot of points for each turn, you can literally place a single point and the ai will pathfind to it

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One of the typical Dyom bugs and I don't know if it still persists is the fact that after placing 20 objectives, the markers or Cheatpoints would be invisible and it was very difficult to see where they were located. I don't know if you could fix this, or if it is already fixed.

Edited by Fredyy
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17 hours ago, Honk_26 said:

Pickups seems to be kind of buggy too, i noticed they won't show during cutscenes.

Also if you try to delete them they will stay there until you save and restart the game. 

Pickups were never visible during cutscenes (when widescreen cinematic strips are used). Game hides also stuff like door way markers to make cutscenes cinematic.

Persisting pickups after deletion is also old.

 

3 hours ago, Fredyy said:

One of the typical Dyom bugs and I don't know if it still persists is the fact that after placing 20 objectives, the markers or Cheatpoints would be invisible and it was very difficult to see where they were located. I don't know if you could fix this, or if it is already fixed.

Will be fixed. That whole checkpoints presentation code needs to be recreated from scratch.

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DuckingHeights

DYOM 8.1 vs 8.3 - Actor and car waypoints comparison by Horus

PS, he also left the following feedback for DYOM 8.3 in the comments section:
Changes that should be changed in the future newer versions:
- Increase the limit of routes in Actor Routes (waypoints) - currently it is at 8 or 9 and more routes than that and it will pop up an error saying that there were too many routes which would disturb the mission

- SD's are broken at the beginning while playing some DYOM 8.1 missions - example The Wanderer where at start music plays normally in DYOM 8.1 but in DYOM 8.3 it doesn't play at the beginning (I didn't even heard the soundtrack at the later stages of the mission) I guess the main reason is that newer DYOM versions is launching way faster than DYOM 8.1 without showing mission title etc and maybe by skipping that sequence it just won't play the music.

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Thanks for the video!

5 hours ago, DuckingHeights said:

- Increase the limit of routes in Actor Routes (waypoints) - currently it is at 8 or 9 and more routes than that and it will pop up an error saying that there were too many routes which would disturb the mission

It was always like that in GTA, routes were limited to max 64 route points (8 points peer sub route * 8 tasks). Now using climb or jump creates more tasks, which can eat up the limit faster.

This is game limitation and Rockstar managed to implement all missions not even geting close to it. You really do not need to put route point every 2 meters.

In 8.1 actor just silently ignores all route points after 64th.

 

Sound play issue need to be checked and fixed then.

 

 

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