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- Configuració de suport
4.96
14.611
67
3442 Gameconfig
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1.4 No Third Overlay

- Configuració de suport
4.96
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67
3442 Gameconfig
@ThatsPella Aware of all the issues. Rockstar had scaling on the vanilla issues and I don't want to restart the game 50 times just to ensure every image is 1:1 hence why the 50 loading screens have their own screens. Nothing can be done unless you want to manually scale yourself.
@CJislit when I first went through the code, I removed the legal screens, but there is a delay still in the code somewhere. There are multiple other files that link to the legal screen, but those seem to do nothing. There is lots of left over code to look through so there must be a line somewhere that changes the delay I just don't have the time to trace the path across multiple gfx files. It's still planned to look for them, if they exist inside a gfx file, but my first look through I couldn't find anything.
Sweet, Its the game Driver in GTA. Ive always wanted this
@ChevyBoi_Don Sweet. Thanks for the feedback! Mods?
@saabs9 Same version. Can you load into game or does it crash during loading?
@TrueBest Support or enable heavy traffic? Config popualtion controls the density, but to support traffic it should already work depending on the cars you want to spawn. The traffic mod i use has every mp supercar with all liveries enables in traffic and extreme settings and i dont have issues.
@Farlindo1945 No problem. I did find a few cars that didn't work properly. Each car has its own center of mass and some cars have a very very low center of mass that makes the script think its constantly hitting the ground. Looking into ways to make it more compatible with cars that have unusual physics.
@Adas8812 No one actually knows. I did some thorough testing years ago and came to the conclusion these numbers don't work as thought. The only thing that controls car and ped densities are popcycle.
The settings file, that controls how much variety there is, but going over 1 doesn't actually double the amount or add twice as much variety. This is controlled by the actual car files. For compatibility or testing this value might be lowered to globally handle variety, but 1 is the max. There is no "extra" variety if your traffic files are set properly.
As far as the values in the gameconfig population section, these are just scaling what is done in popcycle files. If your popcycle file is set to max, like mine is, there is 0 ways to increase ped or traffic outside of scenarios and or traffic keyholes. I've maxed and min every value in the population section, the most change I see is you can control very slightly city and country traffic and the memory that handles liveries. For example when I set memory to 10000 I started seeing cars I've never seen before with liveries.
Also packfile or archive numbers, that's been set at 10,000 since I started modding, either it doesn't really do anything or any number above vanilla works. But ego knows, only way to find out is change a value then check.
@Farlindo1945 I did some tests, all seems fine. Does your gameplay match this?
https://youtu.be/RHwcHIgE3C4?si=ahrLq_3lMwgelRbl
@Farlindo1945 I guess cars in dlcpacks would be considered MP vehicles. What type of car shouldn't matter, some cars do have wierd centers of mass, but I'm my testing the cars with the worse handling do best with this mod. I'll definitely be doing more testing later on.