Re-Roading Project - 400 alphas and counting
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@eleventwentytooo
Nice, that sounds promising
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@a63nt-5m1th
Getting seriously peeeeeeeeeeeisssed off.At least 4 days wasted tryna get this God DamNed VeHiCLeS gOiNG fAST!!!
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Check out what happends when you set
<VehicleSpacing__Base value="*"/>
To 1
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@eleventwentytooo
NiceJust noticed ENT has a 'Forced Vehicle Speed' setting in:
ENT Main Menu > 'World' > 'Area Effects' > 'Vehicles' > (tap right once) 'NPC Vehicles Forced Speed' (OFF, x1, x5, x10... etc. x30 is ~70>80mph if I remember right)
It's unrefined & pretty basic (no braking, constant forced speed) but certainly works at speeding every vehicle up when you use it. Try it out
Would be useful to know how they are doing it. Might be informative & could lead to the possibility of a script giving you the functionality you want, if the game files don't present an alternative
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@a63nt-5m1th Contacted the developer and he told me about GET_VEHICLE_CLASS, so then I found out
Which has https://pastebin.com/i2GGAjY0 - so someone out there should know where those numbers are stored currently and if we can script something. If not this mod risks being effortless. Come on programmers.
https://forums.gta5-mods.com/topic/26554/re-roading-the-next-stage
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Few more hours of burning eyes and Notepad++ and this OIV will be done.
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Didn't even post the text I was going to, that's how I tired I am
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Hey everyone have decided to just shoot myself instead. My brother will release Alpha 4 if he can do it he says
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1122's brother here
All done
RIP original mad man.Alpha 4 coming soon
Praise Holy Father
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@a63nt-5m1th (and everyone else) Running the game in 2.5x reso scale with graphics maxed up, taking shots and running tests.
Soon, soon... strokes cat
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It's done.
Hope this second-to-final release gets the attention it deserves. My efforts so far have not even been talked about outside my own created threads. Hopefully once out of Alpha, after later today, the guy who runs this site or someone else will feature it so more of the masses can get in on the blessing I've found.
So guys, God has giveth uth:
- 77MPH AI drivers
- Inverted braking mechanics to simulate pre road knowledge opposed to R*'s aimless driver method
- Varied peds and vehicles in terms of
- Danger amount
- Intelligence - reaction time and fear
- Braking awareness
- Scan distance
- Max speed approachable decision making, and
- timing for decision making about hit and runs, tailgating and fleeing at max speed into curves.
...and a couple bugs in the orignal game fixed. Random bibbing of horn, wobble-swerve driving, for example.
Currently running the mod fresh from the soon to be published OIV, on a fresh base V, awaiting for crashes.
Also, LSPDFR staff can forget about replying to me 27 days after my first request, rude bastards. I've fixed their issue for them in a Lua script. Up to them to add it, sorry po po
I'm glad to be getting a rest from this. Put in loads of effort and only 5 or so people care.
Alpha 4... coming soon
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Re-Roading _________________________________________ OUT NOW
@Global-Moderators
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To the site admin that keeps editing Re-Roading
I meant to remove the Project Re-Roading title for the first 24hrs, please don't add it back
I meant to remove the Alpha number and use an asterisk, that's been alpha practice since hl1 days
Please don't adjust the special characters in the description such as alt 0160 and underscores
And finally, please stop changing the author name. I don't want it to have my name. I have made this clear in my language and the OIV - it clearly says God made me and I made this, therefore I wan't it to remain on "A Child of God". As we all are.Thank you
@PsiBurner See what you mean, rules for some not for others
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I mena, it's been a while now and I've finally solved the major problem that was standing in the way for a long time. Guess what? I've got another problem
The brake distane values I've used are great for flowing traffic and is in my opinion lovely spaced traffic, but for a few roads (about 20), the hill or bump approach is too much and the game does not relay the approaching junction information or tell the AI there is an upcoming stopping point. I have two choices.
I could continue to release alphas and ask the "community" (Very thin, these days) to seek loss of traction spots and report them to me, and manually fix each road...
Or, I could use an insane value for the minimum braking distance that would cause extreme bottlenecks in the city that should fix the issue we face. There isn't really a drawback to this method, it's just gangsta
Will update in a few days when I've either reached my limit and will shoot my self, or inform of blessings.
Wish me luck, whoever the fuck is reading this shit
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Okay, VehicleAITasks allowed me to set the minimum heightmap height from 0.25 to 12. It took me ages to find that magic number, 12. 12 is the number, no one forget in case I lose it...
why is there so many sushi emotes?!?!
Alpha 5 coming soon. That really will be final.
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Figure that out, Reacon / Remix (same people)
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@eleventwentytooo said in Re-Roading *** OUT NOW! ***:
Figure that out, Reacon / Remix (same people)
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@eleventwentytooo said in Re-Roading *** OUT NOW! ***:
Figure that out, Reacon / Remix (same people)What is going on?
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@Reacon @Remix Basically, I've gone crazy. 1 month of the precious 12 we're given every year to enjoy life has been spent staring at notepad++ and codewalker.
Reacon Remix Agent Smith and eleventwentytoo are all the same person
No but really Alpha 5 is gonna smash you away. Your house is gonna need repairing after you get this next speed increase.And sorry about the junction approach crashes everyone. City/Country side lines are super convoluted
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@eleventwentytooo looks good but i'm wondering if there are any incompatibilities wiith other mods. Realistic Driving V perhaps and Faster AI Drivers for Realistic Driving V?
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@QBit07 Thanks, and nope, no incompatibilities with those mods. Will only be replacing the following:
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This post is deleted!
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@eleventwentytooo Both mods also use vehicleaihandlinginfo.meta. Can just try yours with these installed and see if it causes any problems.
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@QBit07 No that'd be complete nonsense.
I have spent hours each evening rewriting the values for path nodes and then now I have created an inverted braking mechanic for large vehicles. The current VehicleAIHandlingInfo I am able to release later () would cause tons of glitches if used on its own, as the markup values would be wrong (missing at least half the expected and already written memory) But sure, here ye go. God Sayeth shareth so I shallth...