[SCRIPT] [RELEASE] [WIP] - Grand Theft Space
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@Headshots_Ops Sorry, I'm clueless on which comment, or who you're responding to.
You sure you didn't mean @sollaholla?
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Hows progress of this?
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@Unknown-Modder Who made the other cracked limits?
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@PatrickJr Good. We have a few things to-do:
Fix vehicle destroying itself when away from player in space.- Finish adding end mission (already complete just need to implement with new system)
Add interstellar space suit ped.Add interstellar ranger vehicle.(not gonna happen)
- Complete first pass of the website.
- Finish launch pad island, and gantry for launch.
I think that's about it, we pretty much have everything covered I think.
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@Unknown-Modder For the love of God, do NOT release it with that name, when mods dont have spaces in their names they're really hard to search for.
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That's just the name of the DLL. The name on the mod page does have spaces: https://www.gta5-mods.com/scripts/no-boundary-limits-unknown-modder (I uploaded the file a few months ago and I'll approve it when GTS is ready).
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ANY NEWS ON THE CAPE SCRIPT U WERE WORKIMG ON
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oops sorry i got confused haha
@Unknown-Modder is what i meant
So the question was what limits will be cracked with the release of the mod?
Thanks
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Please refrain from typing in all caps
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Please refrain from taking threads off-topic, if you'd like to ask him about a different mod or different topic start a new thread or chat via PM
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- player world boundaries
- global height limit
- map depth limit
- explosives boundary
- entity spawn boundary
- task boundary
- camera boundary
That's pretty much it for now since it's all GTS requires.
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@Unknown-Modder I have one question.
In GTAV, the physics of peds and objects that are far away from the player sometimes go wrong (especially on starting moving), unlike in 3D Universe or GTAIV.
Can this be a serious problem in making GTS?
When I made a private script of molotov rain, molotovs which are far away from the player didn't move at all and their collisions didn't work.
I got irritated by those behaviors.
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@kagikn I don't know of any issues regarding physics in the current build of GTS so I assume it's no problem.
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@Unknown-Modder Got it, if you don't encounter any serious issues regarding physics until GTS is released, there is no hurry to find where the problem that I mentioned lies.
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@kagikn I think you're speaking about the explosive boundary. This is one of the limits that are cracked by NoBoundaryLimits. Also, in most game engines it's common to see errors in float point precision, but usually that only happens at around the 100K meter mark. Although, RAGE is a very optimal engine that seems to handle insane distances fairly well, even though in this mod we're not really pushing that limit at all.
And also, the frozen object (also happens to peds) thing, that usually happens with non-persistent entities, or entities who's Lod distance is smaller than the distance from the rendering camera to the object.
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@sollaholla I'm not speaking about the explosive boundary at all.
Actually, I encountered the issue (frozen objects) when I spawned molotov projectiles withSHOOT_SINGLE_BULLET_BETWEEN_COORDS.
I didn't think projectiles could have the issue before.
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@sollaholla Awesome, can't wait for a release!
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@kagikn Possibly, but afaik, there's a native called
IS_ENTITY_WAITING_FOR_WORLD_COLLISIONwhich returns false, ofc, if the entitiy is waiting for collisions / physics to load around it, i.e. they're frozen since there's no physics in that area.Back to your main point, we haven't seen any issues at all with physics in GTS. So, I don't think this would be any issue.
EDIT: BTW if there's an explosive boundary, there's most likely a projectile boundary as well.
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@sollaholla Understood. I'm looking forward to GTS.
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any news on the progress?
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so will this release this weekend???????????
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@Zevs1 No.
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@Unknown-Modder Maybe this month?
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@Zevs1 this wont be released any time soon, the earliest you can expect this to release is early to mid 2018. Progress isn't going well at all. its crazy how people like TG got this mod around 2-3 months ago
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@GTA-Imperium Probably not. We'll be waiting for ScriptHookV to be updated when R* releases the new game update in 3 days.
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@killarex2 You need to chill bruh. We're close to release, but not "this weekend" close. And we still gotta wait for the new DLC from R*, which in-turn will make us also have to wait for SHV to update, and hopefully, it doesn't, but if it breaks our natives, we'll have to do some work on that too.