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[SCRIPT] [RELEASE] [WIP] - Grand Theft Space



  • @SkylineGTRFreak Nice, what yo mean by bugy shadow ? If that moving/bouncing shadow I think i can fix it, also is the vehicle attached to the model ?



  • @SkylineGTRFreak Looks good,but can't say the same for the location.



  • @SkylineGTRFreak What about having it on a Island ? or that won't be possible ?



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  • @SkylineGTRFreak What if we do something like this ? i did this really quick using MapEditor,if you cant do a Island model and have no other option then i or anyone else can work on doing a nice proper looking base similar to this
    (this is just to showcase the idea and location)
    alt text
    alt text
    alt text



  • @Shaezbreizh yea exactly that problem. Seems like a seperate shadow that bounces up and down. The Shuttle and boosters are not part of the model, they are vehicle models

    @Oskar and @JRod : For now this is a gantry model with low detail, not the one from Turbosquid. That one would come with the fitting landmass, but for now I'll probably stay with this "low detailed" model until I can work better with these things. So a menyoo or map editor map like posted above could do for now.



  • @SkylineGTRFreak so for how long exactly will you depend on the mapeditor ? And ill be needing the launch thing in order to do the map if you want me to do it.



  • @SkylineGTRFreak How did the Crawler get there? :stuck_out_tongue:



  • i hoppe space shuttle will be vehicle , so it can make some spectacular take offs...magnificent project



  • @V4D3R from the Vehicle Assembly Building of course, duh! (and some magic willpower as long as no path exists xD )

    alt text

    @tall70 Shuttle and boosters are all seperate vehicles and I can assure you... There is already a magnificent take-off sequence ;)



  • The new API helps a lot with missions, now I have time to add little details ;)

    0_1488815430569_20170305230559_1.jpg



  • @sollaholla How long does it take in real time from earth to Mars ? (that is mars right ?)



  • @JRod It's the moon, the red gradient is from the sun on the other side,
    It takes about 5-10 minutes as of yet.



  • @sollaholla 10 minutes sounds good.



  • When are you gonna release this?



  • @GTA4LIFE9000 When it's done :P



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  • MODERATOR

    @sollaholla Short question: Do you spawn vehicles in space? And if so, is it where X or Y >= 16000.0 or Z >= 2700.0? Because that won't work due to Rockstar's shitty methods for CREATE_VEHICLE. Speaking of this shit:

    // [...]
    v6 = coords->y;
    v7 = coords->z;
    v8 = 0;
    v9 = bIsNetwork;
    v10 = modelHash;
    v11 = bIsNetwork != 0 ? bUnk : 0;
    v21 = coords->x;
    v22 = v6;
    v23 = v7;
    if ( MissionVehiclesCountCheck()
      && (!IsMultiplayer || !v9 || GetOnlineModelSpawnCheckPtr())
      && v21 < 16000.0
      && v22 < 16000.0
      && v23 < 2700.0 )
    {
        // [...]
    

    If you wish, I can modify my NoBoundaryLimits DLL to bypass that.



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  • @Unknown-Modder
    Right now I'm using

    var vehicle = World.CreateVehicle(model, Vector3.Zero /*basically 0,0,0*/);
    // And them move the vehicle to the position i want.
    vehicle.Position = MyDesiredPosition;
    

    It would help a lot more though if you could edit that "spawn boundary".


  • MODERATOR

    @sollaholla

    [2017-03-06 23:47:46] [INFO] Log file created (NoBoundaryLimits.asi, build Mar  6 2017, (C) Unknown Modder)
    ===========================================================================================================
    [2017-03-06 23:47:46] [INIT] DLL attach successful
    [2017-03-06 23:47:46] [INIT] Successfully retrieved MODULEINFO: C:\Program Files\Rockstar Games\Grand Theft Auto V\GTA5.exe => 0x00007FF7217D0000 (0x044EB800)
    [2017-03-06 23:47:46] [INIT] Creating thread...
    [2017-03-06 23:47:46] [INIT] Created thread, id 0x153C
    [2017-03-06 23:48:01] [DEBUG] Checking if game is ready...
    [2017-03-06 23:48:41] [DEBUG] Game is ready!
    [2017-03-06 23:48:41] [DEBUG] Found minWorldLimits => 0x00007FF723B03480 (0x00007FF721E539B0)
    [2017-03-06 23:48:41] [DEBUG] Found maxWorldLimits => 0x00007FF723B03490 (0x00007FF721E539B0)
    [2017-03-06 23:48:41] [DEBUG] patchPlayerWorldLimits() succeeded!
    [2017-03-06 23:48:41] [DEBUG] Found globalHeightLimit => 0x00007FF7230EF42C (0x00007FF722653F50)
    [2017-03-06 23:48:41] [DEBUG] patchGlobalHeightLimit() succeeded!
    [2017-03-06 23:48:41] [DEBUG] Found explosives boundary function => 0x00007FF72272CD74
    [2017-03-06 23:48:41] [DEBUG] patchExplosivesBoundary() succeeded!
    [2017-03-06 23:48:41] [DEBUG] Found createEntityXYLimit => 0x00007FF72300B3AC (0x00007FF7224936FA)
    [2017-03-06 23:48:41] [DEBUG] Found createEntityHeightLimit => 0x00007FF723042D1C (0x00007FF72249372E)
    [2017-03-06 23:48:41] [DEBUG] patchEntitySpawnBoundary() succeeded!
    [2017-03-06 23:48:41] [INFO] Freeing library and exiting thread...
    

    :grinning:
    You can download the new build using the link I sent you on GTAForums when I uploaded the first build back in January.



  • @Unknown-Modder You're the man!! I'm glad your on this team dude, you're making this process 10x easier for the c# scripting side. You may not notice but the mod wouldn't have gotten far without NoBoundaryLimits. Not to be sentimental or anything :P Thanks, again.



  • Hey @sollaholla, will you be making any update videos or anything like that? Maybe something that can ease our waiting?



  • @Jbox9999 Possibly, can't make any promises though. If I do I can't show much. (That's if I do)


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