@JohnFromGWN
No reason if the native is known, but unknown natives are still shown as their (hexadecimal) hashes.
The decompiler doesn't know the enum name things so they just show their value as numbers instead of the proper names.
@JohnFromGWN
No reason if the native is known, but unknown natives are still shown as their (hexadecimal) hashes.
The decompiler doesn't know the enum name things so they just show their value as numbers instead of the proper names.
@JohnFromGWN
OP used a decompiler (dnSpy, dotPeek or something) on a .NET script mod. These tools sadly don't seem to contain options to display types as hexadecimal, so when you're going around trying to understand how something works or trying to edit the script, this process has to be repeated for each native hash.
The value (including the negative sign, without the L suffix) can just be thrown into Windows' calculator, which spits out a copyable hexadecimal number.
It can then be correlated to its name, if it has been found, by manually searching natives.h or, what I prefer to do, use a native DB with search function.
See https://forums.gta5-mods.com/topic/34994/error-1015-you-are-being-rate-limited
It means you're accessing the website too quickly and the CDN is temporarily stopping you from accessing things.
Just wait a while and it'll resolve itself. Meanwhile, open less tabs/start less downloads at once
Locking this as it's duplicate.
Reading through the Wikia entry, it just looks like good old corruption.
At some point in 2004, Michael met FIB agent Dave Norton. Fearing for his family's safety, Michael made a clandestine agreement with Norton to cut ties with Trevor and Brad in exchange for the ability to disappear and start a new life. By paying Norton a monthly five-figure amount, Norton would relocate Michael and his family to Los Santos and provide them with new identities to start a new life. By accepting the deal with the FIB, Michael informed Norton of their upcoming robbery in Ludendorff, where Michael would pretend to be shot by Norton, while Norton would actually kill Trevor and arrest Brad. The plan would favor both Michael and Norton, whereas Michael will walk away with a clean slate, Norton would be given a career boost for taking down the supposed "Most Wanted Man in America".
The North Yankton police wasn't involved (and shouldn't have been?) and a lot of things went tits up.
@Rstein
Nah, made it to Superlid and then slacked off.
Some vehicles are still unaffected/less affected. Trucks, and those with the advanced flag that makes revving slow.
It's kind of tied to audio. The RPM data in the vehicle does rise quickly, but the audio and dashboard still lag behind. No idea what actually happens there.
Personal opinion, don't pay attention to the moderator thingy next to my name.
Yeah, I do think GTA V (SP) modding is declining. I don't think it will completely die, as this is a very popular game, which is decently documented at this point. From looking around scripting peers (though, honestly, I mostly kept to myself with my car/vehicle scripts), people just lose interest. A part has moved on to Red Dead Redemption 2 (newer version of the engine), a part has moved on to FiveM and a small part has gone Patreon-exclusive, with the rest probably moving on with better/more important things in life. You can't expect a mod developer to stay engaged with a single game for years and years on end
Another part - again, personal opinion - is there being no real "stable" platform for "the" community. Let's look at how scattered things are:
I really think "we" could've done a better job keeping most of it together though, as a few still-active authors have distanced themselves from this website due to disagreements, but also that no "better" platform was offered overall.
Oh well, back to Visual Studio to implement features nobody really cares about 🥲
That's fDriveInertia in handling.meta. Lower and it'll rev slower, high and it'll rev faster.
It means you're accessing the website too quickly and the CDN is temporarily stopping you from accessing things.
Just wait a while and it'll resolve itself. Meanwhile, open less tabs/start less downloads at once
Very nice guide!
I do have some things to add/correct. Sorry if this is hard to find, I don't think we really have a central place to gather information, but this is as good as any time to make this thread the thread
vecCentreOfMass
You might need to restart the game for this to apply. The handling data for this isn't read until the model is reloaded, which is if there aren't any instances of the car around, and it then depends on when the engine wants to remove it. So for consistency, you might need to restart the game. Eddlm's COM Tools does modify this in real time.
fDriveInertia
To my knowledge, just how fast the engine can rev freely. Doesn't have much of an impact, aside from simulating a fast-revving or slow-revving engine (e.g. big engine with lots of internal mass).
fInitialDriveFlatMaxVel / nInitialDriveGears
There's an actual formula for this one. float topSpeed = (fInitialDriveMaxFlatVel * 1.2) / 0.9;
This basically just defines at which speed the top gear will redline (hit max RPM of 1.0). The 0.9 is the gear ratio of the top gear. Not sure where the 1.2 factor comes from, it's just something I see internally. For the rest, you're spot on with how the game handles RPM -> wheel RPM/road speed - it just flat out ignores the bits in between.
For more control over this, I made Custom Gear Ratios (CGR), where all gears can have a custom ratio, so you can just drop in the gearing data (e.g. from Automobile-Catalog) and have an actual accurate gearbox. Automobile-Catalog also provides the top speeds per gear, so it's pretty trivial to dial in the gear ratios and "final drive" in CGR and have a generally realistic shifting car.
On nInitialDriveGears - these indeed indicate forward gears, but the value you put in here, is also the top gear you will get. If you apply gearbox tuning ingame however, it will add a gear. CGR overrides this.
fClutchChangeRateScaleUp/DownShift
Also related to the gearbox - the calculation you used here is kinda accurate, but the exact shift duration is 0.9 / fClutchChangeRateScale<Up/Down>Shift - in seconds. The reason for the 0.9 is how the game uses the data. The game simulates a clutch - with value 0.0 being "all the way decoupled" and "1.0" being "all the coupled".
When the game shifts, the clutch actually drops to 0.1 and immediately starts rising with fClutchChangeRateScale<Up/Down>Shift. Hence, a total shift takes exactly 0.9 / fClutchChangeRateScale<Up/Down>Shift seconds.
fMaxDriveBiasTransfer
I experimented with this a bit, but figured out after a while that nothing actually accesses the data here. It is read from the handling file, but otherwise seems to be completely unused. This value can be completely ignored.
I ended up implementing this in Manual Transmission, since I have an unhealthy obsession with the Skyline R32 GT-R which prominently had this feature on the dashboard
Missing:
Vehicle/handling flags
I usually set my strHandlingFlags to 20100 for these two.
On the subject of grip/tyres - for a realistic result, I usually pick lower numbers, but it really depends on the car. Trail and error, as you said. I generally like to have a decent reference lap (Nordschleife, of course), preferably with some telemetry and most importantly a g-meter, to see what values I have to pick to match the real cornering speeds and lateral g's. I do end up getting values ranging between 0.8 (crappy street tyres) and 1.3 (decently fat, still street tyres) though.
This should not be in website feedback.
The game keeps track of the normal weapons, but I think the Mk2 and other special weapons from GTA:O need to be respawned. Not sure if a mod exists to keep track of those newer weapons, though.
No idea! Depends on what the website owners want to do. Might end up like GTA4-Mods.com, or just stay forever like older games on NexusMods.com.
Who knows.
@Mcarden2006
If they are images/screenshots, save them as (high-quality) JPGs. Most stay well under 1 MB, even when 2560x1440 high-quality.
If it's vector art or something, PNG should be fine, as PNGs are small for simpler images.
Wrong section, moved.
Also, English.
ScriptHookV itself shouldn't be able to crash anything. Just download the up-to-date version and extract the ScriptHookV.dll to your main game folder.
There's absolutely no need to maintain an MP-only installation if you have used the mods folder. Simply disabling/renaming/removing dinput8.dll disables all mods (since dinput8.dll loads the .asi files such as OpenIV).
If the game crashes if you enable dinput8.dll, some mod crashes the game, NOT the asi loader itself.
To identify the culprit, disable the .asi files until the game starts loading properly. What I like to do if I have no idea what crashes my game:
If you replaced all files when you updated it, of course the existing configurations are wiped. You'll need to set up the wheel in the menu again.
You only need to replace Gears.asi when updating, unless the changelog tells you to also update configuration files.
You probably have something like -scOfflineOnly in your commandline.txt. (It's not a mod, just some additional arguments when starting the game.)
Disabling (renaming) dinput8.dll should disable all mods, with a few exceptions.
Exceptions:
d3d11.dlldxgi.dlldsound.dllAlso, if you've modded game files but not with OpenIV's mods folder, you'll need to restore the original files (by getting your game launcher to reverify the files, or something).
What's being asked is unreasonable and not feasible to map out.
The reason the "guides" should be superficial is to build some understanding. It's almost certain any "comprehensive complete" guide will just be obsolete in a year, if not sooner.
Generally, this holds:
Happens for pretty much every image.
Thanks for reporting, the devs are looking into it.
Yes, as far as I know everything runs in the same thread and you don't have to protect access to your resources.
Sorry, GTA5-Mods doesn't support console modding.