usually because the mod owner removed it for one reason or another; No longer supporting it, doesn't want it publicly available etc... If it passed the virus checks when you downloaded it (green shield near the download link) then your PC wont be at risk.
Posts made by ItsJustCurtis
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RE: Why was this removed?posted in Site-Related Questions & Feedback
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Right I seem to have it all working nicely, however the actual filling of the sheets are a very labourious and time consuming process, I'm going to add the option to automate that if preferred. My initial idea is to have the user fill the sheet with the schedule probabilities on the first time stamp (midnight) then ask the user for each vehgroup if it is more or less common during the day. The sheet can then use those answers to generate ramped scheduling to raise and lower the probability accordingly throughout the time stamps. It will result in a less 'personalised' schedule, but it will reduce processing time by 90%, and you can always modify the resulting schedules afterwards before having it write out the code.
If anyone can think of a better way to run this please feel free to hit me with ideas.
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
@grateful_for_mods at present it is only designed to modify the vehicles, however if you have a modded popcycle with your own custom pedgroups then you can paste that into the generator, and the code returned will retain that, adding the modded vehicle sets to the back of it
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
@LevelDockSix_ that was my thinking also, just include a popcycle.ymt that can be pasted into the workbook if requested.
The Popcycle generator is now completed as far as I can tell. I need to stress test it and put the completed code in my own game to be certain it works as expected, and that the integration with it I put in the popgroups generator also works as expected.
With that complete I will be able to modify the README file and upload V2.0 to the main site.
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Everything seems to be working smoothly now, I will be creating a brand new set of vehgroups for my own game for more realistic traffic levels and spawn probability, would people rather me include those vehgroups as a basis for the popcycle generator or leave it with all the vanilla values for everyone to modify to their own preferences?
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
It works! Generator now copies the data from each of the 12 timestamp tables and creates code that (eventually) works in the game!
Next step is to find a way to make this as user friendly as possible, as at the moment it relies on users individually selecting vehgroups for each of the 115 areas defined in the game, for each of the 12 time stamps.
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RE: Popcycle.dat strange behaviourposted in General Modding Discussion
Nope, completely barking up the wrong tree. Even with the numbers corrected it still didn't work correctly. After much back and forth, using the notepad compare plugin, I eventually found that the trailing spaces created by excel in empty cells somehow messed with the way the game read the code. A quick trim function to eliminate those spaces has now sorted the issue, and the traffic is now working perfectly
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RE: Popcycle.dat strange behaviourposted in General Modding Discussion
Turns out it's the way that excel pastes tables to the clipboard, there's something in there that tells the clipboard that this is a table and not just lines of text, and GTA doesn't know how to parse that data. Joining all columns in a row to a single column fixes it.Ignore me, I'm an idiot, the excel sheet was removing leading zeroes from all numerical values by default. Need to investigate further but I'm pretty sure this is it.
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RE: Popcycle.dat strange behaviourposted in General Modding Discussion
I do use notepad++ already, do you know if there is an easy way to compare the two? Given the messed formatting it will be impossible to do it by eye
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Popcycle.dat strange behaviourposted in General Modding Discussion
I have been working on developing my popgroup.ymt generator today to include the ability to generate a new popcycle.dat file. Unfortunately on testing it all traffic was broken in the game, despite the generated code being functionally identical the code that was already in it.
Long story short I ascertained the problem stems from the text being copied from excel, after copying the original popcycle.dat into excel, then copying the sheet and pasting it back I got the same results. Presumably the game doesn't like the formatting that is in the file.
My question is does anyone know what the formatting expectations are for the popcycle.dat? I know the file normally has everything spaced out in a nice to read table, but I assumed the game would ignore all those spaces when reading the file.
Any help would be appreciated, as this could potentially make traffic selection considerably easier for a lot of people!
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Triple post because I'm that good. Generator is now able to create a complete popcycle generated from the inputs given to it, and is able to modify its input tables based on a new popcycle given to it, much like the popgroup generator (useful if you have WOV or VWE installed. Going to leave it here for tonight, check back for details as I progress later in the week. Next step is to allow users to modify the vehgroups and have that automatically copied across all time stamps
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[VEHICLE] 1966 Hillman Impposted in Requests

I have no idea how model re-purposing works, but the car is used in FH4, so I guess it can be ported across in Z-Modeller? I would love to see it in GTA, bonus points for a Lore Friendly version to sit alongside the Issi Classic and Cheburek
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
Some good progress this evening, generator now successfully copies ped data for every schedule without fail. Next step is to have the generator read data inputted on each time tab and use that to write the last section of each schedule. With that done the popcycle generator will be functionally complete
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
I have put my main focus on vehicles as I don't personally see the merit in ped variety, but given the universality of the generator, I don't see why it couldn't be implemented. only sticking point is that of the 8000 or so lines of code in the vanilla popgroups file, 6000 of them are dedicated to peds. at present the generator just copies that directly, then generates it own code for the vehgroups. Including that would naturally increase processing time at least 4 times.
In other news, my popcycle generator is now able to generate the basic format of the code required, next step is to have it able to copy the spawn percentages and ped values from the original popcycle for each time stamp, then I can move onto getting the code to write brand new values based on the inputs from each of the time sheets
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RE: Popgroups.ymt Generator for Natural Add On Trafficposted in Releases & Works in Progress
To add to this I am now working on a complementary popcycle generator. I have it to a point where it can read and parse the data from an existing popcycle, the problem I am having at the moment is presenting that in a user friendly fashion. Right now I have a table of all the vehgroups and the areas on the map, duplicated for each of the 12 time groups, within the table the percentage dedicated to that vehgroup is written. Users can either re-populate the table to get the traffic levels they want, or even change the names of the vehgroups in order to have a wider variety of the types of vehicle the game will load
Thoughts and input will be greatly appreciated
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Moving light positionposted in General Modding Discussion
I've just been messing around with the textures and spent 5 minutes throwing these tail lights on the Sultan
Just wanted to know if it is possible to move and re-shape the sections that illuminate with another texture or code file? I'm good with photoshop and coding, but have zero experience with 3D modelling. If it can be done without having to manipulate the model then I will re do these lights with some actual care taken
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RE: Why don't moderators remove broken mods?posted in Site-Related Questions & Feedback
@AwfulRemystemple In just the last 24 hours 40 mods have been approved, many of which automatically, I can't imagine how many are waiting. Are you seriously suggesting that the site moderators should download, install, and test every single mod that comes through?
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
I just used the modkit ID code and interestingly with the mods inactive the kuruma shows 113 as expected when the problem mods are disabled, but shows 65535 with them enabled, telling me that the mods are somehow wiping the kurumas modkit completely .
I just read through your monster post and it looks like you're getting different results to me in that case. I guess I have something else that is working in tandem to break the modkits? I'm trying to think what scripts or otherwise I might have that could potentially cause that conflict
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
roadking has since been removed from the site
flash has since been removed from the site
I'm not too bothered about the real cars, but I would like to be able to retain the lore friendly mods without losing the Kurumas modkits
@ikt the code that Unknown used, how would I use that in the game? Just save it as a certain file type and drop it in the game directory?
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
oh my god I'm a moron. I did that testing forgetting to actually move the files back into the dlcpacks folder.
So with patchday2ng still de-activated, the Kurumas tuning parts do not work with the problematic mods activated. As before, the Kuruma disappears completely if the MPHeists pack is deactivated. Fully at a loss on this one. For the sake of 14 actually pretty decent mods, I think I can live without being able to modify one car lol
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
Yeah that was a typo on my part, I meant to say it works with Patchday2ng disabled! Its completely untouched, the only update folders I have in my mods folder are Patchday1ng and Patchday22ng, everything else in the dlcpacks folder is addon material
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
Results:
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All problem packs disabled, Patchday2ng Enabled, MPHeists Enabled - Kuruma mods working fine
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One problem pack enabled, Patchday2ng Disabled, MPHeists Enabled - Kuruma mods working fine
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One problem pack enabled, Patchday2ng Disabled, MPHeists Disabled - Kuruma is gone
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All problem pack enabled, Patchday2ng Disabled, MPHeists Enabled - Kuruma mods working fine
I guess that means there is something in Patchday2ng causing problems.
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
@a63nt-5m1th The dlc packs have remained consistent, with the 13 I have found deactivated the kurumas tuning works fine, if any one of them are moved accross the menu fails again, then works as soon as the problematic pack is removed. I'll try disabling the two packs you named and report back
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RE: Bug reports [website]posted in Site-Related Questions & Feedback
@Reyser I was about to report the same but it looks like you're already aware.
Second time this has happened to me now, with a random user everytime. I could access their account settings and all kinds of stuff.
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RE: Vanilla modkits not working on certain vehiclesposted in Installation Help & Troubleshooting
^Not sure how that happened, forum somehow logged me in as a different user. Second time this has happened now, going to report on the tech issues subforum.