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.
ItsJustCurtis
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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!