That's odd. I've not seen anyone else mention having trouble like this.
There was a trick where you could still stay on, say, 1737, by not letting SC update (new SC breaks Dilapidated config). But now, it looks, they plugged that hole again, leaving me again with a broken game.
Even though it's total BS, my game is working again with a new gameconfig! I don't know who this meRlin dude is, but his gameconfig is the first one that's working for me!
This proves, at least, I still have an essentually working game. Why it would almost immediately crash with my old backup (and Dilapidated's gameconfig) is the BS part, as that should naturally have worked. So, I still suspect the launcher is, at whatever level, messing with the game.
@meimeiriver There is this other plugin called heistvehicles.asi I use, and it still works. Also, you can add any vehicle from any DLC to either vehiclemodelsets or popgroups to get them to spawn naturally in your game. That is what I am doing.
I did some reading up on this, an draw calls do play a big part in it, but the LOD distances made little difference. Instead, I found that DX11 has a rather sub-optimal way of distributing the load over your cores, and that it's basically doing most of the draw calls on a single core. Only DX12 appears to be able to truly balance the load. Unfortunately, reports that circulated on the Internet, about GTA V getting a DX12 patch, appeared to be 'fake news.'
@meimeiriver isn’t it just pull back on the mouse when in hover mode?
'Pull back on the mouse' didn't do it for me (probably because I have my keybinds laid out differently from you). But none of the keys used to navigate planes does anything at all. And, planes, of course, still work.
@Dekurwinator ^^ This deserves 10 upvotes! Thank you very, very much! I had never thought of embedding the ybn into a MILO, so as you to be able to unload as an IPL. Brilliant! You're the man, as always!
@meimeiriver Just quick tip, if I were you(I don't know if I said that correctly), I would be a bit hesitant using the wait function, the simple reason is, wait function simply puts the whole script on wait mode basically it freezes the script and your program doesn't respond (Something like what System.thread.sleep function does), instead if you just want your function to be on pause/hold for said duration, how about using GTA.Game.gametime instead?
Thanks for the tip! I'll look into that.
I do want my script to be totally on hold, though: it needs to do nothing until the fade-out/in has occured.
I have recently started getting into MLO’s and am currently trying to make an interior myself (using CodeWalker). I have copied over a GTAVONLINE warehouse to my location of choice (which works), but want to decorate it with props. I have already tried doing it with a YMAP, but have learned the hard way that this is not possible with MLO instances. How do I go about adding them? I tried loading the YTYP, as instructed in the tutorials I have seen as well as the links you’ve provided, but that doesn’t seem to be possible. Could you assist me please?
Yeah, objects placed inside a MLO (as regular ymap) are typycally not visible (with a few rare exceptions, like where you create an an object with its root-position outside the MLO). So, you will have to use CodeWalker for that.
Adding props with CW takes a bit of getting used to. Normally, when you have added a ymap to your Project, you just grab an object near to where you want to place yours. That will tell you what room the object is in. Then you scroll to the bottom, where the rooms are defined, select the room, and say 'Add Object.' (That's important, as you can't just arbitrarily add props just anywhere). Once you get the hang of it, it's actually pretty easy.