The plan is Wednesday guys, that'll give us 2 days to prep.
Posts made by sollaholla
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@Willief23 Sorry if you read the previous message I misunderstood it completely.
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
We'll be releasing sooner than that.
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
Finally fixed the menyoo rotations so now menyoo maps work perfectly with the tool! The release is now pending boys so be ready for 1.0.4!!
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@ThatGameTamer Sure dude, just give credit to the original authors and post a link to this forum threads front page.
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@supercharge71 You can spawn whatever vehicle you want in space
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@killarex2 You need to chill bruh. We're close to release, but not "this weekend" close. And we still gotta wait for the new DLC from R*, which in-turn will make us also have to wait for SHV to update, and hopefully, it doesn't, but if it breaks our natives, we'll have to do some work on that too.
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
@BladeRJ Yes, if you didn't change
flagsproperty when you exported, it will load automatically. -
RE: Separate Map Editor Maps and True Add-On Maps (addon not including mapeditor2ymap)posted in Site-Related Questions & Feedback
@Derpy-Canadian said in Separate Map Editor Maps and True Add-On Maps (add-on not including mapeditor2ymap):
those people will make their map editor maps into "add-on" and keep calling them add-on, yet TRUE add-on is with custom collisions, custom models, ytyp, etc, etc I think we should separate the two types of mods since browsing for add-on maps is really hard and will only get harder with this new ymap tool.
So are you saying that I shouldn't have made the tool? I don't understand the difference between using my tool to make ymaps and using, say, RAGE engine to create ymaps. Think about it, if CodeWalker released a MapEditor to YMap converter, it's basically just RAGE engine, or Unity, or Unreal (you're just generating a file to load it into the game). I worked hard as hell on this tool, man. For you to say
(add-on not including mapeditor2ymap)is like saying"only allow scripts made with C++ so fuck those guys who worked hard on ScriptHookVDotNet, am-I-right?".I understand our map section is biased, and a big fat mess, which can easily be fixed by utilizing thetagsfeature, but to say someone who wants to lessen their workload should be bunched in with "Spiderman vs. Elsa RACING KIDS TOY MAP" is bullshit IMHO. IIRC doesn't OpenIV have openFormats exactly for this reason? To allow any developer to create tools that make making assets an easier thing to do?Maybe I missunderstood the topic.
Also dude, saying
"I hope you realize who you're talking to.... one of the few main-ish devs of the biggest mod in GTA V.. (the mod is classified until release i'll give you that much)"is hella cringey. lol -
RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
@westcoastsosa We currently already support menyoo
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
@Think_Tank Works regardless of the author.
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RE: [MAP][WIP] Real California Architectureposted in Releases & Works in Progress
@Vlad Here's my best guess based on the CodeWalker source code:
orientationX= The forward direction on the x axis that you want the car to be facing.
orientationY= The forward direction on the y axis that you want the car to be facing.
perpendicularLength= The size/marginal radius of the spawn point.orientationXandorientationYshould be multiplied by this value so they don't overextend it. -
RE: [MAP][WIP] Real California Architectureposted in Releases & Works in Progress
@Vlad One question, How the heck do you determine
orientX,orientYandperpendicularLength? I can't for the life of me get the math right...And thank you, regarding the flag. I was searching all day on CodeWalker, and never thought of the Adder.
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RE: [MAP][WIP] Real California Architectureposted in Releases & Works in Progress
@Vlad said in [MAP][WIP] Real California Architecture:
I'm trying to find the flag, that will force vehicle spawn always.
Did you end up finding that flag?
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
@kinghippo2000 It's extremely underrated. @nkjellman, and I were messing with it and got maps that usually give 15-30fps to run at smooth buttery 60fps and the graphics are surprisingly much better as well. (most likely due to ambient occlusion)
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
I'm curious how long before people start actually making ymap dlc
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
Changes 1.0.2
- Added menyoo support.
- Added support for non-dynamic (static) objects.
- Added new "Calc. Extents Button" for people who are making a ymap from scratch.
Upload pending admin approval
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@kagikn Possibly, but afaik, there's a native called
IS_ENTITY_WAITING_FOR_WORLD_COLLISIONwhich returns false, ofc, if the entitiy is waiting for collisions / physics to load around it, i.e. they're frozen since there's no physics in that area.Back to your main point, we haven't seen any issues at all with physics in GTS. So, I don't think this would be any issue.
EDIT: BTW if there's an explosive boundary, there's most likely a projectile boundary as well.
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RE: [Tool] [Release/WIP] Map Editor 2 YMap Converterposted in Releases & Works in Progress
@BladeRJ Only map editor atm. Maybe I'll make one for menyoo as well.