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Showing content with the highest reputation on 25/12/17 in all areas

  1. Hello! I would like to show you my current project I am working on. This is about vehicles getting dirtier while you are driving them (something you can see in GTA IV and GTA V). It is currently in beta, I may release if after I finished it! Here you can see some pictures of the current features of the script: Every vehicle that has the vehiclegrunge256 texture on it is compatible with this script (you can add your own textures in the script you would like to change, for example if the modded vehicle doesn't have the vehiclegrunge256 texture, but has a texture named only grunge, you can add this in a table, so it will work with that one as well). replaceTextures = { {"vehiclegrunge256"}, {"grunge"}, } The script contains car washes (you go into a car wash --> your vehicle gets cleaned). You can enable/disable custom car wash garage maps via script when adding a new car wash. carwashes = { -- x, y, z, rotation (for garage only), garage {2454.51343, -1461.01477, 24.00000, 0, false}, {1911.29041, -1776.22644, 13.38281, 0, false}, {1017.74756, -917.59283, 42.17969, 0, false}, {1574.125, -2350, 13.56247, 90, true}, } When the weather is rainy or you go into water with your vehicle it gets cleaner over time. Every vehicle is affected in this case, for example if there are vehicles parked around on the map with dirt on it and it is raining, they will get cleaner slowly. There are 5 states of dirt level, 1 is fully clean and 5 is the dirtiest. The script currently has 2 export functions which with you can change and get the dirt level of a vehicle (you can also get the dirt level of a vehicle with getElementData, but can't change it with setElementData, I will add dirt level changing with setElementData in further updates). Vehicles will get dirty faster if you drive on grass, sand, dirt, etc. They will get dirty anyways, but it is faster on materials that is not concrete or something similar. I will upload a video soon of the script so you can see it in progress. As I mentioned before, I might release it after it's done. Not much to add/improve, this means it will more likely to happen sooner than later. VIDEO: This is still a beta version! The video doesn't show real values of time and other intervals, everything is because of testing and showing a pre-version of the script. Work is currently in progress regarding this script / project! TO DO: [GREEN] = Done [ORANGE] = In progress [RED] = Need to be done - Fix any appearing bugs, requires a few more testing to make sure there are none [ * ] - Make it compatible with car paint shaders (I don't know yet if it is possible, I will try to do it) [ * ] - Add useful custom events (on[Client]VehicleDirtLevelChange, on[Client]VehicleWashed, etc. everything that is useful for further scripting and for developers) [ * ] - Make a better handler for getting vehicle dirty, right now the script uses onClientRender, there might be another solution that is more client friendly, I don't know, I will play around with possibilities [ * ] WHAT'S NEW: * 2017. 10. 13. - Custom dirt textures - Vehicle streaming optimization - Useful, dynamic debug panel, outputs and values for testing - You can switch between debug mode in game - Fixed syncing bugs / errors between client and server (some things still need to be fixed) - Improved car washes (far from done, still needs improving and adding some extras) - Improved "dirt-add-handling-progress" (can't say it better ) * 2017. 10. 14. - Fixed various present bugs (a few of them can be seen in the video) - Vehicles now store the current dirt progress when they are streamed out and streamed in - Rewritten dirt progress handling, more dynamic and 0 (didn't found any yet) bugs, depending on conditions (is it raining, is vehicle in water, etc.) - Client side event now triggers when server side event is triggered but not the opposite way - Improved debug display - Shortened and more optimized script Client side is about 350 lines (with debug) and server side is about 50 lines (with debug and commands) of code. * 2017. 10. 26. - Fixed a bug where the vehicles' dirt progress wasn't synchronized between players. - More optimized script - Custom functions: * getVehicleDirtLevel (shared) * setVehicleDirtLevel (server) * * getVehicleDirtProgress (shared) * setVehicleDirtProgress (server) * * getNextDirtTime (shared) * setVehicleDirtTime (server) * - Custom events: * onClientVehicleDirtLevelChange (client) * onVehicleDirtLevelChange (server) * * I always like to read suggestions, so feel free to comment your thoughts and what should I add/remove! Thank you for reading, hope you like it! Part of the Advanced Vehicle System project. EDIT: I would appreciate if somebody could tell me a simple but interesting name for the resource, that is not "Vehicles Get Dirty" (it is too long). I was thinking about VGD, but this is not good enough, nobody will know what does that mean if it gets uploaded to the community. Download: https://community.multitheftauto.com/?p=resources&s=details&id=14960 Note that you will have to give up on car paint shaders if you would like to use this resource, unless you know how to make both work, since I couldn't figure it out. But if you know, please let me know as well and I will fix this problem with a quick update on this resource!
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  2. Hello! Today I am bringing you a new part/update of the Advanced Vehicle System project I am currently working on. This part of the project contains a simple, yet nice and effective reverse light system. It is not fully finished yet, still need some improvements and features, but I managed to get it done "partially", so I can show it to you. This is compatible with every vehicle that has the "vehiclelightson128" texture, which most of the time happens with modded vehicles. But it definitely does with default vehicles. [RED] = Unaffected lights [GREEN] = Affected lights In action: Currently this script has 3 custom functions and 2 custom events, these are: setVehicleLightsOn(vehicle, state) - This is a workaround for the default setVehicleOverrideLights function. [server] setVehicleReverseTexture(vehicle, state) - With this function you can toggle the reverse light texture on/off. [shared] isVehicleReversing(vehicle) - Returns true if the vehicle is reversing, false otherwise. [currently server only] onVehicleStartReverse - Parameters: driver, lightState [server] onVehicleStopReverse - Parameters: driver, lightState [server] driver: The player who drives the vehicle lightState: The light state of the vehicle (true/false). This returns the value set by setVehicleLightsOn function. Always returns something. The source of these events is the vehicle that starts/stops reversing. These events are triggered when a vehicle starts/stops reversing. More updates coming soon! I always like to read suggestions, so feel free to comment your thoughts and what should I add/remove! Thank you for reading, hope you like it! Part of the Advanced Vehicle System project.
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  3. You can test where is the problem with this program: http://escapistgame.com/font_test.zip font_test.exe -> made with DirectX font_test2.exe -> made with OpenGL I had this problem a day ago - font_test.exe showed me blurry texts. I've disabled NVIDIA FXAA, then it worked. I think that could solve the problem on AMD cards too.
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  4. Merry Christmas lads, as a gift I present to you Download Streaming Quality 7/10 Decent all around Might be a tad laggy due to the high poly and Russian nature of this map Extremely detailed for a user created map
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  5. Do you have copy the code in wiki because it a usefuel function?
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  6. Well@CCW yes we all ways get server list always full I suggest you to increase cost 8$ to 15$ or increase the positions 14 to 20 position better
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