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Drift_91

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  1.    Michael21107 reacted to a comment on a file: [FiveM] SirenSetting Limit Adjuster
  2. @hashbrown Just a heads up this might need to be updated again for A Safehouse in the Hills, as the galaxy brains that the FiveM devs are, they decided to straight up delete gamebuild 3717 and change the build number to 3751 out of nowhere. While most of the code treats the build numbers as interchangeable, last I tested the ASI loader does not.
  3. Hey, for some reason the vehicles.meta seems to be empty. What I mean by that is there's no actual vehicles listed in it, just some opening and closing XML tags. Did you delete the contents by accident before uploading the file? The ambulance seems to use the handling line "3500HDCHA", which doesn't exist in the vanilla game, so I'm assuming the file should include that. I'm currently using the vanilla "AMBULAN" handling line, which isn't too bad. But if you have the time to fix the file that'd be great, thank you.
  4. Ah, alright. I wasn't aware that it was more expensive than most other sirens. Perhaps hopefully someday someone might donate one. 🙂
  5. I've been looking for a professionally recorded Motorola Spectra for a while now. I'm using your Federal Signal Smart Siren for police mixed with ShotsFired932's Motorola Spectra for Fire/EMS in a custom pack I made. No offence to ShotsFired, but because they don't have the same recording equipment as you, there's a huge difference in quality.
  6. Alright, ended up finding a solution. I'm putting together a pack for personal use using other authors' sirens. What I didn't notice was that these authors had used sample rates well above what Rockstar uses in the vanilla sound files. Once I noticed that the files were all in 44.1KHz and 48KHz 16-bit PCM I realized I could dramatically reduce the file sizes by resampling them to 32KHz. It didn't quite do the job but it got me close enough that all I had to do was resample the vanilla train undercarriage sound to 24KHz and was well under the size limit.
  7. I've already tried reverse engineering your mod and I can't figure out how you made the vehicles.awc to begin with. Did you shorten other sounds to make everything fit like everyone suggests, or is there another way around it? Your earlier posts come across to me as you suggesting there's a way to better compress the awc library. For now I'll try dropping the bits-per-sample of the train undercarriage and hope GTA doesn't freak out over the encoding. Not sure what 8-bit will sound like though. 😅
  8. And you do this, how, exactly? Could you provide an example assembly.xml? I've tried the following: Would really appreciate some guidance on how to get it done. I really want to get these sirens I've assembled to work on my client but they go over the size limit; And I'm pretty sure it's due to OpenIV recompressing the entire archive like you said.
  9. Drift_91 changed their profile photo
  10. Seems to be a bug in the way the dirt texture is mapped. Would an eventual fix be possible? Not a major issue since we can just clean the car with a trainer, but would be nice to not have to do that. Absolutely love this car by the way. So much customization, both marked and unmarked.
  11. For some reason the CompleteUpdate.rar crashes my game. I installed it from all the other archives except CVPI update and it runs just fine. Is anyone else able to use it? Btw, love these pursuit models and the sheriff Bison. For some reason I can't find the black and white Bison though. And as a suggestion, sheriff liveries of the pursuit cars would be amazing.
  12.    OfficerAndrew reacted to a post in a topic: Help with making scripts more stable?
  13. Are you willing to release the source code? People would probably be a lot more willing to help if they can see what's going on in your code. Although I understand if you don't want to have to worry about plagarism. It's just that GTA is inherently unstable with mods installed and making the game more stable isn't really a simple thing. If it was simple then the LCPD:FR mod would almost never crash. :P
  14. If anyone's good with scripting for GTA IV, it seems that Husky needs some help with making the mod run more stable: '?do=embed' frameborder='0' data-embedContent>>
  15. Anyone interested in taking this and turning it into an ELS v8 version? I'd love to have the vanilla lightbar in ELS form with a working traffic adviser. :) Guess I'm stuck using a realistic Fedsig Vector for now. :P
  16. Excuse the double post, but I just remembered something else I'm having trouble with now. Is there an easy way that I can reposition objects in the pedprops.img such as glasses? Or would I need to use 3DMax or something to readjust it on the skeleton?
  17. Yep, just found that out yesterday. Got desperate and started googling every combination of keywords I could think of till I found it on the SNT post on gtaforums.com. Thanks for the reply though. I feel like a tool for assuming it wasn't anything to do with SNT. :P For anyone else having the same problem, go in your trainer.ini and look for "Modelhats" and change the value.
  18. Would you be able to tell me what I've done wrong here? http://pastebin.com/yaW4jXBg I'm trying to copy the glasses off the m_m_gunnut_p model. It shows up perfectly in OpenIV but Simple Native Trainer only shows the default glasses being available.

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