TheHC09
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Posts posted by TheHC09
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This sounds amazing and I will be following it very closely. Thanks for your efforts and looking forward to release. Just some questions: will multiple AI units from across the map including yourself be sent to the same call simultaneously? Can you convoy with other units to such calls? if you request backup, will an existing AI unit on the map spawned by this script drive to the scene to help? How will this potentially clash with LSPDFR's ambient spawning system? Cheers
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@Double Doppler It can't be a model problem if they weren't doing that in the first place. There has to be a file that was modified in the December patch that changes something to do with car model extras or something similar.
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35 minutes ago, Martin951 said:
I haven't changed much, just the bloom, but bloom is related to coronas tho. Let's say you are looking at a light in the distance, without bloom, it only takes few pixels of your screen, which is not enough for the postFX to render a corona around. With bloom however, it gets a bit bigger, resulting in a postFX corona. Timecycle increases the bloom so its more visible, but without visualsettings file I provide, everything, even just walls, will get that glow effect.
You can, probably, use VisualV insted of NVR.
Okay thanks for making it clear. Just a couple of other things to clarify, sorry! So what does the graphics.ytd file do? And did you change the sprite coronas in visualsettings.dat, as I thought they weren't affected by PostFX?
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2 minutes ago, Martin951 said:
Yes, exactly.
It would affect the bloom exposure settings, but i haven't tested it. Perhaps it won't do much of a difference.
So what exactly have you changed in visualsettings aside from bloom exposure? What have you changed in relation to the coronas? Also, do I have to install NVR for it to work as I prefer using VisualV?
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23 hours ago, Martin951 said:
Visualsettings tells the game how to display sprite coronas. (Those you see at traffic lamps or vehicle headlights). It also affects how bloom works. For example how much white there needs to be on the screen, to make it glow (bloomy). While timecycle affects postFX (shader). Together I can make distant lights a bit out of focus (timecycle) and make them bloomy (visualsettings). Then timecycle tells the bloomy light to cause a lens flare / corona. I am not good at explaining so hopefully you get it 😄
The problem you get without this mod is, that police lights get too small over the distance, so the game basicaly skips them from any postFX (kind of). If I defocus them using timecycle, they get a little bigger.
Thanks for explaining. When you say 'sprite coronas', are these the coronas that appear on street lamps, headlights and includes the Non-ELS coronas that you get? I like to disable the ELS coronas that are quite buggy, so if I didn't install the visualsettings, would this affect the actual lights bloom?
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Hi @TakeYaBackToStation4BumVio So I tried your bloom visualsettings fix and it seemed to improve it slightly but maybe the values need tweaking even more, as well as other bloom values too. However something else I noticed is that the lights also lose their colour at a distance and will become a washed out grey/purple. Again, this may be fixed somewhere in visualsettings or timecycle but I don't know.
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4 hours ago, TakeYaBackToStation4BumVio said:
Okay all. I have a half-fix. Set bloom.blurblendmult small, medium and large to go up in .5 stages each from 1. Then set car default lights to around 5000 for night and 10000 for day, then for all car mods that have lit interiors or lights inside from a monitor or something, edit their textures where to reduce the brightness to nearly total blackness. In game the intensity will be 100 times the brightness then in an image editors' preview.
Thanks, will try this out and let you know!
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9 hours ago, Markadaliah said:
If this will also control ELS vehicle sirens, I will take it on. I’m am still new to coding but rph code is simple enough. I have a plug-in (emergency lighting status audio) that hasn’t needed updating for rph in a whole, about to update it to incorporate more features, but regardless, haven’t needed to update it so far.
We have long needed a way to mute ELS AI sirens, sometimes they just blare those things. And changing siren tones would be great, maybe get locations of all intersections and any time they cross through one, change tone, and after they cross through a second one, changetone back.
Give me me a shout if you would like to get together on it.
@Markadaliah @Chip. I hope we get something produced out of this. We now have all the ELS siren strings that can be used in conjunction with this script if necessary. It might be a case of muting the ELS AI from playing sirens and overriding it with this script's AI siren customisation. I'm happy to help where I can, but I don't have much actual scripting experience. Let's do this!
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It is an RSG siren from the UK. It is in fact very unusual to hear that anywhere outside the UK. The tone heard is the UK Wail, and, along with the Yelp and Hi-Lo tones are used on the London Metropolitan Police cars and many other UK emergency vehicles. It is also very unusual that the distortion/screech of the siren is because it is using a tubular speaker, which again, is only used in the UK for budget and spacing reasons.
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8 hours ago, matt4312 said:
Omg this is great, well done for finding this and I hope you can continue to "Fix" some of the issues found with it as such. Personly I am having problems with the Two bike tones being silent and the firetruck secondary doing the same thing. Any thoughts?
Get a brand new vehicles.oac with the vanilla sirens and the new siren filenames. Test that first and then try your modded sirens, ensuring you don't go over 15.7MB in the archive.
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Edited by TheHC09
I will be looking into this is due course. I believe you need to increase the pitch for the FIB, Ambulance and Firetruck sirens but I'll confirm the exact semitones (I work in Sony Vegas and use built-in audio plugins for this). But as well as pitch, the duration should also be altered. Normally when changing pitch this happens automatically. Increasing pitch results in faster siren/shorter duration (the pitch and duration then gets adjusted back to normal again in-game). Forcing no change to the duration when increasing pitch will result in a too slow siren tone.
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5 hours ago, willrs said:
Think there's any possibility of creating a sirens.awc and having just siren tones in it (probably more than are allotted for vanilla sirens) rather than putting them in the vehicles.awc? Doing so might also get around the change in pitch that you get with the FIB siren
I believe the strings are set within the game engine and so that wouldn’t be possible. I did think this at first too but was proved wrong by putting in the updated OpenIV main LSPD siren strings and them not working.
1 hour ago, Giordano said:What did you name the sound files to in order to work? I renamed the audio files I wanted for firetruck to the same thing you have in the VCF, but it still uses my default tones for police.
Does it actually work for you? Having fire sirens for firetruck and police sirens for police?
I would ensure you have got a brand new copy of the vehicles.oac with the updated string names and then input the ones I have listed into the VCF. You can mix and match tones, there are pretty much no limits.
6 hours ago, flackolc said:Hmm...sooo i kinda get it?lol...So my main siren for police4 does not work only the secondary; how do I go about this sir?
Are they working properly now?
3 hours ago, officer 21 said:thank you for the hand
much appreciated
Working for you now?
[WIP] Agency Dispatch Framework
in Script, Ped & File Modifications Showroom
This all sounds great. How far off a release date do you think?