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TheHC09

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Posts posted by TheHC09

  1. Bump again @Albo1125 @Pipeline @GravelRoadCop @Giordano

    I have been doing research and have come to the conclusion that the strings I listed are simply filenames assigned by OpenIV to the different sirens.

    Could Albo or some other coder kindly have a go at using the GET_SOUND_ID native function to identify the siren natives in-game? I am getting desperate to get the other sirens working as I really despise having only the LSPD sirens working. From my research, I believe they will be something similar to VEHICLES_HORNS_SIREN_FBI_1 or VEHICLES_SIRENS_FBI_1. Cheers all.

     

    Update: From research I also believe these siren strings may be found in the file "sounds.dat54.rel" located in x64\audio\audio_rel\config because GTA IV's siren strings were located in a very similar file. However, the names of sounds in there are encrypted with hashes and I have no idea how you would decrypt them. The missing siren strings more than likely start with VEHICLES_HORNS... or SIRENS_...

    Overall conclusion is that the only way to get these strings is to decrypt the sounds.dat54.rel file or use native sounds functions as mentioned above.

  2. 1 hour ago, Chip. said:

    I would do it, However, I'm not as active as i used to be, So if GTAV would be updated the mod would break and i wouldn't have time to fix it, However, If someone is willing to do this, I would be willing to give you my raw code of the original from GTAIV to convert to GTAV Under some conditions of course, Just shoot me a PM and ill see what we can do.

    Hi, thanks for the reply. As far as I know a GTA V update does not break most RagePluginHook or ScriptHookV script mods so I'm not sure who told you that. Only RPH and SHV themselves get broken which they then get updated. Would you be able to give this script a shot some time and share with us any progress? Of course anybody else who wants to give it a go is free to!

  3. 12 hours ago, Officer777 said:

    Development is still in the planning process. I am new to plugin development and was hoping to get some help in building this wonderful plugin with some already written code, but it seems no one is eager to help. Development will continue nontheless, currently am working on another project as well, and so far the work has been there. Callout development is also on my to do list, so I have been learning that mostly. Do not fear, development will pick up, and all features listed will be there. I will not cut corners. The only thing I will not promise is a release date. I will get you a demo video personally as soon as I have one to show. Thanks 

     

    Officer777

    @OJdoesIt @Albo1125 @BejoIjo @rw18@Stealth22@Fiskey111 These guys might be able to help/provide code. I really hope we can get this project in full-flow.

  4. Hello all,

     

    I'm wondering if someone could make a script to work with ELS that makes the AI emergency vehicles cycle through their siren tones in order and use their airhorns, and then when the vehicle is stationary, the siren is muted (becuase they might be onscene or stuck in traffic). I don't think it sounds hard to do but it would need to work with ELS. Perhaps the likes of @Albo1125 or @OJdoesIt could help?

     

    Thanks

  5. Yes! I love this idea and have always wanted something like this since the days of LCPDFR. I appreciate it's in the name 'First Response' but I always find it so unrealistic when you're the only unit responding to a shots fired call for example, and then you have to spam backup once the pursuit starts. So for example in different callouts, a broken down vehicle call = 1 unit responding (you) and Shots fired call = 5 units including you. I look forward to hearing updates!

  6. 9 minutes ago, elispd said:

    You are right. It's got nothing to do with Visualsettings.dat. I have played with all the numbers on there, and nothing. Are you still looking for it or did you give up lol?

    EDIT: oops, you did say you're still looking for it. NVM. Hope you find a solution man !! The lights loook really ugly 5-10 meters away from the car and it seems like it doesn't bother anyone lol... otherwise the community would find a fix for it

    Exactly, no one ever seems to mention this at all. But yes I will keep looking slowly and surely.

  7. 8 hours ago, Albo1125 said:

    I've just tested these strings using some of my own code to avoid any checks that ELS may have built in (although I don't think it has - it wouldn't need an update to be able to utilise any newly known valid sound strings).

     

    These strings do not work with the PLAY_SOUND_FROM_ENTITY native and thus cannot be used with ELS. This can further be demonstrated by the fact that all the currently known strings that do work with the native (VEHICLES_HORNS_SIREN_1 etc) do not have a matching filename in OpenIV.

     

    I don't know how OpenIV have assigned filenames to these particular siren tones, but it seems like they are definitely not assigned based on the names that the natives themselves use. Whether or not there's a correlation I'm not sure (there seems to be some form of correlation for a select few of the currently known native names and their corresponding OpenIV file names). Further research into the strings the native uses is needed before these alternative tones can be used.

    Try something like "VEHICLES_HORNS_SIREN_04_QUICK" or "SIRENS_SIREN_04_QUICK"

  8. I've had a look into and still am (over time). I believe the emissive bloom distance is controlled somewhere in the timecyc files or the ambient occlusion files (HBAO, SSAO etc.). It's definitely nothing to do with visualsettings.dat (that's used to increase the actual emissive brightness as we already know) - I've tried every value I could think of in that and nothing changes.

  9. 6 minutes ago, Richard789 said:

     

    Capture.PNG

    scriphook is installed and I have replaced visualdatasettingwith the extracted radiance v visualdatasetting

    You haven't put it in the correct folder, as above, you need to navigate to mods then click on update then update.rpf then common then data and then replace the file in there

  10. 6 minutes ago, Richard789 said:

    yes shader quality is set to very high.... and is radiance V  a drag  and drop like the others or do I download radiance v then unzip it to a file then put it in my modz folder then so on and so fourth? by the way thank you for all your help!

    Yes correct, you have to do exactly that. And no problem.

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