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Delco24

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  1. Like
    Delco24 got a reaction from magiobiwan in OpenIV discontinued | Take Two claims game modding "illegal"   
    Agree completely. There is no way a legal document would've gone out with such poor grammar. Even if it was translated from English into Russian, it would've gone through a competent legal translator and not just Google translate. I hope they post the full letter.
     
    It also doesn't make sense - OpenIV has been around for a long time now. It's not like TakeTwo or R* suddenly found out OpenIV existed last week.
  2. Like
    Delco24 got a reaction from magiobiwan in OpenIV discontinued | Take Two claims game modding "illegal"   
    Agree completely. There is no way a legal document would've gone out with such poor grammar. Even if it was translated from English into Russian, it would've gone through a competent legal translator and not just Google translate. I hope they post the full letter.
     
    It also doesn't make sense - OpenIV has been around for a long time now. It's not like TakeTwo or R* suddenly found out OpenIV existed last week.
  3. Like
    Delco24 reacted to PNWParksFan in [WIP] Coastal Callouts   
    Still working on the life preserver. Everything works, just a matter of tidying up the code and figuring out what kind of controls make sense for using it in the plugin. Good progress though! 
     
    Per request, I improved the self-righting boats feature too: 
     
     
     
  4. Like
    Delco24 reacted to Albo1125 in ELS Bug that crashes other plugins   
    Basically @PNWParksFan explained it quite well from a coding perspective, but to give a slightly more practical example without technical lingo: imagine being in a pursuit and calling backup. Then you crash into a car that decides to swerve into your path, and you get behind in the pursuit. Your backup doesn't crash into and continues following the suspect. You take a bit of time to reverse, fix your vehicle as your engine is broken and then try to catch back up to the pursuit. Except then, all your backup is deleted by ELS as they passed the (relatively low by default) distance threshold. This results in an LSPDFR crash - and this is what people will see, they will come over to the support forums of LSPDFR to complain about an alleged crash in LSPDFR, while this is caused by improper disposal of ELS.
     
    An update to ELS will need to be released to ensure proper cleanup/disposal by ELS, which should be able to be changed pretty easily. Instead of deleting the vehicles, ELS would simply stop controlling AI lights past the distance threshold (I've already let Lt.Caine know).
     
    Unused police vehicles will not be all over the map, and ELS's deleting feature was certainly not added for this. It was added so no unnecessary resources are expended by ELS on AI vehicles that the player won't see anyway.
     
    The reason unused vehicles (and peds, and other objects) are not all over the map is because of GTA's persistent flag - this is set by either a GTA script or a RPH plugin. Once a vehicle is set to non-persistent, GTA automatically cleans it up. The problem is that ELS does not respect this persistent flag and simply deletes the vehicles. It thus interferes with other scripts' proper operation, even the normal GTA V police response, which can (and has) lead to GTA V crashing entirely.
     
    As far as GTA IV goes, that is hardly comparable as it uses a totally different game engine. It was a lot less stable and thus behaviour in ELS IV may have had to be different for optimization for IV - I haven't coded for GTA IV so I don't know what that was like, but it is irrelevant to GTA V and ELS V.
     
    The terms 'bug' and 'fix' are used here to accommodate for those who may not be such technical experts. More accurate terms could have perhaps been used, as the deleting behaviour was intended in ELS - I didn't notice the effects while testing ELS as I hadn't filled my slots with ELS vehicles. 
     
    Setting the max distance to a higher value is only a temporary and certainly no full fix, as it can not be determined how far away script-used vehicles are spawned from the player. It merely mitigates the issue and makes it less common.
     
    Hope this explains it a bit better. It's certainly not an unfixable major disaster and in no way degrades the usefulness and greatness of ELS. It's just a pity it slipped through while I was initially testing it. Testing role never ends, I guess 
    Cheers.
  5. Like
    Delco24 reacted to PNWParksFan in ELS Bug that crashes other plugins   
    It's absolutely a bug, and just because ELS IV may have had a similar bug doesn't make it not a bug. 
     
    The RAGE engine lets you mark an entity as persistent. That indicates to the game that it should not delete that entity. ELS isn't respecting the persistent flag. Therefore, that is a bug. You can argue about how plugin developers "should" write our plugins, but there are plenty of valid reasons why one might want to spawn a vehicle far from the player, and it shouldn't be up to the ELS developers to decide when we can and cannot spawn vehicles. For example, perhaps you might have a pursuit of a stolen police car... well if you're not doing a good job keeping up, that police car could be further away than the ELS limit and get deleted. 
     
    You also say that it's easy for plugin devs to simulate with a time delay, but there's no good way to get a point on a route from point A to point B, so if you want to realistically have vehicles approach on the correct route they'd take from one point to another, I'm not aware of any solutions. If you can think of one, please let us know as that would be very useful for a number of things.
     
    While it can be fixed by changing the number in the INI, the point remains that the default behavior introduces unexpected issues with quite a few plugins used by many users. The average user can't be expected to a) realize the bugs they're encountering are being caused by ELS, b) locate this forum thread, and c) change their configuration to make their plugins work again. ELS needs to be updated to respect the persistent flag, plain and simple. 
  6. Like
    Delco24 got a reaction from PNWParksFan in Website Suggestion: Coronas Field for Vehicle Models   
    Hi all,
    Would it be possible to add a field (that is searchable) to vehicle models that indicates if a model has coronas? Lately, the trend seems to be that more and more modelers are removing coronas. If the modeler doesn't put it in the description, there's really no way to know if they were hidden or not until after you go through the process of installing a model. 
    It would be nice to have a flag on the sidebar (similar to how there is an ELS flag for GTA IV models) to indicate whether the model has hidden coronas. 
    Anyone agree/disagree?
    Regards
  7. Like
    Delco24 got a reaction from PNWParksFan in Website Suggestion: Coronas Field for Vehicle Models   
    Hi all,
    Would it be possible to add a field (that is searchable) to vehicle models that indicates if a model has coronas? Lately, the trend seems to be that more and more modelers are removing coronas. If the modeler doesn't put it in the description, there's really no way to know if they were hidden or not until after you go through the process of installing a model. 
    It would be nice to have a flag on the sidebar (similar to how there is an ELS flag for GTA IV models) to indicate whether the model has hidden coronas. 
    Anyone agree/disagree?
    Regards
  8. Like
    Delco24 got a reaction from PNWParksFan in Website Suggestion: Coronas Field for Vehicle Models   
    Hi all,
    Would it be possible to add a field (that is searchable) to vehicle models that indicates if a model has coronas? Lately, the trend seems to be that more and more modelers are removing coronas. If the modeler doesn't put it in the description, there's really no way to know if they were hidden or not until after you go through the process of installing a model. 
    It would be nice to have a flag on the sidebar (similar to how there is an ELS flag for GTA IV models) to indicate whether the model has hidden coronas. 
    Anyone agree/disagree?
    Regards
  9. Like
    Delco24 got a reaction from liberto in [Community Work] POLICE_SCANNER Dictionary   
    This is a great idea. I was bored tonight and got through the weapons and clothing files.
  10. Like
    Delco24 reacted to Fiskey111 in [WIP] L.S. Noir   
    Today I would like to showcase my newest callout pack I'm working on:

    Current Update:
    3/6/2017
    It's been at least 3 months since my last update and I've made a lot of improvement!  Here's a quick list of what's included now:
    Stages spanning over sessions Security Camera footage of crime scene (if available) Interrogation methods fully implemented Dialog method implemented Rewriting of last three stages + new stage for requesting warrant Social media page for victim with real-time information Final stage changed to swat raid of location And many, many bug fixes!  
    A BETA HAS BEEN RELEASED!!!  WANT TO GET ACCESS?  CHECK OUT THE WEBSITE BELOW!
    Want to be a part of the beta?  Check out the information here at fiskey111mods.com!

    Expect a video made by Darkmyre soon!!!
     
    Previous updates:
     

    ORIGINAL POST (UPDATED WITH ACCURATE PERCENTAGES)
    This pack will feature at its release three callouts:
    1. Murder
    2. Sexual Assault
    3. A secret....
    The aim of this pack is to bring detective style policing to Los Santos.
    These callouts will be in depth -- requiring skills that a real police officer uses like attention to detail, questioning of suspects and determining if they are lying or not, and waiting for information (callouts will span over time and will reappear later on and continue from where they left off).
    I will be working with @Albo1125 (most likely) later on in the development (once he gets more freetime, haha) to incorporate some ideas he had as well.
    Current Status:
    -Murder: 5%
    -Sexual Assault: 95%
    -Secret: 0%
     
    I will continue updating this page as development continues!
    Thank you everyone for your support!

    Interested in seeing more information?

    Want to see more information? Pictures? Videos? Check out my site here!!
     
     
     
  11. Like
    Delco24 got a reaction from Stealth22 in [CALLING ALL DEVS] Police Computer Integration   
    Not a dev, but would love to contribute to this project in some way. One of my job functions IRL is reproducing issues, looking at the code to see where it might be failing, and then submitting a bug for our devs to investigate further. It's sort of QA, but not really. 
    If you guys think someone like this might be useful (or have something else for a non-coder), let me know!
  12. Like
    Delco24 reacted to Stealth22 in do i have to uninstall callouts for 0.3 v   
    Just as an FYI, my LSPDFR 0.3 compatibility update is out. 
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