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Kraezd

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  1. Like
    FYI for people: there's a current 16 MB limit on files loaded with the replacement method, but loading through the add-on method should work.
     
    Thank for figuring that out, @LMS
  2. Like
    I searched around for this kind of question and couldn't seem to find anything about it.
    I'm using Paint dot Net to edit the textures of default vehicles and modded vehicles. The mipmap number that seems to be most common is "8", but when I import the textures back in, it's either "1" because I didn't check the generate mipmaps box in Paint dot Net or "11" with any of the mipmap options selected. With mipmaps at either 1 or 11, the textures become blurry when zoomed out.
    So my question is, how do I set the mipmaps level as "8"? There is also the checkbox "Weight colour by alpha", but I'm not sure if that has anything to do with it.
     
    Any help is appreciated.
     
    How many times will the problems I have be caused by my own ineptitude? 
    SOLUTION: Do all the mipmap related stuff in Paint dot Net to set the level to 12, then when importing into a .ytd click properties on the image in OpenIV and change the mipmap level to 8.
  3. Like
    Kraezd reacted to Yard1 in [REL] Realism Dispatch Enhanced 3.1.1   
    Howdy,
    I suppose this will be a kind of a dev diary for 3.1. As NefariousBonne has said some time ago, 3.1 will mainly be a content update, introducing new car and ped models, as well as improving existing ones. Thanks to YMT edits, peds will not only be much more varied and detailed, but also better optimized and "neat" from technical perspective. Many ped models have gotten new components, such as improved bulletproof vests, belts, and so on. Many vehicles have received improved interiors and lighting, and some other tweaks.
     
     But you all know that already. I would like to tell you about one new script feature we have been working on for some time now. 

    We call it the IncidentManager. This is a new system that allows cops to call backup during shootouts with NPCs. The backup units that spawn are the same that would spawn if a player was wanted, and zone-dependent as well. Furthermore, the response type and amount will be based on the severity of the incident. Not only that, but a rudimentary chase system has been implemented, which will allow cops to dynamically chase fleeing NPCs. IncidentManager allows for very dynamic and lively shootouts, and is for all intents and purposes a Wanted Level system for NPCs. It can be turned on and off in the ini.

    A small new feature is that SSR (as a whole) can be turned on and off in game by pressing a specified (configurable) key combination. With SSR disabled, you can play LSPDFR and most story missions without any compatibility problems (note: this does not fix missions that crash).

    Furthermore, some advanced optimizations have been performed on the script. We hope that this will alleviate some of the performance complaints we have gotten for 3.0. 
     
    3.1 has been delayed a lot, but we want to present you with finished, polished product. We continue to add new features and content daily, while testing for bugs and performance. We hope that we will be able to present RDE 3.1 to you soon.

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