Oh that's great. Will be waiting for that. Though i still think the mouse should be locked into camera movement by default and maybe holding a key to enable mouse movement would be good.
I just discovered how to do it. It doesnt matter where your cursor is, the trigger has to be in the center of the screen, and you gotta get closer sometimes. And btw, how can we add custom triggers? Can we add them on any wehicle or its just the ones with the triggers? --- Post updated --- How can i add custom triggers? And can i add them on any vehicle or is it for the ones that already has triggers?
None of my mods are will let the game run after the new update. Anytime I activate any of them, it takes away the ability to drive the vehicles and the speedometer disappears. If no mods are installed, the game works just fine.
In my opinion mod folder should end up in game folder. A lot of games (eg. almost every single one) have this folder in main game folder. Screenshots, replays, configs (maybe?) etc. should be in Documents for easy access. I personally don't like having AppData with gigabytes in it. Not to mention that most people don't even know this folder exist.
By the way, twitching axes can lead to problems then binding the keys (weirdly trying to bind mispressed axis's input).
That would then require us to request elevated rights just to run the game... (Normal user rights don't allow to make changes in C:\ProgramFiles) So far from ideal as well...
oh my god that KITT knockoff in the form of the Fink Appliances Ten Thousand is fucking GENIUS, I LOVE IT! And it's AWD too!
Great update, as always! At first I was a bit sceptical at "walking mode", but it turns out it adds a whole new dimension of immersion to the game. Walking from my car along a sidewalk on my way to get some TurboBurger or something- it's really nice! I like the small touches the different maps got, with the new shops and garages. Those are pretty cool! Also, it's been a while since I used the AI traffic (they really slow down my computer, so I barely use them), but they feel much more fluent now. And yet... This spot on ECA's fishing town really hate the AI (or maybe the AI hate it) The minimap here is wrong, there are no roads here (there are a few other places that the minimap on ECA displays roads where there are none, or the other way around) And, here's a minor texture or model issue on WCUSA: Not too far from the construction site (the one with the "can't stop" pipe. And there's another issue, in which when multiple AI's are around, and you use tab to switch between them, you sometimes switch to something that is not a car but a jittery camera. My guess is that it's an AI car's assigned "unicycle", however I may be wrong. I'll be sure to investigate it further and report.
The UI for me seems to be bugged (used safe mode) When I am in game I cant change my screen setting (fullscreen, windowed ect.) even alt+enter doesnt work. It keep me in windowed. Also, when trying to keybind, it doesnt show the new key. I was trying to remove the up arrow on controller to get out of the car but the logo of the arrow was staying there. Same thing if I tried to replace a key. The old key logo would stay there but the new key was working. It was a bit confusing. But in the main menu everything work as intended. Not sure if its only on my side or other people have it too. I did not see that been reported anywhere else. Great update as always!
Probably the best update ever. I love the new walking mode, and im looking forward for custom triggers and for every car. Or even openable trunk for the hatches.