Great! And why not, a checkbox option so that all cars follow the same path. To make it like a race between the different vehicles There are huge possibilities with the app you're creating, it would be even better to be able to test a first version to give you even more advice
In my current version, you can only go between 1 and 2. Dang, I'm a dummy, I should've allowed lower values! With low numbers, traffic would respawn later than normal, and at 0, I think that traffic wouldn't respawn at all. I'll mess with this for V1.1. Any minute now... or hour.
Oh. I thought a lower number meant faster spawning. Also, what do you mean by "any minute or hour". Are you talking about the release? Because.... Y o s.
I'm sure someone would call this 4790k machine I built in 2014 OLD or the word you used... They might be right, they may be crazy, but I just may be the (map designing) lunatic you're looking for... oh wait, that's Billy Joel, sorry. 7 vehicles cause zero issues here and no lag what-so-ever, at-least none that I can perceive, and it's a good test environment here as this machine has no hitching issues either. 32GB of RAM helps lots. Things sure get nasty when you run out of RAM no matter how good the CPU/GPU are. I didn't check RAM use while I was running my tests, because it's ECA, and that doesn't take much, but I will be testing the heck out of this with Roane County later this week. I would second the classes of vehicles, as that might be a good thing when it comes to flying down a highway or Tail of The Dragon. No rush though, I am entirely happy with whatever I can get my grubby mitts on. Going to throw some hot dogs and hamburgers on the CPU heatsink and crank up the vehicles when I get hands on this --Thanks for all your continued hard work. (actually, when I used to run a GTA IV RACE MODE server under another name back in 2009~2011, I used to re-heat Mcdonald's burgers on the GPU in the wrapper two at a time while running race mode servers. It took a GTX 260 Black edition approx 1 race to heat up both burgers to a nice warm temp, it made a better burger hot plate then a video card for sure... Gone are those days now, this Radeon won't heat anything well enough...)
Hahaha! As I was reading, the song was playing in my head, then you "outed" the artist. That is hilarious! Also shows how old we are... Hahaha! As for the mod update - cannot wait!! Wahoo!!
Totally awesome. We are grateful to have someone of your intuition and skill amongst us! Questions: How will traffic accidents be handled? Would it be possible to use mod vehicles with this? Thank you and keep up the great work!
Carefully watch the video tutorial and you see how he adds a modded vehicle in. (1:58 in video onwards)
yes exactly , it's a bug from the game, the others cars handbrake sounds are earable from the car, we will fix this
My man! You got featured! Amazing job done so far i must say! I have a request and i dno if possible but here it goes... When you are in a policecar surrrounded by traffic is it then possible to maybe make the cars "flee" when hitting the police siren? Could be awesome! Cheers bud!
Great Work on this mod. Sadly for some reason i can only spawn 2-3 cars before i get <30fps. Does anybody know why? My Specs are in the Description
Thanks for all the comments, everyone! Looks like this blew up overnight, phew! I'll do some quote replies later, I need to get ready for work. So, some of you that love driving with traffic in Italy have probably already run into this issue: I was looking for a way to avoid this. Turns out, there's a line of code in the vehicle ai.lua file: Code: if driveInLaneFlag and n2.radius > 2.75 then Editing that to "n2.radius >= 2" seems to have fixed that, at least for decalRoads with about 5 width. Narrower roads will need some special treatment, and I'm looking forward to finding a solution. I'm trying to avoid editing the actual game files and including them in this mod, so we'll see how progress goes.