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nkjellman
Chicago, Illinois
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  • 46ecd2 ve1youdb 400x400

    @Xinerki So your saying that NativeUI actually handles the text on the wall? Not just the menu.

    4 de noviembre de 2017
  • 46ecd2 ve1youdb 400x400

    @Xinerki I'm not speaking of the menu. I speak of the text on the wall.

    Also any chance you can add the option to save our name, font, and font color to a file, which auto loads when starting the game? Having to go into a menu and reset it up every time is immersion breaking.

    3 de noviembre de 2017
  • 46ecd2 ve1youdb 400x400

    @Xinerki One bug. The font size is too large. I can tell because the name with the font I use in GTA Online doesn't fit.

    It wouldn't surprise me if there is a font size changer. Perhaps this could be a feature where we can adjust the font size. It is possible in Online it auto adjusts so it is smaller when you type a longer name.

    3 de noviembre de 2017
  • 46ecd2 ve1youdb 400x400

    Majestic Memes is back in buisness. :)

    Now is there a chance we can save our settings so it automatically is done when we reload the game?

    3 de noviembre de 2017
  • 46ecd2 ve1youdb 400x400

    @Modojo Nice job man. I have been working on my own forest map. It is a heavily modified version of Forests of Chilliad where I changed the trees to ones that match the biome they are in. I also resized them in Code Walker. You should go through your map in Code Walker and randomly resize your trees. It definitly adds uniqueness and it enables you to make the forest look even denser. Be aware though, colisions don't rescale, so try not to scale them too far away from the original value. Also, I found that recalculating the EntityExtents values in Code Walker results in improved performance.

    @tall70 Check out Code Walker. Fantastic map editing tool. Menyoo is good if your doing a forest map like this initially due to colision alignment but Code Walker is the best one out there in my oppinion.

    1 de noviembre de 2017
  • 46ecd2 ve1youdb 400x400

    @0x7 It may help if you just check for the players last vehicle rather than all of them. To be honest, it would be more realistic that way.

    Also to improve the animations, it should be possible to make the player walk to a certain position before doing the animation. I know thats how interactive things work in the safe houses. But it might be harder due to different vehicles bring different shapes. Especially when it comes to custom ones.

    Also, as of now, this mod doesn't hurt performance for me. Personally, I think your method of checking for the vehicles when the player presses the button is much much much more efficient. There are mods out there, like Jedijosh's sitting mod, and the scenario mod that cause massive performance loss. The issue with your method is that it won't work if you want to display a button prompt. However I would take no button prompt any day over FPS rape.

    29 de octubre de 2017
  • 46ecd2 ve1youdb 400x400

    @0x7 I just tried it out. I love the script. The only thing that it is missing is support for controllers.

    28 de octubre de 2017
  • 46ecd2 ve1youdb 400x400

    So you can just walk up to a car, pop open the trunk, hood, etc..?

    I was just thinking about how cool this would be yesterday. It would be a great way to admire the amazingly detailed vehicles that are over in that vehicle mods section.

    Very well done. I will be trying this one out.

    But, I have three recommendations.
    1. Can you add controller support?
    2. Would it be possible to have the player use the key fob animation from Online when opening the trunk/hood?
    3. Can you add an option so it only works on a vehicle if the player has previously driven it, or it is a mission vehicle? It is unrealistic to be able to walk up to any random car and pop the trunk open. Additionally if it works on a mission vehicle, this means that I can use the script in my garages in Single Player Apartment.

    Again, very cool concept.

    27 de octubre de 2017
  • 46ecd2 ve1youdb 400x400

    @ryanm2711 So far so good. Just a few things.
    -The glossy materials seem to be in the wrong place. If they were on the roads, it would look like the oil on the pavement.
    -The map needs smoothening so you don't see the polygons.
    -Any chance you can add some desert vegetation?

    24 de octubre de 2017
  • 46ecd2 ve1youdb 400x400

    @ikt It is possible that when mods are applied, GTA is overriding your script. I am not sure. It confuses me too. My vehicle doesn't drift as well.

    To test this further, I should crank this script up so it has a massive impact and see how it behaves.

    21 de octubre de 2017