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Re: VehFuncs

Enviado: 10 Jun 2019, 20:10
por Junior_Djjr
Zeneric escreveu:
10 Jun 2019, 12:20
Also this:
https://www.youtube.com/watch?v=ExV8jQFL33Y
Sometimes happens after I alt-tab out of GTA SA to change VehFuncs nodes (on 3ds Max and Zmodeler) and then alt-tab back in.
lol, a person said the same but later said that it was not VehFuncs (something that doesn't make sense not to be). I now understand the probable reason for this to have happened.
 
Zeneric escreveu:
10 Jun 2019, 12:20
Sometimes the Walter Brown Streak trains (streak/streakc) appear without bodies.

Sometimes the Smooth Criminal Bicycles' stand freaks out/spins super fast after spawning any of those bikes with Visual Vehicle Spawner and Djjr Car Spawner.
Can you show me better? I've never seen anything like this.

Re: VehFuncs

Enviado: 11 Jun 2019, 12:02
por Zeneric
I'm unable to reproduce the streak/streakc bodies not appearing.

But I'm able to reproduce the bike stand problem. Here, a youtube video I recorded (I simply started GTA SA, got ingame, spawned a bike 2-3 times then suddenly the stand spins out of control).
https://www.youtube.com/watch?v=-394iBlv8Uc

Maybe 1 or more scripts I have installed are causing that. Will test.

Re: VehFuncs

Enviado: 11 Jun 2019, 14:30
por Junior_Djjr
Zeneric escreveu:
11 Jun 2019, 12:02
I'm unable to reproduce the streak/streakc bodies not appearing.

But I'm able to reproduce the bike stand problem. Here, a youtube video I recorded (I simply started GTA SA, got ingame, spawned a bike 2-3 times then suddenly the stand spins out of control).
https://www.youtube.com/watch?v=-394iBlv8Uc

Maybe 1 or more scripts I have installed are causing that. Will test.
Nothing here, spawned 20 times... seems to be related to spawn replacing the old one. Right?
Send me vehfuncs.log just after the problem (do the same as the video).

The train body problem, were you updating the .dff file with the game open?

Re: VehFuncs

Enviado: 11 Jun 2019, 18:18
por Zeneric
Junior_Djjr escreveu:
11 Jun 2019, 14:30
Zeneric escreveu:
11 Jun 2019, 12:02
I'm unable to reproduce the streak/streakc bodies not appearing.

But I'm able to reproduce the bike stand problem. Here, a youtube video I recorded (I simply started GTA SA, got ingame, spawned a bike 2-3 times then suddenly the stand spins out of control).
https://www.youtube.com/watch?v=-394iBlv8Uc

Maybe 1 or more scripts I have installed are causing that. Will test.
Nothing here, spawned 20 times... seems to be related to spawn replacing the old one. Right?
Send me vehfuncs.log just after the problem (do the same as the video).

The train body problem, were you updating the .dff file with the game open?  
The train body problem - I think I was updating its' dff with the game open.

I couldn't pinpoint what mod causes the bike stand problem. I cleaned my modloader folder (it was messy with pngs, readmes, zipped files, etc). I updated installed mods (such as widescreen fix, vehfuncs, etc). Moved installed mods from my old GTA SA folder to a new clean GTA SA folder - nope, the problem still occurred. I removed all of mods from my modloader folder (I didn't have any mods outside modloader folder except few such as asi loader, cleo loader, etc that need to be in GTA SA's root folder. And put VehFuncs in GTA SA root folder) - the spinning problem was eliminated. I put mods back in one at a time, testing. No problem so far. I put in back BSOR - American Dream and CA Project Props (modified Grinch_'s Project Props for myself) -  the problem came back. I removed BSOR and CA PP to retest -  the problem still happened. Removed more installed mods - the problem still happened, making me go back to square one. BSOR - AD and CA PP are the only mods I have that got cols, ides, ipls, and loader.txts (to load cols). I have no idea if BSOR and CA PP are the culprits cuz I think GTA SA learned to fuck with me (joking).

VehFuncs log: https://drive.google.com/file/d/1TKEi29 ... N13bSMwvoA
The last line of the log is when the stand started spinning out of control.

Re: VehFuncs

Enviado: 11 Jun 2019, 20:41
por Junior_Djjr
Zeneric escreveu:
11 Jun 2019, 18:18
Junior_Djjr escreveu:
11 Jun 2019, 14:30
Zeneric escreveu:
11 Jun 2019, 12:02
I'm unable to reproduce the streak/streakc bodies not appearing.

But I'm able to reproduce the bike stand problem. Here, a youtube video I recorded (I simply started GTA SA, got ingame, spawned a bike 2-3 times then suddenly the stand spins out of control).
https://www.youtube.com/watch?v=-394iBlv8Uc

Maybe 1 or more scripts I have installed are causing that. Will test.
Nothing here, spawned 20 times... seems to be related to spawn replacing the old one. Right?
Send me vehfuncs.log just after the problem (do the same as the video).

The train body problem, were you updating the .dff file with the game open?  
The train body problem - I think I was updating its' dff with the game open.

I couldn't pinpoint what mod causes the bike stand problem. I cleaned my modloader folder (it was messy with pngs, readmes, zipped files, etc). I updated installed mods (such as widescreen fix, vehfuncs, etc). Moved installed mods from my old GTA SA folder to a new clean GTA SA folder - nope, the problem still occurred. I removed all of mods from my modloader folder (I didn't have any mods outside modloader folder except few such as asi loader, cleo loader, etc that need to be in GTA SA's root folder. And put VehFuncs in GTA SA root folder) - the spinning problem was eliminated. I put mods back in one at a time, testing. No problem so far. I put in back BSOR - American Dream and CA Project Props (modified Grinch_'s Project Props for myself) - the problem came back. I removed BSOR and CA PP to retest - the problem still happened. Removed more installed mods - the problem still happened, making me go back to square one. BSOR - AD and CA PP are the only mods I have that got cols, ides, ipls, and loader.txts (to load cols). I have no idea if BSOR and CA PP are the culprits cuz I think GTA SA learned to fuck with me (joking).

VehFuncs log: https://drive.google.com/file/d/1TKEi29 ... N13bSMwvoA
The last line of the log is when the stand started spinning out of control.  
I thought it was related to the f_gear function being activated in another vehicle and, unintentionally, "leaking" to it. But no, actually the movement seems to have been caused by f_fpeg1, just like f_shake from train.

Believe it or not, what you said made a LITTLE sense. Well, I tried a blindshot:
https://sharemods.com/686xgeud9zrd/VehF ... st.7z.html
If not fixed, .log again.

Re: VehFuncs

Enviado: 12 Jun 2019, 08:50
por Zeneric
Junior_Djjr escreveu:
11 Jun 2019, 20:41
Zeneric escreveu:
11 Jun 2019, 18:18
Junior_Djjr escreveu:
11 Jun 2019, 14:30
Zeneric escreveu:
11 Jun 2019, 12:02
I'm unable to reproduce the streak/streakc bodies not appearing.

But I'm able to reproduce the bike stand problem. Here, a youtube video I recorded (I simply started GTA SA, got ingame, spawned a bike 2-3 times then suddenly the stand spins out of control).
https://www.youtube.com/watch?v=-394iBlv8Uc

Maybe 1 or more scripts I have installed are causing that. Will test.
Nothing here, spawned 20 times... seems to be related to spawn replacing the old one. Right?
Send me vehfuncs.log just after the problem (do the same as the video).

The train body problem, were you updating the .dff file with the game open? 
The train body problem - I think I was updating its' dff with the game open.

I couldn't pinpoint what mod causes the bike stand problem. I cleaned my modloader folder (it was messy with pngs, readmes, zipped files, etc). I updated installed mods (such as widescreen fix, vehfuncs, etc). Moved installed mods from my old GTA SA folder to a new clean GTA SA folder - nope, the problem still occurred. I removed all of mods from my modloader folder (I didn't have any mods outside modloader folder except few such as asi loader, cleo loader, etc that need to be in GTA SA's root folder. And put VehFuncs in GTA SA root folder) - the spinning problem was eliminated. I put mods back in one at a time, testing. No problem so far. I put in back BSOR - American Dream and CA Project Props (modified Grinch_'s Project Props for myself) - the problem came back. I removed BSOR and CA PP to retest - the problem still happened. Removed more installed mods - the problem still happened, making me go back to square one. BSOR - AD and CA PP are the only mods I have that got cols, ides, ipls, and loader.txts (to load cols). I have no idea if BSOR and CA PP are the culprits cuz I think GTA SA learned to fuck with me (joking).

VehFuncs log: https://drive.google.com/file/d/1TKEi29 ... N13bSMwvoA
The last line of the log is when the stand started spinning out of control. 
I thought it was related to the f_gear function being activated in another vehicle and, unintentionally, "leaking" to it. But no, actually the movement seems to have been caused by f_fpeg1, just like f_shake from train.

Believe it or not, what you said made a LITTLE sense. Well, I tried a blindshot:
https://sharemods.com/686xgeud9zrd/VehF ... st.7z.html
If not fixed, .log again. 
Not fixed.
Here, a new log: https://drive.google.com/file/d/1TKEi29 ... N13bSMwvoA

Re: VehFuncs

Enviado: 12 Jun 2019, 12:14
por Junior_Djjr
Zeneric escreveu:
12 Jun 2019, 08:50
​​​​​​Not fixed.
Here, a new log: https://drive.google.com/file/d/1TKEi29 ... N13bSMwvoA
Ok, now I already know what the problem is, but I don't know how to solve it.

edit: try it
https://sharemods.com/1menkzzqw0m7/VehF ... _2.7z.html
Should not fix, but send the log. I added more informations.

Re: VehFuncs

Enviado: 13 Jun 2019, 10:50
por Zeneric
I'm unable to reproduce the spinning problem with your test 2 version (spawned like 30-40 times - maybe I needed to keep spawning more). Just to be sure, I went back to test 1 version and tried again - the spinning problem came back (after 15-20 spawns). Using test 2 version from now on. Will send a log if I encounter the spinning problem again.

Re: VehFuncs

Enviado: 13 Jun 2019, 15:14
por Junior_Djjr
Zeneric escreveu:
13 Jun 2019, 10:50
I'm unable to reproduce the spinning problem with your test 2 version (spawned like 30-40 times - maybe I needed to keep spawning more). Just to be sure, I went back to test 1 version and tried again - the spinning problem came back (after 15-20 spawns). Using test 2 version from now on. Will send a log if I encounter the spinning problem again.
Maybe fixed, it makes sense.

On the technical side: I used a condition that checked if the pointer to the model's matrix was greater than 0, so it's valid to do stuff. But if the pointer is starting with 0xF***** will be negative in the condition (that bit is negative sign on signed ints), so it will be false.
I had to check if the value was different from 0 (nullptr), something super basic... The mods you installed caused the address to reach 0xF*****

Re: VehFuncs

Enviado: 13 Jun 2019, 22:33
por Kr0n0s800
es posible que una proxima version puedas agregar la posibilidad de colocar (headlights,taillights,foglights,turnlights) y otros tipos de luces como "omni" en forma extras dentro de la jerarquia de piezas moviles como parachoques y otras propias de vehfuncs? tambien estaba pensando que deberias agregar la posibilidad de texturas variables como "PedFuncs"

Re: VehFuncs

Enviado: 16 Jun 2019, 10:41
por Zeneric
Is there a way to sync two objects/dummies together with the vibration feature?
I tried:

f_shake -
               object1 (chassis)
               dummy1 (speedometer)
               
f_shake -
                object1 (chassis) -
                                              dummy1 (speedometer)

f_shake - 
                object1 (chassis)
f_shake (same position as the above) - 
                dummy1 (speedometer)

I'm trying to get two items to vibrate together properly, not out of sync.

Here, I recorded so you see what I mean (don't mind the speedometer being messed up - just a placeholder - trying to get speedometer to sync with the body properly first).



Maybe I'm missing something obvious.
 

Re: VehFuncs

Enviado: 16 Jun 2019, 15:32
por kkjj
@Junior_djjr
Here are two pics of how streak and streak looks without body
https://cdn.discordapp.com/attachments/ ... 454610.png

https://cdn.discordapp.com/attachments/ ... 454445.png

Also, still the train go wild due to vibration (VehFuncs version= v1.2beta)
Some pics
https://cdn.discordapp.com/attachments/ ... ery204.jpg

https://cdn.discordapp.com/attachments/ ... ery206.jpg
(See the fan)

https://cdn.discordapp.com/attachments/ ... ery198.jpg

https://cdn.discordapp.com/attachments/ ... ery201.jpg

Edit: What you thing about using this feature
https://youtu.be/nzebue9DuCI
For the throttle of bike?

Re: VehFuncs

Enviado: 17 Jun 2019, 16:04
por Junior_Djjr
Zeneric escreveu:
16 Jun 2019, 10:41
Is there a way to sync two objects/dummies together with the vibration feature?
Just put a f_shake as parent of the objects? Have you tried? What is the problem with doing this?
kkjj escreveu:
16 Jun 2019, 15:32
Also, still the train go wild due to vibration (VehFuncs version= v1.2beta)
log
But use new version.
kkjj escreveu:
16 Jun 2019, 15:32
Edit: What you thing about using this feature
https://youtu.be/nzebue9DuCI
For the throttle of bike?
It is not working for bikes or are you asking if it looks cool to use on bike throttle? I think it would be cool if CJ's hand moves, but...

Re: VehFuncs

Enviado: 18 Jun 2019, 21:00
por Kr0n0s800
Imagem Mas Ideas:
* Agregar la posibilidad de usar como extras (headlights, taillights, foglights, turnlights,breaklights y luces omni) dentro de la jerarquia de piezas moviles como parachoques y puertas y que estas luces se afecten cuando estas piezas reciben daño, ademas de corregir el error de ImVehFt que impide a las luces traseras de los vehiculos recibir daño.
* Texturas variables similar a "Pedfuncs" utilizando el sistema de caracteristicas y extras recursivos.

Re: VehFuncs

Enviado: 18 Jun 2019, 21:02
por Junior_Djjr
Kr0n0s800 escreveu:
18 Jun 2019, 21:00
Imagem Mas Ideas:
* Agregar la posibilidad de usar como extras (headlights, taillights, foglights, turnlights,breaklights y luces omni) dentro de la jerarquia de piezas moviles como parachoques y puertas y que estas luces se afecten cuando estas piezas reciben daño, ademas de corregir el error de ImVehFt que impide a las luces traseras de los vehiculos recibir daño.
Respondi aqui:
https://gtaforums.com/topic/904475-vehf ... 1070775178
Kr0n0s800 escreveu:
18 Jun 2019, 21:00
* Texturas variables similar a "Pedfuncs" utilizando el sistema de caracteristicas y extras recursivos.
Paintjobs, esqueceu?