MAJ VCMOD

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thp21

thp21

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Hey,

Few things first: VCMod development is heavily on its way with features finally being realized and released one by one.

Today I bring you: this

  • Drive by (for passenger seats).:
  • Works with any weapon
  • Can be disabled, toggled on
  • As with any other option, can be adjusted or overwritten by the staff.
  • Positions are calculated per individual car
  • Some vehicles are restricting this (majority of emergency ones)

  • Price in seat player damage:
  • Works with both: passenger and driver seats
  • Works by simulating the approximate data from 3 points
  • No performance loss at all
  • Precision of it can be adjusted in real time by staff
  • Obviously, can be toggled at will
These, along side with other tiny fixes have been released today: View changelog

The code was not heavily tested in multiplayer, known issues are: some strange weapons having drawing their own set of hands, the legs visible through vehicle (fix incoming).

These features are taken from old VCMod2 code, just fancied up a bit. Released as it was requested heavily from me, especially lately.

You do not have to re-download, simply restarting the map will do.

Few more features are upcoming shortly.

Cheers,
freemmaann
 
Kitsu

Kitsu

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En français? ? Je suis en cours de gestion de projet pour ma dernière heure la donc l'anglais flemme^^'
 
Nestor

Nestor

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:eek: Vraiment pas mal cette maj, très bien pensé c'est l'un des trucs qu'il manquait au vcmod. Le seul truc qui pourrait être intérressant serait de pouvoir backlist des armes (Physic Guns/Gravity guns/Tool guns/Lockpick/Pocket et j'en passe)
 
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thp21

thp21

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Nouvelle grosse MAJ

Brand new features, including a fuel system
Sorry folks, you will have to download this one manually, other updates will continue to be automatically downloaded.

I am glad to present to you the "Fuel system". A VCMod2 feature ported by request of the many amazing clients who have supported me over the years

Its key features are:

  • Multiple fuel types: 3 fuel types by default. Different fuel types have their own pros and cons, recharge stations, for example, are awfully slow to recharge.
  • Lid positions: every single vehicle has its own fuel injection port (fuel lid) which is generated semi-automatically to predict the most likely spot for it.
  • Dynamic fuel capacity: per vehicle class and mass.
  • Dynamic fuel consumption depending on many variables, including engine stress, lights, speed, mass, towed mass.
  • Fuel stations: only allows the correct vehicle fuel type.
  • Fuel pickup entities: didn't make it in time to the gas station? No problem, you can use a jerry can.
  • Pickup entities, per each fuel type, including battery recharge.
  • Support for imperial/metric system
  • Ability to override each fuel type pricing per liter/ gallon / kWh
  • Ingame menu to add/remove/change fuel stations
  • Persistence mode for the fuel stations: will auto respawn if removed, auto save and place themselves.
  • Custom jerry can weapon: completely lua type of animations, dynamic positioning, shows on HUD elements when active
  • Fancy in vehicle HUD elements and effects: even even does showcase your current fuel consumption.
Along with the main feature there were quite a few other fixes, such as:

  • Rescaled, repositions the right side HUD abit
  • Added ability to change between metric/imperial in the "Personal settings", "HUD" tab
  • Added fancy vehicle destroyed and out of fuel right side HUD flashing
  • Added in the missing fog light dash icon by default (only Singleplayer users were affected)
  • Added in the 3D light textures (only Singleplayer users were affected)
  • Redone around 30 vehicles
  • Redid some core code to make things a bit faster
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EN gros rajouts de 3 type de carburant (ex: SP 98, SP 95...) chacun a ses avantages et ses inconvénients, les stations de recharge, par exemple, sont terriblement lents à recharger pour certain, différents tarif, consommation...

chaque véhicule a son propre ouverture d'injection de carburant (couvercle de carburant) qui est généré en prédisent l'endroit le plus probable pour cela.

Capacité de carburant dynamique en fonctions du type de véhicules et de poids

La consommation de carburant dynamique en fonction de nombreuses variables, y compris le stress du moteur, les lumières, la vitesse, la masse, la masse remorquée.

bidons d'essences, et d'autres petit truc tres sympa.
 
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