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[align=center:1jyi13i3]Here's some news for the future of FR JA and FR M2.
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- Update v3.0 to v3.1 for FR JA
- New FR JA & FR M2 (version Ultra
).
file "dlc_freeraid_main.sds" & "freeraid main.sds" have a limit size (16.5
Ko FR JA, 19
Ko FR M2) and we have already reached its limits.
But since 2 week I work on another "missionscript" file for FR JA with 200
Ko Max.
(//applications/core/interface/imageproxy/imageproxy.php?img=http://i48.tinypic.com/15mdwk7.jpg&key=a7e44980eafa8f6f3136f92e32f557b65b33bda500dadaf43e70253f9920f414)
and since 3 day for FR M2 300
Ko max.
[hr:1jyi13i3][/hr:1jyi13i3]
for zahaar
I found better than "game.sds:ActivateStreamMapLine("summer")"
without activation of StreamMapLine, I managed to activate for FR JA
automatic activation
- Vito apartment
- Eric apartment
- room restaurant chiness
- garage Empire Arms Hotel & laundry
- misery lane
- Supermarket
- Room Maltese Falcon
- SeaGift's Office
- Prices office
- corridor Maria Agnelo
- Arcade
- Full Construction Site
(//applications/core/interface/imageproxy/imageproxy.php?img=http://thumbnails72.imagebam.com/20077/203ca8200765799.jpg&key=ce3fe83ff331cabc3f752be140acb98d0788b23c2bc5cc914c8ac81253781086) (http://www.imagebam.com/image/203ca8200765799:1jyi13i3) (//applications/core/interface/imageproxy/imageproxy.php?img=http://thumbnails81.imagebam.com/20077/483b33200765810.jpg&key=613edb292112de3bf2e35ca76c6241eaced04f804ec72dc544936d5453966739) (http://www.imagebam.com/image/483b33200765810:1jyi13i3) (//applications/core/interface/imageproxy/imageproxy.php?img=http://thumbnails82.imagebam.com/20077/1b16ae200765820.jpg&key=f8d170389add423aecb8ac0b7989b42254ab036214d1513a1178e16dac00b920) (http://www.imagebam.com/image/1b16ae200765820:1jyi13i3)
and also automatic activation for
- Villa Hillwood
- Leo Villa
- Kingstone Station
- New area garage
here this will now be interesting for FR JA
Now everything will be available? and Supermarket?
when the release?
activation of the same through the "test scene"?
you can use a 300 ko file instead of a 19 ko one?
i think it would be great for freeraid mod!
good luck with this...
Quoteyou can use a 300 ko file instead of a 19 ko one?
i think it would be great for freeraid mod!
good luck with this...
yes, we can achieve much more thing with this files. both for FR JA and FR M2, always greater for M2. Grrrrr.
in JA now i can add race racing, hunter mod, escaper mod, E-Key front the kiosk to buy cigarettes or newspaper, E-Key in bar and fast food for sit or eat or play the piano, E-Key for pissing in all toilet, E-Key for washing, close apartment for buy it ........
but I still have to do tests, but it is very promising.
J'ai bien hate de jouer du piano, mais comme tu le dis avec cette diff̮̩rence de surface de travail va donner beaucoup plus de lattitude a l'imagination( je songeais a un genre de tournoi de boxe comme dans joe av quand il doit se battre contre 3 un apres l'autre :cheer: :cheer: :cheer:
I did
wash in the shower
but I have a problem
button "action" constantly crosses button
on/off light
open/close the door
open/close valve
open/close valve shower
it very interferes with
I do not know how to fix
http://www.youtube.com/watch?v=kfqRTEb-qBI (http://www.youtube.com/watch?v=kfqRTEb-qBI)
in Greenfield more worse
button I can not find
That's amazing, what we can do in FR JA <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">
hey zahar can you pass me this script?
Looks promising and better than ever... keep going <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20"> :woohoo:
Quotehey zahar can you pass me this script?
p=game.game:GetActivePlayer()
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return p:SetControlStyle(enums.ControlStyle.LOCKED)end,
function(l_2_0)return p:AnimPlay("sc_prisoner_shower_wash_in",false)end,
function(l_3_0)return p:AnimPlay("sc_prisoner_shower_stat",false)end,
function(l_4_0)return p:AnimPlay("sc_prisoner_shower_wash_a",false)end,
function(l_5_0)return p:AnimPlay("sc_prisoner_shower_wash_b",false)end,
function(l_6_0)return p:AnimPlay("sc_prisoner_shower_wash_c",false)end,
function(l_7_0)return p:AnimPlay("sc_prisoner_shower_stat",false)end,
function(l_8_0)return p:AnimPlay("sc_prisoner_shower_wash_out",false)end,
function(l_9_0)return p:SetControlStyle(0)end})end,{l_1_0},100,1,false)
farhad_999
yes all right
but this script will not work
in the original file "basic_anim2" these animations do not!!!
you need to install the edited file "basic_anim2"
Scaletta93
get this file can be found here Mafia 2 ??? ??????? ? "Freeride Mafia II ??? ?????????" (http://www.playground.ru/files/mafia_2_dopolnenie_k_freeride_mafia_ii_vospominanie-58878/:1hqc3izt)
thanks zahar
zahar do you have the script for get into the bathtub and get naked?
Quotefarhad_999
yes all right
but this script will not work
in the original file "basic_anim2" these animations do not!!!
you need to install the edited file "basic_anim2"
Yes I know)) I use your freeride M2 ??? ?????????, and existenz's FR JA v3.0)) I get information about scripts from your posts on playground. And thank you for the scripts <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20"> ??. ??? ???, ? ?? ??? ??? ??? ???????? ??? ??)
Quotezahar do you have the script for get into the bathtub and get naked?
in the scenario for FR I added the position of
for the injector you can do so
go through the objects(go in the shower)
Quotegame.game:GetActivePlayer():SetPhysState(enums.PhysicsState.DISABLED)
Quotep=game.game:GetActivePlayer()
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return game.game:ChangePlayerModel("vitnah_t")end,
function(l_2_0)return p:SetControlStyle(enums.ControlStyle.LOCKED)end,
function(l_3_0)return p:AnimPlay("sc_prisoner_shower_wash_in",false)end,
function(l_4_0)return p:AnimPlay("sc_prisoner_shower_stat",false)end,
function(l_5_0)return p:AnimPlay("sc_prisoner_shower_wash_a",false)end,
function(l_6_0)return p:AnimPlay("sc_prisoner_shower_wash_b",false)end,
function(l_7_0)return p:AnimPlay("sc_prisoner_shower_wash_c",false)end,
function(l_8_0)return p:AnimPlay("sc_prisoner_shower_stat",false)end,
function(l_9_0)return p:AnimPlay("sc_prisoner_shower_wash_out",false)end,
function(l_10_0)return p:SetControlStyle(0)end})end,{l_1_0},100,1,false)
Then turn back to the interaction with objects
Quotegame.game:GetActivePlayer():SetPhysState(enums.PhysicsState.ENABLE)
<hr class="bbcode_rule" />
explosion for garage <div></div>
can be used with an injector
QuoteV=game.entitywrapper
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return V:GetEntityByName("lokace_garage_vybuch00"):Run()end,
function(l_2_0)return game.cameramanager:GetPlayerMainCamera(0):SimpleShake(4,4,4)end,
function(l_3_0)V:GetEntityByName("lokace_garage_auto_vybuch00"):Run()
V:GetEntityByName("S_Garag_L_explo100"):Activate()
V:GetEntityByName("lokace_garage_budka_horeni00"):Activate()
V:GetEntityByName("lokace_garage_budka_horeni_b00"):Activate()
V:GetEntityByName("S_Garag_L_destr100"):Activate()
V:GetEntityByName("LGL_svetlo00") :D eactivate()
V:GetEntityByName("LGL_svetlo01") :P layBlinkAnim("blink_random_03",false)
V:GetEntityByName("LGL_svetlo02"):SetImpulse(Math:newVector(1,0,0)*30,V:GetEntityByName("LGL_svetlo02"):GetPos()-Math:newVector(0,0,0.30000001192092896),0)
V:GetEntityByName("LGL_svetlo03"):SetImpulse(Math:newVector(1,0,0)*30,V:GetEntityByName("LGL_svetlo03"):GetPos()-Math:newVector(0,0,0.30000001192092896),0)
V:GetEntityByName("LGL_svetlo04"):SetImpulse(Math:newVector(1,0,0)*30,V:GetEntityByName("LGL_svetlo04"):GetPos()-Math:newVector(0,0,0.30000001192092896),0)
V:GetEntityByName("LGL_svetlo05"):SetImpulse(Math:newVector(1,0,0)*30,V:GetEntityByName("LGL_svetlo05"):GetPos()-Math:newVector(0,0,0.30000001192092896),0)
V:GetEntityByName("LGL_svetlo06"):SetImpulse(Math:newVector(1,0,0)*30,V:GetEntityByName("LGL_svetlo06"):GetPos()-Math:newVector(0,0,0.30000001192092896),0)
V:GetEntityByName("Ambi_L_garagl_ohen100"):Activate()
V:GetEntityByName("lokace_garage_ohen00"):Run()
V:GetEntityByName("lokace_garage_ohen01"):Run()
V:GetEntityByName("lokace_garage_ohen02"):Run()
V:GetEntityByName("lokace_garage_ohen03"):Run()
V:GetEntityByName("lokace_garage_ohen04"):Run()
V:GetEntityByName("Ambi_L_garagl_ohen200"):Activate()
V:GetEntityByName("S_Garag_L_destr200"):Activate()
V:GetEntityByName("lokace_garage_ohen_benzin00"):Run()
V:GetEntityByName("lokace_garage_ohen_benzin01"):Run()
V:GetEntityByName("Damage_explo1"):Activate()
V:GetEntityByName("Damage_explo2"):Activate()
V:GetEntityByName("Damage_explo3"):Activate()
V:GetEntityByName("dmgZone1"):Activate()
V:GetEntityByName("dmgZone2"):Activate()
V:GetEntityByName("AmbiRV_L_garagl_sklo_davka100"):Activate()
V:GetEntityByName("LGL_PHYS_roof_A00"):Hide()
V:GetEntityByName("LGL_PHYS_roof_B00"):Hide()
V:GetEntityByName("LGL_PHYS_roof_C00"):Hide()
V:GetEntityByName("LGL_PHYS_roof_D00"):Hide()
V:GetEntityByName("LGL_PHYS_roof_E00"):Hide()
V:GetEntityByName("S_Garag_L_destr300"):Activate()
V:GetEntityByName("frames_explo_start_off"):ShowFrames()
V:GetEntityByName("frames_explo_boom_off"):HideFrames()
V:GetEntityByName("lokace_garage_kour_zevnitr00"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu00"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu01"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu02"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu03"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu04"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu05"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu06"):Run()
V:GetEntityByName("lokace_garage_kour_ustropu07"):Run()end,
function(l_4_0)V:GetEntityByName("S_Garag_L_destr400"):Activate()
V:GetEntityByName("lassiter2"):Explode()
V:GetEntityByName("LGL_anim_door00") :P layAnim("sq_LGL_ANIM_door_anim",false)
V:GetEntityByName("LGL_ANIM_nosnik_A01") :P layAnim("sq_LGL_ANIM_nosnik_A_anim",false)
V:GetEntityByName("LGL_ANIM_nosnik_B01") :P layAnim("sq_LGL_ANIM_nosnik_B_anim",false)
V:GetEntityByName("AmbiRV_L_garagl_konstrukce300"):Activate()
V:GetEntityByName("LGL_ANIM_roof_A00") :P layAnim("sq_LGL_ANIM_roof_A_anim",false)
V:GetEntityByName("LGL_ANIM_roof_C00") :P layAnim("sq_LGL_ANIM_roof_C_anim",false)
V:GetEntityByName("LGL_ANIM_roof_D00") :P layAnim("sq_LGL_ANIM_roof_D_anim",false)
V:GetEntityByName("LGL_ANIM_sloupy00") :P layAnim("sq_LGL_ANIM_sloupy_anim",false)
V:GetEntityByName("AmbiRV_L_garagl_squeek100"):Activate()
V:GetEntityByName("LGL_PHYS_nosnik_A00") :P layAnim("sq_LGL_PHYS_nosnik_A_anim",false)
V:GetEntityByName("LGL_PHYS_nosnik_A200") :P layAnim("sq_LGL_PHYS_nosnik_A2_anim",false)
V:GetEntityByName("LGL_PHYS_nosnik_alfa00") :P layAnim("sq_LGL_PHYS_nosnik_alfa_anim",false)
V:GetEntityByName("LGL_PHYS_nosnik_B00") :P layAnim("sq_LGL_PHYS_nosnik_B_anim",false)
V:GetEntityByName("S_Garag_L_destr500"):Activate()
V:GetEntityByName("LGL_PHYS_nosnik_spec00") :P layAnim("sq_LGL_PHYS_nosnik_spec_anim",false)end,
function(l_5_0)return game.game:GetActivePlayer():SetControlStyle(enums.ControlStyle.LOCKED)end,
function(l_6_0)return game.game:GetActivePlayer():AnimPlay("sc_Vito_knock_down",false)end,
function(l_7_0)return game.game:GetActivePlayer():SetControlStyle(0)end})end,{l_1_0},100,1,false)
and you have a script for vito put the same clothes from the bath in prision?
Great job.
How exactly did you manage to increase the file size to 200 ko?
Are you using a different .sds?
Scaletta93QuoteDelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{function(l_1_0)return game.game:ChangePlayerModel("vitvez")end})end,{l_1_0},100,1,false)
<hr class="bbcode_rule" />
else a
small script for the garage with people
<div></div>
QuoteV=game.entitywrapper
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)
las1=V:GetEntityByName("lassiter1")las2=V:GetEntityByName("lassiter2")
wfe08=V:GetEntityByName("wfe_enemac08")wfe08:Activate()
wfe08:SetPos(Math:newVector(747.5,317,-12.2))
wfe09=V:GetEntityByName("wfe_enemac09")wfe09:Activate()
wfe09:SetPos(Math:newVector(746.2,315.2,-12.2))wfe09:SetDir(Math:newVector(0,1,0))
wfe10=V:GetEntityByName("wfe_enemac10")wfe10:Activate()
wfe10:SetPos(Math:newVector(741,310.7,-12.2))wfe10:GetInOutCar(las2,1,false,true)
wfe11=V:GetEntityByName("wfe_enemac11")wfe11:Activate()
wfe11:SetPos(Math:newVector(752.3,318.2,-12.2))wfe11:SetDir(Math:newVector(0,-1,0))
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,
function(l_2_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,
function(l_3_0)return wfe08:AnimPlay("sc_service_motor_look",false)end,
function(l_4_0)return wfe08:AnimPlay("sc_service_motor_mount_in",false)end,
function(l_5_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_6_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_7_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_8_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,
function(l_9_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_10_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_11_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,
function(l_12_0)return wfe08:AnimPlay("sc_service_motor_mount_out",false)end,
function(l_13_0)return las1:CloseHood()end,
function(l_14_0)return wfe08:GetInOutCar(las1,1,false,true)end})end,{l_1_0},500,1,false)
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return wfe09:AnimPlay("sc_wheel_in",false)end,
function(l_2_0)return wfe09:AnimPlay("sc_wheel_mount_in",false)end,
function(l_3_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_4_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_5_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_6_0)return wfe09:AnimPlay("sc_wheel_mount_out",false)end,
function(l_7_0)return wfe09:AnimPlay("sc_wheel_out",false)end,
function(l_8_0)return wfe09:AnimPlay("sc_wheel_in",false)end,
function(l_9_0)return wfe09:AnimPlay("sc_wheel_mount_in",false)end,
function(l_10_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_11_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_12_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,
function(l_13_0)return wfe09:AnimPlay("sc_wheel_mount_out",false)end,
function(l_14_0)return wfe09:AnimPlay("sc_wheel_out", false)end,
function(l_15_0)return wfe09:GetInOutCar(las1,2,false,true)end})end,{l_1_0},500,1,false)
DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{
function(l_1_0)return wfe11:AnimPlay("sc_man_smoke_in",false)end,
function(l_2_0)return wfe11:AnimPlay("sc_man_smoke_stat_b",false)end,
function(l_3_0)return wfe11:AnimPlay("sc_man_smoke_stat_c",false)end,
function(l_4_0)return wfe11:AnimPlay("sc_man_smoke_stat_d",false)end,
function(l_5_0)return wfe11:AnimPlay("sc_man_smoke_stat_b",false)end,
function(l_6_0)return wfe11:AnimPlay("sc_man_smoke_stat_c",false)end,
function(l_7_0)return wfe11:AnimPlay("sc_man_smoke_stat_d",false)end,
function(l_8_0)return wfe11:AnimPlay("sc_man_smoke_out",false)end,
function(l_9_0)return wfe11:GetInOutCar(las2,2,false,true)end})end,{l_1_0},500,1,false)
end})end,{l_1_0},100,1,false)
How to execute that script without getting a wanted status ?
Cole Phelps
Police made only for me
in the script which I have suggested here
No police and wanted status
1 script - the animation of the explosion
2 script - the animation of people
in your FR JA v3.0
Police completely disappears in city when visiting a garage
Thanks for info <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">
Nice
zahaar
.
E-Key for the shower is :
M99_VB12_T_valve4and for toilet :
M99_VB12_T_toilet1change the coordinates is easy, but arrive to use them I don't know yet and even if possible.
Quotegame.entitywrapper:GetEntityByName("M99_VB12_T_toilet1"):SetPos(Math:newVector(-1299.3792724609, 991.17083740234,-17.333889007568))
(//i46.tinypic.com/15hpb8.jpg&key=5626555d30e1d631e8bc0efbe6016ceb1a986812cccd06333ea8211acbc148cd)
[hr:2fppev8e][/hr:2fppev8e]
Yes
Tommy
I use another file, another "missionscript" I deleted the contents and I handed the file of the FR in it.
also we still have our entity E-Key, for script size much greater.
for JA, it is easy to use because the old name is
TEST SCENE so it is accessible from the menu.
for M2,
zahaar
put me on the road without knowing. I use "test_case.sds".
But I can not do the test for FR JA and FR M2, I will as soon as possible provide the basis for FR M2.
- New Menu.
- Summer/Winter.
- Bus & Tram simulation.
- how to change name of entity E-Key. only for "wp0101, wp0102, wp0201, wp0202".
- Real open Door.
after you have
300 KB to do what you want.
and I will also give you a file "StreamMapa.bin" modified to activate almost any area.
I just finished the modification of "M2DLC_Joes_Adventures_sm.bin" for FR JA. PS for
Tommy
you saw that
orangpelupa
it's registered here
eXistenZ34
I could not find the correct commands at explosion
for ventilation and suspended ceiling
game.entitywrapper:GetEntityByName("LGL_padlo00"): GetPartByName??? SetPartEnergy???
game.entitywrapper:GetEntityByName("LGL_ventilace00"): GetPartByName??? SetPartEnergy???
game.entitywrapper:GetEntityByName("LGL_ventilace_2nd00"): GetPartByName??? SetPartEnergy???
do you know?
nice find eXistenZ, but Grrr I was using the test file for my cab lol.
by car blinker it is "les clignotant pour les voitures"
now for greenfield switches and valve are as follow:
/scripts/missions/99_Vito_house_B12/Vito_house_B12/M99_VB12_Water.lua
<div class="ipsSpoiler_header">
LuaQ
ScriptShop/Water
toilet
valve
switches
Init
Destroy
IAA
IAB
IAK
toilet
InteractiveToilet
New
name
M99_VB12_S_toilet1
energy
particle
M99_VB12_P_toilet1
model
valve
InteractiveValve
M99_VB12_P_valve1
sound
M99_VB12_S_valve1_2
M99_VB12_S_valve1_3
M99_VB12_P_valve2
M99_VB12_S_valve2_2
M99_VB12_S_valve2_3
M99_VB12_P_valve3a
M99_VB12_P_valve3b
M99_VB12_S_valve3_2
M99_VB12_S_valve3_3
M99_VB12_P_valve4
M99_VB12_S_valve4_2
M99_VB12_S_valve4_3
switches
InteractiveSwitch
M99_VB12_T_toilet1
textID
object
M99_VB12_T_valve1
M99_VB12_S_valve1_1
M99_VB12_T_valve2
M99_VB12_S_valve2_1
M99_VB12_T_valve3
M99_VB12_S_valve3_1
M99_VB12_T_valve4
M99_VB12_S_valve4_1
ipairs
toilet
Destroy
valve
switches
</div>
I don't know zahaar
ocram
fichier de JA ou de M2, mais si c'est de JA d̮̩sol̮̩ mais entre etre bloqu̮̩ avec 16.4Ko et avoir 200Ko pour le script mon choix est vite fait
Entierement d'accord avec toi, surtout qu'avec la taille du buffer allou̮̩ au fichier test, si j'arrive a faire marcher la ligne verte de navigation, il sera facile de l'implementer.
surtout qu'en plus il y a peut etre une possibilit̮̩ de regler la taille d'un buffer dans mafia2
au cas ou <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
<div class="ipsSpoiler_header">
C_IndexBuffer
nbuffers
buffersize
I_Buffer
C_SDSBuffer
C_SDSBufferPool
C_SDSBufferPool
I_SDSResource
I_SDSLoadingContext
FrameBuffer
%u kB occupied by %u texture(s)
Tex(%s): %ux%u, %s, %.1f kB
<hr class="bbcode_rule" />
Active textures
<hr class="bbcode_rule" />
%u kB occupied by %u VB(s)
VB(%s): %.1f kB
<hr class="bbcode_rule" />
Active vertex buffers
<hr class="bbcode_rule" />
%u kB occupied by %u IB(s)
IB(%s): %.1f kB
<hr class="bbcode_rule" />
Active index buffers
<hr class="bbcode_rule" />
Total memory: %d, buffer count:%u
"%s": vram:%u
%c%c%c%c
%s - Buffer v%d
- Have Message
- Buffer Full
ExtractionBufferSize
qhull error (qh_memsetup): insufficient memory
qhull error (qh_memsetup): largest mem size %d is >= buffer size %d or initial buffer size %d
%7d bytes per memory buffer (initially %d bytes)
SolverBufferLength
</div>
The increased file sizes sounds like it can open up some great new features for the Free Ride mod! I already enjoy the new Joe's Adventure version a lot and I hope to see even more great things!
I have a odd bug though about JA FR 3.0... In winter the Jefferson Futura for some reason wants to be the Delizia Grandeamerica while in summer it corrects itself... No idea why I didn't mention this in the actual 3.0 topic itself though.
I removed the buttons
shower Joe's 40th M99_JF_T_waterSwitch4
shower Joe's 50th M99_JF_T_waterSwitch5
shower Greenfield M99_VB12_T_valve4
it does not help
my button ("wp....") does not appear
have you seen in an apartment, Joe 40's opens safe
Quotegame.entitywrapper:GetEntityByName("JF_safe_door00"):Open(game.game:GetActivePlayer():GetPos(),true)
zahaar
look here
http]
Ok for safe
(//i49.tinypic.com/e8sj7k.jpg&key=c8f1977496097503c28935de0019abd5eda2613210e1e5c812b9ab50c57616d9) (//forum/22-existenz34-s-mods/2159-tests-for-freeride?limit=6&start=24#10102)
Great. I'm looking forward to play this. Could you also add empire arms 18th floor and full vila vinci beacuse I have it in fr ja 3.0 but there's no garden and I can't get into the villa.
QuoteGreat. I'm looking forward to play this. Could you also add empire arms 18th floor and full vila vinci beacuse I have it in fr ja 3.0 but there's no garden and I can't get into the villa.
Impossible in JA
I know this is done in a separate program I Think.... But is it possible to have a built in fly system or a controllable free cam? Also Built in as in accessible in the free ride menu or somewhere.
What's different between FR JA 3.0 and FR JA ULTRA ?
I know this topic is a little old but I am wondering how progress is going. We haven't seen you reply in a while! <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
I was not there the whole month of August and early September.
I board made ââ¬â¹Ã¢â¬â¹tests on windows 8 RTM. all my games & softwares are ok & M2 also.
and I tested FR with JSGME.exe ( //viewtopic.php?f=13&t=11632%20),%20because%20I%20modified%20another%20game%20files.
and it is really very easy to install or uninstall a mod with this software, it will be therefore integrated at FR JA v3.1.
That's cool! I am really excited for the ultra version of Joe's Adventure freeride! <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
From what I read in your first post about what you could fit does this mean you can sit anywhere? Be nice if you could sit as long as you want in till you move your joystick to automatically stand up instead of waiting for a animation to finish.
Super travail en tout cas. Continue comme ça (//bigeyes.gif)