Jump to content

Oggy

Head of Modding
  • Posts

    650
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Oggy

  1. I am fully aware you are talking about bikes. Read the following once more, cause it refers to that: We have tested these issues. These aren't assumptions.
  2. Car mods have caused issues in the past in regards to positioning of the driver and sync. People are out of place for others, the entire vehicle might appear to be out of palce and that simply won't change, even for motorbikes. That is because every mod is different. Let's say Player A has a mod that moves him 50 cm forward and Player B has a mod that moves him 50 CM backwards. That means to eachother, they are a total fo 1M out of place. So we are not talking feathers here. And if there was a standardized modpack, then we could just add it to the server, but there must then again be a reason why we haven't added some of these mods to the server already. Changes to the seat layout can also cause crashes, for example when someone tries to get on the back of the bike and it doesn't match up for some reason. Has also been observed. Also, it will only take one report of: I would have shot him if he didn't have his bike modded. So, do I have reports I can cite? Nope. Did we test options and syncing issues between mods? Yup. We are not doing this to piss people off or to make the experience worse. There's reasoning behind it.
  3. I think there's something here I need to comment on. First of all, in regards to the rule regarding client-side mods. We can not allow one type of vehicle modding and disallow another. It just isn't happening. As much as people love these mods, and I admit, they look great, they bring in more issues. Changes in handling are one thing, but they also open up for custom files being used, custom mods, custom collision files, etc. The next thing is synchronization. Seating positions aren't the same. Even if minimal, this can lead to a whole ton of different issues leading to reports, suspicion about cheating, etc. etc. etc.Now, we might say that admins can deal with abusers, but how are they going to judge abuse, cheating or anything of the like, if we allow these mods. We make it an impossible task. Sorry to say, but there is no other way than putting a blanket rule on this. As much as it sucks. Now, as for the second part of this topic, mods that are wanted not being added. As fireworks said before, we are open to add all possible mods. Hell, for all I care we can go 4K on everything. I got a 4090, I can handle it. But this is where it comes, optimization. In order to maintain a solid gaming experience for the majority of our players, we need to heavily optimize mods that are being added to the server. This means that we need to reduce texture resolutions, ensure that the model being loaded is not too crazy and causes lag spikes when appearing (Yes... there are even vanilla car mods that do that) and last but not least, LODs. In previous updates we have added mods without LODs. As for vehicles, we have addressed the issues and shouldn't have any vehicles without any LODs. As for clothing, in the past two updates we have worked on optimization and adding LODs, and ensuring that we aren't adding additional mods without LODs. (For those of you who were around 2 years ago, you might remember 5 minute load times when loading into the game. This was due to a not optimized clothing pack). A lot of work goes into these things, but the fact sadly is, that a lot of mod creators out there do not add LODs to their work, cause it is time consuming and does not matter for most of their purposes. It does for ours. This is ofcourse a limitation for us and limits a lot of mod options. As for the bias part, I feel like that is something that needs to be addressed. The modding team can autonomously add modifications to be used by everyone. That means everything that is civilian, is pretty much up to the modding team. That means vehicles, clothing, furniture, weapons. Anything that is to be used by factions, vehicles, vehicle livery additions, clothing mods, other infrastructure, whatever it may be, is requested by the factions through Faction Management. This goes for both legal factions and illegal factions. Also, for you guys to understand why some mods are added more frequently than others. Vehicles: Each vehicle has their own DLC, they are fairly easily deployed and edited. Requirements: Reasonable file size + LODs. Liveries can usually be added quickly. Vehicles without LODs can not just be thrown in, and LODs aren't easily created as it requires some modelling experience. Weapons: There are a few script additions that are required to add weapon mods, however, for the most part they are also able to be added rather quickly. Buildings: Buildings are usually added in batches, unless it's a re-work of an area. They require a bit more work as they are combined with other mods. Clothing: The bain of our existence. Rockstar has in all it's wisdom, added a hardcoded .ymt limit (the file that controls clothes be added). This means we are not cosolidate our mods into, right now, two different clothing packs made up of 12 different DLCs. The organization of these takes time and there are a lot of files (currently we are close to 3 GB just in clothing and i think something like 20k files.). Editing these also isn't as easy as for example cars, especially if you aren't experienced in rigging. They take more time. I hope this addresses some of the comments on this topic and will give some of you a better understanding of what we exactly are looking at. Tl;dr: Client side vehicles are just not feasible. Modding wise, we can't just add everything. We need to optimize and ensure that things work and doesn't crash / lag people out and stuff needs LODs, so we don't have people walking around naked, riding ghost bikes or sitting in ghost cars.
  4. You seem to be having this issue a whole lot more than anyone else. What areas / area do you roleplay in? If you really wanna help, you will need to start recording your screen all the way until the crash, as it might help identify the issue. Otherwise this is a needle in a haystack and will not be solved.
  5. Not a mod. Clientside. Not a mod. File should be overwritten. Please restart your game after download. Rage bug. Fixed for next patch deployment. Fixed for next patch deployment. Fixed for next patch deployment.
  6. Oggy

    The Corpse Problem

    ? I don't remember being contacted by any Government entity regarding financial investigations. So if you would like to actually bring something up, feel free to bring it up to PD leadership.
  7. Previously forwarded hair that was offered as "black hair" was too big filewise and we could not feasible add that to the server. (Some were the same size as cars). The upcoming update is aiming to optimize and debrand, not add a lot of things. There are a couple of changes and additions, but at this time, no large or bulk addition for hair styles. Feel free to forward suggestions for the future through this:
  8. Submit Clothing Mods Hello! This guide aims to assist those that wish to provide clothing mods that align with our server's current standards. We receive numerous mod submissions from players, but only a few meet the criteria we currently enforce. As the small team that we are, we lack the manpower to do all these fixes ourselves. It's crucial for us to maintain these elevated standards for clothing mods due to our growing number of mods on the server. This ensures that the game maintains its intended beauty and performance without encountering issues such as LOD glitches when characters are viewed from a distance. When evaluating mod submissions, we mainly focus on these specific aspects: LOD Levels LOD, or Level of Detail, is essential. This involves rendering less detailed versions of the model as the player moves farther away from something to optimize performance. Small accessories such as necklaces does not require LOD's as they aren't seen from a far anyways. Below is a short video on how to quickly make LOD's, it does require you to have some experience with 3d softwares such as 3ds max as shown in the example. https://streamable.com/wqlqfp How do I check if my mod has LOD's? Below is a gif on how you can check this with OpenIV. https://i.gyazo.com/29724f6d807ea984718f5b5c533eea48.mp4 Texture Optimization We refrain from adding 4k or 2k textures as they tend to consume an unnecessary amount of VRAM, which can be problematic considering the server's player count and how many are usually gathered in one spot. To maintain performance, we prefer textures at 512 or 1024 resolution, with some exceptions. Here are examples of a bad and a good texture. You might question why the bad example is considered bad. Well, it contains a lot of empty space on the texture. Despite the emptiness, the game must process all those pixels, which places extra strain on your CPU. If we continue to include textures like these, we simply won't have a good experience playing on our server, at least the players with older systems. This isn't a hard thing to address if you know your way around 3d softwares and Photoshop. Real-life brands are not allowed on your textures. Bad Good Rigging Quality It is vital for clothing mods to be well-rigged, ensuring that they blend seamlessly with other mods. Proper rigging prevents undesirable movements like triangles on one leg of pants moving when the opposite leg is in motion. When the above criterias are met, you're free to submit the mods to me through a forum pm and we'll look at adding them in the following clothing update.
  9. It's already something that is being worked on.
  10. What are your ingame settings? Send a full picture of everyuthing. What mods do you have?
  11. The issue is that these new files through tebex are encrypted. Means that we probably would not be able to build a DLC out of this. The only option would be to convince the creator to let us have the unencrypted files and last attempts at getting that were unsuccessful. @Nervous
  12. The ones that have an effect were banned from use. The rest have only visual changes, no stat changes.
  13. That is not correct either. The bug has been identified and will be handled, but it has nothing to do with LEO rifles being different.
  14. A bug with rifles is already confirmed and handed off to Development. It will hopefully be fixed soon. All this talk about: "Skill issue, learn to shoot, use other guns." is honestly just toxic talk. All sides are affected by this issue, depending on the rifle they use.
  15. You are bringing up German law, but the exact law you are bringing up is 1) outdated in the case of video games and 2) irrelevant for players. https://www.google.com/search?q=verfassungsfeindliche+symbole+in+videospielen&client=opera-gx&hs=5Zp&sxsrf=APq-WBsvsj2i1lhYjH2Tfe1D5qQEb6sEaA%3A1649015848475&ei=KPxJYsDKHOeo9u8Pls6RwA4&oq=verfassungsfeindliche+symbole+in+v&gs_lcp=Cgdnd3Mtd2l6EAMYADIGCAAQFhAeMgYIABAWEB46BAgjECc6CwguEIAEELEDEIMBOgsIABCABBCxAxCDAToLCC4QsQMQgwEQ1AI6DgguEIAEELEDEMcBENEDOhEILhCABBCxAxCDARDHARDRAzoICC4QsQMQgwE6BAgAEEM6DggAEIAEELEDEIMBEMkDOgUIABCABDoFCAAQsQM6CAgAELEDEIMBOgcIABCxAxBDOggIABCABBCxAzoKCAAQsQMQgwEQCkoECEEYAEoECEYYAFAAWJouYOY0aABwAHgAgAHlAYgB6wiSAQYxMS4wLjGYAQCgAQHAAQE&sclient=gws-wiz
  16. Please contact 21323757 for viewing times.
  17. Offering buyout pending viewing. Please contact 21323757 for viewing times.
  18. Alright... I think a few things need to be said here. This clothing update has been planned and been worked on for months. In these months, everyone on this server had a chance to suggest mods to be added to the server. Especially on the male side of things, we were lacking the good mod suggestions. The reason for this is simple: There is a lack of them. Whenever we had the chance to grab some up, we did. Whenever we could take a mod and optimize it to a point they were deemed acceptable, we did. Whatever we could add, we did. We do not have more. Did females get more stuff? Yes. Why? There is more. Would you rather have us add less things? @Jennie collected a ton of mods and we had to cut away a ton of her suggestions, which was a shame but just a reality. We can not create a whole bunch of "normal clothing" or specific needs you might have, out of nowhere. It just is not a thing in the world of GTA Modding. I am sure if anyone had an actual mod they could have added in this update, they would have posted it in the past 6 pages. 12,651. That is the amount of different clothing files that are on this server right now. It is a shit ton. Looking at the comments here, that is still not enough? People want more, and more, and more. We are reaching and pushing limits here. Personally I would give you all of the mods in the world. Have you add your own mods for all I care. Reality is though, that just is not possible or feasible. We got to optimize, try, test, and do it all over again. There are files that are simply too big.
  19. Still limited by RAGE and GTA fue to a hard coded limit. RAGE needs to hook into it in order for us to add new guns and bring in the glock, sig and m&p 9 again.
×
×
  • Create New...