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Van_Zandt
Vespucci Beach
129 files liked
150 comments
2 videos
10 uploads
70 followers
16.241 downloads
  • B65c12 the dark knight fichtner 480 poster

    @ollyolly It's a feature not a bug

    in urma cu 1 zi
  • B65c12 the dark knight fichtner 480 poster

    I don't know if this has been asked, but how is this different from modifying the popcycle?

    in urma cu 2 zile
  • B65c12 the dark knight fichtner 480 poster

    Hey I was having issues with the hominglauncher and after comparing the weaponanimations with your mod against the default weaponanimations located in mpchristmas2, I noticed you were missing the animations for the Homing launcher, snowball, etc.

    in urma cu 8 zile
  • B65c12 the dark knight fichtner 480 poster

    @ollyolly A quick google search gives you comparisons. It also shows that the GGX specular creates a more "natural" light vs the Bling Phong

    09 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    @KRYST4LCLR Yes.

    From what I've found, mods that modify carcols, carvariations, or the addition of dlcpacks with those included don't benefit from increasing the maximum amount of vehicleinfo available.

    So for example, and just a theory, but with "MaxVehicleModelInfos" set to 5000, which is what i had with Dilapidated's gameconfig, when you mods that increased variations or carcols (named "VehicleModelInfoVarGlobal" inside the carcols file)" it doesn't benefit from the increases because it's capped at the maximum of 5000. I'm not sure how R* configured "VehicleModelInfoVarGlobal" (carcols) and "CVehicleModelInfoVariation" (carvariations) but I've found increasing them increases the variety of vehicles and variations spawned in the popcycle. HOWEVER, it also benefits from increasing "vehicles" as well beause I noticed crashing using poolmanager to trash the reasons.

    Anyways, I would say to experiment with those values in your next iterations to see if you notice variations in vehicle model types. You can also adjust MaxWeaponModelInfos if you add weapons but I don't mess with weapons to much so I don't pay attention to variations based on loadouts.

    04 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    @JAM102970 The gameconfig by Dilapidated is the standard. It's included in RDE or released separately on github and contains alot of heap info not found in the default gameconfig that's been pulled from the .exe. Also, Most people need to learn that "configinfo" needs to be modified. It allows the game to allot for added dlcs because every entity contained a dataset under blobinfo that stores the information.

    04 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    Needs option to customize keys

    04 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    The content.xml is wrong. Otherwise solid MLO

    03 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    I'm not sure why, but on the Seagrave I'm having issues with the emergency lights being broken as if they're missing parts or the shader

    01 Noiembrie 2024
  • B65c12 the dark knight fichtner 480 poster

    @zuganumuga The problem with this mod is that it replaces your gameconfig. I had a custom one and after installing this had crashes and realized it had replaced my custom gameconfig

    31 Octombrie 2024