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@no_option
Hello. I would like to ask you a question about your script.
I would like to know if it would be possible to modify it to introduce a new / additional correction / new thing related to wheel rotation.
Can you reach out to me and write on Discord:
remixpl1994
I will be grateful for any answer. Regards.
@Larcius
Is 100% NVE compatibility possible?
@JayMontana36
Is it possible to raise the default FPS and tickets without any loss in terms of graphics and possible graphical artifacts?
For example:
1. Default FPS without script = 55 FPS.
2. Together with your .lua script for day and night = 75 FPS but possible graphic artifacts in the distance of the screen.
3. Your script increasing FPS and tickets but to the point where it does not cause any artifacts and graphical degradation = 60 / 65 FPS?
I am interested in whether it is possible to get at least a little more FPS without any loss of graphical details and any errors in the distance.
Such a version would interest me the most both for night and day, where all artifacts and graphical errors are noticed in shadows and object rendering, etc.
@JayMontana36
My question. why is it in .lua instead of .dll or .asi?
@andre500
Hello, how is the compatibility of your All MP Vehicles in SP.dll when using custom popgroups.ymt files from NVE or from F7YO or Skysder' or Sparky66 or from Cass and his World Of Variety?
What is the traffic like then?
Does popgroups.ymt control the traffic and what vehicles are to be used by the game then or All MP Vehicles in SP.dll ignores the values from popgroups.ymt and sets its own settings permanently that determine what vehicles appear in traffic and in parking lots parked?
Btw. When using your .dll file, do you need to use some other trainer, etc., so that MP vehicles do not disappear in the game or your file itself. dll does it by itself and automatically without the help of other trainers etc?
@InfamousSabre
Is it possible that in the next update or in the future there will be compatibility with NVE and its light settings and its textures?
Good
*Add instead of just purple etc is gradients of purple from lighter to darker with a nice transition
https://i.imgur.com/DUOyamG.png
e.g. here.
Add purples instead of just purple gradients from lighter to darker with a nice transition.
In addition, replace the white center with a white-gray gradient or white-gray-black.
Solid white alone in colored icons does not look good.
It's different when the whole icon is black and white in a solid color. Then it looks nice.
example of a nice icon:
https://i.imgur.com/2Dqpsxb.png
example of an ugly icon:
https://i.imgur.com/kxuuB7Y.png
A solid blue without a gradient with a dull white center doesn't look good.
@MadTherseus
What about colored blips_texturesheet_ng_3 ?
And could you do the whole / everything @Polopai style
The thing is that all his colored icons have a slight color gradient instead of a single solid coloring which makes them look better.
In addition, each icon should have a fairly thick and black border of the icon so that it is clearly visible on the map when zooming in and out.
If you can do that, that'd be great.