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[IV | REL/WIP] FuelScript IV Version 3.1.1 Beta (16/11/09)
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Andrew  |
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Group: Forum Admins
Joined: Jul 21, 2003


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a-k-t-w  |
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Wannabe GTA IV Dev

Group: Members
Joined: Sep 30, 2008


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CaptainDingo  |
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Not actually a captain, or a dingo.

Group: Members
Joined: Jan 18, 2009


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Pretty interesting, however before I download, in my opinion the speed and health bar are rather unnecessary for the purpose of the mod, as well as the fact that the bars in general are too large and obtrusive. If it was only a fuel bar, was more towards the bottom right of the screen, and was a bit smaller it'd be perfect. What I like: You can change the fuel price in the .ini, which is nice because I think by default you charge way too much. This post has been edited by CaptainDingo on Sunday, Feb 22 2009, 21:39
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Andrew  |
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Group: Forum Admins
Joined: Jul 21, 2003


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| QUOTE (CaptainDingo @ Feb 22 2009, 22:59) | I seem to have other big problems with it as well...
Like, cars I get into won't drive, period. Niko gets stuck turning the key forever. |
To fix that problem you need to start the car using the key press for the engine. Control + R. Then Niko should be able to start the car. For anyone having problems filling up, try with E key. Anyone who is having the script crash on them, please send me the scripthookdotnet.log file in the IV folder. Edit: Niko should just exit the car as normal. Next release will hopefully have the toggle switcheds implemented. Edit2: I see what people actually mean by the speedo display, I've actually been playing the missions with it just now, and realised its quite big. When testing I didn't do any missions, lol. This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 22:27
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CaptainDingo  |
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Not actually a captain, or a dingo.

Group: Members
Joined: Jan 18, 2009


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Okay, I've played with it a bit more, and have more feedback (constructive, I understand nothing works all the time  ). Here's what I've gathered: -Turning the engine on and off is rather inconvenient using the default mapping, so I remapped it to a single key (Z) and it works better for me, personally. -It wasn't made clear but yes, it seems E is the key that makes you fill your car up... despite it even saying in the .ini file that R is the key for it?  -Holding E down fills it continuously, which is good because I was afraid I'd be sitting there hammering E to get my car filled.  -One big issue right now, is you can't see the fuel gauge while you're filling it up, which leads me to a lot of getting in and out of the car to see how much I've put in. -In my opinion, gas isn't used fast enough. If it was consumed twice as quickly, it really wouldn't hurt anything. As it is, if your fuel bar is orange, you can still do a few laps back and forth across all the islands without worrying about running out. That's actually my biggest complaint right now, is there's never a reason to fill the car up unless you're driving around for like two hours IRL. So in total, here's what I'd like to see changed in future versions: 1) Either increase the consumption rate or let us change it via the .ini file. 2) Letting us pick our own fuel costs via the .ini is goooood, leave it in.  3) The bars need to be less obtrusive. Also, a question: Is this mod changing how much damage my car can take? It feels like my cars are catching fire a lot faster... which is obviously not a good thing.
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Andrew  |
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Group: Forum Admins
Joined: Jul 21, 2003


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| QUOTE (CaptainDingo @ Feb 22 2009, 23:32) | Okay, I've played with it a bit more, and have more feedback (constructive, I understand nothing works all the time ).
Here's what I've gathered:
-Turning the engine on and off is rather inconvenient using the default mapping, so I remapped it to a single key (Z) and it works better for me, personally.
-It wasn't made clear but yes, it seems E is the key that makes you fill your car up... despite it even saying in the .ini file that R is the key for it? 
-Holding E down fills it continuously, which is good because I was afraid I'd be sitting there hammering E to get my car filled. 
-One big issue right now, is you can't see the fuel gauge while you're filling it up, which leads me to a lot of getting in and out of the car to see how much I've put in.
-In my opinion, gas isn't used fast enough. If it was consumed twice as quickly, it really wouldn't hurt anything. As it is, if your fuel bar is orange, you can still do a few laps back and forth across all the islands without worrying about running out. That's actually my biggest complaint right now, is there's never a reason to fill the car up unless you're driving around for like two hours IRL.
So in total, here's what I'd like to see changed in future versions:
1) Either increase the consumption rate or let us change it via the .ini file. 2) Letting us pick our own fuel costs via the .ini is goooood, leave it in.  3) The bars need to be less obtrusive.
Also, a question: Is this mod changing how much damage my car can take? It feels like my cars are catching fire a lot faster... which is obviously not a good thing. |
Shouldn't be changing the cars engine damage. I'm trying to find a balance for the comsumption rate and failing. Currently the comsumtion calculation looks like this. | CODE | if (vehSpeed < 1) fuelRatio = 0.00f;
if (vehSpeed > 1) if(vehSpeed < 10) fuelRatio = 0.10f; //miminal drain above 0mph
if (vehSpeed > 10) if(vehSpeed < 20) fuelRatio = 0.20f;
if (vehSpeed > 20) if(vehSpeed < 30) fuelRatio = 0.30f;
if (vehSpeed > 30) if(vehSpeed < 40) fuelRatio = 0.40f;
if (vehSpeed > 40) if (vehSpeed < 50) fuelRatio = 0.50f;
if (vehSpeed > 50) if (vehSpeed < 60) fuelRatio = 0.60f;
if (vehSpeed > 60) if (vehSpeed < 70) fuelRatio = 0.70f;
if (vehSpeed > 70) if (vehSpeed < 80) fuelRatio = 0.80f;
if (vehSpeed > 80) if (vehSpeed < 90) fuelRatio = 0.90f;
if (vehSpeed > 90) if (vehSpeed < 100) fuelRatio = 1.00f;
if (vehSpeed > 100) if (vehSpeed < 120) fuelRatio = 1.50f;
if (vehSpeed > 120) if (vehSpeed < 140) fuelRatio = 2.0f;
if (vehSpeed > 140) if (vehSpeed < 180) fuelRatio = 2.50f;
if (vehSpeed > 200) fuelRatio = 4.0f;
//add on the extra from the engine damage float calc = engineHealth / 100;
if (calc > 20) if(calc < 40) fuelRatio = fuelRatio + 1.0f;
if (calc > 40) if(calc < 60) fuelRatio = fuelRatio + 2.0f;
if (calc > 70) fuelRatio = fuelRatio + 3.0f;
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Changes to be made in next release: - Change the GUI display - Toggle switches - Fuel consumption. - Fuel gauge to be shown when filling up. This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 22:45
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CaptainDingo  |
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Not actually a captain, or a dingo.

Group: Members
Joined: Jan 18, 2009


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I had another thought too that would reduce how much code you've been writing for the fuel consumption. I've only ever dabbled with coding and I'm not good enough to really do anything, but I'm fairly certain I understand the gist of it... Rather than having a dozen If statements, maybe you could simply multiply the fuel consumption by however fast the car is going. That way you only need one little snippet of code to handle the fuel consumption rather than: if 10-20 MPH then consume 0.5 if 20-30 MPH then consume 1.0 if 30-40 MPH then consume 1.5 etc, it might be easier (and all you'd have to do is change a multiplier) if you just made it a straight: Make consumption of fuel = current speed x 0.2 (or whatever  ).
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Andrew  |
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Group: Forum Admins
Joined: Jul 21, 2003


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| QUOTE (CaptainDingo @ Feb 23 2009, 00:03) | I had another thought too that would reduce how much code you've been writing for the fuel consumption.
I've only ever dabbled with coding and I'm not good enough to really do anything, but I'm fairly certain I understand the gist of it...
Rather than having a dozen If statements, maybe you could simply multiply the fuel consumption by however fast the car is going. That way you only need one little snippet of code to handle the fuel consumption rather than:
if 10-20 MPH then consume 0.5 if 20-30 MPH then consume 1.0 if 30-40 MPH then consume 1.5
etc, it might be easier (and all you'd have to do is change a multiplier) if you just made it a straight:
Make consumption of fuel = current speed x 0.2 (or whatever ). |
Hmm, I'll definately have a play around with that. I was aiming for something where, at normalish speeds ie 0 - 60od. The tank wouldn't drain very quickly, whereas above 60 it would start to drain rapidly. Edit: Just doing a quick test using fuelRatio = vehSpeed * 0.05f, I might stick to that, and add that fuelRatio value to the ini so people can change it. Edit2: Doesn't seem too bad. I'll stick to that. This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 23:23
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Andrew  |
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Group: Forum Admins
Joined: Jul 21, 2003


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Also changed the way the fuelRatio was calculated by engine damage. There are two multipliers, the first one is 1.5 times the current fuelRatio, and the second one is 3 times the current fuelRatio.
So if your engine is knackered, and you're flooring it you're going to drain that fuel tank pretty fast. Which is exactly what happens, With the engine in the red, flooring it to Alderny, I think I was burning about 13.5L a second!
Edit: Released 2.1 RC. Its on the gtagarage page. The only changes to this version is the fuelCalculation, you can now set these in the ini file. I've also removed the grey rectangle, but the gauges remain.
Edit2: You'll find in 2.1 that I've left in some functions that I used whilst testing. The following Keys cannot be mapped to. Q, Y, T, E
This post has been edited by Gangsta Killa on Sunday, Feb 22 2009, 23:52
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