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albion

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  1. A couple things that have been on my mind for a bit: For sound emitters, could we have a way to start from/seek to a specific time in a sound? There's soundTimeline scripts to set specific times you can seek to, but they only work for FMOD events, which afaik mods can't create. VehiclePart:setModelVisible() doesn't apply the transform of the vehicle to the new model until the vehicle updates on the next tick; this is really obvious and distracting at 60fps. Attached is an image of what this can look like. The only way I've found around this is to call the vehicle's entire update method after setting model visibility but that's probably not a good idea? Some way to control shader uniforms from Lua would let us get a lot more creative with visuals.
  2. 41.78.12 No mods Co-ordinates: 10882x10079x1 You can actually just see it from indoors, too
  3. 41.78.12 Occurs in both singleplayer and multiplayer No mods Still occurs on new saves Reproduction steps: Find or spawn a Chevalier Cerise Wagon (Base.CarStationWagon) or Franklin All-Terrain (Base.SUV) that has its rear door windows intact Open the mechanics overlay for this vehicle — you will notice the rear door windows in the vehicle image appear to be missing Remove/replace the rear windows — the far back windows that should be part of the rear windshield will be updated instead Note: there's already commented out code in ISCarMechanicsOverlay that fixes this bug: in my limited testing reactivating this seemed to work perfectly.
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