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dls's Issues

Feature requests

I have 3 feature requests I would like to add:

  1. Allow different TApatterns for different light stages. I am requesting this to allow red and blue lights to be mixed in with a TA during stage 2, but not during stage 1 (TA only).
  2. Add a modifier (alt, cntr) to "J" go downwards in lighting stages. It would also be cool to have a configurable button to go straight to a Stage (for example, D7 goes straight to stage2 and D8 goes straight to stage3 lighting).
  3. This has been mentioned before, but allow a toggle of takedowns using extralights.

Customizing order of stages and skipping stages

Moving the suggestion from these comments to a separate issue as requested:
#10 (comment)
#10 (comment)

In reference to #10, @MOPC222 suggested an option to reverse the light stages as a vehicle specific setting. This idea could be expanded, to allow customizing the order of stages and to skip specific stages per vehicle.

For example, there could be options per car to customize the standard cycle (by default 0>1>2>3>0) and (if implemented, see #10) the modified/backwards cycle (by default 0>3>2>1>0). This would also allow set ups like ELS' jump mode (J to cycle 0>3>0, Alt+J to cycle 0>3>2>1>0).

The settings in the xml could be like this for example:

<LightStages>
	<StageSwitch>1,2,3</StageSwitch>
	<ModifiedStageSwitch>3,2,1</ModifiedStageSwitch>
</LightStages>

Extend the amount of sirens slots for TA.

At least up to 8, possibly work on a "infinite" amount of slots.

  • Possibly merge the siren tags to a single one that interprets and splits into defined amount?

Idea by: Jakub#6969 (DLS Discord Server)

DLS Crash when changing vehicles in LSPDFR vehicle garage

When changing vehicles in the garage in LSPDFR, the plugin crashes. This happens regardless of whether the vehicle being changed from/to has a DLS .xml file attached or not.

Plugin can be restarted via RPH console with no issues after crash, however crash continues to occur each time the garage is accessed.

Verified the issue is still occurring in v1.0.2.

DLS.log
RagePluginHook.log

Controller bug

When pressing DPadDown on the controller to turn on the sirens, we can't shut it off again. Also the UI doesn't show the siren being on when activating it that way.

Add Takedown Feature

  • Possibly utilize extra-lights emissives following alexguirre's Spotlight implementation?
  • Possibly utilize extras as lights?
  • Possibly utilize sirens themselves (losing a few of them to it)?

Idea by: Unknown

Optimize PlayerController.cs

Possibly replace it with a input manager that only checks for key presses and calls specific methods according to the key pressed. Would reduce unnecessary and expensive calls to Game.LocalPlayer.Character and related items.

Cycling backwards through light stages

Rather than only being able to cycle through the light stages normally, it would be useful to also be able to cycle through them backwards.
This could be implemented like in ELS, where you press Alt+J (Modifier key + Switch key) to switch to the previous stage.

Additionally, this feature could also be added for the traffic advisor patterns and direction switching.

Tail-lights bug

Hello,

I have noticed an issue with DLS when it comes to tail-light sequences. If I load my vehicle in-game with DLS disabled on the vehicle (using my stock carcols.meta in the dlc.rpf), my rear tail lights wig-wag as expected. When I copy the same siren settings into the DLS config file for the vehicle (in my case, police6.xml), the tail-lights no longer wig-wag, and instead flash in synchronously.

What is really odd, is If I set a sequence for just ONE tail-light (either one works), the sequence plays just fine... Its when each light is assigned to a different sequence to both lights that it acts up. This only happens when DLS is enabled on the vehicle. I was using the same sequence numbers for testing and yielded different results.

I have uploaded 2 gifs showing what I am talking about: https://imgur.com/gallery/TVtjQmD

Sequence used:
<leftTailLight> <sequencer value="4294705152" /> </leftTailLight> <rightTailLight> <sequencer value="65532" /> </rightTailLight>

OR
11111111111111000000000000000000 / 00000000000000001111111111111100

Custom intlt_off.png isn't being loaded

When using a custom UI, the custom intlt_off.png is not being loaded, the default texture is shown instead.

This seems to be caused by UI/Importer.cs, I suppose for intlt_off in line 63 and line 323, it should be UIManager.Intlt_Off instead of UIManager.Intlt_On.

DLS/DLS/UI/Importer.cs

Lines 62 to 63 in 050e561

case "intlt_off":
UIManager.Intlt_On = new Sprite(Game.CreateTextureFromFile(file), new System.Drawing.Point(1920 - customUI.Width, 1080 - customUI.Height), new System.Drawing.Size(customUI.Width, customUI.Height));

DLS/DLS/UI/Importer.cs

Lines 322 to 323 in 050e561

case "intlt_off":
UIManager.Intlt_On = new Sprite(Game.CreateTextureFromFile(file), new System.Drawing.Point(1920 - customUI.Width, 1080 - customUI.Height), new System.Drawing.Size(customUI.Width, customUI.Height));

UI placement (siren controllers)

Ability to choose an offset (x, y) for the default UI siren controller in the [UI] section of the .ini
Ability to choose an offset (x, y) for each custom UI siren controller in the ... node of custom.xml

Remove police.xml from the install folder

so people won't have issues if they already have an ELS police replacement installed or they have some custom dls config for police on dls update/reinstall (i know u already closed this in DSS, was meant for dls2, but it would also be good for v1 until v2 is out)

Allow custom siren toggle "clicks"

As to avoid external dependencies consider studying native implementation for "custom" sounds, replacing unused and available sound strings.

If not successful, look into self-made lightweight implementation of a sound system.

If not successful, look into NAudio.

Idea by Vincentsgm#6666 (DLS Discord Server)

Siren .XML Name Duplicate

On page 4, the siren name that is used in the DLS.xml is the same for two different sirens. The name for [siren_2.wav] and [sirens_firetruck_quick_01.wav] is listed as (fast_9mvv0vf), even though the tones are different. The result in game is that the [siren_2.wav] sound plays and the [sirens_firetruck_quick_01.wav] can't be accessed at all in DLS.

Screenshot (385)_LI

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