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View Code? Open in Web Editor NEWA Lighting Control Plugin for Grand Theft Auto V
License: GNU General Public License v3.0
A Lighting Control Plugin for Grand Theft Auto V
License: GNU General Public License v3.0
I have 3 feature requests I would like to add:
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>
At least up to 8, possibly work on a "infinite" amount of slots.
Idea by: Jakub#6969 (DLS Discord Server)
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.
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.
Idea by: Unknown
Possibly add <ShouldAIYield>
tag to the vehicle configuration file.
Due to GameFiber.Yield not being called in some circumstances
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.
Possibly insert the following section into the xml:
<Models>police,police2,police3</Models>
Background for the UI siren controller doesn't seem to support transparent PNG.
The transparent parts are covered with white.
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.
Avoids updates (if modifies how some stuff works) to completely break the script, only requiring changes in the wrappers.
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
Currently maintained in DLS-Private's cel-for-dls branch. Needs playtesting and completing structure.
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
.
Lines 62 to 63 in 050e561
Lines 322 to 323 in 050e561
@TheMaybeast What is supposed to be the default key for UI isn't.
(sc from the .ini in installation files, public version)
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
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)
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)
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.
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