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  • 9b7e69 noiseface

    @IAmJFry L revives in place, but what I was imagining was being on the ground revived and animation getting up off the ground

    2017年12月03日
  • 9b7e69 noiseface

    Hilarious mod. I really like the whole "Drop Dead Fred" cartoon death scenario. It gives you a lot of options for playing out a scene. Is there some way of making it so that you don't respawn but revive in place and get up off the ground, instead of respawning there?

    2017年12月03日
  • 9b7e69 noiseface

    Mod looks fantastic on paper and in principle. I just wish the accuracy of enemies was temporarily lowered in this dodge so that it functioned as a dodge. Right now it feels like Max Payne vs a clone army of Deadshot

    2017年11月12日
  • 9b7e69 noiseface

    Honestly didn't think this could get better. Way to prove me wrong!

    2017年10月31日
  • 9b7e69 noiseface

    @nm710 I appreciate the compliment, but the only things I have ever coded were trainers that use memory hacks and built assets in gaming engines where I was literally able to force verts to cross for some weird side effects, hence my familiarity with memory glitches and funky bouncing assets.

    2017年10月31日
  • 9b7e69 noiseface

    @CnK If the game starts to free or lag, leave the physical area. I advise you go into an area you need to "load" into, like fast travelling with a cab. If my suspicions are correct, your game is crashing because of a memory glitch created by the number of items colliding not cycling out. Imagine if you crashed a car into a wall in the game. Now imagine if ten thousand cars crashed repeatedly. They don't explode, but they just keep crashing repeatedly. This puts a heavy load on processing. This would happen a lot more frequently in areas where the traffic is moving quickly.

    2017年10月30日
  • 9b7e69 noiseface

    @MrQuiche This is the result of a collision detection glitch created when two vertices intersect between two objects that are not supposed to. Normally when two verts start to intersect, collision detection bounces the two objects against but off one another so the lines do not intersect, but collision detection uses speed over time to calculate the precise location of verts in this formula. If you freeze an object in motion, collision detection does not turn off but it drops the calculation and if the objects were moving fast enough, when unfreezing the detection does not have time to recalculate and by the time it does calculate the collision, the object verts have crossed.

    At this point, the game is still running the detection so it snags the object in verts and tries to bounce the objects off which is impossible to do if the verts are crossed. This happens thousands of times every time you hit freeze as there are thousands of assets colliding at any given time. The glitch only happens when they're moving too fast for the game to recalculate when time is unfrozen.

    This mod shows promise. I really hope the developer figures out the memory address for freezing time in the rockstar editor, rather than trying to imitate it in this fashion.

    2017年10月30日
  • 9b7e69 noiseface

    @0x7 Have you tried using a memory scan in debug mode while freezing the game in rockstar editor to find a possible address for the function?

    2017年10月30日
  • 9b7e69 noiseface

    @Silent Stabber This can already be done. When you're in a car right click to select destination to teleport to, teleport. Ragdoll option toggled and your character will be in the sitting position immediately transitioning to standing position.

    2017年10月19日
  • 9b7e69 noiseface

    This is by far hands down bar none, my favorite mod in GTA5. Now where's the damn donate button!?

    2017年10月17日