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  • Df5e9e censored avatar

    @Reyser
    That's odd. Did a quick test and it's only sounding once for me (and logging the key output - only 1 key is registered).

    For some reason it's sounding twice on a controller however, but not the keyboard.

    @syfer19877
    Yes those should be supported. Custom vehicles (like in the pic at the top) appear and spawn fine so I don't see any issues with custom planes and helis. They won't have any custom preview images however, and if they don't have any custom labels - will just be called "item [number]".

    @SyahRon
    Either remove AB's scripthook menu (as ENT is built on AB's scripthook menu so it's not needed) or open ENT-config.xml and rebind the open key.

    преди 7 часа
  • Df5e9e censored avatar

    @electrolightning
    You can't at the moment as all the strings are hard coded. Some labels (i.e vehicles and vehicle categories) are localised however.

    @apiotr
    That's been mentioned already. It's a side effect of the controller overhaul.

    @Reyser
    Not had any double-enter issues when I tested it. Which key are you using to enter submenus? After the recent rework both the enter key and numpad 5 work as enter keys.

    преди 22 часа
  • Df5e9e censored avatar

    @HvyMetal55
    We couldn't reproduce what was happening for you so can't tell you for certain if it's fixed or not.

    I can say 2 of the most common causes of crashes (non 360-pad use and non-ASCII Windows usernames) have been fixed however.

  • Df5e9e censored avatar

    @Lp750-4
    Your enabled features are disabled. Your saved vehicles etc won't be affected.

    @miketheratguy
    For 360 pad users (myself included when I need to test things) ENT worked fine.

    The crashes happened for those who use DS4 or other non-360 pads (which there's a surprising number of users who do) so the best solution was to start from a point where it would work for everyone (both DS4/non-360 controller users and 360 controller users) hence the change.

  • Df5e9e censored avatar

    @ssmillian45
    Sadly no as it's related to the new controller support. We'll have to patch it and release a new update fixing it.

  • Df5e9e censored avatar

    @SnakeSolid
    It was removed from the config as I removed Xinput from ENT completely as that was causing the game to hang and/or crash if either a controller was plugged in during load or the user was using a controller emulator (like DS4 windows).

    I replaced it with R*'s own controller system - which means rebinding controller buttons is not possible at the moment until we figure out a clean way to get it working.

    Xinput supported controller key remapping (which is what was in the config); R*'s one does not (unless we make it ourselves).

    It's a small downside to stopping the controller related crashes (at least in the meantime).

    @ssmillian45
    Sounds like it's related to the controller overhaul.

    Are you using a controller and/or do you have the indicator option enabled?

    Regarding the camera - that's semi-intentional as R* share controller button IDs with certain keyboard keys, so to prevent the camera flicking in and out really quickly as you navigated ENT, I disabled the camera key until you close ENT. Same with the phone (Dpad up is disabled while ENT is open so you don't open the phone while navigating ENT).

    It is primarily for controller users, but it looks like the controller button ID is shared on the keyboard which is why you can't use the camera key.

    Преди 2 дена
  • Df5e9e censored avatar

    @IreBurn
    At the moment, yeah that bind will no longer work. It's now back to the default RB + Y at least until we figure out a means to allow controller bind customisation again.

    It's a temporary downside to fixing the Xinput related crashes.

    Преди 2 дена
  • Df5e9e censored avatar
    Закачен коментар

    Enhanced Native Trainer: Update 44.0
    Changelog:

    Added:
    * Overhauled the vehicle spawn system. ENT will now dynamically update the vehicle lists during initial start up. It will also auto-update the vehicle categories, including custom vehicles. Thanks to @Zorg93 for the original code.
    * Vehicle make and model names are pulled from the game so will be localised as a result. Some vehicles don’t have make labels, so will only show the model instead. Thanks to @ikt for the original offsets.
    * Vehicles are auto-sorted into categories (the same categories R* uses).
    * Vehicle categories now use in-game labels.
    * Due to the overhauled vehicle system - custom vehicles are now supported as ENT will pull them from the game, and will put them into the proper category automatically. No support is included for custom vehicle install issues however.
    * Vehicles without names are just given an “item [number]” instead. Vehicles with labels (including custom ones) will show the correct name.
    * As vehicles are pulled dynamically - IF A VEHICLE IS MISSING FROM THE LIST, UPDATE YOUR GAME! There is nothing we can do about it as ENT will only show you vehicles which are available for your game version.
    * Removed Xinput from ENT and replaced it with in-game controller binds. This fixes the crashes some users had when emulating a 360 pad through controller emulators such as DS4Windows.
    * As a result of the new controller system - rebinding controller keys is no longer supported (at the moment). Controller binds are the same as before this change. The controller binds have been removed from ent-config.

    Contributions wholly thanks to @Slash_Alex:

    Added:
    * Added a 'Garment Factory (empty)' interior.
    * Added a 'Rogers Salvage & Scrap' interior + fixed a tiny bug in the teleportation option (thanks @Sjaak327 for the code).
    * Added an American flag for the 'Object Spawner' feature.

    Improved:
    * Improved the 'Fuel Consumption' feature. You can add/remove fuel stations in the 'ent-config.xml' file now. The updated 'ent-config.xml' file is required.
    * Improved the 'Bodyguards' feature. Bodyguards have a default weapon now to use in vehicles.
    * Improved the 'Vehicle Tracking' option. It's disabled for some heist missions now for compatibility with getaway vehicles.
    * Improved the 'Load Online Map' option. It remembers its state now.

    Fixed:
    * Fixed a nasty compatibility bug between the 'Manual Respawn' and the 'Lose Weapons On Arrest/Death' options. It hung the game occasionally.
    * Fixed a bug in the 'Train Speed' option. It crashed ENT on missions occasionally.
    * Fixed a nasty bug in the 'Cannot Pickup Dropped Weapons' option. It removed your current weapon when you died.
    * Fixed some bugs in the 'Aggressive Drivers' and the 'Vigilante Citizens' options. They broke some missions.
    * Fixed some nasty bugs in the 'Drop Weapon When Empty' option. It didn't work properly for some weapons.
    * Fixed a bug in the 'Weapon Damage Modifier' option. It failed some missions.
    * Fixed a nasty compatibility bug between the 'Vehicle Indicators' feature and the 'Show Current Mileage' option. They didn't work together.
    * Fixed a bug in the 'Fuel Consumption' feature. There was a problem with bicycles.
    * Fixed a tiny bug in the 'Change Weather' feature. The updated 'ent-config.xml' file is required.
    * Fixed a bug in the 'Show Police Blips Permanently' option. It didn't remove a blip of a dead cop.
    * Fixed some bugs in the 'Vehicle Tracking' option. It could crash the game sometimes.
    * Fixed some bugs in the 'Random Spawn Vehicle' option.
    * Fixed some non working vehicle previews. You will require the included ent-previews.ytd file for these to work.
    * Fixed a tiny but nasty bug in the 'Default Menu Tab' option.

    Known Bugs:-
    * If you attempt to load the same IPL one after the other (i.e CEO office Style 1 -> CEO office Style 1 (Messy)) then the IPL will fail to load unless you load another one and teleport back.
    * Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
    * Some vehicle mod options use the wrong category name (i.e Arena War vehicles have mods which use the same mod index as normal vehicles, but their contents are different).

    Разгърни за да можеш да прочетеш цялото съдържание на коментара
    Преди 2 дена
  • Df5e9e censored avatar

    Enhanced Native Trainer: Update 44.0
    Changelog:

    Added:
    * Overhauled the vehicle spawn system. ENT will now dynamically update the vehicle lists during initial start up. It will also auto-update the vehicle categories, including custom vehicles. Thanks to Zorg93 for the original code.
    * Vehicle make and model names are pulled from the game so will be localised as a result. Some vehicles don’t have make labels, so will only show the model instead. Thanks to @ikt for the original offsets.
    * Vehicles are auto-sorted into categories (the same categories R* uses).
    * Due to the overhauled vehicle system - custom vehicles are now supported as ENT will pull them from the game, and will put them into the proper category automatically. No support is included for custom vehicle install issues however.
    * Vehicles without names are just given an “item [number]” instead. Vehicles with labels (including custom ones) will show the correct name.
    * As vehicles are pulled dynamically - IF A VEHICLE IS MISSING FROM THE LIST, UPDATE YOUR GAME! There is nothing we can do about it as ENT will only show you vehicles which are available for your game version.
    * Removed Xinput from ENT and replaced it with in-game controller binds. This fixes the crashes some users had when emulating a 360 pad through controller emulators such as DS4Windows.
    * As a result of the new controller system - rebinding controller keys is no longer supported (at the moment). Controller binds are the same as before this change. The controller binds have been removed from ent-config.

    Contributions wholly thanks to @Slash_Alex:

    Added:
    * Added a 'Garment Factory (empty)' interior.
    * Added a 'Rogers Salvage & Scrap' interior + fixed a tiny bug in the teleportation option (thanks Sjaak327 for the code).
    * Added an American flag for the 'Object Spawner' feature.

    Improved:
    * Improved the 'Fuel Consumption' feature. You can add/remove fuel stations in the 'ent-config.xml' file now. The updated 'ent-config.xml' file is required.
    * Improved the 'Bodyguards' feature. Bodyguards have a default weapon now to use in vehicles.
    * Improved the 'Vehicle Tracking' option. It's disabled for some heist missions now for compatibility with getaway vehicles.
    * Improved the 'Load Online Map' option. It remembers its state now.

    Fixed:
    * Fixed a nasty compatibility bug between the 'Manual Respawn' and the 'Lose Weapons On Arrest/Death' options. It hung the game occasionally.
    * Fixed a bug in the 'Train Speed' option. It crashed ENT on missions occasionally.
    * Fixed a nasty bug in the 'Cannot Pickup Dropped Weapons' option. It removed your current weapon when you died.
    * Fixed some bugs in the 'Aggressive Drivers' and the 'Vigilante Citizens' options. They broke some missions.
    * Fixed some nasty bugs in the 'Drop Weapon When Empty' option. It didn't work properly for some weapons.
    * Fixed a bug in the 'Weapon Damage Modifier' option. It failed some missions.
    * Fixed a nasty compatibility bug between the 'Vehicle Indicators' feature and the 'Show Current Mileage' option. They didn't work together.
    * Fixed a bug in the 'Fuel Consumption' feature. There was a problem with bicycles.
    * Fixed a tiny bug in the 'Change Weather' feature. The updated 'ent-config.xml' file is required.
    * Fixed a bug in the 'Show Police Blips Permanently' option. It didn't remove a blip of a dead cop.
    * Fixed some bugs in the 'Vehicle Tracking' option. It could crash the game sometimes.
    * Fixed some bugs in the 'Random Spawn Vehicle' option.
    * Fixed some non working vehicle previews. You will require the included ent-previews.ytd file for these to work.
    * Fixed a tiny but nasty bug in the 'Default Menu Tab' option.

    Known Bugs:-
    * If you attempt to load the same IPL one after the other (i.e CEO office Style 1 -> CEO office Style 1 (Messy)) then the IPL will fail to load unless you load another one and teleport back.
    * Some of the weapon tints (namely MK1 tints) use the incorrect name in ENT. This is a side effect of using the in-game names.
    * Some vehicle mod options use the wrong category name (i.e Arena War vehicles have mods which use the same mod index as normal vehicles, but their contents are different).

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    Преди 2 дена
  • Df5e9e censored avatar

    @ikt
    That's my fault. I've updated the changelog.

    Преди 2 дена