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Excellent Work!!!
@Cordobes49 The useful part is "running over pedestrians the whole time." That points at a real bug I found in the code in the meantime: [...] I can't prove yet that this is what you hit — but it's the best match for the symptom, and it's fixed for the next version either way.
@GrandHaven Thanks Bro! I’m going to do one or two more updates for the mod, but that’s it... the NFS mod is still coming; I need to decide whether to rewrite it for Legacy as well... I actually ended up cutting a lot of stuff from V1.5 because the engine couldn't handle it—probably over a dozen features that could have been uploaded individually... I really loved the idea for my zombie mod, but with a horde of over 80 zombies (Days Gone style), I realized it was a disaster waiting to happen... haha... it’s a shame, really... it took me a good four days to work on... maybe I'll include it as a final touch in V1.8 or 1.9... we'll see... I tend to go overboard... I’ve already cut 15 things from the NFS mod because it was just too much... I’m curious to see what kind of feedback my beta testers throw at me this time... haha lol...
@kalleslayworld
Thank you! :)
For the time being, I’m going to finish up my NFS mod. Once that’s ready, a big bug-fix update will drop, along with a few new features...
I think I should be ready by mid-September; I’ve got a week coming up where I have a huge amount to deal with in real life... I hope I can get it all done in time :)
@Marek Trojan Thanks — and that combination is actually the important part of your report, so let me explain what's going on.
To stop the game from deleting bodies and cars the instant you kill someone, the mod briefly flags them as mission entities. There's a bug in the code that releases that flag again: in some cases it never runs, so bodies and wrecks stay flagged permanently. The game's own cleanup never touches a flagged entity, so they pile up — and once the ped and vehicle pools fill up, the game crashes. So the "bodies don't despawn" and the "crashes after a while" are the same bug, not two.
I've located it in the code. It's the top item for 1.6.
Until then, the only reliable reset is restarting the game or reloading a save — that clears the flags. Keeping firefights smaller slows it down a lot.
One thing up front so nobody waits on it: I won't get to this in the next few weeks. I want to finally finish my NFS mod, which I've been working on since April. This is the first thing I do after.
@renat987700 Ha — partly that's intended. Peds can survive losing a limb and keep going, and cops have a higher survival chance than civilians, so a one-armed cop charging at you is the system working. You can turn that down or off with the survival rate setting in the menu ([Name der Option einsetzen]).
Running around with no head is not intended though. A head removal should always be lethal, no survival roll at all. That's a bug and it goes on the 1.6 list — thanks for spotting it.
@Cordobes49 Thanks for taking the time to write this up properly — that's more useful than a rating.
Your English is fine, no need to apologize.
Bodies not despawning: that one is a real bug and you found it. To stop the game from deleting corpses and cars right after a kill, the mod flags them as mission entities for 12 seconds. There's a mistake in the release code: once no vehicle is currently flagged, the part that un-flags the bodies stops running. So they stay flagged, and the game's own cleanup never touches a flagged entity — they lie there forever. There's a second path with the same effect during long firefights. I've already located both in the code; they're on the list for 1.6.
Car braking on its own: my main suspicion is the kill-cam. It sets slow motion, and I know it has a few paths where it can abort silently — if that happens after slow motion is set but before it's reset, the game stays slowed down. On foot you barely notice; in a car it feels exactly like braking. Two things that would confirm it for me: does it happen right after you run someone over or kill someone, and does it stop if you turn the kill-cam off in the menu? Either answer helps.
One thing up front so nobody waits on it: I won't get to this in the next few weeks. I want to finally finish my NFS mod, which I've been working on since April. Both of these are high on the list right after.
@Diegobowwow I need a bit more to go on. Two things:
Check ScriptHookVDotNet.log in your GTA folder — it says why a script aborted.
Make sure you're using the right .asi. Legacy and Enhanced need different .asi files; the .dll is the same for both. Using the wrong one is the most common cause.
Post the log line and I'll tell you what's wrong.
@marculu I can't promise compatibility with a specific older nightly — the mod is built against recent ones. But I'd rather find out than guess: could you try it and tell me what actually happens? The ScriptHookVDotNet log will say if it's a version mismatch or something else. If it's a small thing I might be able to work around it.
@dhull Page Up by default. You can change it in the menu under Menu & Language → Menu Key, or in scripts/Dismemberment.ini.