Glory - Procedural Camera System [.NET] Reforged 0.0.0
3.105
38
3.105
38
Glory is a lightweight first person camera overhaul script, Glory procedurally simulates camera motion, inertia, breathing, weapon handling, and vehicle movement to create a more natural first person experience.
Features list:
Dynamic inertia
Figure-8 bobbing
Breathing
Door interactions
Sprint stop momentum
Vehicle inertia
Dynamic autofocus
Adaptive recoil
Weapon-specific inspect animations
Free aim offsets
Procedural leaning
Wall avoidance
Weapon mounted UI
Side to side sway
MFDs for helicopters and aircraft
Raycast-based dynamic reticle
-Glory Reforged 0.0.0 Changelog-
Focus
Rewriting
Stability
Performance
Added
Added Dynamic interpolation
Added Multi-axis movement (Push back and Push up)
Added Weapon-specific geometry (Dynamic lengths)
Added Weapon-specific scaling
Added Procedural breathing sway
Added Movement-based aim penalty
Added Dynamic smoothing & deadzone logic
Added Non-linear weapon lag and inertia
Added Third Person Camera
Added a new custom settings menu
Added Dynamic/adaptive recoil
Added FireHeatTime, the longer you fire your weapon, the harder it becomes to control its spread
Added New bobbing and breathing systems
Added Per-weapon recoil and behavior
Added Weather and wind based bobbing and breathing behavior
Added Stamina fatigue (Instead of increasing fatigue when you aim while standing still, aimFatigueTimer now builds while p.IsSprinting this means if you sprint and pull up your gun, the breathing jitter will be magnified)
Added Landing Impacts (Replaced the sprint stop logic with UpdateMovementImpacts. By tracking p.IsInAir and p.Velocity.Z, the camera now detects when you hit the floor. It converts that downward velocity into a sharp camera pitch dip and roll wobble)
Improvements
Improved collision math & angle calculation
Improved anatomically accurate Raycasting
Improved camera responsiveness
Improved recoil behavior
Improved movement and inertia
Improved weapon handling
Improved performance and stability
Improved mouse smoothing
Improved snapping making camera feel smooth
Changed
Switched to Spring physics for smoother deadzone and aiming
Reworked major systems from scratch
Changed how weapon-specific behavior is handled
Rewrote the reticle system for greater accuracy
Reworked raycast drawing from the right hand to the gun muzzle
Rewrote side-to-side sway
Rewrote breathing
Rewrote inertia
Reworked major parts of the math to reduce CPU usage and improve overall feel
Rewrote autofocus
Rewrote figure-8
Fixed
Fixed excessive native API calls (Cause of frame drops and microstutters)
Fixed multiple memory leaks and optimized native calls
Fixed various edge cases
Fixed camera/animation conflicts
Fixed issues carried over from previous versions
Fixed Rockstar Editor shaders and shadows when using the camera
Fixed clamping (No more vehicle bugs hopefully please)
-Glory 1.0.0 Gold Changelog-
Added
Gear shifting animations.
GForce effects in aircrafts and helicopters.
GForce blackout.
Added Bike Cam
Improved
Improved free aim.
Improved auto exposure.
Improved GForce.
Rewrote
Rewrote AirCam.
Rewrote free aim.
Notes
This concludes development for now. I'll be taking a break to focus on personal life and speedrun career, Thanks to everyone who supported Glory.
-1.0.0 Foundation Changelog-
Focus
Stability
Realism
Driving Experience
Better Performance & Reduced GC Pressure
Added
Look to Apex
Dynamic FoV
Gear shifting kicks (Dynamic)
Controller Support
Zoom button while stopped in a vehicle
Improvements
Improved free aim offsets
Improved vehicle camera behavior
Improved vehicle and aircraft inertia
Improved FoV smoothing
Improved turbulence
Improved G-forces
Improved camera bobbing
Improved raycast reticle
Improved UI
Improved CrashFX
Improved recoil
Improved MFD
Improved AirCam
Changed
Engine vibration is now dynamic based on RPM and vehicle class. (For example, emergency vehicles have better engine dampening than sedans.)
Removed first person auto center
Notes
Switched from ScriptHookVDotNet 3.70 Nightly to ScriptHookVDotNet Enhanced 3.90. You must install ScriptHookVDotNet Enhanced, otherwise the script will fail to load with an assembly error.
This release is the foundation for future updates.
Continued focus on procedural camera movement and realistic vehicle experience.
Controller (Xbox / PlayStation) Hold L3 / LS (Left Stick Press) and DPad Up at the same time for camera toggle.
-1.0 Release Changelog-
Added:
CrashFX System.
Added an OIV to fix first person camera hand anims for vehicles.
Dynamic micro stutter effects when firing or holding heavy weapons.
Improved:
General code cleanup.
Almost every feature is now configurable through the .ini file.
Improved breathing calculations.
Improved camera bobbing calculations.
Improved inertia calculations for more natural movement.
Better camera placement.
Better sound dampening.
Better code stability.
Improved weapon inspection animations.
Better freeaim offsets.
Improved automatic exposure and light adaptation.
Better weapon group offsets.
Fixed:
Fixed inverted first person camera rotations in vehicles and aircraft.
Fixed the recoil on minigun and aircraft weapons.
Fixed player model visibility issues in both first and third person.
Fixed inaccurate reticle raycasting in third person.
Fixed FoV values not properly applying while inside vehicles and aircraft.
Changed:
Reworked breathing, camera bobbing, and inertia calculations for smoother and more realistic movement.
Reworked overall weapon handling.
Reworked weapon recoil handling.
Misc:
Improved configuration file readability and documentation.
Put Glory.dll in scripts folder
Then grab whatever INI you like e.g. Semi Realistic,Hardcore,Arcadey,
Then when you select your preset put it in scripts folder,
If you want to fix the hands moving too fast in vehicles there is an OIV run it and done.
Once ingame press U to activate camera.
Known bugs:
sometimes in first person the gun might phase thru the camera and the fix is to either lower the fov or use third person in camera.
Recommended:
Improved Weapon Physics and Ballistics for the best experience.
SourceMotion (optional, but highly recommended, adds improved IK and procedural ragdolls)
Requirements:
ScriptHookVDotNet Enhanced 3.90
Special Thanks to mister KliPeH for spotting bugs and helping with the INI readablity.
Features list:
Dynamic inertia
Figure-8 bobbing
Breathing
Door interactions
Sprint stop momentum
Vehicle inertia
Dynamic autofocus
Adaptive recoil
Weapon-specific inspect animations
Free aim offsets
Procedural leaning
Wall avoidance
Weapon mounted UI
Side to side sway
MFDs for helicopters and aircraft
Raycast-based dynamic reticle
-Glory Reforged 0.0.0 Changelog-
Focus
Rewriting
Stability
Performance
Added
Added Dynamic interpolation
Added Multi-axis movement (Push back and Push up)
Added Weapon-specific geometry (Dynamic lengths)
Added Weapon-specific scaling
Added Procedural breathing sway
Added Movement-based aim penalty
Added Dynamic smoothing & deadzone logic
Added Non-linear weapon lag and inertia
Added Third Person Camera
Added a new custom settings menu
Added Dynamic/adaptive recoil
Added FireHeatTime, the longer you fire your weapon, the harder it becomes to control its spread
Added New bobbing and breathing systems
Added Per-weapon recoil and behavior
Added Weather and wind based bobbing and breathing behavior
Added Stamina fatigue (Instead of increasing fatigue when you aim while standing still, aimFatigueTimer now builds while p.IsSprinting this means if you sprint and pull up your gun, the breathing jitter will be magnified)
Added Landing Impacts (Replaced the sprint stop logic with UpdateMovementImpacts. By tracking p.IsInAir and p.Velocity.Z, the camera now detects when you hit the floor. It converts that downward velocity into a sharp camera pitch dip and roll wobble)
Improvements
Improved collision math & angle calculation
Improved anatomically accurate Raycasting
Improved camera responsiveness
Improved recoil behavior
Improved movement and inertia
Improved weapon handling
Improved performance and stability
Improved mouse smoothing
Improved snapping making camera feel smooth
Changed
Switched to Spring physics for smoother deadzone and aiming
Reworked major systems from scratch
Changed how weapon-specific behavior is handled
Rewrote the reticle system for greater accuracy
Reworked raycast drawing from the right hand to the gun muzzle
Rewrote side-to-side sway
Rewrote breathing
Rewrote inertia
Reworked major parts of the math to reduce CPU usage and improve overall feel
Rewrote autofocus
Rewrote figure-8
Fixed
Fixed excessive native API calls (Cause of frame drops and microstutters)
Fixed multiple memory leaks and optimized native calls
Fixed various edge cases
Fixed camera/animation conflicts
Fixed issues carried over from previous versions
Fixed Rockstar Editor shaders and shadows when using the camera
Fixed clamping (No more vehicle bugs hopefully please)
-Glory 1.0.0 Gold Changelog-
Added
Gear shifting animations.
GForce effects in aircrafts and helicopters.
GForce blackout.
Added Bike Cam
Improved
Improved free aim.
Improved auto exposure.
Improved GForce.
Rewrote
Rewrote AirCam.
Rewrote free aim.
Notes
This concludes development for now. I'll be taking a break to focus on personal life and speedrun career, Thanks to everyone who supported Glory.
-1.0.0 Foundation Changelog-
Focus
Stability
Realism
Driving Experience
Better Performance & Reduced GC Pressure
Added
Look to Apex
Dynamic FoV
Gear shifting kicks (Dynamic)
Controller Support
Zoom button while stopped in a vehicle
Improvements
Improved free aim offsets
Improved vehicle camera behavior
Improved vehicle and aircraft inertia
Improved FoV smoothing
Improved turbulence
Improved G-forces
Improved camera bobbing
Improved raycast reticle
Improved UI
Improved CrashFX
Improved recoil
Improved MFD
Improved AirCam
Changed
Engine vibration is now dynamic based on RPM and vehicle class. (For example, emergency vehicles have better engine dampening than sedans.)
Removed first person auto center
Notes
Switched from ScriptHookVDotNet 3.70 Nightly to ScriptHookVDotNet Enhanced 3.90. You must install ScriptHookVDotNet Enhanced, otherwise the script will fail to load with an assembly error.
This release is the foundation for future updates.
Continued focus on procedural camera movement and realistic vehicle experience.
Controller (Xbox / PlayStation) Hold L3 / LS (Left Stick Press) and DPad Up at the same time for camera toggle.
-1.0 Release Changelog-
Added:
CrashFX System.
Added an OIV to fix first person camera hand anims for vehicles.
Dynamic micro stutter effects when firing or holding heavy weapons.
Improved:
General code cleanup.
Almost every feature is now configurable through the .ini file.
Improved breathing calculations.
Improved camera bobbing calculations.
Improved inertia calculations for more natural movement.
Better camera placement.
Better sound dampening.
Better code stability.
Improved weapon inspection animations.
Better freeaim offsets.
Improved automatic exposure and light adaptation.
Better weapon group offsets.
Fixed:
Fixed inverted first person camera rotations in vehicles and aircraft.
Fixed the recoil on minigun and aircraft weapons.
Fixed player model visibility issues in both first and third person.
Fixed inaccurate reticle raycasting in third person.
Fixed FoV values not properly applying while inside vehicles and aircraft.
Changed:
Reworked breathing, camera bobbing, and inertia calculations for smoother and more realistic movement.
Reworked overall weapon handling.
Reworked weapon recoil handling.
Misc:
Improved configuration file readability and documentation.
Put Glory.dll in scripts folder
Then grab whatever INI you like e.g. Semi Realistic,Hardcore,Arcadey,
Then when you select your preset put it in scripts folder,
If you want to fix the hands moving too fast in vehicles there is an OIV run it and done.
Once ingame press U to activate camera.
Known bugs:
sometimes in first person the gun might phase thru the camera and the fix is to either lower the fov or use third person in camera.
Recommended:
Improved Weapon Physics and Ballistics for the best experience.
SourceMotion (optional, but highly recommended, adds improved IK and procedural ragdolls)
Requirements:
ScriptHookVDotNet Enhanced 3.90
Special Thanks to mister KliPeH for spotting bugs and helping with the INI readablity.
Primo Caricamento: 12 luglio 2026
Ultimo Aggiornamento: 09 settembre 2026
Last Downloaded: 3 hours ago
105 Commenti
Glory is a lightweight first person camera overhaul script, Glory procedurally simulates camera motion, inertia, breathing, weapon handling, and vehicle movement to create a more natural first person experience.
Features list:
Dynamic inertia
Figure-8 bobbing
Breathing
Door interactions
Sprint stop momentum
Vehicle inertia
Dynamic autofocus
Adaptive recoil
Weapon-specific inspect animations
Free aim offsets
Procedural leaning
Wall avoidance
Weapon mounted UI
Side to side sway
MFDs for helicopters and aircraft
Raycast-based dynamic reticle
-Glory Reforged 0.0.0 Changelog-
Focus
Rewriting
Stability
Performance
Added
Added Dynamic interpolation
Added Multi-axis movement (Push back and Push up)
Added Weapon-specific geometry (Dynamic lengths)
Added Weapon-specific scaling
Added Procedural breathing sway
Added Movement-based aim penalty
Added Dynamic smoothing & deadzone logic
Added Non-linear weapon lag and inertia
Added Third Person Camera
Added a new custom settings menu
Added Dynamic/adaptive recoil
Added FireHeatTime, the longer you fire your weapon, the harder it becomes to control its spread
Added New bobbing and breathing systems
Added Per-weapon recoil and behavior
Added Weather and wind based bobbing and breathing behavior
Added Stamina fatigue (Instead of increasing fatigue when you aim while standing still, aimFatigueTimer now builds while p.IsSprinting this means if you sprint and pull up your gun, the breathing jitter will be magnified)
Added Landing Impacts (Replaced the sprint stop logic with UpdateMovementImpacts. By tracking p.IsInAir and p.Velocity.Z, the camera now detects when you hit the floor. It converts that downward velocity into a sharp camera pitch dip and roll wobble)
Improvements
Improved collision math & angle calculation
Improved anatomically accurate Raycasting
Improved camera responsiveness
Improved recoil behavior
Improved movement and inertia
Improved weapon handling
Improved performance and stability
Improved mouse smoothing
Improved snapping making camera feel smooth
Changed
Switched to Spring physics for smoother deadzone and aiming
Reworked major systems from scratch
Changed how weapon-specific behavior is handled
Rewrote the reticle system for greater accuracy
Reworked raycast drawing from the right hand to the gun muzzle
Rewrote side-to-side sway
Rewrote breathing
Rewrote inertia
Reworked major parts of the math to reduce CPU usage and improve overall feel
Rewrote autofocus
Rewrote figure-8
Fixed
Fixed excessive native API calls (Cause of frame drops and microstutters)
Fixed multiple memory leaks and optimized native calls
Fixed various edge cases
Fixed camera/animation conflicts
Fixed issues carried over from previous versions
Fixed Rockstar Editor shaders and shadows when using the camera
Fixed clamping (No more vehicle bugs hopefully please)
-Glory 1.0.0 Gold Changelog-
Added
Gear shifting animations.
GForce effects in aircrafts and helicopters.
GForce blackout.
Added Bike Cam
Improved
Improved free aim.
Improved auto exposure.
Improved GForce.
Rewrote
Rewrote AirCam.
Rewrote free aim.
Notes
This concludes development for now. I'll be taking a break to focus on personal life and speedrun career, Thanks to everyone who supported Glory.
-1.0.0 Foundation Changelog-
Focus
Stability
Realism
Driving Experience
Better Performance & Reduced GC Pressure
Added
Look to Apex
Dynamic FoV
Gear shifting kicks (Dynamic)
Controller Support
Zoom button while stopped in a vehicle
Improvements
Improved free aim offsets
Improved vehicle camera behavior
Improved vehicle and aircraft inertia
Improved FoV smoothing
Improved turbulence
Improved G-forces
Improved camera bobbing
Improved raycast reticle
Improved UI
Improved CrashFX
Improved recoil
Improved MFD
Improved AirCam
Changed
Engine vibration is now dynamic based on RPM and vehicle class. (For example, emergency vehicles have better engine dampening than sedans.)
Removed first person auto center
Notes
Switched from ScriptHookVDotNet 3.70 Nightly to ScriptHookVDotNet Enhanced 3.90. You must install ScriptHookVDotNet Enhanced, otherwise the script will fail to load with an assembly error.
This release is the foundation for future updates.
Continued focus on procedural camera movement and realistic vehicle experience.
Controller (Xbox / PlayStation) Hold L3 / LS (Left Stick Press) and DPad Up at the same time for camera toggle.
-1.0 Release Changelog-
Added:
CrashFX System.
Added an OIV to fix first person camera hand anims for vehicles.
Dynamic micro stutter effects when firing or holding heavy weapons.
Improved:
General code cleanup.
Almost every feature is now configurable through the .ini file.
Improved breathing calculations.
Improved camera bobbing calculations.
Improved inertia calculations for more natural movement.
Better camera placement.
Better sound dampening.
Better code stability.
Improved weapon inspection animations.
Better freeaim offsets.
Improved automatic exposure and light adaptation.
Better weapon group offsets.
Fixed:
Fixed inverted first person camera rotations in vehicles and aircraft.
Fixed the recoil on minigun and aircraft weapons.
Fixed player model visibility issues in both first and third person.
Fixed inaccurate reticle raycasting in third person.
Fixed FoV values not properly applying while inside vehicles and aircraft.
Changed:
Reworked breathing, camera bobbing, and inertia calculations for smoother and more realistic movement.
Reworked overall weapon handling.
Reworked weapon recoil handling.
Misc:
Improved configuration file readability and documentation.
Put Glory.dll in scripts folder
Then grab whatever INI you like e.g. Semi Realistic,Hardcore,Arcadey,
Then when you select your preset put it in scripts folder,
If you want to fix the hands moving too fast in vehicles there is an OIV run it and done.
Once ingame press U to activate camera.
Known bugs:
sometimes in first person the gun might phase thru the camera and the fix is to either lower the fov or use third person in camera.
Recommended:
Improved Weapon Physics and Ballistics for the best experience.
SourceMotion (optional, but highly recommended, adds improved IK and procedural ragdolls)
Requirements:
ScriptHookVDotNet Enhanced 3.90
Special Thanks to mister KliPeH for spotting bugs and helping with the INI readablity.
Features list:
Dynamic inertia
Figure-8 bobbing
Breathing
Door interactions
Sprint stop momentum
Vehicle inertia
Dynamic autofocus
Adaptive recoil
Weapon-specific inspect animations
Free aim offsets
Procedural leaning
Wall avoidance
Weapon mounted UI
Side to side sway
MFDs for helicopters and aircraft
Raycast-based dynamic reticle
-Glory Reforged 0.0.0 Changelog-
Focus
Rewriting
Stability
Performance
Added
Added Dynamic interpolation
Added Multi-axis movement (Push back and Push up)
Added Weapon-specific geometry (Dynamic lengths)
Added Weapon-specific scaling
Added Procedural breathing sway
Added Movement-based aim penalty
Added Dynamic smoothing & deadzone logic
Added Non-linear weapon lag and inertia
Added Third Person Camera
Added a new custom settings menu
Added Dynamic/adaptive recoil
Added FireHeatTime, the longer you fire your weapon, the harder it becomes to control its spread
Added New bobbing and breathing systems
Added Per-weapon recoil and behavior
Added Weather and wind based bobbing and breathing behavior
Added Stamina fatigue (Instead of increasing fatigue when you aim while standing still, aimFatigueTimer now builds while p.IsSprinting this means if you sprint and pull up your gun, the breathing jitter will be magnified)
Added Landing Impacts (Replaced the sprint stop logic with UpdateMovementImpacts. By tracking p.IsInAir and p.Velocity.Z, the camera now detects when you hit the floor. It converts that downward velocity into a sharp camera pitch dip and roll wobble)
Improvements
Improved collision math & angle calculation
Improved anatomically accurate Raycasting
Improved camera responsiveness
Improved recoil behavior
Improved movement and inertia
Improved weapon handling
Improved performance and stability
Improved mouse smoothing
Improved snapping making camera feel smooth
Changed
Switched to Spring physics for smoother deadzone and aiming
Reworked major systems from scratch
Changed how weapon-specific behavior is handled
Rewrote the reticle system for greater accuracy
Reworked raycast drawing from the right hand to the gun muzzle
Rewrote side-to-side sway
Rewrote breathing
Rewrote inertia
Reworked major parts of the math to reduce CPU usage and improve overall feel
Rewrote autofocus
Rewrote figure-8
Fixed
Fixed excessive native API calls (Cause of frame drops and microstutters)
Fixed multiple memory leaks and optimized native calls
Fixed various edge cases
Fixed camera/animation conflicts
Fixed issues carried over from previous versions
Fixed Rockstar Editor shaders and shadows when using the camera
Fixed clamping (No more vehicle bugs hopefully please)
-Glory 1.0.0 Gold Changelog-
Added
Gear shifting animations.
GForce effects in aircrafts and helicopters.
GForce blackout.
Added Bike Cam
Improved
Improved free aim.
Improved auto exposure.
Improved GForce.
Rewrote
Rewrote AirCam.
Rewrote free aim.
Notes
This concludes development for now. I'll be taking a break to focus on personal life and speedrun career, Thanks to everyone who supported Glory.
-1.0.0 Foundation Changelog-
Focus
Stability
Realism
Driving Experience
Better Performance & Reduced GC Pressure
Added
Look to Apex
Dynamic FoV
Gear shifting kicks (Dynamic)
Controller Support
Zoom button while stopped in a vehicle
Improvements
Improved free aim offsets
Improved vehicle camera behavior
Improved vehicle and aircraft inertia
Improved FoV smoothing
Improved turbulence
Improved G-forces
Improved camera bobbing
Improved raycast reticle
Improved UI
Improved CrashFX
Improved recoil
Improved MFD
Improved AirCam
Changed
Engine vibration is now dynamic based on RPM and vehicle class. (For example, emergency vehicles have better engine dampening than sedans.)
Removed first person auto center
Notes
Switched from ScriptHookVDotNet 3.70 Nightly to ScriptHookVDotNet Enhanced 3.90. You must install ScriptHookVDotNet Enhanced, otherwise the script will fail to load with an assembly error.
This release is the foundation for future updates.
Continued focus on procedural camera movement and realistic vehicle experience.
Controller (Xbox / PlayStation) Hold L3 / LS (Left Stick Press) and DPad Up at the same time for camera toggle.
-1.0 Release Changelog-
Added:
CrashFX System.
Added an OIV to fix first person camera hand anims for vehicles.
Dynamic micro stutter effects when firing or holding heavy weapons.
Improved:
General code cleanup.
Almost every feature is now configurable through the .ini file.
Improved breathing calculations.
Improved camera bobbing calculations.
Improved inertia calculations for more natural movement.
Better camera placement.
Better sound dampening.
Better code stability.
Improved weapon inspection animations.
Better freeaim offsets.
Improved automatic exposure and light adaptation.
Better weapon group offsets.
Fixed:
Fixed inverted first person camera rotations in vehicles and aircraft.
Fixed the recoil on minigun and aircraft weapons.
Fixed player model visibility issues in both first and third person.
Fixed inaccurate reticle raycasting in third person.
Fixed FoV values not properly applying while inside vehicles and aircraft.
Changed:
Reworked breathing, camera bobbing, and inertia calculations for smoother and more realistic movement.
Reworked overall weapon handling.
Reworked weapon recoil handling.
Misc:
Improved configuration file readability and documentation.
Put Glory.dll in scripts folder
Then grab whatever INI you like e.g. Semi Realistic,Hardcore,Arcadey,
Then when you select your preset put it in scripts folder,
If you want to fix the hands moving too fast in vehicles there is an OIV run it and done.
Once ingame press U to activate camera.
Known bugs:
sometimes in first person the gun might phase thru the camera and the fix is to either lower the fov or use third person in camera.
Recommended:
Improved Weapon Physics and Ballistics for the best experience.
SourceMotion (optional, but highly recommended, adds improved IK and procedural ragdolls)
Requirements:
ScriptHookVDotNet Enhanced 3.90
Special Thanks to mister KliPeH for spotting bugs and helping with the INI readablity.
Primo Caricamento: 12 luglio 2026
Ultimo Aggiornamento: 09 settembre 2026
Last Downloaded: 3 hours ago




@xZiKo I have never thought about that lol. Glad you figured it out because I probably wouldn't have figured it out.
hey ausf make the mod support shvdn nightly on legacy, i know you switched from it but the self radio v beta mod doesnt work with shvdn nightly i just really like the mod, if you cant do it, i wont force you to do it
does it work on legacy?
@Lixxs Why wouldn't it of course it does
@AusfTheGreatGuy well it didnt work for me and the requirements say scripthookV enhanced
@Lixxs It doesn't matter Script Hook V .NET works on legacy and enhanced. If you use Nightly just use the DLL in the Nightly folder but you generally don't want to use Nightly since it's unstable and basically no scripts support it unless very old scripts that barely work anymore
@AusfTheGreatGuy oh i was using nightly. and i was wondering why most of my mods weren't working, thanks
@Lixxs No problem :]
luv the mod g
how to disable the vehicle camera rotating when falling
@gta5modder20202 Not sure if you mean LookToApex or the old bug, guessing I would say you are on the newest since you just downloaded it about 3 days ago so yeah it's probably LookToApex or some new bug I haven't seen nor heard about xd.
ok i will see
It appears to be incompatible with mods that modify gunshot sounds, causing audio playback issues.
@diaowen I did a little bit of an investigation myself on this I thought it was because of RAGE audio listener "RAGE uses an audio listener that cause the camera sounds to get „muffled“ depending on the upward and forward offsets, and also near clip." Also the audio .rel changes that too if you're using a shitty sound mod that doesn't dehash those and only replace the sounds then yeah it could also cause this issue.
Alright, thank you for your explanation. I have one more question: is there an option that allows the mod to use third-person audio, or otherwise fixes this issue?
I previously used another camera mod that had the exact same problem, but it included an option that fixed it. Unfortunately, I never understood how that option worked. I may also not be describing the problem in completely accurate technical terms, but that is roughly what I mean.
This is by far the most FPS-style shooting camera mod I have ever used, which is why I really like it. So, if possible, I would really like to find a way to fix this issue rather than giving up on the mod.
One more thing worth mentioning: whenever I equip a suppressor on any weapon, the audio works normally and the gunshots no longer loop through several different gunshot sounds.
@diaowen Yes I could have locked only to FPP to make it look pretty but I decided that you could do whatever so yeah you could use TPP.
If you could please send me the link to the script I will see what I can do and hopefully fix this.
I absolutely appreciate you saying this since this is the best C# code I have ever written so far xd I haven't written in anything other than Rust and C for a while now just came back to C++ and C# and I'm trying my best and I really take inspire from milsims too.
I did experience this and I thought it was weird but then I checked the .rel and realized that FP and TP uses the same one for basically all suppressors so yeah my main idea is the .rel? If not I thought I could trick the audio listener into thinking I'm in TPP whilst being in FPP actually but I tried that and yet it didn't work.
Here is the script I was referring to:https://www.gta5-mods.com/scripts/viewpointv-lite
The body camera view in this mod, which is essentially its first-person view, has exactly the same issue I described above. If you use certain realistic gun sound replacement mods, firing a weapon causes it to cycle through several different gunshot sounds instead of consistently playing the appropriate sound for that weapon.
However, if you hold down the mod's menu key to open its settings, there is an option somewhere in the menu that appears to be specifically for fixing the audio issue. I don't remember the exact name of the option or where it is located in the settings, unfortunately. But enabling it does actually fix the problem: the gunshot sound for each weapon becomes consistent again, and it no longer randomly cycles through different gunshot sounds.
Unfortunately, VIEWPOINT Lite is a closed-source project, and its code has also been obfuscated, so I assume it would be quite difficult to determine exactly how that particular fix is implemented.
@diaowen Hmmmm seems not to be in the DLL it seems to be in the ASI I might use magic aka IDA Pro to try and get an idea about how it might be possibly calling what natives or whatever blah it's doing when I get time tho since I'm too bored to do anything as of right now. Although thanks for the report xd have a nice day
Thank you so much for looking into it! I really appreciate you taking the time to investigate this, especially since it seems the relevant code is in the ASI rather than the DLL. I can imagine reverse-engineering something like that with IDA Pro isn't exactly easy.
Please don't feel pressured to figure it out right away — I'm just really happy that you're willing to look into it. This camera is honestly one of my favorite mods, so being able to fix this audio issue would make it even better.
And of course, I'm more than happy to test anything you come up with and provide you with any information or testing results that might help. Thanks again for taking this seriously, and have a great day too! :D
@diaowen It's honestly a shithole to do anything in IDA Pro xd I stayed up for 4 hours trying to reconstruct parts of it and no hope still
It's no big deal I always wanted to fix that so yeah no pressure
I would absolutely let you know if I need testing lol you seem fit for it :]