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@BolinhodeVenus This mod is dead. Head over to https://www.gta5-mods.com/misc/versatile-traffic . The guide also explains how to remove a certain vehicle.
@TylarWearsGlasses Thanks I'm glad you like it. Meanwhile I made it an official upload which gets updated as necessary. See above for the link.
This mod here seems to be dead, so I guess @ThomasRiordan doesn't mind.
@notoriousgroo None of the mods you find on this site work online as it is prohibited (Rockstar TOS).
@MAK Moderator It's a moon replacement. So no, you can't land on it. And about your question what this is: I recommend you watch the Oblivion movie. It's great! :)
Wow! I didn't know this is even possible to make. :o
You're a genius, @CamxxCore .
@aimless I understand. :)
It's good to hear you are working on a replacement. Don't get me wrong, this one here is great.
The amount of entities you can spawn depends on free memory. So the numbers you gave for an example may not be the same on other PCs.
I have a different opinion about the performance drop you mentioned. Having all entities in memory all the times needs much CPU power. That leads me back to the definition pool I have mentioned before. I think checking the distance just once per second and spawning/despawning only those entities which fulfill the given criteria, takes less CPU power. I have made a similar approach in my Teleportals mod (see the Visio chart about the optimization process).
Maybe you can implement something like this in your new project.
Hello @aimless. I just talked to @alebal about entity spawning issues because I didn't know this is an issue with BAM. If there are too many persisted entities I can't spawn vehicles anymore and the same goes for any script. The memory management of the game simply refuses to spawn any more entities if the system faces low free memory.
So what I'm asking for is a better entity management. In one of the missions I saw by the blips that all peds at a distant location where spawned already while I was still at Franklin's home. I suggest BAM spawns entities only when closer than a specified distance. That would fix those memory issues. Also entities which are farther away than a specified distance should get disposed. We don't need dozens of party people at a certain location when I am somewhere else. This is really a major performance issue.
In order to overcome a possible problem with far away entities which are needed later, you could keep them in a definition pool but only spawn them when necessary. Entities currently in action (combat, chasing etc) should be an exception.
@alebal That's the memory management of the game. It spawns only so much entities as fits for the free memory in order to prevent a crash. Aimles is the developer of BAM? I need to talk to him. I am a professional software developer. Maybe I can help him.
@alebal Oh and also remove entities which are farther away than a specified distance. We don't need dozens of party people at Franklin's home when he is not there. This is really a major performance issue.
@alebal Great missions so far. I tried the weed convoy yesterday but there was no truck. That made me think of something I faced before and so I tried to spawn any vehicle and it failed. Idk if it's a general issue or just my PC but anyway, if there are too many persisted entities I can't spawn vehicles anymore and the same goes for any script.
So what I'm asking for is a better entity management. I saw by the blips that all peds at the Sysiphus theater where spawned already while I was still at Franklin's home. Is it possible to tell BAM to spawn entities only when closer than a specified distance? That would fix those memory issues.
@SpacemanSpiff it's good to hear that everything works great again. :)
The way you come across makes me believe programming could be a thing for you. Just call me if you need any help from a pro (if your programming language is C#). My email address is firstname.lastname@example.org
Have a nice day. :)