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DJ-LEXX
Moscow
591 files liked
259 komen
4 video
5 uploads
29 followers
44,949 muat turun
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    @John236 well it seems like your game loads slower than it supposed to and the texture dictionary is still not loaded at the time the mod checks the .ytd availability. I gave the mod 2000 milliseconds of waiting time to check if the .ytd is installed. Do you have a discord so I can give you a tweaked version with an extended waiting time?

    23 Ogos, 2024
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    @John236 It's good that everything works for you. But what was the problem after all? Does the "INTERNAL" rendering mode in the settings menu is now available for you?

    23 Ogos, 2024
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    @John236 Try to reload the script mods after the game is fully loaded and tell me if you get the "welcome" message after that. If not, it means that you haven't install the .ytd file properly. The "not good" message cannot be shown up everytime you load the game (as you said) because it shows only after 24 hours (real time) since the last time the message was displayed.

    23 Ogos, 2024
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    @bw3123 I have no plans to add any additional features to to the mod anytime soon. Besides I'm ok with the current reticle. Maybe somewhere in a pretty distant future I will add a rounded reticle for shotguns and perhaps even "themes" option whith the theme sets of the reticles inspired by the games I like (MGSV, Uncharted 4). Or maybe not - I don't know.

    >can you make it disappear automatically when aim down sight

    It already disappears when you aiming down the sights IF you play with a vanilla FOV values. If you play with modded (wider) FOV values then it won't disappear. I mentioned this thing in the "KNOWN ISSUES" section in the description. There's nothing I can do because I haven't found a native function that returns "true" when you're aiming down the sights. So I had to use a vanilla FOV values as a trigger for the reticle to disappear.

    20 Ogos, 2024
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    @JoyLucien I used SHVDN3 class "CustomSprite" which uses ScriptHookV method "DrawTexture" but with additional math.
    Here's an example of the code of how to draw custom sprites using SHVDN3:

    https://drive.google.com/file/d/1tRHQsAgrMP78pup7X8sQe3cxnTpyjFF2/view?usp=sharing

    This code will draw in the top-left corner of your screen an image called "YourImage.png" (no matter what resolution) located in your scripts folder when you press and hold the "Space" key on your keyboard. Download the file "DrawSpriteExampleSHVDN.3.cs" and put it in your "scripts" folder, then rename any .png image to "YourImage.png" and put it also in the "scripts" folder. Load the game and hold "Space" key to draw an image.

    20 Ogos, 2024
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    @JoyLucien Hi. No, the bitmaps on the hard drive cannot be used as a textures (you can't use these images to retexture 3D objects in the game). They are used as a sprites which are overlay-drawn on the screen by ScriptHookV using directX. ScriptHookV calls them "textures" though (but they are not).

    20 Ogos, 2024
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    @Michael21107 Hi! There's a direct link to LemonUI.SHVDN2 archive in the REQUIREMENTS section. You simply click on the link and the file starts downloading. There's no point in putting the lib files in my archive as long as they are available on the author's official page.

    15 Ogos, 2024
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    @GreenAid All your vehicle mods are amazing. I also love your realistic handling configs for each vehicle you make - it's a huge pleasure to drive your cars. Thanks for sharing your creations!

    15 Ogos, 2024
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    @jjj777 LemonUI.SHVDN2 requires ScriptHookVDotNet v2 while LemonUI.SHVDN3 requires ScriptHookVDotNet v3 - that is correct. But you can use both LemonUI versions and both ScriptHookVDotNet versions - they don't conflict with each other because they are separate libraries isolated from each other. Every latest SHVDN release (including nightly builds) contains v2 & v3 versions of ScriptHookVDotNet. When you install the latest ScriptHookVDotNet release (including nightly builds), you need to install all the files named "ScriptHookVDotNet" (besides .pdb files) from the archive, which are:

    ScriptHookVDotNet.asi
    ScriptHookVDotNet.ini
    ScriptHookVDotNet2.dll
    ScriptHookVDotNet3.dll

    You must NOT pick only the v3 version while ignoring v2. All of them need to be in your GTAV folder so every mod you install can work (old mods and new ones).

    14 Ogos, 2024
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    @jjj777 Hi, no it's not gonna happen unless the SHVDN2 completely stops working for the future GTAV builds. I feel comfy with SHVDN2 and it already gives me anything I want in most of the cases. Why are you even asking about updating to SHVDN3 as a user? For you there's no difference if it's v2 or v3. It's a purely dev choice what version to use as long as the mod works for others after a public release.

    14 Ogos, 2024