Posts by BDawg

    Quote

    . I put the vc_hud , vc_radio , vc_race and dsound.dll from Rage directory to Citizen directory . Well , everytime when players connect to my server fall into the water (standard place for spawning or something like that , spawn zone ...) :


    , again and over again in the same place . Should I edit something in the Citizen Server ? like citmp-server.yml or ... ? I have another issue , I can't see the blood of the NPC in VCR Map . Even with max settings , the Citizen Server somehow block the blood on my game ? When I shot the people , can't see any scratches on clothes or any trace of blood

    Edit spawn coordinates in resources>[maps]>freeroam-map>map.lua

    As for blood, I have no idea. I've never tried running VC map on Citizen.

    Quote

    In single player i have no problem . When I go fast through the walls and crash my car in MP , the player doesn't fly out of the car through the windscreen ... (another problem with connection?)

    I don't know exactly why all players receive a "Lost connection" . I have 300mbps bandwith of "DIGI fiber link", because I'm from Romania , also the speed goes up to 480/500mbps . I know , i have a "potato:cursing:" pc , that should be the reason for "Lost connection" ? If the server it's open on my computer(that means i'm the host)requires more hardware resources from my pc to run "smooth" without lag and glitch ?

    Not flying through the windshield is normal, that is carried over from standard Multiplayer. Don't know if it can be enabled again.

    As for people losing connection, I have no idea. That can happen on any server. My guess is on people having their game installation modded with different files or something. I'm sure it's not related to your connection or PC.


    To set a password, open citmp-server.yml with Notepad and remove the # from #Password: changeme

    Read from Fastman's Limit Adjuster config file, useful if you're going to load EFLC/Addon content:


    [DYNAMIC LIMITS]

    ; VehicleStructs (50)

    ; Max number of vehicles with different IDs loaded.


    ; PtrNode Singles (80000)


    ; PtrNode Doubles (16000)


    ; EntryInfoNodes (16000)


    ; Vehicles (140) ? (Unknown where this is actually relevant, there are more than 140 in IDE)


    ; Objects (1300)


    ; Tasks (1200)


    ; CDummyTask (300)


    ; Events (300)


    ; PointRoute (256)


    ; PatrolRoute (32)


    ; PedAttractors (64)


    ; QuadTreeNodes (800)


    ; InteriorInst (1000)


    ; PortalInst (500)


    ; CAnimBlender (300)


    ; CAtdNodeAnimChangePooledObject (3000)


    ; CAtdNodeAnimPlayer (1500)


    ; crFrameFilterBoneMask (1800)


    ; crFrameFilterBoneAnalogue (1500)


    ; crExpressionProcessor (1500)


    ; crmtObserver (1500)


    ; NavMeshRoute (1)


    ; Cam (60)


    ; ExplosionType (16)

    [IDE LIMITS]

    ; IDE : objs section type 1 / hier section (28000)


    ; IDE : objs section type 2 (550)


    ; IDE : tobj section (1800)


    ; IDE : cars section (205)


    ; IDE : peds section ( 585 )


    # IDE : weap section ( 100 )


    [IPL]

    ; IPL : inst section, buildings (32000)


    ; IPL: inst section, animated buildings (500)


    ; IPL: inst section, dummies (14000)


    ; IPL : inst entries per file (8192)


    ; IPL: entity index array (60)


    [MAP LIMITS]

    ; tracks.dat file size limit

    #Tracks.dat file size limit = 76384


    ; Radar map size (6000)


    ; Water map size (6000)


    ; World map size (6000)


    ; World sector size (50)


    ; World LOD sector size (200)


    ; WDR / WFT / LOD / NTH

    #FILE_TYPE_MODEL = 31000


    ; WTD (6000)


    ; IPL / WPL (500)


    ; WAD (1500)


    ; RRR (2072)


    [HANDLING.CFG LIMITS]


    ; Number of standard lines (160)


    ; Number of bike lines (40)


    ; Number of flying lines (40)


    ; Number of boat lines (40)


    Bikes take up both standard and bike lines. Helicopters take up both standard and flying lines. Boats take up both standard and boat lines.


    [OTHER LIMITS]

    ; Vehicle colors (196)

    ----------------------------------------------------------------------------------------------------------------------------------

    Number of vehicles in IV: 127

    Number of vehicles in TLAD: 25

    Number of vehicles in TBOGT: 33 (6 of them also in TLAD)

    Combined total (minus duplicates): 179 (below IDE Limit)

    Stockade, Pstockade, Perennial2, Feroci2, Faggio2, Regina, F620, Serrano2, Police3, PoliceW, Cavalcade2, Stretch2, Schafter2, Schafter3 and SuperD2 reuse existing handling.

    Combined total of Standard handling lines: 167 (3 non existent aircraft lines, 2 identical lines, above Limit)


    Free up slots by deleting the following duplicates or unused handling lines and modifying vehicles.ide:

    Wayfarer = Identical to Angel

    Cablecar = Identical to Subway

    Androm, Dodo, Fighter = Do not exist


    Number of peds in IV: 436
    Number of peds in TLAD: 114 (34 cutscene)

    Number of peds in TBOGT: 100 (47 cutscene) (at least 6 IG gang duplicates, 1 CS Niko duplicate from TLAD)

    First you need a setup.xml with the following:

    Code
    1. <ini>
    2. <datfile>content.dat</datfile>
    3. </ini>

    Add both setup.xml and content.dat to __resources.lua as well as all files you are overriding.


    Example: FILETYPE resources:/foldername/file.type


    GXT

    ANIMGRP

    CARCOLS

    HANDLING

    VEHICLEEXTRAS

    PLAYER

    PEDGRP

    CARGRP

    RADIO

    RADIOLOGOS

    WEAPONINFO

    THROWNWEAPONINFO

    PEDPERSONALITY

    MELEEANIMS

    ACTIONTABLE

    EXPLOSIONFX

    VEHOFF

    FMENUFILE

    LBDATAFILE

    LBICONSFILE

    POPCYCLE

    TIMECYCLE

    RADARBLIPS

    CREDITS

    HUDCOLOR

    HUDTXD

    HUDDAT

    FONTDAT

    FONTTXT

    FONTDATR

    FONTTXDR

    FONTSTRTXD

    RMPTFX

    FDATFILE

    FTXDFILE

    FMENUFILE

    LBDATAFILE (leaderboards_data.xml)

    LBICONSFILE (leaderboards.wtd)

    PEDVARS

    PLSETTINGSMALE

    PLSETTINGSFEMALE (these two settings files are useless, only used in standard multiplayer)

    PLSETTINGSLIGHT

    RADIO

    RADIOLOGOS

    SAVEICON

    EPISODEVERSION

    EXPLOSIONFX

    SCROLLBAR

    TICKBOXFILE (stats.wtd)

    VISUALSETTINGS

    IDE (vehicles.ide, peds.ide, etc...)


    Sources:

    IV/common/data/default.dat

    TLAD/content.dat

    TBOGT/content.dat

    Quote

    if i want to play with only just a friend of mine is it possible to be in free mode ?

    Yes. You can setup a server with the freeroam resource (that's already standard server configuration afaik)

    Quote

    since it looks like a FiveM version of GTA IV

    CitizenIV existed before FiveM, just was never was popular and was kind of forgotten and went through management changes since NTAuthority is no longer allowed to do anything with either multiplayer mod.

    Quote

    i'm kind of interested to play some GTA RP on GTA IV is there some servers ?

    https://citizeniv.net/masterlist/

    So far there's only one active server (Flashback Roleplay) but it's in Russian afaik.

    Quote

    Finally i just found that using it on EFLC is possible but the weapon cars etc are impossible to use. so do you plan to create a version for EFLC

    I don't think there are any plans to move it to EFLC, but episodic content can be added in/streamed without replacing existing vehicles/weapons (though it's kind of buggy in that regard because of maybe game limits or other unknown reasons, and we don't know how to use EFLC audio files even though technically Citizen supports doing so, there was no documentation about it left)

    In case anyone ever builds upon the existing race mode or makes a new one from scratch, they're going to need race tracks to actually race on, so here's some taken from the game.


    X, Y, Z, Heading (the barebones race mode that comes with Citizen doesn't use heading in the checkpoints because it doesn't have respawning)

    1.

    2.

    3. Driving While High


    To add more

    Want to host servers with custom maps, but couldn't be bothered or don't know how to adapt them to Citizen?

    Just drop them into resources folder and add them to your citmp-server.yml


    1, Clockwork Mountain (58 MB)

    Note: When you cross the bridge from Faustin's house to the Mountain, you may experience heavy lag/fps drops (or even crashes) until you reach another bridge within the Mountain map.


    2. Happiness Island Derby (16 KB)


    3. Stelvio Pass (11.6 MB)


    4. Kagarasan (19.5 MB)


    5. Cliffside Rally (46.5 MB)


    6. Driver 2: Chicago (41.9 MB)

    Note: Since there is no traffic on the map, you'll have to spawn your own via /veh command. Also recommended to disable betaguns resource since they're up in the sky and just clutter the radar, which you should disable if no other players are around.

    Also bundled with Killatomate's Realistic Handling mod since the map is pretty big, and you'll want to go around faster.


    7. San Andreas

    Server Files (898 MB)

    Server Files Update (1.37 MB)

    Client Cache Files (612MB) (If you don't intend on hosting servers and just joining ones hosting the map)


    8. Lake Louise

    Server Files (157 MB)

    Client Cache Files (157 MB)


    Recommended to install empty distantlights.dat in pc>data>flights to get rid of fake LC traffic and lights in the distance (not sure if this can be done server side so do it on your end for optimal compatibility with all maps).


    To do more

    Back in the old days/few years ago, CitizenIV had the option to switch between IV, TLAD and TBOGT HUD/Menu styles. Will that be coming back? Also, any way to get rid of TBOGT's stupid auto-zoom on aim?