Garry's Mod Leaks
VCMOD
Submitted by Cadet Xeno, 19-09-2021, 02:46 PM, Thread ID: 219669
Thread Closed
Download:https://drive.google.com/file/d/1uiDr5TdViSPMfyGBDfGP-sDD8KJw7LSj/view?usp=sharing
[font="Hind Vadodara", sans-serif]Features:[/font]
[font="Hind Vadodara", sans-serif]Features:[/font]
- [b]Multi-gamemode support[/b]:
- All versions of DarkRP
- Sandbox
- PERP
- SantosRP
- Underdone
- And plenty more. Support for new gamemode is added free of charge, just ask.
- [b]Administrative mod support[/b]: currently supported: ULX, SAM, ServerGuard, XAdmin 1, XAdmin 2. More can be added
- [b]FastDL already setup[/b]: don't have to worry about that little thing yourself
- [b]Vehicle lighting system[/b]: the system for vehicle lights has been overhauled countless times by now to give you detailed visuals with almost no impact on in-game performance.
- Able to customize in-game how each section of the lights look
- Able to choose between different light visual styles from the in-game menu
- High beams: illuminates even the darkest of places
- High beams flasher: flashes high beams while you hold the key
- Low beams: shines the road in front of you without blinding other drivers
- Running lights: "Daylights", in other words, it's mandatory by law to keep these on at all times, in most of the world
- Fog lights: wide area of shine, does not shine very far, careful not to blind other drivers
- Hazards: the "allows me to park anywhere" lights
- Turn signals (sequential): for the most serious of roleplay's
- Brake lights: gives some warning to the drivers behind you
- Interior: these only toggle for a few seconds while the door is opened
- License plate lights
- [b]Trailer support[/b]: two main connection types:
- Light vehicle connection
- Heavy vehicle (truck) connection
- [b]Fuel system[/b] youtube showcase:
- Multiple fuel types, 3 fuel types by default, all have different pricing, refuel speed, weight
- Lid positions: can only refuel the vehicle at its fuel tank lid
- Dynamic fuel capacity, consumption: depending on many variables, including engine stress, speed, mass, towed mass
- Fuel stations
- Fuel pickup entities: gas station too far? No problem
- Customizable: can override the prices, speeds, some other fancy things
- Ingame menu to add/remove fuel stations
- Persistence: once placed they will spawn automatically the next time and respawn if needed
- Custom jerry can weapon: fully Lua animated can carry fuel in hands to your vehicle
- [b]Passenger seats[/b]:
- Ingame key bindings to switch between seats
- Custom exit positions
- Different seat types: for example seats in ELS vehicles does not allow to switch to forward or exit
- Drive-by mode - allows passengers to fire weapons while in a vehicle
- [b]In-car precise player damage[/b]: overrides the default vehicle damage, precision can be altered, can be toggled at will
- Damages players if leave vehicle while it's traveling at high speed
- [b]Segmental[/b]: disable or adjust every feature one by one from the in-game menu
- [b]Vehicle name[/b]: This shows a vehicle name when you enter it using the 3D HUD
- [b]Fancy HUD[/b]: Fully animated with multiple stages. Displays health, cruise, fuel, etc. 3D effects intensity can be adjusted
- Left side HUD for features such as the "Vehicle name"
- Right side (main) HUD for light, health, fuel, ELS information
- Middle bottom of the screen for limited-time activity features: such as "Cruise Control" or "Drive-by"
- [b]Exhaust[/b]: custom particle effects, for light/heavy vehicles, idle/stress showcase
- [b]Engine backfire:[/b] custom effects, sounds. Damages the engine slightly, get it fixed before it costs you a new engine showcase
- [b]Surface sliding sounds[/b] (completely clientside): showcase
- Custom sound effects specific for each surface type
- Each wheel has individual sound, if sounds are the same, they are combined per car
- [b]Tire marks on the ground[/b] (completely clientside): showcase
- Fades after a while
- Ability to adjust detail (performance improvements)
- Same as the effects, each wheel can slip on its own
- [b]Flat tire effects[/b]: showcase
- Custom sounds
- Custom particle effects
- [b]Spike strip[/b]: custom model, fancy Lua, model animations showcase
- Can be set to be auto given to all ELS vehicle drivers
- Can be placed, picked up, extended, retracted
- [b]Pickup kit's[/b]: various pickup kits to repair the car, etc, with fancy HUD elements
- [b]Reverse sound[/b]: big (truck) vehicles emit a reverse beep
- [b]Damage system[/b]: custom effects, sounds showcase
- Vehicle starting health is dependent of the vehicles weight, volume, type
- Over 50 custom made collision sounds, all about perfecting the feeling of realism
- Two engine damage stages, smoke, fire, explosion
- All fully custom effects
- [b]Driver repositioning fixes, driver animations for[/b] scooters, bikes, tricycles (will be moved to another VCMod addon later on);
- [b]Repairman NPC[/b]: with fancy repair menu showcase
- Fancy repair menu
- Each part costs individually
- The engine does not need a new part unless it's fully destroyed
- Time taken per each part is individual
- Time costs money, the more time it takes, the higher the price
- Repair Man NPC has persistence in it, only have to place once
- Shows where the damage is on the vehicle in the menu
- [b]Vehicle parts and new repair wrench[/b]: showcase
- If the engine is not fully destroyed you only need to wrench it
- You need to place the part on the damaged area before you can wrench it in
- Repair times for each time are different and customizable
- [b]Part damage[/b]: showcase
- Lights can now be shot out (fancy effects, sounds)
- Tires can now be blown out (fancy effects, sounds)
- Exhaust can be shot out (fancy effects, sounds)
- Fuel lid (gas tank) can be shot (explodes if enabled)
- [b]Door sounds[/b]: an open and close sound depending, synced with vehicles door animation, if it has it
- [b]Cruise Control[/b]: car stays at a constant speed regardless if you are holding the throttle or not
- [b]Dynamic Third Person view[/b]: this particular feature went through quite a few overhauls over the years. autofocus, view drag, dynamic sync, autofocus when reversing
- Can choose from several types of view's
- Automatically focuses on where you are going, including reversing
- Raises or lowers depending on the player actions
- Stiffens and loosens depending on the driving style
- Shifts to mid-point between the vehicle and the trailer, if a trailer is connected
- Is not locked on solely the vehicle, this smoothes out the bumps and keeps the view stable in relation to the world
- [b]Horn[/b]: Hold and release type of system
- [b]Steer Lock[/b]: when exiting the wheels will stay turned to the direction you turned when before exiting
- [b]Control menu[/b]: control every single feature of VCMod also give information about controls, setup NPC, etc
- [b]Language support[/b]: all VCMod related text will change depending on the selected language. Auto-detects language also changeable in !vcmod menu, ss of 2016.10.19 VCMod supports 19 different languages
- Ingame language-translation tool so you could instantly translate it and share it with the rest of VCMod community
- [b]Mult-currency support[/b]: can chose which currency the server uses VCMod-wide
- [b]Car dealer[/b]:
- Fancy effects and dragging for the menu
- Several sections
- All customization is done in-game
- Spawn platforms (can add with a single mouse click)
- Persistence: car dealers will remain on the map after the restart and restore if forcefully removed
- [b]Key binds[/b]:
- Every single control of VCMod can be rebinded from the in-game menu
- Admins can override each player binding on a specific server from an in-game menu
- Hold keys, primary hold keys, hold times: all of these can be altered, to allow to bind several controls on the same key
- [b]Other tiny too many to name features[/b]: a few of them: reduced driver damage, handbrake sound, internal logging, etc.
[font="Hind Vadodara", sans-serif]Optimization[/font]
- Lights are rendered fully client-side, no entities - no lag
- Light data for each car type is sent only once per new car type
- Admin can adjust times of lights auto shut off if the car is left alone
- Admin can disable headlight option in the menu
- Each player can turn off dynamic lights if too laggy
- Each player can turn off each light layer one by one if too laggy
- Each player can reduce the size of each light layer+ dynamic light
- Dynamic lights get reduced in size and shut off when it's far enough
- Lights do not render if far enough
- Lights have LOD's, the further out you go, the more light layers will turn off, keeping it not noticeable
- Lights pretty, expensive-to-render parts will be replaced by dummy parts once further away
- Lights will only render the pretty glow depending on how lit the vehicle is
- Each player can turn off lights on their own if too laggy
- Each player can select lights auto fade outdistance
- Each player can set his tire tracks fade time
- Each player can set his tire tracks detail
- Each player can set the draw distance for the effects
- Each player can set which effects to use
- Each light (and it's layered) can be parented to bones/attachments
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