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JulioNIB

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Posts posted by JulioNIB

  1. thats the actual code:

            Native.Function.Call(Native.Hash.SET_TEXT_SCALE, 0.0, scale)
            Native.Function.Call(Native.Hash._SET_TEXT_COLOR, col.R, col.G, col.B, col.A)
            Native.Function.Call(Native.Hash.SET_TEXT_CENTRE, bCentered)
    
            If bDropShadow Then
                Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 1, 1, 1, 1, 1)
            Else
                Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 0, 0, 0, 0, 0)
            End If
    
    	'15533817421857667793UL the draw text method:
            Native.Function.Call(15533817421857667793UL, Native.Function.Call(Of String)(Native.Hash._CREATE_VAR_STRING, 10, "LITERAL_STRING", sText), x, y)

     

  2. On 6/23/2020 at 12:37 PM, LMS said:

    You could try measuring the tick time and see if it perhaps skips a tick (maybe WAIT is not implemented correctly).

     

    about the WAIT implementation, this is what we have in ScripthookV RDR DotNet plugin:

    while (true)
        {
            // Yield execution and give it back to ScriptHookRDR2.
            scriptWait(0);
    
            // Switch to our CLR fiber and wait for it to switch back.
            SwitchToFiber(sScriptFiber);
        }

    this method "scriptWait" is imported from scripthookRDR:

    IMPORT void scriptWait(DWORD time);

     

    its very odd this issue, if we disable VSync the blinking is even more visible, more fps, other methods like DRAW_RECT works perfect

  3. Posted

    Anyone have experienced a issue with scriptHookRDRDotNet where the draw_text method results in a blinking text like if there was a Wait() being called somewhere?

     

    I have this issue only in .net code, in .asi works fine. Also, if i reload scripts like 10 times, the bug disappears and text starts to appear as expected.

     

    This is the actual code that is called in a Tick        

    	Native.Function.Call(Native.Hash.SET_TEXT_SCALE, 0.0, scale)
            Native.Function.Call(Native.Hash._SET_TEXT_COLOR, col.R, col.G, col.B, col.A)
            Native.Function.Call(Native.Hash.SET_TEXT_CENTRE, bCentered)
    
            If bDropShadow Then
                Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 1, 1, 1, 1, 1)
            Else
                Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 0, 0, 0, 0, 0)
            End If
    
            '15533817421857667793UL = _DRAW_TEXT
            Native.Function.Call(15533817421857667793UL, Native.Function.Call(Of String)(Native.Hash._CREATE_VAR_STRING, 10, "LITERAL_STRING", sText), x, y)

     

  4. ok, so, i believe you was talking about the camera_photomode script? i take a look and tried almost everything, finally found the solution, we need to use the method SET_CAM_PARAMS to determine position and rotation 🙂

    thanks for the tip

    the final code for moving and pointing the camera is:

     

    Native.Function.Call(Native.Hash.SET_CAM_PARAMS, freeCam, freeCamPos.X, freeCamPos.Y, freeCamPos.Z,
                            freeCamRot.X, freeCamRot.Y, freeCamRot.Z, 50.0F, 0, 1, 1, 2, 0, 0)

     

  5. Posted ·

    Edited by JulioNIB

    So, when we create a custom camera in game and manually set the rotation to point where we want or when we strafe the camera to one side, the Anti Aliasing seems to be temporary disabled and we can notice big visual changes, example:

    330301774_RedDeadRedemption2Screenshot2020_06.10-18_27_32_37.thumb.jpg.775ea4750c0efae1d00f55312cb23183.jpg

    Stopped camera X Moving camera

     

    Anyone know how to avoid this in custom cameras?

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