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Fiveguard

Request 5Real + LA Revo 2.0 March 2026 gameconfig request

elpome97

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I said I am not gam3, I have a 4060ti and if feel perfect, no popups with default settings
Oh ok sorry i misread, do you know him or is that game available for download with all the mods? I asssume you're not running at 4k then like im trying to
 

elpome97

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Just tried lcpp gameconfig from the discord server and game stil crashes after lapping map a few times in a jet, i checked the values and they all seem extremely low compared to 5real one which feels more robust and is actually made for max mods at 4k. Clothstore value was at 60 thats ridiculous i have 200 addonpeds so it wasnt letting me launch at first.
 

GTASON

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I managed that it won´t crash. Now i played 3 days without crash 5-6 h. its niot the game config, but the cars.
RESOLVED ISSUES (Successes from the old chat): Emergency vehicles are now 100% crash-proof: policet, policet3, polaction2, polimpaler6, and fbi2, usss have been successfully set to `sirenSettings value="0"` within the `carvariations.meta` file of Real_Traffic_3. No more vertex explosions or crashes during police chases, as confirmed by long-term testing. The landstaker tires i cnaged to the default as they were bugged.
In the Greyley, the seats were dyed dark. Interior, red engine, seats were set to contrast in the Greyley. The cars are in car pack 1.

In the Gresley, the seats were dyed dark. Interior, red engine, seat were set to contrast in the greyley.ytd. The cars are in carpack 1. Navigate to the folder containing the Landstalker's model files in your Real_Traffic_1 package: mods\update\x64\dlcpacks\Real_Traffic_1\dlc.rpf\x64\levels\gta5\vehicles.rpf\. Locate the two 3D geometry files of the car: landstalker.yft and landstalker_hi.yft. The backup: Select both files, right-click, and choose Extract (Export) to save them safely to your desktop or backup folder. The test: Now delete these two files (landstalker.yft and landstalker_hi.yft) from the folder in OpenIV.


The biggest crash reason was this number "0.-020000" in the update update rpf vehicles meta search fpr this numbers and change to -0.020000 and you will ahve no more crashes with the siren fix !

Now you can play days before the game crash. its not the game config, becuase the engine is on its limit. Thatzz is bullshit.
 

GTASON

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I asked the AI to make the game crahproof and it worked out. I had absolutly no clue what casused the crashes. Thank you Gemini
 

GTASON

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the Ai also made a nice pee and poop script. rename the text file in the scripts folder to pee.cs and add this code if someone want to test it. Works with improvements in gore. 4.0 and ragdoll euphoria. I loi9ke that AI. It also made a poop script...
using System;
using System.Windows.Forms;
using GTA;
using GTA.Native;
using GTA.Math;

public class PeeScript : Script
{
private bool isPeeing = false;
private int peeStartTime = 0;
private const int PEE_DURATION = 5000; // Exakt 5 Sekunden Laufzeit

private int streamFx = 0;
private static readonly Random rnd = new Random();

// Aktuell aktive Variablen
private float activeSplashY = 1.65f;
private float activeScale = 0.13f;
private float activeSpeedBoost = 2.5f;

// Feste, unmodifizierte Core-Assets
private const string ANIM_DICT = "misscarsteal2peeing";
private const string ANIM_NAME = "peeing_loop";
private const string PTFX_DICT = "core";
private const string PTFX_NAME_STREAM = "water_cannon_jet"; // Hauptstrahl
private const string PTFX_NAME_SPLASH = "ent_sht_water"; // Die Wasserpfütze

public PeeScript()
{
KeyDown += OnKeyDown;
Tick += OnTick;
}

private void OnKeyDown(object sender, KeyEventArgs e)
{
// P = Pinkeln sofort starten (Reiner Antipp-Pool)
if (e.KeyCode == Keys.P && !isPeeing)
{
isPeeing = true;
StartPeeingProcess();
}

// O = Sofort manuell abbrechen
if (e.KeyCode == Keys.O && isPeeing)
{
StopPeeingProcess();
}
}

private void OnTick(object sender, EventArgs e)
{
if (!isPeeing) return;

Ped player = Game.Player.Character;

// ECHTZEIT SHADER-ÜBERSTEUERUNG FÜR INTENSIVES URIN-GELB
if (streamFx != 0)
{
// 1. Extreme Multiplikator-Farbwerte brechen die Texturen des Gore-Mods auf
Function.Call(Hash.SET_PARTICLE_FX_LOOPED_COLOUR, streamFx, 12.0f, 9.5f, 0.1f, false);
Function.Call(Hash.SET_PARTICLE_FX_LOOPED_ALPHA, streamFx, 1.0f);

// 2. ULTIMATIVER OVERRIDE: Wir injizieren "tint" direkt in die Partikel-Evolution.
// Das zwingt das water_cannon-Asset, seine Farbfilter komplett auf Gelb umzustellen!
Function.Call(Hash.SET_PARTICLE_FX_LOOPED_EVOLUTION, streamFx, "tint", 1.0f, false);
Function.Call(Hash.SET_PARTICLE_FX_LOOPED_EVOLUTION, streamFx, "speed", activeSpeedBoost, false);
Function.Call(Hash.SET_PARTICLE_FX_LOOPED_EVOLUTION, streamFx, "force", activeSpeedBoost * 0.8f, false);
}

// Dynamische, flache Pfütze passend zum gewürfelten Stil spawnen
if (Game.GameTime % 4 == 0)
{
Vector3 forwardPos = player.GetOffsetPosition(new Vector3(0.0f, activeSplashY, -0.95f));
Function.Call(Hash.USE_PARTICLE_FX_ASSET, PTFX_DICT);

// Shader-Kompensation für den Bodeneffekt
Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_COLOUR, 10.0f, 7.5f, 0.1f);

// 90 Grad auf X legt die Gischt flach auf die Straße
float splashRotX = 90.0f;
float splashRotY = 0.0f;
float splashRotZ = 0.0f;

Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD,
PTFX_NAME_SPLASH,
forwardPos.X, forwardPos.Y, forwardPos.Z,
splashRotX, splashRotY, splashRotZ,
activeScale * 1.8f,
false, false, false);
}

// Automatischer Abbruch nach Ablauf der 5 Sekunden
if (Game.GameTime - peeStartTime >= PEE_DURATION)
{
StopPeeingProcess();
}
}

private void StartPeeingProcess()
{
Ped player = Game.Player.Character;

// 1. Sicheres Laden der Animation
Function.Call(Hash.REQUEST_ANIM_DICT, ANIM_DICT);
while (!Function.Call<bool>(Hash.HAS_ANIM_DICT_LOADED, ANIM_DICT))
{
Script.Wait(10);
}

// 2. Animation starten
Function.Call(Hash.TASK_PLAY_ANIM,
player.Handle,
ANIM_DICT,
ANIM_NAME,
8.0f, -8.0f, 5000, 1, 0, false, false, false);

// 3. Partikel-Asset laden
Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, PTFX_DICT);
while (!Function.Call<bool>(Hash.HAS_NAMED_PTFX_ASSET_LOADED, PTFX_DICT))
{
Script.Wait(10);
}
Function.Call(Hash.USE_PARTICLE_FX_ASSET, PTFX_DICT);

// 4. Das Zufallssystem auswerten (Reiner, perfekt angepasster Antipp-Pool)
int style = rnd.Next(1, 4); // Würfelt 1, 2 oder 3

float rotX = 46.0f;
float rotY = 2.0f;
float rotZ = 0.0f;

if (style == 1)
{
// STYLE 1: Der perfekte, dünne Standardbogen
rotX = 46.0f;
rotY = 2.0f;
activeScale = 0.13f;
activeSpeedBoost = 2.5f;
activeSplashY = 1.65f;
}
else if (style == 2)
{
// STYLE 2: Die Mund-Erfrischung (CHIRURGISCHES FINETUNING)
rotX = 66.0f; // PERFEKTIONIERT: Von 72.0f auf 66.0f gesenkt (kippt den Strahl millimetergenau vor das Gesicht)
rotY = 0.0f;
activeScale = 0.14f; // Wunderbar dünner, feiner Strahl
activeSpeedBoost = 1.4f; // Realistische, sanfte Wucht
activeSplashY = 1.15f; // PERFEKTIONIERT: Pfütze rückt passend zum neuen Bogen vor (von 0.85f auf 1.15f)
}
else
{
// STYLE 3: Der schüchterne, kurze Strahl
rotX = 35.0f;
rotY = 0.0f;
activeScale = 0.09f;
activeSpeedBoost = 1.2f;
activeSplashY = 0.95f;
}

// Feste absolute Positionierung am Hosenschlitz (validierte Millimeterarbeit)
float offsetX = 0.0f;
float offsetY = 0.24f;
float offsetZ = -0.06f;

// 5. Partikeleffekt starten
streamFx = Function.Call<int>(
Hash.START_PARTICLE_FX_LOOPED_ON_ENTITY,
PTFX_NAME_STREAM,
player.Handle,
offsetX, offsetY, offsetZ,
rotX, rotY, rotZ,
activeScale,
false, false, false
);

peeStartTime = Game.GameTime;
}

private void StopPeeingProcess()
{
Ped player = Game.Player.Character;

if (streamFx != 0)
{
Function.Call(Hash.STOP_PARTICLE_FX_LOOPED, streamFx, false);
streamFx = 0;
}

player.Task.ClearAll();
isPeeing = false;
}
}
 
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