Ambient Wars Beta v1.0.0.17

by Ironhide
 
v1.0.0.17 Beta released. Check thread for details.

Support Thread can be found here:

http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262

Note not a single shot was fired by me. This is the world in ambient war conditions. I'm simply driving around, although I did flatten a cop jumping out of his car or a civ so got a wanted level.

From my readme file in the package:

Description:
This package creates a highly configurable ambient war environment in the world of GTAIV. I got tired of the boring world where noone is causing havok except me. I also didn't find any war mods that I thought were really effective in the way I wanted the world to feel. So this is my answer. It has a LOT of code all geared toward bringing the world to life with strategic havok of all kinds, but in an ambient way so the world feels like it's on its own and couldn't care less about me being in it. The result, IMO anyway, is a muich more interesting single player experience. It is extremely configurable. It is meant for single player. It will not allow itself to be activated in MP games.

It requires ScriptHookDotNet v0.893 BETA or Greater to operate. The author of that [ Hazard (hazard_x@gmx.net) ] requests ScriptHookDotNet not to be included but instead a link created to it. You can find that and all information you need to use that at the following location:

http://www.gtaforums.com/index.php?showtopic=392325

Let me know of any problems with AW. This is a Beta release of Ambient Wars and the 1st public release. If any problems are encountered turn on file logging in the INI file UseFileLog=True for PsychoLogic and PlayerLogic modules and play untilt he problem happens again. Logic flow should be logged up to or near the point of failure to allow better isolation of the issue.

Usage:
After launching into the game world press the configured hotkey (default is F9, can be changed in config file) to toggle Ambient Wars On / Off. I suggest spinning around a few times before activating the mod so you get everything around you fully loaded into memory. That'll make it more likely for a successful init of AW and also less likely the ScriptHookDotNet will lose its D3D device. When that happens it reloads scripts, so AW will need to be toggled On again in those situations. You can access the ScriptHookDotNet console window with the Tilde ( ~ ) key to see any messages that may flash across the screen but disappear after a short time.

Notes:
Many, many things are configurable including the models used to generate war entities. The configuration file highly documented so it is very clear what all or most settings do.
The model files are also commented at the top. Simply follow the format instructions listed therein to customize which models are used.

Some Info of Interest:
This package (at present) provides 2 specific logic modules. One for the Player and one for the ambient war logic. Each module can be disabled so only one or neither of them goes active on HotKey press. This could be used to, for example, use the Player logic to get the benefits of the settings but not use the Psycho logic so there's no war going on.

For the player, examples of things that can be configured are:
Prevent flying out the windscreen of your car regardless of speed or what you smash into, setting maximum armor and health well above normal values, creating an armor and/or health regeneration effect over time, personal vehicle regeneration at configurable damage levels, prevention of wanted levels or clearing of wanted levels etc.

For war logic, examples of configurable options include:
Model file used to control what models are created, ped density, armor, health, ammo and money of generated Psychos, blip creation, sense range, drive by, police and player attack flags, max number in the world over time, polling radius, garbage collection distance, chance of war logic per tickrate, chances of vehicle and psycho logic triggers, chances of sub types (driver heart attacks, explosions etc), extra mayhem logic, Psycho weapon arming etc.

Rating:
8.25/10 - 28 votes
Cast your vote:
Downloads: 2,347
Added: October 29, 2009 9:02AM
Last Downloaded: February 8, 2010 7:09PM
File Size: 50.68 KB

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Please post any comments (positive or negative) or problems encountered and I will address them when I can. If posting a negative comment, please be clear and detailed of why you think it sucks or you hate it, because it may be something that can be modified if it's a problem, bad design or annoying etc. I just need to know what it is. A comment of "well this sucks" doesn't do much to improve future releases.
Posted on October 29, 2009 11:25AM by Ironhide
ohh man! I thought this one would work :/. Im waiting for mods like this, since the release og gta IV. There was one, i forgot its name, it was like this one. But it crashed after some seconds. I was hoping this would work, but its the same. After some Seconds its just crashing the game to the desktop. I think its not possible to play such a mod, on highest graphics + grapihc tools, like realizm IV + modded cars. Its just too much.
Posted on October 29, 2009 1:11PM by hitmanking
Turn on UseFileLog=True in Psycho section of config file, run til crash and then post the contents of PsychoLogic.log if there are any. Maybe there's something in there that can help ID the problem. I run max settings (1611mb+ resource usage) @ 1920x1200 and I run this mod a lot without problems. One thing I did notice yesterday is if I enable SLEEP mode on the phone then it seems to crash after a little while but if i do NOT enable sleep mode it plays for a loooong long time not sure what the deal with that is yet.
Posted on October 29, 2009 1:47PM by Ironhide
ok i´ll do it tomorrow
Posted on October 29, 2009 2:36PM by hitmanking
k. I've created a support thread for it as well to make it a lot easier to pass information and isolate (or try to) what's going on. It can be found here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262
Posted on October 29, 2009 2:46PM by Ironhide
This mod is GREAT, it works 100% for me, I truly hope you continue to work on it, upgrade it, and make it even better then it is. I haven't look into the config a lot, but is there anyway to disable the on-screen test at the top of the screen?
Posted on October 29, 2009 5:13PM by ObsessedWithGTA
Thanks I will try to as I get time to work on it. Right now I'm trying to stablize it for slower machines with new throttling code. The latest version 1.0.0.1 is posted for testing. As far as message at the top you shouldn't be seeing text unless ShowDebug=True in the config file. Or do you mean the text that occurs when you 1st enable the mod in game? I will disable that on next release no problem. It's simply there as indication of activation.
Posted on October 29, 2009 5:41PM by Ironhide
Cool, I just make a GREAT video of the mod in action. 30FPS 1280x720 HD. I will post it on You Tube shortly and post the link in here. Great Work man, really, this rocks!
Posted on October 29, 2009 6:22PM by ObsessedWithGTA
lol that sounds cool I'll have a look when you complete.
Posted on October 29, 2009 6:47PM by Ironhide
Ironhide, do you have MSN Messenger or AIM? I can help you with coding, video's, ss's, etc. PM ME. http://www.youtube.com/watch?v=30AEe-FAJZI
Posted on October 30, 2009 12:38AM by ObsessedWithGTA
Might be good to make all dead peds (not drop weapon) and (spawn all peds 0 money) this way a bunch of weapons and money icons are not stored in GPU memory = better performance, plus because of all the mayhem it will clean up the screen.
Posted on October 30, 2009 2:37AM by ObsessedWithGTA
Money is configurable already, as are most things. Not aware of a hook property that can be used to prevent weapon drops. I'll check the native function list though just to see. You can remove weapons from them while they're alive, but after they die those become seperated from them into world items. I'll do a quick test though just to see what remove does on the dead. Probably an exception.
Posted on October 30, 2009 7:38AM by Ironhide
heh just watched the video. You sure love taxi :) As far as code goes what I need help with is to know how we're supposed to sync up when VSYNC is on. I believe at this moment a LOT of the issues people are seeing may be directly related to them having VSYNC on. The mod was created with it turned off and is extremely stable here. However when I turn it on I too eventually see random crashes. Throttling code doesn't fix it so it appears to be a timing issue but that's just another guess. I may try offloading some logic into a seperate thread pool of its own and see what happens.
Posted on October 30, 2009 7:51AM by Ironhide
I am also experiencing crashes now to, especially when I use the Little Bird with rockets. I will try without VSYNC. When I change settings with the mod, even small stuff, I crash. But with the default config it works much better. I set money to 0 and they still drop it, even tried 1 and they still drop a ton. Simple Native Trainer has "dead peds drop weapon enable/disable" as well as settings "all new spawned peds money". I will get you the code for that from him. PM me your MSN or AIM.
Posted on October 30, 2009 10:08AM by ObsessedWithGTA
I've rewritten quite a bit to offload war code so the main tick is now resource gathering only and the war code operates seperately on those resources. There's also new code that detects the health of the Psychos and when <15 they have their weapons stripped. There's probably a native call that has to be used to set a property on a ped that determines if they drop weapons when they die or not. I'll look in the function list in a few minutes and see if can discern anything related to that. There's nothing exposed by the dotnethook for it that I can find. As far as money goes that sounds like a bug. I will investigate it.
Posted on October 30, 2009 11:38AM by Ironhide
Went through the native function list and it's probably this one: SET_CHAR_DROPS_WEAPONS_WHEN_DEAD I'll implement and check shortly. If it works then a few flag to control it will be in order.
Posted on October 30, 2009 1:02PM by Ironhide
Nope SET_CHAR_DROPS_WEAPONS_WHEN_DEAD doesn't appear to work. But SET_DEAD_PEDS_DROP_WEAPONS does.
Posted on October 30, 2009 1:22PM by Ironhide
So basically this is like the pedestrian riot cheats in previous GTAs? Uh, Fucking Awesome. I'm going to feature this ;)
Posted on October 31, 2009 11:48AM by Slim Trashman
Yes it tries to bring some ambient chaos into the city. Stability is a major issue at the moment but that's the nature of beta and also the touchy system we have to use to do this in the 1st place (hooks). Latest version 1.0.0.4 is about to be posted it seems (here anyway) a LOT more stable than previous versions.
Posted on October 31, 2009 12:01PM by Ironhide
Looks promising. Will try.
Posted on October 31, 2009 3:43PM by Hypertenzion
v1.0.0.6 has an important change that may resolve DotNetHook script initializer crashes where the AW class may have some times overloaded the engine with a huge blast of inits when the hook created instances. This is unrelated to the operation of AW code itself when activated via hotkey. It is related to the hook library potentially causing an overload of the engine when it creates instances of AW classes due to too many property inits all at once in a huge blast. It appears far more likely to successfully create instance of AW now.
Posted on October 31, 2009 5:07PM by Ironhide
1.6 doesnt change anything for me. Still crashes after 15 seconds.
Posted on October 31, 2009 5:44PM by hitmanking
See if 1.7 makes a difference. A number of new checks are in place.
Posted on October 31, 2009 6:24PM by Ironhide
By the way the problem with this type of endeavor is the game is -constantly, and very very quickly- changing internal properties for all kinds of stuff. So the more complex a mod is i.e. the more objects it tries to interact with, the risk of accessing or trying to perform an operation on an object that is in an invalid, transitional or null state there is which causes it to puke. v1.7 adds a lot more checks and appears a lot more stable here but I need feedback from others if it actually is more stable / less stable as they're updated. So let me know as soon as you get a chance, either here or the support forum or both. Thanks.
Posted on October 31, 2009 6:28PM by Ironhide
Checking 1.7 and reporting back.
Posted on October 31, 2009 7:22PM by Hypertenzion
Ok great thanks. I just drove a freaking huuuuge distance back and forth across entire island mltiple times in mult cars with all kinds of stuff and zero issues going to post a full report of it in the AW support thread.
Posted on October 31, 2009 7:34PM by Ironhide
this mod makes my game crash aswell but not always sometimes it crashes when activating sometimes it crashes randomely when someone starts shooting
Posted on October 31, 2009 8:18PM by zzcool
Yes it's a timing issue which makes it the hardest to deal with because there are a gigantic amount of things that can and do happen many times in the span of milliseconds or seconds depending on what it is. Does v1.0.0.7 still crash 'often' for you? I went across the entire game world 3 times earlier using v1.0.0.7 without a single crash.
Posted on October 31, 2009 8:32PM by Ironhide
this time it crashed after 10 seconds. I activated it, started running and it crashed. No riots were even spawned. No chaos.
Posted on November 1, 2009 4:57AM by hitmanking
i tried it again. I took a car, activated the mod, started driving. After exactly 10 seconds it chrashed without any riots. So this version seems to crash during activating the first feature?! btw, im stopping the time, its always 10 seconds. Not more not less.
Posted on November 1, 2009 5:02AM by hitmanking
Ok 10 seconds is the default tick rate for the Player code, not the War code. I'll check into it. Something must be taking a dump in the Player code. Do you have a AmbientWars.Player.Log file?
Posted on November 1, 2009 5:46AM by Ironhide
Yep think I found why. I put in a block to prevent using the code in multiplayer mode but in that block it's using the class for the war logger not the player logger and I just missed seeing it, so it would be trying to use the wrong logger, and since the war tick happens 1st (4sec) it's already init so the player tick would try to recreate it which is invalid. Fix will be posted shortly.
Posted on November 1, 2009 5:50AM by Ironhide
ok i´ll try it, i dont have a AmbientWars.Player.Log file. DO i have to turn it on in the .ini?
Posted on November 1, 2009 6:48AM by hitmanking
No the log file was the issue I imagine you didn't actually have a AmbientWars.PlayerLogic.Log file with any content due to this reason. It was the log itself that likely caused the crash but need confirmation from .8 that you can get past 10 seconds. Let me know.
Posted on November 1, 2009 6:49AM by Ironhide
nope i cant, 7 seconds and crash. No riots no chaos again. Now there is a AmbientWars.PlayerLogic.Log file, but your right, its empty. AmbientWars.PsychoLogic.Log has 3 lines. Shall i post them? // i tried it one more time, again, this time 8 seconds. First time it was about 7,8, not 7 ...so not much difference.
Posted on November 1, 2009 7:02AM by hitmanking
Yes please do the following: Inside the AmbientWars.INI file change the following 2 entries. Player.UseFileLog=False to True Psycho.UseFileLog=False to True Post the contents of those 2 files in the support thread here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262 I'll take a look at them as soon as you post them.
Posted on November 1, 2009 7:11AM by Ironhide
I'm adding even more last command traps to help further isolate and I'll be adding some to the player code now as well. It'll be in the next version .9 in a few minutes.
Posted on November 1, 2009 7:22AM by Ironhide
Ok i turned them on in the .ini . This time i past 10 seconds. It crashed at 15 seconds, i even heared some breaking glas and some people screaming. But i have no Psycho.UseFileLog or Player.UseFileLog. Just AmbientWars.PlayerLogic and AmbientWars.PsychoLogic, are those the right log files? I´ll just post them, they should be the right ones.
Posted on November 1, 2009 7:24AM by hitmanking
No no the settings I mentioned are in the AmbientWars.ini file they control the amount of information that shows up inside the log files. You need to change those to settings from =False to =True as mentioned above. Also I'm going through the player logic code right now and adding some safety checks. Been focused on the Psycho war code so the Player code has some unsafe checks I haven't addressed yet. But they will be in there in next release .9 as soon as I'm done. In the mean time go ahead and change the settings and rerun the game and see if you have content in the log files after it crashes.
Posted on November 1, 2009 7:35AM by Ironhide
Sorry I'm tired and misread what you said. Yes those are the 2 log files I'm after.
Posted on November 1, 2009 7:38AM by Ironhide
v .9 is being posted.
Posted on November 1, 2009 7:51AM by Ironhide
Crashing after 8 seconds, without riots being spawned. Logs will be posted later. Im offline for some hours.
Posted on November 1, 2009 8:24AM by hitmanking
Ok. Very strange indeed. There are a lot of safety checks not really sure what's going on there.
Posted on November 1, 2009 8:30AM by Ironhide
Hitman make sure you use the latest version and run it then post log contents from it. The UseFileLog flags are always defaulted to False in new versions because they are a big performance hit and those without problems don't need it on, so you'll need to change those to True on each new version you install until the issues finally get isolated and addressed if they can be.
Posted on November 1, 2009 8:45AM by Ironhide
Hitman I experienced this crash a minute ago after playing for about 5 or 10 minutes. Going to try and see just wtf is going on. Right now it makes no sense.
Posted on November 1, 2009 8:57AM by Ironhide
how do you get the same crash if you crashed after 5-10 minutes? You said this would be a timing issue, which is very hard to fix, cause it could be caused by many things. but my problem is still something different, its like crashing during the initiliazing of the mod? or did i misunderstand you? im not at home right now, i will try 1.10 as soon as im home again. btw. i checked the mod version and the presence of each file more than 3 times everytime before i started the game, so it cant depend on an installation mistake by me.
Posted on November 1, 2009 9:42AM by hitmanking
ah no i got it, its not the initializing, sry i didnt understand your answer in the support thread at first, but after looking at the log i got it. Last time the car ahead code caused the crash. so was it the car ahead code which crashed your game, too? btw. sry for my english, im still learning it :P
Posted on November 1, 2009 9:53AM by hitmanking
Yep it was the cars ahead code that caused it here too, just a lot slower (very fast machine here) for it to materialize here than it did for you. Check version v.11 and see if it changes anything for you. I posted a response to your message but the board is slow.
Posted on November 1, 2009 10:22AM by Ironhide
v.11 doesnt change anything for me, i posted the logs in the support thread.
Posted on November 1, 2009 11:51AM by hitmanking
Can't post in gtagaming.com so posting here: "AmbientWars.PsychoLogic.log": ------------------------------------------------------ 01-11-2009 22:31:30 - Starting up. Ambient Wars v1.0.0.12 - BETA ------------------------------------------------------ 01-11-2009 22:31:30 - [F][E] PsychoLogic()-> (PsychoLogic) The War is Starting... 01-11-2009 22:33:58 - [F][E] PsychoLogic()-> [E] - RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_AS_PASSENGER'! 01-11-2009 22:33:58 - [F][E] PsychoLogic()-> [ELC] - CreateRandomPsychosAheadInCars()-> If Exists(Car) AndAlso Car.GetFreePassengerSeat <> VehicleSeat.None Then Psycho = Car.CreatePedOnSeat(Car.GetFreePassengerSeat, RandomPsychoModel, RelationshipGroup.Criminal)
Posted on November 1, 2009 3:48PM by Hypertenzion
Yeah that's the same issue hitmanking is seeing consistently after he activates the mod in the game. It has big safety checks not sure why it's happening. One thing I will do when I get a chance to mess with the code again is to provide a way to disable that branch of the mod so it only does peds on the streets and not cars and see if you 2 have any issues with just that while I work out what's wrong with the carsahead code.
Posted on November 1, 2009 6:17PM by Ironhide
Latest version 1.0.0.14 is extremely stable on the dev box.
Posted on November 1, 2009 8:14PM by Ironhide
Hey, awesome looking mod! I tried it out and it's awesome.. but I too am experiencing crashing about 5-10 seconds after AW is activated... Here's my PsychoLogic if that helps. ------------------------------------------------------ 11/1/2009 7:48:56 PM - Starting up. Ambient Wars v1.0.0.12 - BETA ------------------------------------------------------ 11/1/2009 7:48:56 PM - [F][E] PsychoLogic()-> (PsychoLogic) The War is Starting... 11/1/2009 7:49:17 PM - [F][E] PsychoLogic()-> [E] - RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_AS_PASSENGER'! 11/1/2009 7:49:17 PM - [F][E] PsychoLogic()-> [ELC] - CreateRandomPsychosAheadInCars()-> If Exists(Car) AndAlso Car.GetFreePassengerSeat <> VehicleSeat.None Then Psycho = Car.CreatePedOnSeat(Car.GetFreePassengerSeat, RandomPsychoModel, RelationshipGroup.Criminal)
Posted on November 1, 2009 9:02PM by TheDARKW0LF
Looks like my issue is exactly the same as Hypertenzion's... Hope you isolate the issue and get it sorted soon!
Posted on November 1, 2009 9:13PM by TheDARKW0LF
Is this happening for you in 1.0.0.14? If so did you follow the suggestion of turning of carcrews and see if it still crashes the same?
Posted on November 1, 2009 9:41PM by Ironhide
Looks like my issue is exactly the same as Hypertenzion's... Hope you isolate the issue and get it sorted soon!
Posted on November 1, 2009 10:24PM by TheDARKW0LF
You'll need to post your v1.0.0.14 logs in the forum thread
Posted on November 2, 2009 7:51AM by Ironhide
1.0.0.17 seems to be stable! Thank you Ironhide :-)
Posted on November 3, 2009 10:43AM by Hypertenzion
Excellent to hear. It's not 100% stable but it's a lot better than previous versions.
Posted on November 3, 2009 11:32AM by Ironhide
As opposed to the 5-10 second gameplay until crashing and the complete freezing of my PC when using patch .14, on .17 I can play for a good 20-30 seconds and now only my game crashes, not my entire PC... but it still doesn't work considering those still present issues I encounter.
Posted on November 3, 2009 2:12PM by TheDARKW0LF
Well that's progress. Others that were crashing around 10 seconds to a minute are now able to play between 5 minutes up to 30 before any issue. Slow but getting better.
Posted on November 3, 2009 2:54PM by Ironhide
[quote]Well that's progress. Others that were crashing around 10 seconds to a minute are now able to play between 5 minutes up to 30 before any issue. Slow but getting better.[/quote] I didn't have ANY issue after the 30 minutes as I wrote in the post in gtagaming.com - I just quit playing because of an appointment :)
Posted on November 4, 2009 6:13AM by Hypertenzion
Ok so im experiencing a crash too thuglogic.log ------------------------------------------------------ 4-11-2009 2:08:07 - Starting up. Ambient Wars v1.0.0.17 - BETA ------------------------------------------------------ 4-11-2009 2:08:07 - ThugLogic.Include = True 4-11-2009 2:08:07 - [F][E] ThugLogic()-> (ThugLogic) The War is Starting... 4-11-2009 2:08:22 - [F][E] ThugLogic()-> CreateCarCrews()-> RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_INSIDE_CAR'!
Posted on November 4, 2009 7:14PM by zerofreeze
The portal comments section is far to limiting to provide support. All support should be done using the support thread. It can be found here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262
Posted on November 5, 2009 8:23AM by Ironhide
how do i get the mod 2 work plz
Posted on November 5, 2009 1:43PM by adamh116
The procedures to use the mod are the same for any mod that requires the DotNetScript as defined in the description text of this mod and the readme file associated with this mod. If you follow the instructions listed for the DotNetScript mod and then put Ambient Wars in the scripts folder it will automatically be loaded when the game starts if DotNetScript is operational. Then it's just a hotkey to toggle AW on / off. AW is still buggy though and is slowly being stabilized.
Posted on November 9, 2009 2:20PM by Ironhide
Hi there, I downloaded the mod and it works, but I am having an issue that many other's are facing, the game crashes! But I think that I've noticed something, it seems like the game only crashes when driving fast with a vehicle while people are running around causing havoc. SYSTEM INFO BELOW OS: Windows 7 Ultimate (64-bit) PROCESSOR: AMD Phenom(tm) II X4 910 Processor 2.60 GHz RAM: 8.00 GB I'm not sure if listing this info is useful, but it's worth a shot I guess.
Posted on January 16, 2010 8:05PM by LoneStarGamer
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