I’ve corrected you a few times previously… at this point you have either not listened or willfully spreading misinformation, so I will do so again for everyone’s understanding.
Timeline:
Vanilla/Default cars unable to be overriden by meta or script. (7/22)
Currently at 7 months, which is still a long time, but much less than 16 months as you claim.
As a point of reference, the original 18 clipsets (162 animations) took about 6 months to develop, now I am working on just over 300 clipsets (2,700+ animations)…
On release, these animations were NEVER intended for vanilla vehicles, which has always been cleared stated, because it was not possible at that point. I think offering literally thousands of new animations to support vanilla vehicles, to all customers for free, is pretty generous to say the least.
The timeline you must be referring is for the Advanced Driveby Script which WAS going to be the update BEFORE the clipset override issue was fixed. That script is completely separate and does not use gta’s built-in driveby system. EDA, and support for vanilla vehicles, use the built-in system.
I’m very committed to delivering support for default cars, even if it has taken much longer than hoped, but if you’d rather not wait any longer then I will gladly offer you a refund.
I’ve corrected you a few times previously… at this point you have either not listened or willfully spreading misinformation, so I will do so again for everyone’s understanding.
It’s been over 1 year since you said that it was 1 week away from being released , Just pulled it from the Discord.
I’m very committed to delivering support for default cars, even if it has taken much longer than hoped, but if you’d rather not wait any longer then I will gladly offer you a refund.
Yeah please, because you made a big deal about getting us to buy the first versionwith a discount offered for the new version.
As you already know, I encountered a major bug (rotation calculation issue) which stalled the left handed animations for months… until August 5th, and only then development was able to actually progress.
Was my estimate wildly inaccurate? Yes.
Could I have known, or even guess, that one bug would take that long to fix? Absolutely not.
Since then, I have been posting a development log and have shown the tangible progress. I’m honestly curious, do you think I’m just fabricating the entire development?
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Again the new version you are referring was the separate Advanced Driveby System, the non-native scripted driveby system. This is what was featured in the teaser trailer and this was the resource that would’ve been discounted for owning the original animations.
At the time I planned to release both, the update to support default vehicles, and the scripted system as an alternative option. As I had previously clarified for you.
However, after working on the non-native system for quite some time, it had its own issues with syncing, and visual jitters when trying to freeze the animations. So the non-native system was put on hold indefinitely and full focus put towards creating the new animations to support default vehicles.
Obviously, I dropped the ball when I made an announcement about the scripted system before fully testing the syncing, but it’s instead being replaced with the vanilla car support and completely new script. So you aren’t suddenly getting nothing for owning the original, you’re getting an entire overhaul completely for free.
I don’t particularly care if you’re lying, making it up, exaggerating, etc.
At this point, you’ve given us every excuse over the sun on why this resource hasn’t worked, and at the same time increased the scope to include aim styles, shooting on foot, UIs, and all sorts of other unrelated stuff.
You’ve been on “final exports” and beta testing for what? Three months now?
A major advantage with the clipset override native is that it can be used while in-game, so it only makes sense to have the ability to switch between default and custom aiming.
Multiple aiming styles were always planned, right from the start, hence why the original animation resource was named EDA_01. Editing the vehicle meta does not allow multiple styles for the same car, so it seemed pointless to create more at the time. Regardless, no other vehicle aim styles have been created and thus have not delayed support for default vehicles.
As for the UI, it’s quite necessary for the future. The 3rd highest poll option, was an additional aim style for handguns. In order to create these aim styles later on, the foundation must be created now to avoid completely redoing the whole system later. The UI took a fraction of the time to create. I am sorry that you personally do not care about or like this feature, but I know many people are looking forward to it.
Shooting on foot is completely different and has not been mentioned being a part of this resource. The only mention was that the same UI could be reused for switching on-foot aim styles in a future resource.
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Yes, I have. There are 2000+ animations total. In the message you screenshot, it took 8 hours to export 245 animations. After getting over 700 animations exported, roughly 24 hours of exporting, I was pretty burnt out and needed to take a break, which meant working on other aspects such as the UI and the actual script, which is also fairly complicated.
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Of course, like I said I have no problem with that, the process has been initiated.