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@Rambo92ita Aha! A car dealership!
"Concessionary" doesn't make much sense in English. A noun "concessionary" is a person who owns a franchise ("a rich concessionary" -- very rare word), and an adjective "concessionary" is anything to do with "concessions" -- like reduced fares on bus service ("concessionary fares" -- very, very common word). =)
@kwokpo I'm guessing English isn't your native language, but it's probably better to write something long and detailed in your native language, and then translate it into English with Google Translate. Two-word answers aren't helpful. =)
I loved this mod in its original incarnation, since it was a little more immersive and melded well both with the base game and with the enhanced realism that (some of) Eddlm's mods are noteworthy for. I think the new version became a little too gamey and buried useful interface features as esoteric command line options within the cheat menu instead of placing them in an easily accessible native-style UI or responding to standard controls. It enhanced the gameplay with some handy features like recurring drivers, pumping stereos, and more physics, but simultaneously moved away from realism to the point of detracting from the final whole. It's good! But not as great as it could have been if it had stuck to its original atmosphere. =)
@Skysder Had the same problem! Deleting the C:\Users\[username]\AppData\Local\New Technology Studio made it work for me. (It honestly infuriates me how they impose mandatory updates that brick the program until you complete them, *AND* perform analytics on everything you do with the program. I firewall the crap out of this program.)
@Kryo4lex It might work in the constructor, since SHVDN probably already has an active script context before it starts instantiating scripts, but I was raised not to play around with "live" code inside constructors. =)
It sets it once, then removes itself from the SHVDN tick handler for that game session -- so it doesn't loop again. My original version had an instantiator+boolean check that forced it to wait until the "second" loop before working, but I nixed it when it turned out not to add any significant load time to the game (I sort of figured it wouldn't anyway). The loop is just there now to catch the possibility that the game is lagging hard during other script instantiations -- so it should fire immediately after game load unless something goes wrong. It often ticks immediately after construction as soon as SHVDN initialises the scripts, and then never ticks again. (Just to clarify, of course, it will still run the script once again every time the game boots up, since it doesn't delete the actual script file or force it to be permanently unloaded. However, since it checks to ensure the date is less than 2013 before changing anything, it won't screw with causality and force it to be 2013 forever -- it is possible for the in-game time to progress to 2014 naturally.)
Since it comes in .cs form, I figured everyone would just be able to make their own little tweaks to what they wanted the date to be. Pulling the standard C# library DateTime.Today.Year in place of 2013 would set it to the user's current year, for instance. Removing the safety check for < 2013 and its matching brace would allow users to synch the game to the current date as well, just by popping in DateTime.Today in place of World.CurrentDate. =)
The other variant I considered was setting the in-game date to the detected date plus four years (again, ensuring that the in-game date was past the prologue and hadn't already been altered to 2013+), so that it would ensure that if a player had already played in-game from 2009 to 2010, it would correctly claim 2014 when the mod was first installed... but I decided that it was probably just my OCD kicking in... =P
@Royal Ares Nope! The currently available version (i.e., not the forthcoming version) appears to install everything into update.rpf and its own DLC package. It does not seem to modify any of the x64*.rpf packages. It does patch some content from DLC packages, but it does so in update.rpf's dlc_patch folder rather than modifying the DLCs themselves.
LS Customs one is fantastic. The Hayes Autos one looks a bit too "cheap", though: if I had to guess, it's the fonts. A more professional font, as well as including more of their taglines from their on-site signage (Open 7 Days, the list of services, etc.), would probably go a long way. =)
@s0k3_xD I was using "we" to refer to "the GTA community". I'm not affiliated with VWE. =)