FV Design GTA 5 Chicago DEV update CHANGELOG summary DEV update 1 1. acquiring permission to modify Derkuwunator's Race Map Pack mod 2. establishing work planning 3. heavy modifications (removal of race track props, barriers and minor map fixes) as well as paths for traffic and navmeshes for peds 4. initial traffic integration (paths for vehicles) 5. initial navmeshes integration for NPC's (peds) spawning around the city pathways DEV update 2 1. remains of more obsolete props from the former race track cleared 2. added navmeshes for pedestrians 3. added paths for vehicle traffic 4. removed street light props from initial map and replaced with vanilla street lights and traffic lights 5. added nightlights to static building objects 6. 1 traffic light object has been completely edited to feature yellow color toned textures for light boxes and an additional street sign stating "CARCER PT - 690 MH N" DEV update 2.5 1. 2 storefront scaling issue fixes 2. removed all found streelight duplicates 3. added most roofing tiles to empty shells of building objects 3. minor fixed to traffic paths DEV update 3 1. Trump tower emissivelight fix (entry added by Lozano) 2. nightlight alpha fixes (no more black background in early morning times, excess geometry rendering cut) 3. LODLights and DistLight fixes (entry fixed by Lozano) 4. traffic light fixes 5. added random and stylized per-area parked cars throughout the city 6. added more props for detailing purposes 7. 3rd fix of upscaling the broken stores (this one is in proximity to the Trump tower) 8. floating shoreline fix (currently no full collision) 9. added trees, fixed the overlapping tall tree on west end of the overpass on Lake Shore Drive 10. added a fully functional ladder from vanilla Grand Theft Auto 5 11. traffic lane fixes 12. added scenarios for boats and boath paths in parallel to shoreline, and a scenario for helicopter patrol traversing the Trump tower DEV update 4 1. Added train tracks (L-train traffic) with stations 2. Ferris wheel vanilla addition into the park. Includes lights, animations, configured scale and tweaked base object 3. Shoreline collision has been added to stop boats from ghosting away from the river 4. Emissive nightlights offset fixes have been processed and implemented 5. Bridge backplates have been added (no more visible traffic from below the bridges). Consider this as a bug fix of back face culling fix 6. Short and long range reflections integration have been made thanks to SLOD (see point 5.) and a few tweaks and changes or original chicago.ymap 7. Shaders to add normal, specular and alpha details and fixes to roads, building objects and map itself 8. farlods.ydd for performance and cosmetic update with vanilla expansion with GTA 5 Chicago content 9. Added minimap with main menu map frontend with visible gameplay features. This can be useful to use with GPS and following the path point A to B 10. Mass prop update to enable dynamic features 11. Small rooftop fixes (normal flip) DEV update 4.5 1. Added more segments to navmeshes geometry 2. Double light placements fix in the park 3. Prop additions of fire hydrants, transformators and energy utility, surveillence cameras 4. YDR embedded collisions for chicago_ect1 and chicago_ect2 5. Added Grand Theft Auto V lore friendly advertisements 6. Google Maps insertion of landlocked 3D scanned map data 5. Custom animation for Ad (advertisement) terminals and bus stops DEV update 5 1. Detailed collision materials in YBN for grass, pavement slabs and concrete 2. Watch Dogs textures for roads and some prop detailing counterparts 3. Building collisions have been added, no more sea dipping from within ground level 4. Added more props across the city, including fire hydrants, surveillence CCTV cameras, electric utility transformator boxes 5. Navmesh tweaking continues with added ped density, meshes were optimized as a more convenient method for flag setup and configuration. Various gameconfig and settings were tested to manipulate population spawns 6. Popzones development to feature native NPC group lookup for spawning different of varying vehicles and peds across the map with stronger presence 7. Light pollution timecycle modifier has been added and assigned to complement the urban areas at night with appropriate sky colors and distant fog. Big thanks to community over at The Mile High Club Discord server for helping out with assisting information on this one 8. Popzones for spawning vanilla based urban, beach population density (applicable to vehicle and NPC pedestrians) 9. Vertex color fixes, no more dark color shades in distance 10. Traffic paths improvement, less bumpy spawns, improved driving order 11. Optimized and reduced DLC data clutter, added filesize compatibility for use with FiveM: https://fivem.net/ 12. OPTIMAL CONFIG SETUP folder for additional layer of increasing population density (gameconfig.xml). Use settings.xml at your own risk, experimental