MAJOR UPDATE JUST DROPPED!
Tuner Exhaust: A revolutionry implementaion of 2Step, Antilag & Backfire!
Tuner Exhaust is a new resource that aims to make cars shooting flames with sound more accessible for servers. Performance is a critical part of any resource which is the primary reason many servers stray away from this sort of system.
The Competition:
Many existing free and paid implementations of this system revert to one of two systems, explosions and HTML sounds (Spoiler Tuner Exhaust uses neither). These systems work fine on a small scale, however, issues quickly arise for a server owner.
Explosions cause fear in PEDs (And potentially trigger anti-cheat systems), and the solution to this is to make the PEDs not afraid of explosions which can make scenes less impressive that do use explosions. The second problem is that explosions are loud and generally don’t fit what I would call a car using such a system.
HTML sounds are great for custom sounds, however, for a system that would be triggering an event to the server every hundred MS and then sending that even out to clients quickly increases the performance cost of this application.
Our Solution:
Before I explain all the features, let’s go over what makes this system different. Looking at competitors that have shown their system shooting flames rapidly, their performance quickly reaches above 0.20ms, not to mention the added ms to the HTML sounds script. Out implementation (Depending on the config) will sit around 0.04ms permanently when driving and 0.00ms when not in a vehicle. It is very rare to see this resource sitting above 0.05ms with a reasonable config (For normal use). And might I mention there is no external script that is used (Apart from your framework).
The other issue with other implementations, especially the use of explosions was the implementation of multiple sounds, and HTML sounds sounded out of place because they didn’t interact with the environment. Our implementation yet again solves this with each pop and bang interacting with the environment (As seen in the tunnel runs in the showcases) and features over 20+ sound variations.
Showcase Videos Can be found linked below:
Please watch all till the end to avoid missing information.
Demonstration of the impact mods have on the flame size - Tuner Exhaust: Progression Showcase on Vimeo
Demonstration of a sound per flame - Tuner Exhaust: Sound Per Flame Showcase on Vimeo
Demonstration of a sound per flame group - {PAGE_TITLE} on Vimeo
Resource Features:
- Extensive Config (Found Below) that allows you to change flame variations, flame sizes, and how often they are generated (Just to name a few)
- Sounds generated interact with the environment
- Multiple variations of pop & bang sounds
- Flames get bigger as the car is upgraded (More engine upgrades = bigger flames)
- Support for anti-lag (Decreases the time between pops)
- Support for 2Step (Allows flames when “limi bashing” or revving the engine)
- Support for backfire (When slowing down / slower version of anti-lag for non turbo)
- Support for fuel tune (Higher the fuel setting the higher chance of flames & sound)
- Muffler System (Muffler is on by default and needs to be removed to hear pops & bangs)
- Initial support for item checks (Tuning and cutting muffler)
- Heavily Optimised (Sits on average when using the system - 0.05ms)
- Fully Networked
- Flame variations (Can be set so every flame is a different size or set so all flames are the same size)
- Initial implementations of tunes saving (Saves tune to a plate - Can be expanded if requested - No database required)
- Can change mod weighting (Increasing engine weighting etc will increase the chance of flames when the engine is upgraded)
- Support for functional anti-lag (Turbo pressure is set)
Update: 09/05/2023
- Added support for Custom Sounds (Quite complex to achieve, i can assist broadly but won’t be implementing premade custom sounds into the script)
- Added support for Notifications (Supports all systems, I can assist implementation)
- Added support to change current sounds & particles
- Added support for ace permissions (Each upgrade can have different permission requirements if needed, both this and item checks can work together if needed)
- Added support for item checks for each upgrade (Each upgrade can require a certain item)
- Added support for removing items on upgrade
- Updated chat commands
- Added support for 2Step to have different levels (Cause the system to engage earlier depending on config)
- Added support for max flame size to change based on engine and turbo upgrades
- Added support for max flame size to change based on model (Limited to either mod upgrade or model that impacts flame size, can’t have both)
- Refactored codebase
- Added support for easily changing the notification text & error text
- Revamped the muffler system (Felt disconnected with the command, now mufflers are treated like a tune/upgrade)
- Added /checktune [system] command to check what the current tune is set too
- Added the ability to fine-select which sounds you want rather than all 41
- Removed unnecessary time configs and combined them into single variables
- Fixed some hidden bugs in the code
- Improved config variable names
- Spread config out over multiple files to make it easier to know what you are changing
- Should have fixed a QBCORE compatibility issue
- Introduced some optimisation into some logic statements
Code is accessible | Open Source |
Subscription-based | No |
Lines (approximately) | 1000+ |
Requirements | Running Latest DLC |
Support | Yes (Discord is linked on purchase) |