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Freeroam #2 Update


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Passive mode improvements, some bug fixes and more.

  • Added an option to vMenu for upgrading the window tint on vehicle spawn (by @StOneR)
  • Added official GTA:O logic for ghosting players in passive mode for better performance and reliability (by @nex)
  • Adjusted and removed certain parts of vMenu for it to be more performant and optimized for our use-case (by @StOneR)
  • Fixed a bug where an invalid resource name was referenced with radios (by @_z3)
  • Fixed a bug where data was sent to all players when someone connected to the server - resulting in less overall lag (by @StOneR)
  • Fixed a bug where turbo wasn't applied on spawn, even if the 'upgrade performance' option was selected in vMenu (by @StOneR)
  • Fixed a bug where players could visually (to other players) crash into people that were in passive mode (by @nex)
  • Fixed a bug where driving inside of someone with passive mode enabled would annoyingly glitch your third-person camera (by @nex)
  • Merged the Chill and Drift lobbies into one, replacing the old Drift lobby with the chill lobby but with NPC/traffic enabled (by @nex)
  • Removed custom logic for collisions and player 'ghosting' (by @nex)



  • Passive mode collisions and ghosting will now work almost exactly like how it is in GTA:Online. This means that you'll see other passive mode players being 'ghosted' even if you are also in passive mode.
  • Passive mode 'ghosting' will be tweaked and adjusted to our needs in the future, but for now this should mitigate most cases of zone disturbance with its enhanced collision properties.
  • A possible downside with this update is that everyone will be visually 'ghosted' in car meets, and there's no way to disable this unless you also want to enable collisions with other non-ghosted players. There might be a way to override the alpha properties but we haven't experimented with it yet.
  • Big thanks to deterministic_bubble and Disquse for their research (which took years to figure out!) on entity ghosting and GTA:Online's 'enhanced' passive mode.
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  • Found and implemented a way to override entity ghost alpha - vehicles at meets will now be solid again, but collisions will still be disabled. This is the type of behaviour that we were looking for, so passive mode is now considered to be in a 'perfect' state.
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Hotfix #2:

  • Passive mode transparency will now be disabled in Meet and Drift zones without any performance drawbacks. Thanks to Gottfried for his further research 🙂
  • Chill NPC lobby is now properly being displayed on the lobby selection screen.
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