3182
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Ghost Replay
Record your driving and have it replayed, so you can race against yourself! This script aims to mimic the ghost car feature that so many racing games have, and extends this so you can do much more!
Features
Requirements/Installation
Grand Theft Auto V (1.0.1868.0 or newer)
ScriptHookV
Microsoft Visual C++ 2015-2019 Redistributable (x64)
Extract GhostReplay.asi and the GhostReplay folder to your GTA V folder.
The hotkeys, gamepad buttons or cheat code to open the menu can be changed in settings_menu.ini.
How it works
1. Open the menu using the ghost cheat. (Open the cheat console with the tilde (~) key)
2. Select a track.
3. Select a ghost.
4. Start driving. The ghost will spawn as soon as you cross the start line.
5. Reach the finish. If your lap is faster than the previous ghost, it's automatically saved and loaded again. Repeat from 4 until you get the perfect track time.
From the menu, you can also create tracks (their start and finish lines), remove tracks, remove ghosts, and add unsaved ghosts.
Sharing replays: The files are stored in (GTA V folder)\GhostReplay\Replays and (GTA V folder)\GhostReplay\Tracks. When sharing a replay, make sure to include the track it was made on.
Ghost saving system: When the option to automatically save ghosts is enabled (it is by default), the script will save a ghost replay to disk, and automatically load it for the new replay, when you make a faster lap than the ghost.
When the option is not enabled, or your lap was slower than the ghosts' lap, it will be temporarily stored, but won't be accessible to replay. The temporary recordings will disappear when the game is restarted. You can save these manually in the "Unsaved runs" menu.
Track preview
To get the menu to show a preview image of your track, place a .jpg or .png image file in the Tracks folder. The file should have the same name as the track Name. For example:
Track file: MyTrack23.json
Track name in the json file: My Awesome Track
Correct image name: My Awesome Track.jpg
Track layout: Point-to-point and circuit tracks both work, but there are a few things you should do when creating these:
The start and finish lines need to be made from left to right, from the perspective of the racing direction. This makes sure the lap is only registered if you cross the finish line in the correct direction.
For creating a circuit track, the finish line should come before the start line.
A guide on how to create a track on YouTube. Enable subtitles!
Performance: By default, the script saves points as quickly as possible, which is every frame. If this impacts performance negatively, or you wish to reduce the recordings' size, the Recording timestep can be increased, so the script only takes a sample every x milliseconds. This does decrease accuracy of the recorded play, so don't make it too big.
The ghost replay system smoothens the transition of the ghost, so it won't be jumpy when replayed on a higher frame rate.
Known issues
Source
¯\_(ツ)_/¯
Please do not abuse the Issues for feature requests.
Changelog
2.3.0
MP Driver model saving is thanks to FiveM (borrowed the code) and alloc8or (for correcting a few of my mistakes).
2.2.0
New features and improvements:
Fixes:
2.1.0
Physics and effects!
New features:
Improvements and fixes:
Effects demo with multiple vehicles:
https://www.youtube.com/watch?v=uVZ-GRGQ5UY
2.0.0
1.3.0
Use more accurate timing during recordings: Jitter is completely gone, vehicles even at 1000 kph move smoothly. (Only applies with replays recorded with version 1.3.0 and up. Older recordings are still compatible, but may still suffer from jitter.)
When paused, don't finish the replay when scrubbing to the end, but stay at the last frame
Improve performance during track selection
Respect data order when saving the json files
Fix StartStopBlips option not saving/loading
Fix replay not advancing if jump time is smaller than recorded time step
1.2.0
New features:
Replay offset: Make the ghost start ahead or behind when you start your run
Light control: Force ghost vehicle lights off, on, or leave it as when recorded
View replay as passenger: View the replay from the perspective of the ghost
Replay control: Pause, play, scrub forward and backward
Misc: Key to teleport to starting point of a track, in track selection menu
Bug fixes:
Fix replays getting invalidated when the list is updated
Fix ghost vehicle colors not applied correctly
Improve replay saving performance
Improve game load time by loading replays in background
Improve ghost vehicle hiding on stopped replay
1.1.0
Add suspension compression to replay data
Add an option to show a blip for a replay vehicle
Add an option to show a blip for a track
Fix a replay/record issue when crossing both finish and start in the same frame
Fix a duplicate track selection issue when ARS and non-ARS tracks have the same name
Fix a replay selection issue when ARS and non-ARS tracks have the same name (this will invalidate replays made on ARS tracks. Prefix the replay name on ARS tracks with "[ARS] " to get the script to see them again)
1.0.1
Fix physics being applied to replayed ghost, replays are now as accurate as the recording is. Thank you LeeC2202 for pointing this out :)
1.0.0
Initial release
💬 Discord
Record your driving and have it replayed, so you can race against yourself! This script aims to mimic the ghost car feature that so many racing games have, and extends this so you can do much more!
Features
- Saves and replays the exact movements of your vehicle, for maximum accuracy.
- Saves an exact copy of your current vehicle.
- Automatically saves, loads and replays your fastest lap. Slower laps can be manually saved.
- Works on any track or location, you just need to place the start and finish lines.
- Supports images for tracks, so you know which track you're picking.
- Compatible with tracks from ARS and loads them automatically.
- Integrated search for tracks and replays, so you can find that perfect "Nürburgring GP Endurance Short Loop" run in your "911 GT3RS" that you started a week ago on "Dec 10 21:59:13".
- Play, pause, and scroll through the replay.
- View the replay from the ghost vehicles' perspective.
- Offset for replay, so you can follow the ghost to see your lines better.
- Start multiple replays simultaneously, and switch between spectated vehicles.
Requirements/Installation
Grand Theft Auto V (1.0.1868.0 or newer)
ScriptHookV
Microsoft Visual C++ 2015-2019 Redistributable (x64)
Extract GhostReplay.asi and the GhostReplay folder to your GTA V folder.
The hotkeys, gamepad buttons or cheat code to open the menu can be changed in settings_menu.ini.
How it works
1. Open the menu using the ghost cheat. (Open the cheat console with the tilde (~) key)
2. Select a track.
3. Select a ghost.
4. Start driving. The ghost will spawn as soon as you cross the start line.
5. Reach the finish. If your lap is faster than the previous ghost, it's automatically saved and loaded again. Repeat from 4 until you get the perfect track time.
From the menu, you can also create tracks (their start and finish lines), remove tracks, remove ghosts, and add unsaved ghosts.
Sharing replays: The files are stored in (GTA V folder)\GhostReplay\Replays and (GTA V folder)\GhostReplay\Tracks. When sharing a replay, make sure to include the track it was made on.
Ghost saving system: When the option to automatically save ghosts is enabled (it is by default), the script will save a ghost replay to disk, and automatically load it for the new replay, when you make a faster lap than the ghost.
When the option is not enabled, or your lap was slower than the ghosts' lap, it will be temporarily stored, but won't be accessible to replay. The temporary recordings will disappear when the game is restarted. You can save these manually in the "Unsaved runs" menu.
Track preview
To get the menu to show a preview image of your track, place a .jpg or .png image file in the Tracks folder. The file should have the same name as the track Name. For example:
Track file: MyTrack23.json
Track name in the json file: My Awesome Track
Correct image name: My Awesome Track.jpg
Track layout: Point-to-point and circuit tracks both work, but there are a few things you should do when creating these:
The start and finish lines need to be made from left to right, from the perspective of the racing direction. This makes sure the lap is only registered if you cross the finish line in the correct direction.
For creating a circuit track, the finish line should come before the start line.
A guide on how to create a track on YouTube. Enable subtitles!
Performance: By default, the script saves points as quickly as possible, which is every frame. If this impacts performance negatively, or you wish to reduce the recordings' size, the Recording timestep can be increased, so the script only takes a sample every x milliseconds. This does decrease accuracy of the recorded play, so don't make it too big.
The ghost replay system smoothens the transition of the ghost, so it won't be jumpy when replayed on a higher frame rate.
Known issues
- When "No cars" is enabled in a trainer, and drivers are enabled, the script may crash, if the trainer deletes a vehicle managed by the replay script.
Source
¯\_(ツ)_/¯
Please do not abuse the Issues for feature requests.
Changelog
2.3.0
- The current driver model is now saved. This includes MP models - though overlays (tattoos, shirt texts) are not saved.
- Roof state is now saved.
- Create missing directories on startup.
MP Driver model saving is thanks to FiveM (borrowed the code) and alloc8or (for correcting a few of my mistakes).
2.2.0
New features and improvements:
- Add optional indicator state recording
- Add optional siren state recording (Doesn't record fast mode)
- Change light state recording to optional: To be in line with the new indicators and siren recording optionals.
- Add ability to spawn vehicle from replay (to drive with)
- Add custom blips for aircraft and emergency vehicles
- Increase default sync compensation for physics-based playback: Less overall drift and motorcycles with drivers stop drifting and resetting constantly.
Fixes:
- Fix drivers not invincible
- Fix vehicles spawned dirty
- Fix driver/player from ejected from vehicle
- Fix helicopter blades not stopped after replay finishes
- Fix missing blip names
- Fix script crashing when managed entity deleted by another script
- Fix deselected replay vehicles not deleted from world
- Remove RagePresence for the time being (unable to integrate nicely with multiple replays)
2.1.0
Physics and effects!
New features:
- A new collision-enabled playback option is available, which allows the game engine to spawn tyre marks, dirt and smoke effects!(Enable in Advanced replay settings menu)
- Thanks to Dot., collisions between replay vehicles and the player vehicle is disabled, while keeping world collision enabled.
- Drivers can now be added, beware this messes with vehicle engine sound quality though. It's disabled by default. (Enable in Advanced replay settings menu)
- Replays can now be sorted by lap time or recording date, or left at default load order.
Improvements and fixes:
- Helicopter blades now spin for replays.
- Alpha is reset on setting opacity to 100% to prevent coronas shining through the model.
- Replay search: Vehicle manufacturer is now searchable.
- Replay search: Individual words are now searched for, instead of matching the whole search string.
- Spectator mode: "Passenger mode" is changed to "Spectator mode" in the menus.
- Spectator mode: Individual vehicle play states are now shown in vehicle selection option.
- Spectator mode: Finished vehicles are now skipped when switching spectated vehicle.
- Unsaved runs: Fix performance in Unsaved Runs menu.
- Unsaved runs: Menu option is disabled when empty.
Effects demo with multiple vehicles:
https://www.youtube.com/watch?v=uVZ-GRGQ5UY
2.0.0
- Multiple ghost vehicles can now be selected!
- They are immediately added to the current playing replay and ghosts can be added and removed at any time.
- The "Passenger mode" option can now jump between (still driving) ghosts
- Interpolate inputs and RPM, makes steering and RPM smoother when replaying recordings with higher time steps.
- Add an option to reduce saved replay file size (enabled by default)
- Stop the player ped ambient speech when spectating a replay vehicle
- Add current recording/lap time on top left of screen
- Active when a track is selected
- Displays zero when not recording
- Allow changing scrub distance
- Various other fixes
1.3.0
Use more accurate timing during recordings: Jitter is completely gone, vehicles even at 1000 kph move smoothly. (Only applies with replays recorded with version 1.3.0 and up. Older recordings are still compatible, but may still suffer from jitter.)
When paused, don't finish the replay when scrubbing to the end, but stay at the last frame
Improve performance during track selection
Respect data order when saving the json files
Fix StartStopBlips option not saving/loading
Fix replay not advancing if jump time is smaller than recorded time step
1.2.0
New features:
Replay offset: Make the ghost start ahead or behind when you start your run
Light control: Force ghost vehicle lights off, on, or leave it as when recorded
View replay as passenger: View the replay from the perspective of the ghost
Replay control: Pause, play, scrub forward and backward
Misc: Key to teleport to starting point of a track, in track selection menu
Bug fixes:
Fix replays getting invalidated when the list is updated
Fix ghost vehicle colors not applied correctly
Improve replay saving performance
Improve game load time by loading replays in background
Improve ghost vehicle hiding on stopped replay
1.1.0
Add suspension compression to replay data
Add an option to show a blip for a replay vehicle
Add an option to show a blip for a track
Fix a replay/record issue when crossing both finish and start in the same frame
Fix a duplicate track selection issue when ARS and non-ARS tracks have the same name
Fix a replay selection issue when ARS and non-ARS tracks have the same name (this will invalidate replays made on ARS tracks. Prefix the replay name on ARS tracks with "[ARS] " to get the script to see them again)
1.0.1
Fix physics being applied to replayed ghost, replays are now as accurate as the recording is. Thank you LeeC2202 for pointing this out :)
1.0.0
Initial release
💬 Discord
Först uppladdad: 10 december 2020
Senast uppdaterad: 10 oktober 2021
Senast nedladdad: 3 timmar sedan
123 Kommentarer
More mods by ikt:

- Fordon
- .Net
4.75
290
23
1.0.0
By ikt
Ghost Replay
Record your driving and have it replayed, so you can race against yourself! This script aims to mimic the ghost car feature that so many racing games have, and extends this so you can do much more!
Features
Requirements/Installation
Grand Theft Auto V (1.0.1868.0 or newer)
ScriptHookV
Microsoft Visual C++ 2015-2019 Redistributable (x64)
Extract GhostReplay.asi and the GhostReplay folder to your GTA V folder.
The hotkeys, gamepad buttons or cheat code to open the menu can be changed in settings_menu.ini.
How it works
1. Open the menu using the ghost cheat. (Open the cheat console with the tilde (~) key)
2. Select a track.
3. Select a ghost.
4. Start driving. The ghost will spawn as soon as you cross the start line.
5. Reach the finish. If your lap is faster than the previous ghost, it's automatically saved and loaded again. Repeat from 4 until you get the perfect track time.
From the menu, you can also create tracks (their start and finish lines), remove tracks, remove ghosts, and add unsaved ghosts.
Sharing replays: The files are stored in (GTA V folder)\GhostReplay\Replays and (GTA V folder)\GhostReplay\Tracks. When sharing a replay, make sure to include the track it was made on.
Ghost saving system: When the option to automatically save ghosts is enabled (it is by default), the script will save a ghost replay to disk, and automatically load it for the new replay, when you make a faster lap than the ghost.
When the option is not enabled, or your lap was slower than the ghosts' lap, it will be temporarily stored, but won't be accessible to replay. The temporary recordings will disappear when the game is restarted. You can save these manually in the "Unsaved runs" menu.
Track preview
To get the menu to show a preview image of your track, place a .jpg or .png image file in the Tracks folder. The file should have the same name as the track Name. For example:
Track file: MyTrack23.json
Track name in the json file: My Awesome Track
Correct image name: My Awesome Track.jpg
Track layout: Point-to-point and circuit tracks both work, but there are a few things you should do when creating these:
The start and finish lines need to be made from left to right, from the perspective of the racing direction. This makes sure the lap is only registered if you cross the finish line in the correct direction.
For creating a circuit track, the finish line should come before the start line.
A guide on how to create a track on YouTube. Enable subtitles!
Performance: By default, the script saves points as quickly as possible, which is every frame. If this impacts performance negatively, or you wish to reduce the recordings' size, the Recording timestep can be increased, so the script only takes a sample every x milliseconds. This does decrease accuracy of the recorded play, so don't make it too big.
The ghost replay system smoothens the transition of the ghost, so it won't be jumpy when replayed on a higher frame rate.
Known issues
Source
¯\_(ツ)_/¯
Please do not abuse the Issues for feature requests.
Changelog
2.3.0
MP Driver model saving is thanks to FiveM (borrowed the code) and alloc8or (for correcting a few of my mistakes).
2.2.0
New features and improvements:
Fixes:
2.1.0
Physics and effects!
New features:
Improvements and fixes:
Effects demo with multiple vehicles:
https://www.youtube.com/watch?v=uVZ-GRGQ5UY
2.0.0
1.3.0
Use more accurate timing during recordings: Jitter is completely gone, vehicles even at 1000 kph move smoothly. (Only applies with replays recorded with version 1.3.0 and up. Older recordings are still compatible, but may still suffer from jitter.)
When paused, don't finish the replay when scrubbing to the end, but stay at the last frame
Improve performance during track selection
Respect data order when saving the json files
Fix StartStopBlips option not saving/loading
Fix replay not advancing if jump time is smaller than recorded time step
1.2.0
New features:
Replay offset: Make the ghost start ahead or behind when you start your run
Light control: Force ghost vehicle lights off, on, or leave it as when recorded
View replay as passenger: View the replay from the perspective of the ghost
Replay control: Pause, play, scrub forward and backward
Misc: Key to teleport to starting point of a track, in track selection menu
Bug fixes:
Fix replays getting invalidated when the list is updated
Fix ghost vehicle colors not applied correctly
Improve replay saving performance
Improve game load time by loading replays in background
Improve ghost vehicle hiding on stopped replay
1.1.0
Add suspension compression to replay data
Add an option to show a blip for a replay vehicle
Add an option to show a blip for a track
Fix a replay/record issue when crossing both finish and start in the same frame
Fix a duplicate track selection issue when ARS and non-ARS tracks have the same name
Fix a replay selection issue when ARS and non-ARS tracks have the same name (this will invalidate replays made on ARS tracks. Prefix the replay name on ARS tracks with "[ARS] " to get the script to see them again)
1.0.1
Fix physics being applied to replayed ghost, replays are now as accurate as the recording is. Thank you LeeC2202 for pointing this out :)
1.0.0
Initial release
💬 Discord
Record your driving and have it replayed, so you can race against yourself! This script aims to mimic the ghost car feature that so many racing games have, and extends this so you can do much more!
Features
- Saves and replays the exact movements of your vehicle, for maximum accuracy.
- Saves an exact copy of your current vehicle.
- Automatically saves, loads and replays your fastest lap. Slower laps can be manually saved.
- Works on any track or location, you just need to place the start and finish lines.
- Supports images for tracks, so you know which track you're picking.
- Compatible with tracks from ARS and loads them automatically.
- Integrated search for tracks and replays, so you can find that perfect "Nürburgring GP Endurance Short Loop" run in your "911 GT3RS" that you started a week ago on "Dec 10 21:59:13".
- Play, pause, and scroll through the replay.
- View the replay from the ghost vehicles' perspective.
- Offset for replay, so you can follow the ghost to see your lines better.
- Start multiple replays simultaneously, and switch between spectated vehicles.
Requirements/Installation
Grand Theft Auto V (1.0.1868.0 or newer)
ScriptHookV
Microsoft Visual C++ 2015-2019 Redistributable (x64)
Extract GhostReplay.asi and the GhostReplay folder to your GTA V folder.
The hotkeys, gamepad buttons or cheat code to open the menu can be changed in settings_menu.ini.
How it works
1. Open the menu using the ghost cheat. (Open the cheat console with the tilde (~) key)
2. Select a track.
3. Select a ghost.
4. Start driving. The ghost will spawn as soon as you cross the start line.
5. Reach the finish. If your lap is faster than the previous ghost, it's automatically saved and loaded again. Repeat from 4 until you get the perfect track time.
From the menu, you can also create tracks (their start and finish lines), remove tracks, remove ghosts, and add unsaved ghosts.
Sharing replays: The files are stored in (GTA V folder)\GhostReplay\Replays and (GTA V folder)\GhostReplay\Tracks. When sharing a replay, make sure to include the track it was made on.
Ghost saving system: When the option to automatically save ghosts is enabled (it is by default), the script will save a ghost replay to disk, and automatically load it for the new replay, when you make a faster lap than the ghost.
When the option is not enabled, or your lap was slower than the ghosts' lap, it will be temporarily stored, but won't be accessible to replay. The temporary recordings will disappear when the game is restarted. You can save these manually in the "Unsaved runs" menu.
Track preview
To get the menu to show a preview image of your track, place a .jpg or .png image file in the Tracks folder. The file should have the same name as the track Name. For example:
Track file: MyTrack23.json
Track name in the json file: My Awesome Track
Correct image name: My Awesome Track.jpg
Track layout: Point-to-point and circuit tracks both work, but there are a few things you should do when creating these:
The start and finish lines need to be made from left to right, from the perspective of the racing direction. This makes sure the lap is only registered if you cross the finish line in the correct direction.
For creating a circuit track, the finish line should come before the start line.
A guide on how to create a track on YouTube. Enable subtitles!
Performance: By default, the script saves points as quickly as possible, which is every frame. If this impacts performance negatively, or you wish to reduce the recordings' size, the Recording timestep can be increased, so the script only takes a sample every x milliseconds. This does decrease accuracy of the recorded play, so don't make it too big.
The ghost replay system smoothens the transition of the ghost, so it won't be jumpy when replayed on a higher frame rate.
Known issues
- When "No cars" is enabled in a trainer, and drivers are enabled, the script may crash, if the trainer deletes a vehicle managed by the replay script.
Source
¯\_(ツ)_/¯
Please do not abuse the Issues for feature requests.
Changelog
2.3.0
- The current driver model is now saved. This includes MP models - though overlays (tattoos, shirt texts) are not saved.
- Roof state is now saved.
- Create missing directories on startup.
MP Driver model saving is thanks to FiveM (borrowed the code) and alloc8or (for correcting a few of my mistakes).
2.2.0
New features and improvements:
- Add optional indicator state recording
- Add optional siren state recording (Doesn't record fast mode)
- Change light state recording to optional: To be in line with the new indicators and siren recording optionals.
- Add ability to spawn vehicle from replay (to drive with)
- Add custom blips for aircraft and emergency vehicles
- Increase default sync compensation for physics-based playback: Less overall drift and motorcycles with drivers stop drifting and resetting constantly.
Fixes:
- Fix drivers not invincible
- Fix vehicles spawned dirty
- Fix driver/player from ejected from vehicle
- Fix helicopter blades not stopped after replay finishes
- Fix missing blip names
- Fix script crashing when managed entity deleted by another script
- Fix deselected replay vehicles not deleted from world
- Remove RagePresence for the time being (unable to integrate nicely with multiple replays)
2.1.0
Physics and effects!
New features:
- A new collision-enabled playback option is available, which allows the game engine to spawn tyre marks, dirt and smoke effects!(Enable in Advanced replay settings menu)
- Thanks to Dot., collisions between replay vehicles and the player vehicle is disabled, while keeping world collision enabled.
- Drivers can now be added, beware this messes with vehicle engine sound quality though. It's disabled by default. (Enable in Advanced replay settings menu)
- Replays can now be sorted by lap time or recording date, or left at default load order.
Improvements and fixes:
- Helicopter blades now spin for replays.
- Alpha is reset on setting opacity to 100% to prevent coronas shining through the model.
- Replay search: Vehicle manufacturer is now searchable.
- Replay search: Individual words are now searched for, instead of matching the whole search string.
- Spectator mode: "Passenger mode" is changed to "Spectator mode" in the menus.
- Spectator mode: Individual vehicle play states are now shown in vehicle selection option.
- Spectator mode: Finished vehicles are now skipped when switching spectated vehicle.
- Unsaved runs: Fix performance in Unsaved Runs menu.
- Unsaved runs: Menu option is disabled when empty.
Effects demo with multiple vehicles:
https://www.youtube.com/watch?v=uVZ-GRGQ5UY
2.0.0
- Multiple ghost vehicles can now be selected!
- They are immediately added to the current playing replay and ghosts can be added and removed at any time.
- The "Passenger mode" option can now jump between (still driving) ghosts
- Interpolate inputs and RPM, makes steering and RPM smoother when replaying recordings with higher time steps.
- Add an option to reduce saved replay file size (enabled by default)
- Stop the player ped ambient speech when spectating a replay vehicle
- Add current recording/lap time on top left of screen
- Active when a track is selected
- Displays zero when not recording
- Allow changing scrub distance
- Various other fixes
1.3.0
Use more accurate timing during recordings: Jitter is completely gone, vehicles even at 1000 kph move smoothly. (Only applies with replays recorded with version 1.3.0 and up. Older recordings are still compatible, but may still suffer from jitter.)
When paused, don't finish the replay when scrubbing to the end, but stay at the last frame
Improve performance during track selection
Respect data order when saving the json files
Fix StartStopBlips option not saving/loading
Fix replay not advancing if jump time is smaller than recorded time step
1.2.0
New features:
Replay offset: Make the ghost start ahead or behind when you start your run
Light control: Force ghost vehicle lights off, on, or leave it as when recorded
View replay as passenger: View the replay from the perspective of the ghost
Replay control: Pause, play, scrub forward and backward
Misc: Key to teleport to starting point of a track, in track selection menu
Bug fixes:
Fix replays getting invalidated when the list is updated
Fix ghost vehicle colors not applied correctly
Improve replay saving performance
Improve game load time by loading replays in background
Improve ghost vehicle hiding on stopped replay
1.1.0
Add suspension compression to replay data
Add an option to show a blip for a replay vehicle
Add an option to show a blip for a track
Fix a replay/record issue when crossing both finish and start in the same frame
Fix a duplicate track selection issue when ARS and non-ARS tracks have the same name
Fix a replay selection issue when ARS and non-ARS tracks have the same name (this will invalidate replays made on ARS tracks. Prefix the replay name on ARS tracks with "[ARS] " to get the script to see them again)
1.0.1
Fix physics being applied to replayed ghost, replays are now as accurate as the recording is. Thank you LeeC2202 for pointing this out :)
1.0.0
Initial release
💬 Discord
Först uppladdad: 10 december 2020
Senast uppdaterad: 10 oktober 2021
Senast nedladdad: 3 timmar sedan
I cannot understand how this thing works, give us a better tutorial
@sphynx69 I can. you just need to create a track first, which the ingame tooltips show, before you start driving
@sphynx69 I think the script requires a brain.
@CipherOG well not everyone understand everything at the first moment
anyway i knew how to work that
@ikt 1-please make script to make less sound when the player close car doors inside car ..like realstic
2-please make script to disable The car puts out fire from behind when we use TurboFix ..the fire not realstic
@hussbox
Stop spamming.
@ikt sorry bro.... but i think you dont see my comment,so sorry
Hello. I've been trying to get this mod to work, but every single time I try to start the game with this mod installed, it crashes during loading. There is nothing in the log I can find in order to identify the problem. I have installed the Microsoft VC redists in the description, but nothing worked.
@Carman670
Game or script? If the game just seems to freeze, try alt-tabbing. There's likely a ScriptHookV error which says GhostReplay.asi crashed (clicking OK resumes the game without the crashed script). If the game itself crashes to desktop - not much I can do. Maybe the GhostReplay.log file would help (inside the GhostReplay folder), as I don't know what game version you are running.
This mod is an absolute game changer for machinima work. So many things previously impossible are now easy thanks to this incredible mod!
One small thing, when a ghost is set to 100% opacity, you can still see light sources through it (e.g. a nightime car chase where the front car is the ghost, the glare effect from the headlights of the rear car can be seen through the ghost) would this be possible to fix?
Not a huge deal but it would really level up the abilities of this mod as a machinma tool
@Aikki_Exe
Odd, are you using the latest version? I should've fixed that since 2.1.0.
@ikt Oh I might be outdated actually, I'll update and see
God this mod and you are awesome x3
@Aikki_Exe
Thanks! Don't hesitate to report if anything's broken.
@ikt I think I have found a bug with the approximate playback mode, further info here: https://www.youtube.com/watch?v=FYdEfypGkyc
@Aikki_Exe
Is that a new recording or old recording? Recordings made with versions before 1.3.0 have some jitter.
@ikt Brand new.
I have done some more testing and it seems to have something to do with Menyoo, the cars I recorded with were saved to the Spooner database, when I reloaded a save and recorded it all again, there was still a bit of jitter at the start of the playback but it ran fine after that
I haven't been able to reproduce any jitter, so I'll stop looking into this. (I don't use Menyoo)
Everything works fine, I use this script to create rivals for myself, it would be nice to add the ability to turn collision on and off so as not to pass through the ghost (although then it is no longer a ghost lol)
in the future will you add the ability to create a replay by walking on foot? with the ability to use weapons. it could be perfect for making movie clips
@ikt Hey man, this is an amazing scirpt but I wonder if its possible to use freemode male and female drivers as ghost drivers. I mean with the clothes that I picked for them. Is there a way to do this?