Changelog
Version History
The major RideSMP milestones from the first per-vehicle prototype to the current v1.0.2 Production Build.
v1.0.2
Production Build- Finalized the separate car and bike systems in a single RideSMP ASI.
- Cars use custom_vehicles while bikes use custom_bikes.
- Added independent /reloadvehmodels and /reloadbikemodels commands.
- Kept native F/G entry, repeated re-entry and H/drive-by behavior.
- Removed development logs, scan commands, debug commands and temporary diagnostics for the production build.
v1.0.1
- Improved startup stability after combining car and bike support into one ASI.
- Cleaned up shared entry and seat-handling code so cars and bikes could use their own logic without duplicate game hooks.
- Preserved normal GTA/SA-MP drive-by behavior while improving custom-model compatibility.
v1.0.0
- Combined custom car and custom bike support into one RideSMP installation.
- Separated automobile and bike model handling internally so changes to bikes would not interfere with working car behavior.
- Moved bike settings into the same RideSMP.ini configuration used by the main plugin.
v0.9.9
- Improved custom bike wheel, fork and suspension positioning.
- Kept GTA's normal bike leaning, steering, wheel rotation and suspension movement while using the custom model's geometry.
- Improved bike appearance after streaming in, exiting and re-entering.
v0.9.8
- Added the first dedicated custom motorcycle and BMX model support.
- Introduced a separate bike model reader instead of treating bikes like normal automobiles.
- Added early bike entry and re-entry compatibility testing.
v0.9.7
- Improved repeated driver and passenger entry after exiting a custom vehicle.
- Expanded compatibility for SUVs and other vehicles with different seating layouts.
- Improved restoration of the original vehicle appearance when a custom model is disabled or removed.
v0.9.6
- Improved where drivers and passengers are visually seated inside custom vehicles.
- Kept GTA's normal seating calculations while adjusting the final position to match the custom DFF.
- Reduced cases where a player could appear offset from the custom interior.
v0.9.5
- Fixed F sometimes targeting a different custom vehicle instead of the nearest one.
- Improved F/G entry reliability for custom vehicles.
- Improved exit and re-entry behavior without changing the vehicle's SA-MP identity.
v0.9.4
- Introduced private model slots so a custom DFF could be displayed without globally replacing the original GTA vehicle model.
- Kept the original SA-MP vehicle identity while the custom appearance was active.
- Improved switching between custom and stock vehicle appearances.
v0.9.3
- Changed custom model matching from temporary SA-MP vehicle IDs to persistent vehicle plates.
- Added plate-based DFF/TXD filename detection so custom models continue to match the same vehicle after reconnects or ID changes.
- Expanded model scanning and reload support for the new plate-based system.
v0.9.2
- Improved interactive vehicle model menu behavior.
- Additional dialog and navigation fixes.
v0.9
- Added /vehmodelmenu.
- Added per-model ON/OFF management.
v0.8
- Added /vehinfo, /vehlist and /vehrestore.
- Added current/nearest vehicle targeting tools used by the earlier ID-based workflow.
v0.5–0.7
- Project renamed to RideSMP.
- Expanded in-game controls, messaging and delayed model loading.
v0.1–0.4
- First experimental builds.
- Added folder scanning, command registration fixes, visual application and the original runtime-ID workflow.
v0.0
- Initial per-vehicle custom model concept and prototype.