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.