|QUOTE (orgcon @ Mar 29 2010, 18:15)|
|You say your unsure about the Streaming memory whether its a buffer or what, are you sure it does anything at all!?|
About it being a buffer - I was indeed wrong. It is even more important: it's the memory location all IMG data is loaded too before/while being loaded into RenderWare's structures or other parts. I'd make it half the size of gta3.img if you really want to certainly have no issues.
I've had my Stream Mem set on everything from 1 - 10,000 MBs and I have seen no change ingame, I have the annoying problem of the buildings flickering (only at certain angles though).
Still, are you sure SALA is being loaded? To try to check if streaming memory fixes the problem, try changing the memory and devkit_memory values in stream.ini, and also see if the memory usage rises. Look at the bottom of this post for a debug version to ensure limits are being applied.
I assumed it could be a bad driver but updating/rolling back has no effect, I'm guessing this is obviously due to the LOD distance settings being anywhere over 300 units.
Do the LOD distance settings in SALA actually change things at runtime? I expected it to only change the IPL maximum.
(okay, it IS used... but it might conflict with lower .ide distances, I really don't trust this change!)
I thought I could compromise by upping the Stream mem but it has no effect on the flickering buildings? I have 4Gb of Ram and a 250Gb HDD So lack of available memory is not an issue.
250 GB? Wow! Streaming memory should be the only thing applicable to this issue, others are more crash limits.
Yes, but we've had cross purposes; the extra one I was talking about was 267 as both 265 and 266 work out just fine, 267 never seemed to work but I'll give it a go with this fix and see what happens.
Okay, some indexing issues might prevent it from working correctly, do other free IDs work? I've looked a bit into SALA's ped model code, and it's a bit odd... Also, the default peds.ide defines 276 peds, the default limit is 278 peds... so that means the limit is still not adjusted. Do other limits actually work with your configuration?
EDIT: Tested but to no avail, looks as though I'll have to make do with just two extra peds; unless of course I've misunderstood...
It's like the limit is not adjusted. Look at the bottom of this post for a debug version to ensure limits are being applied.
I wonder how many people have car and ped megamods and AREN'T having our issues and are, as the old song says: "running down a dream"?
People who don't have ENB, for example. (though I can't vouch for the ped models limit actually working, I only ever added 1 ped )
|so I'm at a loss as to what's going on here and I'm wondering if SALA is connected in any way and that's why I'm posting this portion here.|
Nope, it's likely just a ton of script incompatibility and bugs.
I didn't tested it in clean game, but, even without ENB Series and Project Oblivion, with only the SRT3 installed, this problem happens, but it's not so much visible, because the original shadows of the game are weaker.
I still don't think it is that easily fixable then. Also, the shadow algorithm in SA is very expensive to use, even a GPU that'd eat more modern algorithms like pancakes would have issues if all objects would have shadow meshes for 600 meters.
omega749 and orgcon: get the debug version at http://files.dotbas.net/sala-dbg.zip and post your sala.log here. if there's no sala.log, then that's your issue