|QUOTE (Blaster_nl @ Friday, Sep 28 2012, 17:13)|
|QUOTE (nkjellman @ Friday, Sep 28 2012, 04:28)|
| 1. I'm not 100% but when your on TBoGT it may have a slightly higher ID limit. I've noticed original and TLAD becomes less playable easier than TBoGT with a lot of objects. (DLC TBoGT or EFLC TBoGT)|
2. You can also combine models in LC to reduce the IPL usage, like the SOL team is doing.
1. I've heard EFLC is a bit more optimized, so that would both be TlAD and TBoGT.
2. Yoiu talk like you mod RW, there is a WPL object limit, BUT, this doesn't count for _stream#\_strbig# which you should use anyway.
LC has so many objects because the engine is made to work like that, combining them would be insane and you dont achieve anything with it.
What do you mean by a limit in ID? I need to know this because I am modding a city as an addon to GTA IV.
It will be bad news if this limit is like GTA SA's limit which crashes the game if you export too many add on models into the game.
Not sure how these 3 are different but my guess is the 32k is the IDE OBJS\TOBJ\ANIM\TANM limit. the 1.3k might be the limit for the number of objects rendered on screen.
Dummy, i'm really not sure what this is, maybe non-stream WPL limit?
It would be nice if someone could count up all objects in IDE 'OBJS', 'TOBJ', 'ANIM' and 'TANM' section.
I've breached the WPL limit more than once, when we didn't use streams in IVSA.
EFLC isn't better optimized than IV 126.96.36.199, TLAD and TBoGT are.
What I mean is the DLC may have hard coded data to account for the extra recources needed. I'm not as sure about TLAD, but I know that TBoGT can have its own set of hard coded limits.
So, I installed the Ultimate Vehicle pack for example. I launch the game on 188.8.131.52 GTA IV and Algonquin is a major crash zone. However TBoGT (DLC on 184.108.40.206, NOT EFLC) doesn't crash at all. I'm making this prediction because when I combined two large ass map mods on the Xbox 360 version of EFLC, I crashed in the same exact spots.
TBoGT seems to have a slightly higher overall memory cap, but it has the id limit as the same as GTA IV.
I'll give another example. One of Stilldre's maps, (forgot the name) crashed on GTA IV 220.127.116.11 TBoGT DLC. However it worked on GTA IV 18.104.22.168. TBoGT has more objects being added to it from the map updates so it can run over the spawn ID cap quicker. However TBoGT (IV DLC) was able to handle the high poly cars in the Ultimate Vehicles Pack better than IV was as it has a higher overall memory limit.
Note: I'm making predictions based on past experiences, and some of this could possibly be false.