[WIP|BETA]2x Object Draw Distance
Posted 17 April 2013 - 10:50 PM Edited by MeatSafeMurderer, 20 April 2013 - 07:55 PM.
Special thanks to Sacky for SA Limit Adjuster Alpha 8.0, which made this possible, and NTAuthority for fixing SA Limit Adjuster Alpha 8.0's d3d9.dll loader.
Finally you...for downloading and using it, and providing feedback
Very, very special thanks to everyone who helped, supported and contributed to this mod.
What it does:
This mod doubles the draw distance of most objects, including, but not limited to:
I have been unable to do very extensive testing as my GPU is dying and as a result really, really, really doesn't like this mod.
So I leave the extensive testing to you guys, let me know if you find glitches, flashing objects etc, and I'll try my best to fix em.
For the future:
Grass will have draw distance doubled
(Possibly) Corona star's to go with the further lampposts
2x Object Draw Distance
BSOR Compatibility patch, simply install the original then the patch over it
BSOR Compatablity Patch.rar
Flicker fix test by ThirteenAG
Posted 17 April 2013 - 10:58 PM Edited by methodunderg, 17 April 2013 - 11:01 PM.
Here's a couple of other 'Draw Distance' mods too ..
SA:Traffic by ThirteenAG - Peds/Vehicles spawn from further away. Fixes LOD vehicles too, and increases density.
Render.cs by Skript47 - Loads the map first, and then places the player on the map.
Posted 17 April 2013 - 10:59 PM
|QUOTE (methodunderg @ Wednesday, Apr 17 2013, 22:58)|
|Can you make the data files compatible with BSOR too?|
Posted 17 April 2013 - 11:03 PM
|QUOTE (HPro @ Wednesday, Apr 17 2013, 22:59)|
Might want to check to see if there is a difference between the BSOR Classic, and BSOR American Dream data files too. I'm not @ my home PC to check myself.
Posted 17 April 2013 - 11:07 PM Edited by MeatSafeMurderer, 17 April 2013 - 11:55 PM.
One BSOR Compatibility patch, simply install the original then the patch over it
It will work for both American Dream and Classic
It may not work well as BSOR has more polygons than the original objects, if you run into problems let me know.
BSOR Compatablity Patch.rar
Posted 17 April 2013 - 11:33 PM
Posted 17 April 2013 - 11:46 PM Edited by MeatSafeMurderer, 18 April 2013 - 12:17 AM.
Did it happen when you looked at anything in particular, like a group of trees?
If you moved away did it stop?
Do you have loads of car/map mods? (that might affect it)
Just thought, are you by chance using a Increased draw distance timecyc.dat?
It didn't seem to mix very well with one
Posted 18 April 2013 - 12:02 AM
@Sooner - Install MemFix.cs or treammemFix.asi
Posted 18 April 2013 - 12:11 AM Edited by MeatSafeMurderer, 18 April 2013 - 12:19 AM.
Originally the mod was going to be much more radical, but I had to scale it back due to map errors that even StreamMemFix couldn't fix
Posted 18 April 2013 - 12:20 AM Edited by methodunderg, 18 April 2013 - 12:25 AM.
Or you might be breaching an ide/ipl limit by having too many objects on the screen @ once ..
Posted 18 April 2013 - 12:26 AM
It may help for 10x timecyc.dat but not this it seems, this also doesn't seem to like higher draw distance timecycles, which is why it's not packaged with one
I'll have to look into that, one thing I did notice with this, is when looking certain directions the windows of my car would disappear, but no map flickering as of yet
Posted 18 April 2013 - 12:56 AM
Posted 18 April 2013 - 01:01 AM
Posted 18 April 2013 - 01:12 AM Edited by JF-Mir2, 18 April 2013 - 01:16 AM.
Original timecyc + methodunderg's SweetFX and ENB setts
Damn, it looks great!
Posted 18 April 2013 - 01:19 AM
Posted 18 April 2013 - 01:23 AM
Posted 18 April 2013 - 01:42 AM
Not my video btw..
Posted 18 April 2013 - 01:54 AM
Posted 18 April 2013 - 01:59 AM Edited by MeatSafeMurderer, 18 April 2013 - 02:11 AM.
Just went in the air with a jet pack and noticed small amounts of flickering, even with out any other mods
You could try bumping the streaming memory up to say 1024, see if it makes any difference.
Posted 18 April 2013 - 02:13 AM
I still think it has something to do with the number of objects etc that you have on screen. Maybe other limits in SALA need to be adjusted?
Posted 18 April 2013 - 02:19 AM Edited by MeatSafeMurderer, 18 April 2013 - 10:53 AM.
There are none that relate to this, from what I can see, but then we all spent ages wondering what LOD distance did
I remember reading a while ago that someone reckoned that this happened because the game reaches it's object limit, so it culls some, but then it has room for some, so it brings them back, runs out, culls, space, they return etc
Posted 18 April 2013 - 11:50 AM
Posted 18 April 2013 - 05:03 PM
Putting SALA in your SA is like putting virus in your pc, and I seem to have the most un stable gta.
Posted 18 April 2013 - 05:07 PM
It's ok as long as you stay on the ground, but if you fly, as people have said, the map flickers.
SA must be at the very bleeding edge of it's limits, just tried 1.5x on just the trees with a stock timecyc, same flickering problem, we need to get around that, until then there is very little that can be done unfortunatley
Posted 19 April 2013 - 10:51 AM Edited by nWo51289, 19 April 2013 - 10:54 AM.
MTA-SA Bugs MTA-SA Blue
| // Increase streaming object instances list size|
MemPut < WORD > ( 0x05B8E55, 30000 ); † † † † // Default is 12000
MemPut < WORD > ( 0x05B8EB0, 30000 ); † † † † // Default is 12000
|// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007|
0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 0
0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 0
Posted 19 April 2013 - 11:07 AM Edited by oksa8, 19 April 2013 - 11:17 AM.
Just a small mistake, try with this code.
0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 1
0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 1
Didn't notice flickering, though it still gives a bit of lag when watching down. Not a big problem though as flickering seems to be vanished. Good find!
EDIT: For people who don't know how to compile, here's the script: Link.
I hope you can tell if there's something wrong with the script, causing crash or anything. And can't promise anything about CLEO 3 compatibility, haven't got time in my hands right now to think about it.
Posted 19 April 2013 - 11:17 AM
Might be time to extend the '2x'
Posted 19 April 2013 - 11:24 AM
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