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[WIP|BETA]2x Object Draw Distance

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MeatSafeMurderer
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#31

Posted 19 April 2013 - 11:34 AM

Loading from an interior location there's no change, maybe if I make it constantly patch the bytes? confused.gif
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On the upside I think I managed to fix my GPU lockups biggrin.gif

Ηeath
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#32

Posted 19 April 2013 - 11:35 AM

Weird .. you get flickering on the map, map rarely flickers for me. Trees are rather the ones flickering.

MeatSafeMurderer
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#33

Posted 19 April 2013 - 11:46 AM

Were you guys using a standard or 2x timecyc?

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#34

Posted 19 April 2013 - 11:50 AM Edited by methodunderg, 19 April 2013 - 11:55 AM.

I don't get that bug MeatSafeMurderer .. i do get 'holes' in the map @ far distances .. (but then then parts of the map load further than the holes .. ) dozingoff.gif

I use this timecyc .. Download

MeatSafeMurderer
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#35

Posted 19 April 2013 - 11:58 AM Edited by MeatSafeMurderer, 19 April 2013 - 12:19 PM.

It's just over 3x, no matter what I do it flickers confused.gif
It's particularly bad looking at the buildings on the west side of glen park from certain distances sad.gif

For some reason for me decompiling changes it from
QUOTE
0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 1
0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 1
0A93: end_custom_thread

to
QUOTE
0A8C: write_memory 6000213 size 4 value 30000 virtual_protect 1
0A8C: write_memory 6000304 size 4 value 30000 virtual_protect 1
0A93: end_custom_thread

why is it changing from hex to decimal?

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#36

Posted 19 April 2013 - 12:20 PM Edited by methodunderg, 19 April 2013 - 12:22 PM.

- I shouldn't comment on things to do with decompiling CLEO -

I have this bug with my game (don't think its related to this mod though, but someone still might be able to help)

user posted image

I uploaded my timecyc a few posts above ^^ Does anyone else experience this, or have experienced this?
I'm not using LOD mod; only map files that have been changed are from this mod, and from BSOR (but I use 2xODD compatible files)

MeatSafeMurderer
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#37

Posted 19 April 2013 - 12:22 PM

Holes just happen with an increased draw distance, also alot of trees are missing from the left hand side, on the hill confused.gif

Come to think of it, those LOD textures look mighty close too

nWo51289
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#38

Posted 19 April 2013 - 12:25 PM

@oksa8 - *Facepalm! Thanks for fixing the mistake!

While I haven't noticed any buildings flickering. If I look slightly down using a jetpack the vegetation will start flickering. But bear in mind I've set all of the palm trees lod to 1500 and the sala lod limit to 1600.

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MeatSafeMurderer
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#39

Posted 19 April 2013 - 12:30 PM Edited by MeatSafeMurderer, 19 April 2013 - 12:32 PM.

well, it seems this fixed the object limit, which wasn't the problem at all then (before when I set objects that high flickering just happened constantly) we need a fix for looking slightly down, dangit

@nWo51289 Those palms are far out dude!
Oh and you may find palms will display even further if you set SALA to 2000+ (they're not proportional)

nWo51289
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#40

Posted 19 April 2013 - 01:00 PM

Should now be able to give the vegetation their own lods. Noticed if I try not to look towards the ground, there isn't any flickering with the palms. If I look down just once then they start flickering but will stop if I look at the sky for a moment.

First screen is BSOR (Palms lod >> 1500 / SALA lod 1600). Second screen (Palms lod >> 1500 / SALA lod 2400)

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MeatSafeMurderer
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#41

Posted 19 April 2013 - 01:27 PM Edited by MeatSafeMurderer, 19 April 2013 - 01:37 PM.

There's now no need for limit adjuster, just add
CODE
0A8C: write_memory 8753112 size 3 value 1000 virtual_protect 1

to the previous fix, 1000 being the max LOD distance smile.gif
Bye bye slightly unstable limit adjuster, bye bye tounge.gif

KawakSallas
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#42

Posted 19 April 2013 - 01:50 PM

I getting a HUGE flickering in East Los Santos only

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user posted image

Also, when on jetpack, and looking down...

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VERSA
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#43

Posted 19 April 2013 - 01:58 PM

KawakSallas, yep i got the same thing.

So far this mod is pretty unstable sad.gif

MeatSafeMurderer
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#44

Posted 19 April 2013 - 01:59 PM

Hope fully the flickering can be fixed soon.
I have updated the link in the first post to with a version that uses cleo instead of limit adjuster, and also include's nWo51289's and oksa8's fix, it works for some but not for others.
No readme at the moment, but, eh, what you gonna do smile.gif

KawakSallas
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#45

Posted 19 April 2013 - 02:00 PM Edited by KawakSallas, 19 April 2013 - 02:08 PM.

I'm downloading the new one, let's see...

EDIT - The flickering is reduced, but still present.

Ηeath
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#46

Posted 19 April 2013 - 02:17 PM

QUOTE (Sooner @ Friday, Apr 19 2013, 21:58)
So far this mod is pretty unstable sad.gif

Not as unstable as Project Oblivion, no? tounge.gif

White bug when looking down happens when you have big mods installed, such as SRT3. Bug was known long ago, fix can be found here. Compile it yourself.

However, a fix for the flickering issue is still to be found. Maybe try this CLEO script oksa8 compiled found on the previous page?

MeatSafeMurderer
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#47

Posted 19 April 2013 - 02:25 PM

It helps, but I fear there is more to it than that. The flickering still happens, it's just greatly reduced.

KawakSallas
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#48

Posted 19 April 2013 - 02:29 PM

The ''looking down'' bug is not a big deal, I can live with it.

The main problem is the flickering. It is curious that only occurs in East Los Santos.


Maybe the problem is on the LAxref.ide file? (Just guessing, I don't understand nothing about this modding thing)

MeatSafeMurderer
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#49

Posted 19 April 2013 - 02:31 PM

In a sense it's a combination of that and the modified files in data\maps\generic\ yes, but without those there is absolutely no difference, and in essence, no mod.
The key is not to reverse what has been done, but to find out why the mod causes the flickering, and stop it.

Ηeath
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#50

Posted 19 April 2013 - 02:32 PM

No .. problem is with the game engine itself. Renderware is just too old for these, or rather too 'buggy'? Hopefully, someone would fix it someday.

MeatSafeMurderer
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#51

Posted 19 April 2013 - 02:39 PM Edited by MeatSafeMurderer, 19 April 2013 - 02:41 PM.

EDIT: Scratch that, my ingame draw distance was decreased for some reason

KawakSallas
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#52

Posted 19 April 2013 - 02:41 PM

Wich file I need to edit? And how I edit?

MeatSafeMurderer
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#53

Posted 19 April 2013 - 03:33 PM

Sadly (for me atleast) that fix is nothing more than a placebo effect, I removed it and compared screenshots, and it seems it does little to nothing, maybe thats not the limit thats being breached confused.gif

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#54

Posted 19 April 2013 - 04:16 PM

Like I said. If it doesn't have lod support you can't do anything about this. For Vice City there is a Limit Adjuster tool that I used for VC Lod Mod, the single one that has streaming support for normal objects, and even by using the maximum allowed of streaming for these objects, my trees still have problems for distance appearing. I can't see those that are on the other islands, but not just this, on some other specific locations across the map, they disappear and appear [flickers].

Have you tried at least to focus only on trees and let lampost and others unchanged ?

Basic, this is the Renderware engine issue, coming way back from VC/III.

MeatSafeMurderer
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#55

Posted 19 April 2013 - 04:27 PM Edited by MeatSafeMurderer, 19 April 2013 - 04:58 PM.

Yes, trees are the big problem, lamposts and traffic lights cause flickering a little on their own, but trees...oh don't don't get me started on the trees.
Surely if there is an issue, bug or limitation, these can be solved, fixed, or bypassed. Just giving up and saying "it's happening, it's always happened, and always will happen" is not the right attitude to have when tackling a problem, if everyone thought like that then nothing would ever be solved.
For that reason I won't give up so easily!

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#56

Posted 19 April 2013 - 05:20 PM

QUOTE (nWo51289 @ Friday, Apr 19 2013, 11:51)
The guys at MTA SA seemed to have fixed the problem with the flickering. As I am a noob with Cleo inputting the code below crashes SA, so maybe someone who knows what they are doing might want to look into this. Image

MTA-SA Bugs MTA-SA Blue

CODE
// Increase streaming object instances list size
MemPut < WORD > ( 0x05B8E55, 30000 );         // Default is 12000
MemPut < WORD > ( 0x05B8EB0, 30000 );         // Default is 12000


CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 0
0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 0
0A93: end_custom_thread

Very wrong.
WORD on x86-x64 architecture consists of 2 bytes.
WORD on MIPS architecture consists of 4 bytes.

Unfortunately I can't test a code at the moment. When hacking the game limits most of the time only the knowledge is limitation, nothing else.

MeatSafeMurderer
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#57

Posted 19 April 2013 - 05:58 PM Edited by MeatSafeMurderer, 19 April 2013 - 07:51 PM.

Even when setting size to two bytes it does zilch, not even for just a 2x timecyc, not sure why confused.gif

EDIT: I did a test, with both 2 and 4 bytes, setting the value to 300, which should have caused real problems, objects flickering left right and center......but nothing, no change...at all...
I don't know what those addresses do, but I'm pretty sure they don't do what the guys over at MTA think they do...

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#58

Posted 20 April 2013 - 01:08 AM

You are asking for impossible things in RENDERWARE, GTA san andreas has lods for something and is becouse HD models cant rendered after 199m distance, 200 means lod will appear
if you find a way to make the game render anything around you at 199m in HD model, and after that to render LOD adresses from their respective IDE file, you will fix the disappearing bug

this way the script needs to refresh the players position constantly to determine where the player is and from that location to measure 199m around it and render HD models, everything else as a lod and so on
i believe SA has no tree lods, so you will get flickering on those and other objects without LODs, like trashcans and containers

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#59

Posted 20 April 2013 - 05:38 AM

Maybe if the script had a loop, that was based on the condition if player is alive; with a wait command also ?

VERSA
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#60

Posted 20 April 2013 - 06:16 AM

Is it possible to make lods for other trees, such as spruces lods at least?




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