[WIP|BETA]2x Object Draw Distance
Posted 19 April 2013 - 11:34 AM
On the upside I think I managed to fix my GPU lockups
Posted 19 April 2013 - 11:35 AM
Posted 19 April 2013 - 11:58 AM Edited by MeatSafeMurderer, 19 April 2013 - 12:19 PM.
It's particularly bad looking at the buildings on the west side of glen park from certain distances
For some reason for me decompiling changes it from
|0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 1 |
0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 1
|0A8C: write_memory 6000213 size 4 value 30000 virtual_protect 1 |
0A8C: write_memory 6000304 size 4 value 30000 virtual_protect 1
why is it changing from hex to decimal?
Posted 19 April 2013 - 12:20 PM Edited by methodunderg, 19 April 2013 - 12:22 PM.
I have this bug with my game (don't think its related to this mod though, but someone still might be able to help)
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)
Posted 19 April 2013 - 12:22 PM
Come to think of it, those LOD textures look mighty close too
Posted 19 April 2013 - 12:25 PM
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.
Posted 19 April 2013 - 12:30 PM Edited by MeatSafeMurderer, 19 April 2013 - 12:32 PM.
@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)
Posted 19 April 2013 - 01:00 PM
First screen is BSOR (Palms lod >> 1500 / SALA lod 1600). Second screen (Palms lod >> 1500 / SALA lod 2400)
Posted 19 April 2013 - 01:27 PM Edited by MeatSafeMurderer, 19 April 2013 - 01:37 PM.
|0A8C: write_memory 8753112 size 3 value 1000 virtual_protect 1|
to the previous fix, 1000 being the max LOD distance
Bye bye slightly unstable limit adjuster, bye bye
Posted 19 April 2013 - 01:50 PM
Also, when on jetpack, and looking down...
Posted 19 April 2013 - 01:58 PM
So far this mod is pretty unstable
Posted 19 April 2013 - 01:59 PM
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
Posted 19 April 2013 - 02:00 PM Edited by KawakSallas, 19 April 2013 - 02:08 PM.
EDIT - The flickering is reduced, but still present.
Posted 19 April 2013 - 02:17 PM
|QUOTE (Sooner @ Friday, Apr 19 2013, 21:58)|
|So far this mod is pretty unstable|
Not as unstable as Project Oblivion, no?
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?
Posted 19 April 2013 - 02:25 PM
Posted 19 April 2013 - 02:29 PM
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)
Posted 19 April 2013 - 02:31 PM
The key is not to reverse what has been done, but to find out why the mod causes the flickering, and stop it.
Posted 19 April 2013 - 02:32 PM
Posted 19 April 2013 - 02:39 PM Edited by MeatSafeMurderer, 19 April 2013 - 02:41 PM.
Posted 19 April 2013 - 03:33 PM
Posted 19 April 2013 - 04:16 PM
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.
Posted 19 April 2013 - 04:27 PM Edited by MeatSafeMurderer, 19 April 2013 - 04:58 PM.
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!
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
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.
Posted 19 April 2013 - 05:58 PM Edited by MeatSafeMurderer, 19 April 2013 - 07:51 PM.
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...
Posted 20 April 2013 - 01:08 AM
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
Posted 20 April 2013 - 05:38 AM
Posted 20 April 2013 - 06:16 AM
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