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[WIP|BETA]2x Object Draw Distance

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aStiffSausage
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#91

Posted 20 April 2013 - 03:59 PM

@ThirteenAG

Oh, actually that explains a lot why people prefer .asi-mods on most occasions instead of CLEO. Good to know, thanks! smile.gif
And I'd say you should release it, won't take long to make archive with a ReadMe in it that says something like "This mod patches the game and prevents flickering and gray-floor bug". At least you're the one to compile it, you should be the one to release it.

MeatSafeMurderer
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#92

Posted 20 April 2013 - 04:02 PM

I know nada about compiling ASI's, any chance you could increase the limit to something ridiculous, like 99999?
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Silent
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#93

Posted 20 April 2013 - 04:04 PM

QUOTE (MeatSafeMurderer @ Saturday, Apr 20 2013, 18:02)
I know nada about compiling ASI's, any chance you could increase the limit to something ridiculous, like 99999?

No point in doing so, you'll end up wasting your precious RAM space tounge.gif

Edit:
I actually could release it, perhaps together with a PROPER Stream Memory Fix (stream.ini is just ignored,R* messed that up), which would work on 1.0/1.01/2.0/Steam versions smile.gif

MeatSafeMurderer
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#94

Posted 20 April 2013 - 04:06 PM Edited by MeatSafeMurderer, 20 April 2013 - 04:08 PM.

True, didn't think of that tounge.gif
Whoever releases it, I must thank you both smile.gif

EDIT:Download links will be updated shortly , to those who still have it, there will be MOAR!

aStiffSausage
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#95

Posted 20 April 2013 - 04:07 PM

@SilentPL

What you mean with "proper"? And when we can expect official release?

Silent
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#96

Posted 20 April 2013 - 04:08 PM

QUOTE (oksa8 @ Saturday, Apr 20 2013, 18:07)
What you mean with "proper"?

Working with all the EXEs tounge.gif

Not that current fixes are bad, obviously.

Edit:
Release, I have no idea. The mod itself will be simple to do, but searching for Steam EXE address might take a while!

KawakSallas
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#97

Posted 20 April 2013 - 04:14 PM Edited by KawakSallas, 20 April 2013 - 04:21 PM.

Nice to see you guys are finding a way out to solve the problems with this mod.

Btw, in need of a beta tester, I'll be around...

MeatSafeMurderer
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#98

Posted 20 April 2013 - 04:14 PM

When you release, do I have permission to include it with this mod?
Of course proper credit will be given (all of you who has helped here over the last few days)

Silent
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#99

Posted 20 April 2013 - 04:15 PM

QUOTE (MeatSafeMurderer @ Saturday, Apr 20 2013, 18:14)
When you release, do I have permission to include it with this mod?

Sure smile.gif

aStiffSausage
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#100

Posted 20 April 2013 - 04:20 PM

@SilentPL

Oh, okay. tounge.gif


@KawakSallas

This is far better than just "saving" this mod, this is probably one of the last bugs I get annoyed of, among dozens of people playing on a modded game.

damiann69
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#101

Posted 20 April 2013 - 04:40 PM

Is grass draw distance not included yet?

MeatSafeMurderer
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#102

Posted 20 April 2013 - 04:43 PM Edited by MeatSafeMurderer, 20 April 2013 - 05:06 PM.

Not yet, I have yet to find it, but since more pressing issues have been fixed, that will come soon smile.gif

EDIT: dang, cleo won't cut it for draw distance either, some values in the IDE still crash the game at runtime, if I give someone the addresses, etc please could someone knock up an asi for it?

damiann69
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#103

Posted 20 April 2013 - 04:54 PM

And I forgot ask in last post... How about peds and cars? Is it possible to include it in your (great, amazing, wonderful smile.gif ) mod?

MeatSafeMurderer
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#104

Posted 20 April 2013 - 04:59 PM Edited by MeatSafeMurderer, 20 April 2013 - 05:18 PM.

I believe there is already a mod for that, which can be found...here

I bet you thought I was joking about that bottle of lotion on the beach...
CODE
1644, lotion, od_beachstuff, 20, 0

damiann69
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#105

Posted 20 April 2013 - 05:18 PM

QUOTE (MeatSafeMurderer @ Saturday, Apr 20 2013, 16:59)
I believe there is already a mod for that, which can be found...here

I didn't/don't see any difference with this mod.... With your mod I see smile.gif .

mikros1
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#106

Posted 20 April 2013 - 05:46 PM

please where is the link to download this mod?

MeatSafeMurderer
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#107

Posted 20 April 2013 - 05:53 PM Edited by MeatSafeMurderer, 20 April 2013 - 06:01 PM.

@mikros1 in the first post, but you will also want the test fix which is on page 5 smile.gif
Just finished work on maps\generic, it's like a whole new world!
user posted image
user posted image

KawakSallas
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#108

Posted 20 April 2013 - 06:18 PM Edited by KawakSallas, 20 April 2013 - 06:21 PM.

Where do you get this cars reflections?

Also, where I put the test.asi file? In CLEO folder?

gordoroth
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#109

Posted 20 April 2013 - 06:21 PM

best mod ever that_guy2057_evilgrin.gif that_guy2057_evilgrin.gif

aStiffSausage
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#110

Posted 20 April 2013 - 06:23 PM

QUOTE (KawakSallas @ Saturday, Apr 20 2013, 21:18)
Where do you get this cars reflections?

Also, where I put the test.asi file? In CLEO folder?

EnbSeries, see EnbSeries Screenshot Thread for more. smile.gif

And test.asi goes in the root-folder. (Same folder where gta_sa.exe is)

KawakSallas
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#111

Posted 20 April 2013 - 06:31 PM

WOW, I didn't have tested the mod with the test.asi file, now all the flickering is gone.

Great work guys!

BLlTZ
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#112

Posted 20 April 2013 - 06:59 PM

QUOTE (ThirteenAG @ Saturday, Apr 20 2013, 17:33)
Silent is absolutely right, try the asi, people: http://www.sendspace.com/file/lxhnom

What in the world ... ? who wrote this one ? Who's the author, who is ? I'm playing with my own Lod Trees and guess what, no flickering when I'm on skyscrapers and either my game doesn't crash when I want to open up my parachute. dontgetit.gif

I think I'm going to lose my mind. Over 6500 new trees added into the game.

MeatSafeMurderer
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#113

Posted 20 April 2013 - 07:01 PM Edited by MeatSafeMurderer, 20 April 2013 - 07:05 PM.

He did, in about 5 minutes, did a great job I might add smile.gif

ThirteenAG
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#114

Posted 20 April 2013 - 07:05 PM

QUOTE (MeatSafeMurderer @ Saturday, Apr 20 2013, 23:01)
He did, in about 5 minutes, did great job I might add smile.gif

Well, it couldn't be done without MTA snippet, which someone posted a few pages back smile.gif

KawakSallas
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#115

Posted 20 April 2013 - 07:13 PM

So, MeatSafeMurderer, what's next for this mod?

MeatSafeMurderer
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#116

Posted 20 April 2013 - 07:21 PM

Well, I hope to find where the draw distances for grass and corona stars are stored, and possibly even traffic/ peds...I would do LOD, but -BLITZ-'s .LOD mod does a fine job of that...who knows smile.gif
Due to issues I capped some of the draw distances before, so not all of them were actually 2x, now they've been resolved, and I have increased the draw distances accordingly and that will make it's way to you sometime...maybe even a 4x, although I wouldn't like to hedge any bets on that one tounge.gif

BLlTZ
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#117

Posted 20 April 2013 - 07:26 PM

Yeah, if you could also expand the 13000 IDE/Buildings into 21000 that will be great. I can make work my own LOD trees, but only with a modified .exe
It seems that Ryosuke maplimit doesn't want to go higher than 15000 confused.gif and I need 13000+6500/19000+space =21000 for other who make maps mod.

But yeah, this is my own desing for having trees available from any distance.

MeatSafeMurderer
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#118

Posted 20 April 2013 - 07:32 PM

Doesn't SALA do that...just checked, yeah, from the source
It's 1 byte
IDE buildings limit
0x55105E

KawakSallas
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#119

Posted 20 April 2013 - 07:51 PM

Well, one of the things that bothers me is this:

user posted image

It is a problem related to the texture itself or is something related with draw distance?

MeatSafeMurderer
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#120

Posted 20 April 2013 - 07:59 PM Edited by MeatSafeMurderer, 20 April 2013 - 08:11 PM.

Nothing wrong there, it's just because it's tall that you notice it
If it bothers you that much I recommend you get GTA San Andreas .LOD Mod
It'll go perfectly with this mod smile.gif




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