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Project2DFX

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SilverRST
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#631

Posted 29 October 2013 - 03:06 PM

Yeah, despite I have III and VC installed, I much prefer SA. Because of the big map and the easyness to go to anywhere and the camera

unlike III/VC. And I came a little late to the party of III/VC. The story, the crazyness, the envoirenments and so on.

To me, GTA SA is a revolutionary game. Now I seriously and literally cannot play GTA SA without Project 2dfx.

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ThirteenAG
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#632

Posted 30 October 2013 - 08:46 PM

I will release an update for all three versions soon, just pretty busy at the moment.
Btw, should i include grass draw distance tweak to limit adjuster plugin or make it separately?
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Gramps
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#633

Posted 30 October 2013 - 08:56 PM

Might as well include it, with an on/off option in the .ini, as well as able to set the distance.

KawakSallas
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#634

Posted 30 October 2013 - 08:59 PM

Might as well include it, with an on/off option in the .ini, as well as able to set the distance.

 

I was about to say the same.


By the way, any news on car window bug/alpha issues?

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MrMateczko
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#635

Posted 30 October 2013 - 09:50 PM

Grass DD increase? Awesome, but won't this cause any other bugs? The alpha bugs are probably non fixable.

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Gramps
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#636

Posted 30 October 2013 - 10:22 PM

It will probably cause significant lag, depending on the distance, the model of the grass, the texture, and the plant.dat

TJGM
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#637

Posted 30 October 2013 - 10:29 PM Edited by TheJAMESGM, 01 November 2013 - 05:06 PM.

Doubt I can top the news on grass draw distance.. but anyway, decided to add vertex lighting onto lampposts to get rid of that ugly white light bulb at night.
 
SA - Download

Original - 6ef87a285034588.jpg Vertex - ada2de285034604.jpg
 
EDIT: Turns out exporting the object also removes the section that makes the object break and I'm not bothered fixing it right now, use it at your own will. Fixed.

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imsofast
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#638

Posted 04 November 2013 - 01:31 PM Edited by imsofast, 04 November 2013 - 01:37 PM.

this mod make SA looks like GTA V

it's awesome

but i have a trouble in this mod

 

how could i make far lights to smaller?

far streetlights make city looks like the city in bombing

 

image:http://cluster1.cafe...iginal/2556463F

5277A08D062859&title=viewer

 

http://cluster1.cafe...31&title=viewer


aStiffSausage
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#639

Posted 04 November 2013 - 03:24 PM

@imsofast

 

Please use another image hoster, doesn't seem to work for me. Anyways, you're most likely looking for value in 2dfx.ini, which is CoronaRadiusMultiplier. By default it's 1.0, I recommend using values between 0.2 and 0.5.

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imsofast
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#640

Posted 04 November 2013 - 04:38 PM

@aStiffSausage it really works! Thanks so much, dude  :lol:


Musi
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#641

Posted 04 November 2013 - 06:01 PM

It seems that it affects Map Editor. Someone here complained: http://mt-gaming.com...e-2#post-675285


Gramps
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#642

Posted 04 November 2013 - 07:38 PM

I don't have a problem using MEd and this mod.
Not to sure on SAMP equivalent though as mentioned in the thread.

Musi
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#643

Posted 04 November 2013 - 08:09 PM

I saw you guys talking about a ''crash when entering the barber shop'' or something like this. As it loads all the objects, it may be the same issue. Anyway, it's not MEd, it's a different editor.


Gramps
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#644

Posted 04 November 2013 - 08:24 PM

I thought that interior bug was fixed? And only bugs remained was the window glass of vehicles disappearing? (And Alpha bugs, but not relating to this mod)

I haven't done a mission in AGES, so unsure on that one.
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ThirteenAG
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#645

Posted 21 November 2013 - 11:49 AM Edited by ThirteenAG, 21 November 2013 - 11:50 AM.

It's been too long. But finally:

Project_2dfx_gta3 v1.0
9f72219e7ed7a367a989d4791792c719.jpg 1fcdb51193c9d2850d7111204b43c65e.jpg


Project_2dfx_vc v1.2
a9078f7cb46304e80dafe8e3bfd1432e.jpg 2399f2875f54f5c55b171b00f861a7ce.jpg

Project_2dfx_sa v1.3
3b447870c0abb77d293b91ab1f2dc25f.jpg 7b0a072a5526215fdb7c426a2da3ffd7.jpg

Danikov
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#646

Posted 21 November 2013 - 01:45 PM Edited by Danikov, 21 November 2013 - 01:50 PM.

Awwwwww yesssssss,an update,but I got a problem,after adding the updated (v1.3) version of this to SA,my game crashes.

 

Edit : Tried to move every .asi file that is in this mod,and I found that removing 2dfx.asi makes the game work.


MrMateczko
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#647

Posted 21 November 2013 - 01:57 PM

I've used the GTAIII version, and solid vegetation disappeared, leaving only its shadows.


ThirteenAG
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#648

Posted 21 November 2013 - 02:29 PM

I've used the GTAIII version, and solid vegetation disappeared, leaving only its shadows.

Try to set DrawDistance = 0.0 in 2dfx_gta3.ini. If it doesn't help, try to delete limit_adjuster_gta3vcsa.asi and let me know the results.

 

Awwwwww yesssssss,an update,but I got a problem,after adding the updated (v1.3) version of this to SA,my game crashes.

 

Edit : Tried to move every .asi file that is in this mod,and I found that removing 2dfx.asi makes the game work.

Hmm, are you using Windows XP?


Danikov
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#649

Posted 21 November 2013 - 02:37 PM

 

 

Awwwwww yesssssss,an update,but I got a problem,after adding the updated (v1.3) version of this to SA,my game crashes.

 

Edit : Tried to move every .asi file that is in this mod,and I found that removing 2dfx.asi makes the game work.

Hmm, are you using Windows XP?

 

 

 

My operating system is Windows 7 - 64bit,I run the game with the compatibility mode of Windows Me / Windows 2000


ThirteenAG
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#650

Posted 21 November 2013 - 03:09 PM

My operating system is Windows 7 - 64bit,I run the game with the compatibility mode of Windows Me / Windows 2000

Works fine for me on Windows 8.1 x64, even with compatibility mode. Did the previous version worked?

Danikov
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#651

Posted 21 November 2013 - 03:11 PM Edited by Danikov, 21 November 2013 - 03:11 PM.

 

My operating system is Windows 7 - 64bit,I run the game with the compatibility mode of Windows Me / Windows 2000

Works fine for me on Windows 8.1 x64, even with compatibility mode. Did the previous version worked?

 

 

Yes,it did work.


ThirteenAG
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#652

Posted 21 November 2013 - 03:29 PM

Yes,it did work.

Previous version, compiled in VS2013: 2dfx.asi
Test it and let me know the results.

Danikov
  • Danikov

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#653

Posted 21 November 2013 - 03:36 PM Edited by Danikov, 21 November 2013 - 03:44 PM.

Yeah,its working.

 

Edit again : Damnit,misread what you wrote,the .asi you provided is of version 1.2,right?


KawakSallas
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#654

Posted 21 November 2013 - 03:46 PM

Same problem, v1.3 crashes on launch

 

GTA:SA Crashed, Debug Info Follows:



GTA Info:



Error: Unknown



Assembly Info:



Exception At Address: 0x68E9A322

Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)



Registers:

EAX: 0x05EC40C0	EBX: 0x0452F74C

ECX: 0x0000400D	EDX: 0x00000003

ESI: 0x017D1800	EDI: 0x016FEE50

EBP: 0x0452F730	ESP: 0x0452F71C



Last Opcode: 0000 in thread '' (0x0)


Worked with new 2dfx.asi that ThirteenAG posted, or replacing the same file from the v1.2


ThirteenAG
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#655

Posted 21 November 2013 - 03:53 PM

Weird, try this one: http://www.sendspace.com/file/i4gke8

KawakSallas
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#656

Posted 21 November 2013 - 04:07 PM

No luck. By the way, did you manage to fix the alpha bugs that happened when increasing normal draw distances?


ThirteenAG
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#657

Posted 21 November 2013 - 04:11 PM

No luck. By the way, did you manage to fix the alpha bugs that happened when increasing normal draw distances?

Nope.

http://www.sendspace.com/file/19txg5 this one should work 99%.

KawakSallas
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#658

Posted 21 November 2013 - 04:17 PM

Still nothing. Same error that I reported before. Everything with default settings before you ask.


ThirteenAG
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#659

Posted 21 November 2013 - 04:18 PM

Let's go to pm then, to debug that thing quickly.

Danikov
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#660

Posted 21 November 2013 - 04:58 PM

Yeah,just like Kawak,With the two recent .asi files I still crash,could it be compatibility issues with other mods?





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