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fastman92 limit adjuster

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pete9516
  • pete9516

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#3211

Posted 31 January 2018 - 03:50 AM Edited by pete9516, 31 January 2018 - 06:38 AM.

Spoiler

:( can anybody help me? this suddenly happened some minutes ago after i defended gang territory in san fierro :/

oh and btw what is the maximum number of peds per pedgrp?


Mutfurry
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#3212

Posted 31 January 2018 - 06:00 AM

Fastman92, there are some bugs when do some missions after using this mod.

1. Burning Desire. Windows unable to break. Although with other weapons, It's not count, so this mission is stuck in the middle progress.

2. Reuniting Families. Game force close after complete this mission. 

3. Deconstruction, force close when start it. 

 

Maybe there are another bugs, I will tell you later if I found some. 


SHIFAAH9
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#3213

Posted 31 January 2018 - 08:38 AM

are u sure that FLA is causing them..?


Kane49
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#3214

Posted 31 January 2018 - 10:52 AM

Fastman92, there are some bugs when do some missions after using this mod.

1. Burning Desire. Windows unable to break. Although with other weapons, It's not count, so this mission is stuck in the middle progress.

2. Reuniting Families. Game force close after complete this mission. 

3. Deconstruction, force close when start it. 

 

Maybe there are another bugs, I will tell you later if I found some. 

I'm using fastman's limit adjuster in my game. It works fine.


fastman92
  • fastman92

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#3215

Posted 31 January 2018 - 12:45 PM

Fastman92, there are some bugs when do some missions after using this mod.
1. Burning Desire. Windows unable to break. Although with other weapons, It's not count, so this mission is stuck in the middle progress.
2. Reuniting Families. Game force close after complete this mission. 
3. Deconstruction, force close when start it. 
 
Maybe there are another bugs, I will tell you later if I found some.

I'm using fastman's limit adjuster in my game. It works fine.

1. When the weapon limits are enabled. Fixed in the newest 4.4, which is still unreleased.
  • Mutfurry likes this

santosvagos
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#3216

Posted 31 January 2018 - 02:12 PM

Spoiler

:( can anybody help me? this suddenly happened some minutes ago after i defended gang territory in san fierro :/

oh and btw what is the maximum number of peds per pedgrp?

The maximum limit peds per group is 32


SHIFAAH9
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#3217

Posted 01 February 2018 - 11:04 AM

thats default value... max is 60-62..? (i think)


pete9516
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#3218

Posted 01 February 2018 - 07:39 PM

as it doesn't warn me when i put 200 i think it's unlimited and i have big gangster mod installed with more than 60 peds in GANG2 (gsf) and they are all spawning (i think) but i just wanted to be sure


Kane49
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#3219

Posted 02 February 2018 - 02:26 AM

Wondering if there's a limit or a line that adjusts the limit of something like 'Models loaded as special actors', is there such a thing? Because I tried to create some new models and added them to the game, I was able to load them as mission special actors. Later on I added a few more models and loaded them as special actors, but game crashes. (noting that models were totally fine, nothing wrong with them. And I didn't add them to peds.ide as well, because it's clear that loading a peds.ide'd model as a special actor crashes the game.)


Mutfurry
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#3220

Posted 02 February 2018 - 06:31 AM Edited by Mutfurry, 02 February 2018 - 06:39 AM.

 

 

Fastman92, there are some bugs when do some missions after using this mod.
1. Burning Desire. Windows unable to break. Although with other weapons, It's not count, so this mission is stuck in the middle progress.
2. Reuniting Families. Game force close after complete this mission. 
3. Deconstruction, force close when start it. 
 
Maybe there are another bugs, I will tell you later if I found some.

I'm using fastman's limit adjuster in my game. It works fine.

 

1. When the weapon limits are enabled. Fixed in the newest 4.4, which is still unreleased.

 

Fastman92: Oh, I see. I wait for version 4.4 release. :3

Kane49: Really? Maybe we use different GTA SA Version. 


santosvagos
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#3221

Posted 02 February 2018 - 12:54 PM

as it doesn't warn me when i put 200 i think it's unlimited and i have big gangster mod installed with more than 60 peds in GANG2 (gsf) and they are all spawning (i think) but i just wanted to be sure

so you can put 60 peds per group . Are you sure ?? I tried once before but failed :(


pete9516
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#3222

Posted 03 February 2018 - 10:23 AM Edited by pete9516, 03 February 2018 - 10:31 AM.

allright check it: i have one gang member in pedgrp.dat in GANG2 which has 66th position in line. i've definitely seen that one on the street before. so you can definitely add up to 66 peds in any pedgrp, but i don't know if you can put more, the peds after the 66th one i haven't seen yet. but i think if it couldn't be more there would have been a pop up message after starting the game, that you cannot add more than a specific number so i guess it's more or less unlimited

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Kane49
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#3223

Posted 03 February 2018 - 12:25 PM

I've added an additional weapon to my game using fastman's, but when I pick it up it disappears from the ground while it doesn't get held, like if it was a marker. Does anyone know what would be the reason?


santosvagos
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#3224

Posted 03 February 2018 - 01:38 PM Edited by santosvagos, 03 February 2018 - 04:33 PM.

I got a question to ask . Is this possible to use fastman weapon config to change some weapons feature like changing a skateboard or dildo into shootable weapons ???


Mutfurry
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#3225

Posted 04 February 2018 - 02:10 AM Edited by Mutfurry, 04 February 2018 - 02:13 AM.

I've added an additional weapon to my game using fastman's, but when I pick it up it disappears from the ground while it doesn't get held, like if it was a marker. Does anyone know what would be the reason?

I think that you use same ID. 


pete9516
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#3226

Posted 04 February 2018 - 06:24 AM

talking about weapon config, is it possible with fla to let there only be one weapon ammo? so if you change from a colt 45 to a desert eagle, the ammo won't start from 0-5?


goodidea82
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#3227

Posted 04 February 2018 - 11:41 AM Edited by goodidea82, 04 February 2018 - 11:41 AM.

Some thoughts for improved bug reporting (I know that time is the issue):

- Better visibility of error dialog. During game loading the game sometimes freezes. People are not aware that the error dialog has appeared in the background.

 

- Better explanation of errors and instruction what the user should do. I have the feeling that from processor registers you often can read stuff that even programmers can't read. For example mapping of instruction pointer and registers to method names, to files, or to SCM scripts/instructions that caused the error.

 

An extended idea: Plugin/database that maps error conditions to human explainable text.

People could contribute text files, or xls, or a dll with the mapping:

(environment X set of error conditions X FLA configuration) -> (reason & solution X Language)

where "environment" gives access to windows version, game version, loaded modules, mods, other files.

Such text files (provided by users) would be loaded into FLA. If a set of environment/error/FLA conditions provided by such a text file is satisfied by an error, the error dialog could then provide the possibly matching reasons and solution instructions (with author name of this text entry). Users could publish such text files as plugin that are loaded by FLA from a dedicated directory. Users could actively create such files by creating problems (fault injection such as removing a critical file, use bad configurations, old versions of mods, incompatible mods etc.) then observe the errors and this way create the inverse mapping: error->problem&solution.

 

Btw, currently I have a problem with a collision file. I have added a collision file for kb_golfball (ID 1974) (from my SA Golf mod) and FLA reports that a collision already exists for it (that's awesome!). I have searched the img files but I cannot find in which file the original collision is located. I suppose it is in some col archive (perhaps I have to write a batch col archive extractor). Would be cool if FLA 4.4 could identify conflicting files if that is possible.

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MacViper
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#3228

Posted 04 February 2018 - 01:31 PM Edited by MacViper, 04 February 2018 - 01:54 PM.

Hi fastman. Tell me what is the problem? I have collision, but i everytime see this error.
Error 0x534134, model id 20001 does not have loaded collision.

if I try to disable the file with a comment i see next error
Error 0x5380C3, trying to load object instance with undefined ID: 20001
and after it appears the crash window.
Limitation I raised to 30000.


Inan-Ahammad
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#3229

Posted 04 February 2018 - 01:55 PM Edited by Inan-Ahammad, 04 February 2018 - 01:56 PM.

Hi fastman. Tell me what is the problem? I have collision, but i everytime see this error.
Error 0x534134, model id XXX does not have loaded collision.


 

Check if the model collision file is present in the img achieve.If the problem still continues.Do this.

1.Extract dynamic.col from gta3.img

2.then import that col to dynamic.col

3.then replce the modified col with the achieve dynamic col.

 

This fixes my issues a lot of times.(simply)


MacViper
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#3230

Posted 04 February 2018 - 04:19 PM Edited by MacViper, 04 February 2018 - 04:19 PM.

I wrote that I have all the collision files. I several times rebuilt the .col file and threw it in .img with the preliminary deletion of the old file in it.


China·XMDS
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#3231

Posted 04 February 2018 - 06:05 PM

Hello, fastman92. Will you still do Android version FLA? Are there any recent developments?
I encountered a problem, I use MED map editor to add more maps, want to add a lot of grass and more building roads. However, adding too many games will crash and flash back.
I modify the value of pool limit libGTASA.SO file through winhex to increase the value, so as to achieve the crack limit, I have 17 kinds of limit values ​​are transferred to the maximum. Replace the apk SO file, enter the game, it seems that there is no obvious effect, and the game probably run three or four minutes there will be a random crash flashback, may I ask why? I will not assemble!
But I hope you can make Android version of FLA

https://i.imgur.com/fkRztqI.jpg
https://i.imgur.com/TKpEMjJ.jpg
https://i.imgur.com/TYjsg0a.png

fastman92
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#3232

Posted 07 February 2018 - 12:49 PM Edited by fastman92, 07 February 2018 - 12:49 PM.

Hello, fastman92. Will you still do Android version FLA? Are there any recent developments?
I encountered a problem, I use MED map editor to add more maps, want to add a lot of grass and more building roads. However, adding too many games will crash and flash back.
I modify the value of pool limit libGTASA.SO file through winhex to increase the value, so as to achieve the crack limit, I have 17 kinds of limit values ​​are transferred to the maximum. Replace the apk SO file, enter the game, it seems that there is no obvious effect, and the game probably run three or four minutes there will be a random crash flashback, may I ask why? I will not assemble!
But I hope you can make Android version of FLA

https://i.imgur.com/fkRztqI.jpg
https://i.imgur.com/TKpEMjJ.jpg
https://i.imgur.com/TYjsg0a.png

Nothing was done for Android recently. I have currently got no Android device.
Note that the numbers in ARM are saved in 12-bit way, if they come as a part of an instruction.
https://alisdair.mcd...value-encoding/

-------------------------
falconheavy.jpg

The rocket Falcon Heavy was launched on 6th February.
Could someone make such a rocket for GTA?
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MacViper
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#3233

Posted 11 February 2018 - 10:19 PM

Hello, please help. I do not understand how to use the grid of the map. I already have a map, but I do not know how to set up its location so that the map matches the map on the radar


Inan-Ahammad
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#3234

Posted 12 February 2018 - 09:13 AM

@fastman92 is your pc fixed?


santosvagos
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#3235

Posted 15 February 2018 - 04:17 PM

My game is crashed and i don't know why , please help :(
here is my crash log 

Starting fastman92 limit adjuster 4.3 for WIN_X86, compilation time: Jun 19 2017 19:00:46
 
Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes
 
Global exception handler has been registered.
---------------------------------------------
Modified count of killable model IDs: 100000
---------------------------------------------
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 50000
---------------------------------------------
Modified limit of IDE:peds section to 19000
---------------------------------------------
Modified limit of PED STREAMING: Pedgrp peds per group to: 50
---------------------------------------------
Streaming memory available limit set to 1073741824 bytes (1024 MB)
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Number of memory changes made: 111
---------------------------------------------
 
Game crashed unfortunately, here's a crash log:
Current process ID: 5300
Current thread ID: 2116
Last file to be loaded: AUDIO\STREAMS\AMBIENCE
Last library loaded: NOT SET
Exception address: 0x71665A6C ("ImVehFt.asi"+0x5A6C)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x490
 
General registers:
EAX: 0x00000000 (0)
EBX: 0x0BFF4C38 (201280568)
ECX: 0x0028F26C (2683500)
EDX: 0x00734A40 (7555648)
ESI: 0x0028F380 (2683776)
EDI: 0x36637A50 (912489040)
EBP: 0x0028F384 (2683780)
ESP: 0x0028F274 (2683508)
EIP: 0x71665A6C (1902533228)
EFL: 0x00010202 (66050)
 
Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B
 
FPU registers:
ST0: 2843499.500000 bytes: 00 00 00 00 00 AE 8D AD 14 40
ST1: 0.250000 bytes: 00 00 00 00 00 00 00 80 FD 3F
ST2: -0.000000 bytes: 00 00 00 00 00 00 00 00 00 80
ST3: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST4: -0.000000 bytes: 00 00 00 00 00 00 00 00 00 80
ST5: 131.885269 bytes: 00 00 00 00 00 A1 E2 83 06 40
ST6: -11.484131 bytes: 00 00 00 00 00 00 BF B7 02 C0
ST7: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
CTRL: 007F
STAT: 0021
TAGS: FFFF
 
MMX registers, 8 bytes:
MM0: 00 00 00 00 00 AE 8D AD
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 00 00 00
MM3: 00 00 00 00 00 00 00 00
MM4: 00 00 00 00 00 00 00 00
MM5: 00 00 00 00 00 A1 E2 83
MM6: 00 00 00 00 00 00 BF B7
MM7: 00 00 00 00 00 00 00 00
 
XMM registers, 16 bytes:
XMM0: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM1: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM2: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM3: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM4: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM5: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM6: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
XMM7: C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E C0 53 9B 3E
 
Module list
; Path Module file size Base Size of image Entry point
E:\Rockstar Games\GTA San Andreas\gta_sa.exe 14383616 0x00400000 0x01177000 0x00824570
C:\Windows\SysWOW64\ntdll.dll 1314112 0x773E0000 0x00180000 0x00000000
C:\Windows\syswow64\kernel32.dll 1114112 0x763D0000 0x00110000 0x763E3293
C:\Windows\syswow64\KERNELBASE.dll 275456 0x764E0000 0x00047000 0x764E74E1
C:\Windows\system32\WINMM.dll 194048 0x6DA90000 0x00032000 0x6DA937F1
C:\Windows\syswow64\msvcrt.dll 690688 0x76170000 0x000AC000 0x7617A472
C:\Windows\syswow64\USER32.dll 833024 0x75CB0000 0x00100000 0x75CCAE99
C:\Windows\syswow64\GDI32.dll 311296 0x76D30000 0x00090000 0x76D46343
C:\Windows\syswow64\LPK.dll 25600 0x768A0000 0x0000A000 0x768A36A0
C:\Windows\syswow64\USP10.dll 626176 0x75C10000 0x0009D000 0x75C43FD7
C:\Windows\syswow64\ADVAPI32.dll 644096 0x765E0000 0x000A1000 0x765F4939
C:\Windows\SysWOW64\sechost.dll 92160 0x74E60000 0x00019000 0x74E64975
C:\Windows\syswow64\RPCRT4.dll 666112 0x768B0000 0x000F0000 0x768C0569
C:\Windows\syswow64\SspiCli.dll 96768 0x74DF0000 0x00060000 0x74E0A3AD
C:\Windows\syswow64\CRYPTBASE.dll 36352 0x74DE0000 0x0000C000 0x74DE10E1
E:\Rockstar Games\GTA San Andreas\vorbisfile.dll 53760 0x74230000 0x00011000 0x74231A0B
C:\Windows\syswow64\WS2_32.dll 206336 0x76DC0000 0x00035000 0x76DC145D
C:\Windows\syswow64\NSI.dll 8704 0x763C0000 0x00006000 0x763C1782
E:\Rockstar Games\GTA San Andreas\EAX.DLL 188416 0x10000000 0x00030000 0x1001A472
C:\Windows\syswow64\ole32.dll 1414144 0x76740000 0x0015C000 0x7678BA3D
C:\Windows\system32\apphelp.dll 295936 0x71A10000 0x0004C000 0x71A12C14
C:\Windows\AppPatch\AcGenral.DLL 2178560 0x70F60000 0x00219000 0x70F6221F
C:\Windows\syswow64\SHLWAPI.dll 350208 0x76CD0000 0x00057000 0x76CE9BA6
C:\Windows\system32\UxTheme.dll 245760 0x74610000 0x00080000 0x746237C9
C:\Windows\system32\samcli.dll 51200 0x72260000 0x0000F000 0x7226125E
C:\Windows\syswow64\OLEAUT32.dll 571904 0x766B0000 0x0008F000 0x766B3FB1
C:\Windows\system32\MSACM32.dll 72192 0x741B0000 0x00014000 0x741B1340
C:\Windows\system32\VERSION.dll 21504 0x72D80000 0x00009000 0x72D81220
C:\Windows\syswow64\SHELL32.dll 12880384 0x74FC0000 0x00C4C000 0x750414C1
C:\Windows\system32\sfc.dll 2560 0x6D7A0000 0x00003000 0x00000000
C:\Windows\system32\sfc_os.DLL 40960 0x6C640000 0x0000D000 0x6C641392
C:\Windows\system32\USERENV.dll 81920 0x72770000 0x00017000 0x72771C9D
C:\Windows\system32\profapi.dll 31744 0x72760000 0x0000B000 0x72761992
C:\Windows\system32\dwmapi.dll 67072 0x74540000 0x00013000 0x74541D3F
C:\Windows\syswow64\SETUPAPI.dll 1667584 0x76220000 0x0019D000 0x762217E7
C:\Windows\syswow64\CFGMGR32.dll 145920 0x75DC0000 0x00027000 0x75DC58B9
C:\Windows\syswow64\DEVOBJ.dll 64512 0x76690000 0x00012000 0x76691441
C:\Windows\syswow64\urlmon.dll 1156608 0x76EB0000 0x00124000 0x76EB10B3
C:\Windows\syswow64\api-ms-win-downlevel-ole32-l1-1-0.dll 5632 0x74E80000 0x00004000 0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-shlwapi-l1-1-0.dll 9728 0x74E90000 0x00004000 0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-advapi32-l1-1-0.dll 10752 0x76E90000 0x00005000 0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-user32-l1-1-0.dll 4096 0x76A80000 0x00004000 0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-version-l1-1-0.dll 3072 0x74E50000 0x00004000 0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-normaliz-l1-1-0.dll 2560 0x75DB0000 0x00003000 0x00000000
C:\Windows\syswow64\normaliz.DLL 2048 0x76A90000 0x00003000 0x00000000
C:\Windows\syswow64\iertutil.dll 2166272 0x75F50000 0x00215000 0x760ADFC5
C:\Windows\syswow64\WININET.dll 1818112 0x76AA0000 0x001C4000 0x76AA10CE
C:\Windows\system32\MPR.dll 64000 0x71BB0000 0x00012000 0x71BB1200
C:\Windows\system32\IMM32.DLL 119808 0x75E20000 0x00060000 0x75E3158F
C:\Windows\syswow64\MSCTF.dll 828928 0x75E80000 0x000CC000 0x75E8168B
E:\Rockstar Games\GTA San Andreas\vorbishooked.DLL 65536 0x003C0000 0x00011000 0x003C4C98
E:\Rockstar Games\GTA San Andreas\ogg.dll 36864 0x003E0000 0x00009000 0x003E302E
E:\Rockstar Games\GTA San Andreas\vorbis.dll 1060864 0x03400000 0x00108000 0x03413F7C
E:\Rockstar Games\GTA San Andreas\$fastman92limitAdjuster.asi 5919744 0x63F90000 0x005B5000 0x6403E3FE
C:\Windows\syswow64\PSAPI.DLL 6144 0x76EA0000 0x00005000 0x76EA1438
E:\Rockstar Games\GTA San Andreas\DllTricks.dll 33792 0x74220000 0x0000D000 0x7422147F
E:\Rockstar Games\GTA San Andreas\MinHook.x86.dll 14848 0x740E0000 0x00007000 0x00000000
E:\Rockstar Games\GTA San Andreas\zlib1.dll 107520 0x62E80000 0x00022000 0x62E81440
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.18837_none_ec86b8d6858ec0bc\COMCTL32.dll 530432 0x6DAD0000 0x00084000 0x6DAD19A9
E:\Rockstar Games\GTA San Andreas\CLEO.asi 264704 0x70EF0000 0x0006B000 0x70EFE484
E:\Rockstar Games\GTA San Andreas\BASS.dll 107584 0x11000000 0x0004D000 0x1104C036
E:\Rockstar Games\GTA San Andreas\ExGangWars.asi 70656 0x73A90000 0x00016000 0x73A9322C
E:\Rockstar Games\GTA San Andreas\ImVehFt.asi 143360 0x71660000 0x00029000 0x71666747
E:\Rockstar Games\GTA San Andreas\modloader.asi 704000 0x70E30000 0x000B2000 0x70E84F97
C:\Windows\system32\dbghelp.dll 854016 0x72C50000 0x000EB000 0x72C513CE
E:\Rockstar Games\GTA San Andreas\SilentPatchSA.asi 226816 0x70DF0000 0x0003A000 0x70E0AF08
C:\Windows\system32\DDRAW.dll 531968 0x6D910000 0x000E7000 0x6D911771
C:\Windows\system32\DCIMAN32.dll 10240 0x73A80000 0x00006000 0x73A81250
C:\Windows\system32\igdail32.dll 152536 0x70620000 0x00028000 0x70626E56
C:\Windows\system32\DSOUND.dll 453632 0x6D890000 0x00072000 0x6D891576
C:\Windows\system32\POWRPROF.dll 145408 0x71800000 0x00025000 0x71802B71
C:\Windows\syswow64\CLBCatQ.DLL 522240 0x769A0000 0x00083000 0x769A23D2
C:\Windows\System32\MMDevApi.dll 213504 0x745C0000 0x00039000 0x745CE2DE
C:\Windows\System32\PROPSYS.dll 988160 0x70CF0000 0x000F5000 0x70D00D9E
C:\Windows\system32\AUDIOSES.DLL 195584 0x741E0000 0x00036000 0x741E9DAE
C:\Windows\system32\DINPUT8.dll 145408 0x705F0000 0x00030000 0x7060EC5C
C:\Windows\system32\HID.DLL 22016 0x706F0000 0x00009000 0x706F1120
C:\Windows\syswow64\WINTRUST.dll 172544 0x75DF0000 0x0002D000 0x75DF296D
C:\Windows\syswow64\CRYPT32.dll 1160192 0x74EA0000 0x0011E000 0x74EA158A
C:\Windows\syswow64\MSASN1.dll 34304 0x773B0000 0x0000C000 0x773B238E
C:\Windows\system32\d3d9.dll 1828352 0x73DF0000 0x001C3000 0x73DF1A45
C:\Windows\system32\d3d8thk.dll 11264 0x74580000 0x00006000 0x745811F0
C:\Windows\system32\igdumdim32.dll 10575968 0x06A40000 0x009F9000 0x06AE5AF7
C:\Windows\system32\igdusc32.dll 3692648 0x63C10000 0x0037B000 0x63F1B5A6
C:\Windows\SysWOW64\quartz.dll 1329664 0x6B050000 0x00177000 0x6B0542CA
C:\Windows\SysWOW64\devenum.dll 67584 0x705D0000 0x00014000 0x705DD2C0
C:\Windows\system32\ntmarta.dll 121856 0x71AB0000 0x00021000 0x71AB145E
C:\Windows\syswow64\WLDAP32.dll 269824 0x76A30000 0x00045000 0x76A311E1
C:\Windows\system32\msdmo.dll 30720 0x706E0000 0x0000B000 0x706E39AB
C:\Windows\system32\DShowRdpFilter.dll 252928 0x70330000 0x00042000 0x7034DD94
C:\Windows\system32\WTSAPI32.dll 40448 0x72750000 0x0000D000 0x727511E0
C:\Windows\system32\WINSTA.dll 157696 0x71CD0000 0x00029000 0x71CD6B59
C:\Windows\system32\slc.dll 27136 0x705C0000 0x0000A000 0x705C4D20
C:\Windows\system32\D3DIM700.DLL 817664 0x6CEB0000 0x000CC000 0x6CEB136A
C:\Windows\system32\wdmaud.drv 172032 0x74590000 0x00030000 0x74593C6B
C:\Windows\system32\ksuser.dll 4608 0x74CF0000 0x00004000 0x74CF1030
C:\Windows\system32\AVRT.dll 14336 0x74CE0000 0x00007000 0x74CE10C0
C:\Windows\system32\msacm32.drv 20992 0x741D0000 0x00008000 0x741D4119
C:\Windows\system32\midimap.dll 16896 0x741A0000 0x00007000 0x741A11D0
C:\Windows\system32\wmvcore.dll 2504192 0x6ADE0000 0x00267000 0x6ADFF2C2
C:\Windows\system32\WMASF.DLL 237568 0x6C200000 0x0003D000 0x6C2011E5
C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.7601.18946_none_72d45ee78666ea32\gdiplus.dll 1625600 0x6A930000 0x00190000 0x6A9CD08C
C:\Windows\system32\mlang.dll 177664 0x6C1D0000 0x0002E000 0x6C1D16ED
C:\Windows\System32\dsdmo.dll 173568 0x6C1A0000 0x0002D000 0x6C1B7FC8
Game terminated.

MacViper
  • MacViper

    Player Hater

  • Members
  • Joined: 28 Nov 2015
  • Finland

#3236

Posted 16 February 2018 - 01:11 AM

the FLA plugin dont work with ImVehFt

santosvagos
  • santosvagos

    Vagos Familia

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  • Vietnam

#3237

Posted 16 February 2018 - 03:07 AM Edited by santosvagos, 16 February 2018 - 03:15 AM.

the FLA plugin dont work with ImVehFt

really ??? 
I din't know that but the game works fine from first mission to drive by misson which i currently play . The crash just appear when i go shooting people or car or is it just randomly crashed ???


Mihail92
  • Mihail92

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  • Joined: 22 May 2017
  • None

#3238

Posted 17 February 2018 - 01:35 PM Edited by Mihail92, 17 February 2018 - 01:46 PM.

Guys, who can tell what settings can be changed to solve the problem?
 
Are standing 2DFX + OLA (2DFX for it is calculated) + FLA (for transport). For optimization and more accurate settings, OLA decided to remove, leaving FLA and configuring 2DFX for it according to recommendations from this topic. Everything went OK, and the performance is higher, but there is a bug with water. With OLA, if you look at the water from the shore (to the horizon) or from a high altitude, the water goes into the distance (the map is completely surrounded by water and do not look at what angle.) With FLA, if you look at the water at right angles, everything is OK, but if you change the viewing angle or look at the map high, then the water is strictly according to the size of the map, there is no water in the distance or around the map, just an empty place without texture.Gluus is shown in the pictures, the third rate.I do not know what is necessary, but also to OLA come back ....
Thank you in advance.
 

post-91064-0-84528500-1518874067_thumb.j

 

post-91064-0-61892100-1518874107_thumb.j

FLA

 

post-91064-0-09036200-1518874124_thumb.j

OLA

 

My FLA settings
 
Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
At least one ID limit is changed. ID limits will be patched.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 29999 (10000) - TXD texture archives.
30000 - 30254 (255) - COL collision archives.
30255 - 30510 (256) - IPL Binary IPL files.
30511 - 30574 (64) - DAT files limited to nodes*.dat
30575 - 30754 (180) - IFP animation archives.
30755 - 31229 (475) - RRR car recordings, carrec*.rrr files
31230 - 31311 (82) - SCM scripts
31312 - 31313 (2) - Loaded list
31314 - 31315 (2) - Requested list
31316 - count of all file IDs


Addresses:
CStreaming::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x1F20020
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
Modified count of killable model IDs: 20000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 1000 Is CCarGenerator_extended structure used: 0
---------------------------------------------
Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 2000
Number of bike lines = 14
Number of flying lines = 100
Number of boat lines = 13
Number of animation group lines = 30

&mod_HandlingManager = 0x2100020, sizeof(mod_HandlingManager) = 0x7F954
sizeof_cHandlingDataMgr_header = 0x68
sizeof(tHandlingData_extended) = 0x100
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 500
---------------------------------------------
Modified limit of rwObjectInstances to: 10000
---------------------------------------------
Modified limit of matrices to: 9000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 700000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 32000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Tasks to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: TaskAllocator to: 160
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 4000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 500
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 20300
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 40960
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 10240
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 40960
---------------------------------------------
Modified limit of IPL:inst, buildings to: 130000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 25000
---------------------------------------------
Modified limit of IPL: inst per file to: 40960
---------------------------------------------
Modified limit of IPL: entity index array to: 400
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 390
---------------------------------------------
Modified limit of IPL:Entry exits to: 4000
---------------------------------------------
Modified limit of IDE:objs:type1 section to 140000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 700
---------------------------------------------
Modified limit of IDE:hier section to 920
---------------------------------------------
Modified limit of IDE:tobj section to 1690
---------------------------------------------
Modified limit of IDE:cars section to 2120
---------------------------------------------
Modified max number of IMG archives to: 16
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 60
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 3010
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 7010
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 10210
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62
---------------------------------------------
Streaming memory available limit set to 4293918720 bytes (4095 MB)
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 1500
---------------------------------------------
Modified limit of RENDERER: Visible super LOD pointers to: 500
---------------------------------------------
Modified limit of RENDERER: Visible LOD pointers to: 10000
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 10000
---------------------------------------------
Modified limit of VISIBILITY: Alpha list limit to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha boat atomic list to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha entity list limit to: 2000
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 1000
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 500
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 170
---------------------------------------------
SPECIAL: Plane speed limit disabled.
---------------------------------------------
SPECIAL: Make paintjobs work for any ID applied.


MacViper
  • MacViper

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  • Joined: 28 Nov 2015
  • Finland

#3239

Posted 19 February 2018 - 06:56 AM Edited by MacViper, 19 February 2018 - 06:57 AM.

 

the FLA plugin dont work with ImVehFt

really ??? 
I din't know that but the game works fine from first mission to drive by misson which i currently play . The crash just appear when i go shooting people or car or is it just randomly crashed ???

 

crash is due to the fact that the fla also changes the limits, and so the address is configured, both plug-ins try to change the same address. Well, as far as I know, because of this, it does not work with the fla


Guys, who can tell what settings can be changed to solve the problem?
 
Are standing 2DFX + OLA (2DFX for it is calculated) + FLA (for transport). For optimization and more accurate settings, OLA decided to remove, leaving FLA and configuring 2DFX for it according to recommendations from this topic. Everything went OK, and the performance is higher, but there is a bug with water. With OLA, if you look at the water from the shore (to the horizon) or from a high altitude, the water goes into the distance (the map is completely surrounded by water and do not look at what angle.) With FLA, if you look at the water at right angles, everything is OK, but if you change the viewing angle or look at the map high, then the water is strictly according to the size of the map, there is no water in the distance or around the map, just an empty place without texture.Gluus is shown in the pictures, the third rate.I do not know what is necessary, but also to OLA come back ....
Thank you in advance.
 

post-91064-0-84528500-1518874067_thumb.j

 

post-91064-0-61892100-1518874107_thumb.j

FLA

 

post-91064-0-09036200-1518874124_thumb.j

OLA

 

My FLA settings
 
Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
At least one ID limit is changed. ID limits will be patched.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 29999 (10000) - TXD texture archives.
30000 - 30254 (255) - COL collision archives.
30255 - 30510 (256) - IPL Binary IPL files.
30511 - 30574 (64) - DAT files limited to nodes*.dat
30575 - 30754 (180) - IFP animation archives.
30755 - 31229 (475) - RRR car recordings, carrec*.rrr files
31230 - 31311 (82) - SCM scripts
31312 - 31313 (2) - Loaded list
31314 - 31315 (2) - Requested list
31316 - count of all file IDs


Addresses:
CStreaming::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x1F20020
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
Modified count of killable model IDs: 20000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 1000 Is CCarGenerator_extended structure used: 0
---------------------------------------------
Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 2000
Number of bike lines = 14
Number of flying lines = 100
Number of boat lines = 13
Number of animation group lines = 30

&mod_HandlingManager = 0x2100020, sizeof(mod_HandlingManager) = 0x7F954
sizeof_cHandlingDataMgr_header = 0x68
sizeof(tHandlingData_extended) = 0x100
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 500
---------------------------------------------
Modified limit of rwObjectInstances to: 10000
---------------------------------------------
Modified limit of matrices to: 9000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 700000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 32000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Tasks to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: TaskAllocator to: 160
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 4000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 500
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 20300
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 40960
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 10240
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 40960
---------------------------------------------
Modified limit of IPL:inst, buildings to: 130000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 25000
---------------------------------------------
Modified limit of IPL: inst per file to: 40960
---------------------------------------------
Modified limit of IPL: entity index array to: 400
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 390
---------------------------------------------
Modified limit of IPL:Entry exits to: 4000
---------------------------------------------
Modified limit of IDE:objs:type1 section to 140000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 700
---------------------------------------------
Modified limit of IDE:hier section to 920
---------------------------------------------
Modified limit of IDE:tobj section to 1690
---------------------------------------------
Modified limit of IDE:cars section to 2120
---------------------------------------------
Modified max number of IMG archives to: 16
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 60
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 3010
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 7010
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 10210
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62
---------------------------------------------
Streaming memory available limit set to 4293918720 bytes (4095 MB)
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 1500
---------------------------------------------
Modified limit of RENDERER: Visible super LOD pointers to: 500
---------------------------------------------
Modified limit of RENDERER: Visible LOD pointers to: 10000
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 10000
---------------------------------------------
Modified limit of VISIBILITY: Alpha list limit to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha boat atomic list to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha entity list limit to: 2000
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 1000
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 500
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 170
---------------------------------------------
SPECIAL: Plane speed limit disabled.
---------------------------------------------
SPECIAL: Make paintjobs work for any ID applied.

Ну как я вижу там даже дна нету. Отключи все лимиты, что ты не используешь, нахрена все включил.


HalfwayOrb
  • HalfwayOrb

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  • Joined: 30 May 2014
  • Canada

#3240

Posted 22 February 2018 - 07:35 AM

According to this page ( https://www.mixmods....odo-o-mapa.html) : " And if you load pedestrians and vehicles, you need Open Limit Adjuster ". How do I do this?





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