Quantcast

Jump to content

» «
Photo

fastman92 limit adjuster

RW Released
2,765 replies to this topic
fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#31

Posted 03 September 2014 - 01:11 PM Edited by fastman92, 03 September 2014 - 01:12 PM.

Sorry for talking much and not contributing any research or code. Nevertheless, I write in the hope to prevent some misunderstanding. Correct me if I'm wrong but my impression is that we have waited 10 years for breaking the IDE and world limits and suddenly we have 3 or 4 different parties with a solution?
(chronologically (I think)): ntauthority, fastman, petka, link + thriteenAG. This is more than awesome but also not clear what's going on and if proper credit is given to everyone (in source code files, readmes, etc). I hope that all people that have somehow contributed to this incredible progress will be appreciated.


PetkaGTA made a simple fix for IPL block limit patch.
Link + ThirteenAG made limit adjuster for GTA, but there's no ID limit patch.

NTAuthority and me hacked the ID limit, although each of us did it with his own tools.

nWo51289
  • nWo51289

    Outcast

  • Feroci
  • Joined: 26 Apr 2008
  • United-States

#32

Posted 03 September 2014 - 03:13 PM Edited by nWo51289, 03 September 2014 - 03:13 PM.

Can someone with Windows 8.1 confirm that PetkaGTA's IPL_LimitAdjuster.asi works? Sadly doesn't seem to work with me.


PetkaGtA
  • PetkaGtA

    Mark Chump

  • Members
  • Joined: 07 Oct 2012

#33

Posted 03 September 2014 - 03:41 PM

Can someone with Windows 8.1 confirm that PetkaGTA's IPL_LimitAdjuster.asi works? Sadly doesn't seem to work with me.

I have win8.1 perhaps because i compiled in v120 debug(not sure)


nWo51289
  • nWo51289

    Outcast

  • Feroci
  • Joined: 26 Apr 2008
  • United-States

#34

Posted 03 September 2014 - 03:47 PM

Had same problem with fastman's ID Limit Adjuster, then he recompiled it differently and has worked ever since.


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#35

Posted 03 September 2014 - 03:49 PM

Sadly doesn't seem to work with me.


You should better learn how to explain why something doesn't work.

nWo51289
  • nWo51289

    Outcast

  • Feroci
  • Joined: 26 Apr 2008
  • United-States

#36

Posted 03 September 2014 - 03:53 PM

It's simple, it doesn't. It doesn't get loaded by the game.


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#37

Posted 03 September 2014 - 03:56 PM

It's simple, it doesn't. It doesn't get loaded by the game.

It's simple, it doesn't. It doesn't get loaded by the game.

Is there error message or not? Are you sure you put .asi in game directory?
Next time you should always reply these questions.

nWo51289
  • nWo51289

    Outcast

  • Feroci
  • Joined: 26 Apr 2008
  • United-States

#38

Posted 03 September 2014 - 03:59 PM

If there was an error I would have posted. Yes the asi along with the plugin.dll is in the directory along with your ID Limit Adjuster plugin


X-Seti
  • X-Seti

    .Retro mod developer. (Xenon Brothers)

  • Feroci
  • Joined: 28 Jun 2005
  • Mars
  • Contribution Award [Mods]

#39

Posted 06 September 2014 - 01:57 PM

I wouldn't mind having a gander. Lob me a link in pm please m8


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#40

Posted 07 September 2014 - 04:38 PM Edited by fastman92, 08 September 2014 - 02:37 PM.

b73e45349862034.jpgaecc75350060773.jpg6ed932350060849.jpg2a9e06350063062.jpg

Looks like we may get unsigned ID (0-65535 file ID) soon.
  • cj2000, Ss4gogeta0, goodidea82 and 3 others like this

cj2000
  • cj2000

    Homeboy

  • Members
  • Joined: 17 Jun 2008
  • None
  • Best Conversion 2016 [GTA: Underground]

#41

Posted 08 September 2014 - 02:45 PM

b73e45349862034.jpgaecc75350060773.jpg6ed932350060849.jpg2a9e06350063062.jpg

Looks like we may get unsigned ID (0-65535 file ID) soon.

Having unsigned IDs sounds good, but the pics look realy strange.


Acun_Pearce
  • Acun_Pearce

    Indonesian Modder

  • Members
  • Joined: 27 Aug 2014
  • Indonesia

#42

Posted 08 September 2014 - 03:25 PM

Im only can say " WOW :O "

Neddo
  • Neddo

    Trick

  • Members
  • Joined: 07 Feb 2014
  • None

#43

Posted 08 September 2014 - 04:05 PM

What does unsigned ID mean? I know I'm a stupid boy


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#44

Posted 08 September 2014 - 04:13 PM

What does unsigned ID mean? I know I'm a stupid boy


0-65534 file ID

Neddo
  • Neddo

    Trick

  • Members
  • Joined: 07 Feb 2014
  • None

#45

Posted 08 September 2014 - 04:22 PM

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#46

Posted 08 September 2014 - 04:43 PM Edited by fastman92, 08 September 2014 - 04:43 PM.

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

miclin
  • miclin

    old stager

  • Members
  • Joined: 22 Mar 2009
  • Germany

#47

Posted 08 September 2014 - 05:24 PM Edited by miclin, 05 September 2016 - 04:15 PM.

One thing I can say: It works bad with a  complete new map. :)


Neddo
  • Neddo

    Trick

  • Members
  • Joined: 07 Feb 2014
  • None

#48

Posted 08 September 2014 - 07:35 PM Edited by Neddo, 08 September 2014 - 07:36 PM.

May sound dumb, but is there any way to make true stormy weather with fog, lightning heavy rain and so on with all these new limit adjusters? In short to make weather more versatile especially rainy, foggy, overcast weathers


TJGM
  • TJGM

    Boss

  • Members
  • Joined: 14 Jun 2011
  • Ireland
  • Helpfulness Award
    Contribution Award [Mods]

#49

Posted 08 September 2014 - 11:59 PM

May sound dumb, but is there any way to make true stormy weather with fog, lightning heavy rain and so on with all these new limit adjusters? In short to make weather more versatile especially rainy, foggy, overcast weathers

Have people forgotten what limit adjusters are for? Because it sure seems like it.


Ss4gogeta0
  • Ss4gogeta0

    Spilled coffee on Laptop. no more mods

  • BUSTED!
  • Joined: 24 May 2011
  • United-States

#50

Posted 09 September 2014 - 12:52 AM

hoping I can get one with a Higher ped limit and ID limit to test out for my TCs I am working on (SALA is too unstable)


cj2000
  • cj2000

    Homeboy

  • Members
  • Joined: 17 Jun 2008
  • None
  • Best Conversion 2016 [GTA: Underground]

#51

Posted 09 September 2014 - 10:13 AM

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

  • Neddo likes this

fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#52

Posted 09 September 2014 - 02:21 PM Edited by fastman92, 09 September 2014 - 02:21 PM.

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

DFF - models defined in .ide
TXD - texture archives, model should have assigned a TXD.
COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.
DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.
IFP - animation container, contains animations to peds. Different animations have different name.
RRR - car recordings, car will drive the way it's recorded.
SCM - scripts, usually stored in script.img
Loaded list - list of loaded models, internally used.
Requested list - list of requested models, internally used.

hoping I can get one with a Higher ped limit and ID limit to test out for my TCs I am working on (SALA is too unstable)

PM will be sent.
  • Ss4gogeta0 and mirh like this

cj2000
  • cj2000

    Homeboy

  • Members
  • Joined: 17 Jun 2008
  • None
  • Best Conversion 2016 [GTA: Underground]

#53

Posted 10 September 2014 - 11:53 AM Edited by cj2000, 10 September 2014 - 01:49 PM.

 

 

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

 

DFF - models defined in .ide
TXD - texture archives, model should have assigned a TXD.
COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.
DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.
IFP - animation container, contains animations to peds. Different animations have different name.
RRR - car recordings, car will drive the way it's recorded.
SCM - scripts, usually stored in script.img
Loaded list - list of loaded models, internally used.
Requested list - list of requested models, internally used. 

Thanks, but what I wanted to know is which models number can be increased. There are many ide files like default.ide, peds.ide and vehicles.ide, this are ide files I know. So in which of the files, mentioned by me, the number of models can be increased?

  • Neddo likes this

fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#54

Posted 10 September 2014 - 02:02 PM Edited by fastman92, 10 September 2014 - 02:02 PM.

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

DFF - models defined in .ide
TXD - texture archives, model should have assigned a TXD.
COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.
DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.
IFP - animation container, contains animations to peds. Different animations have different name.
RRR - car recordings, car will drive the way it's recorded.
SCM - scripts, usually stored in script.img
Loaded list - list of loaded models, internally used.
Requested list - list of requested models, internally used.

Thanks, but what I wanted to know is which models number can be increased. There are many ide files like default.ide, peds.ide and vehicles.ide, this are ide files I know. So in which of the files, mentioned by me, the number of models can be increased?

This question comes from your lack of understanding of what IDE files are.
What's the difference between one IDE file and another?

Does it ever matter what is name of IDE file?

cj2000
  • cj2000

    Homeboy

  • Members
  • Joined: 17 Jun 2008
  • None
  • Best Conversion 2016 [GTA: Underground]

#55

Posted 11 September 2014 - 02:57 PM

 

This question comes from your lack of understanding of what IDE files are.
What's the difference between one IDE file and another?

Does it ever matter what is name of IDE file?

 

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:

1. in the ide files the models are defined

2. ide file tells in which dff file to find the model and in which txd file to find the textures

3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.

So what I am interested is, can I add more vehicles, weapons and peds using your tool?


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#56

Posted 11 September 2014 - 03:15 PM

This question comes from your lack of understanding of what IDE files are.
What's the difference between one IDE file and another?

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:
1. in the ide files the models are defined
2. ide file tells in which dff file to find the model and in which txd file to find the textures
3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.
So what I am interested is, can I add more vehicles, weapons and peds using your tool?


Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

Items defined in .ide have another store (CStore) for every kind of section.
By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

You'll need to adjust IDE section limits (mlimits.ini)

; IDE : cars section (212)
Vehicle Models=500

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

cj2000
  • cj2000

    Homeboy

  • Members
  • Joined: 17 Jun 2008
  • None
  • Best Conversion 2016 [GTA: Underground]

#57

Posted 12 September 2014 - 11:39 AM

 

 

This question comes from your lack of understanding of what IDE files are.
What's the difference between one IDE file and another?

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:
1. in the ide files the models are defined
2. ide file tells in which dff file to find the model and in which txd file to find the textures
3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.
So what I am interested is, can I add more vehicles, weapons and peds using your tool?

 


Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

Items defined in .ide have another store (CStore) for every kind of section.
By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

You'll need to adjust IDE section limits (mlimits.ini)

; IDE : cars section (212)
Vehicle Models=500

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

Thanks, so can I really increase now Vehicle Models to 500? If I set Weapon Models to 100 or more, will it worck?


fastman92
  • fastman92

    фастман92 | ف

  • Members
  • Joined: 28 Jul 2009
  • Poland
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Contribution Award [Mods]

#58

Posted 12 September 2014 - 06:27 PM

This question comes from your lack of understanding of what IDE files are.
What's the difference between one IDE file and another?

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:
1. in the ide files the models are defined
2. ide file tells in which dff file to find the model and in which txd file to find the textures
3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.
So what I am interested is, can I add more vehicles, weapons and peds using your tool?


Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

Items defined in .ide have another store (CStore) for every kind of section.
By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

You'll need to adjust IDE section limits (mlimits.ini)


; IDE : cars section (212)
Vehicle Models=500

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

Thanks, so can I really increase now Vehicle Models to 500? If I set Weapon Models to 100 or more, will it worck?

Yes, then 'IDE: cars' section will have a limit of 500 vehicles.
For weapons it's harder, when you adjust a limit of 'IDE: weap', it only means you can have n number of entries in that 'weap' section.
But the list of weapon names from weapon.dat is hardcoded. So, you can't add new weapons yet. You need something more than just 'IDE: weap' limit hacked.

Silent
  • Silent

    Chief Vision™ Alterer

  • GTA Mods Staff
  • Joined: 01 Feb 2010
  • Poland
  • Most Helpful [Modding] 2016
    Contribution Award [Mods]
    Best Script/Plugin 2014 [SilentPatch]
    Most Respected 2014
    Most Helpful [Mods] 2014
    Most Helpful [GTA] 2013
    Most Helpful [Mods] 2013
    Most Talented [Modding] 2013
    Best Map 2013 [ViceCityStories PC Edition]
    Best Vehicle 2013 [III Aircraft]
    Most Helpful [Mods] 2012
    Modder of the Year 2012

#59

Posted 12 September 2014 - 07:07 PM

Weapon limit adjuster?

Daybreak Hunter
  • Daybreak Hunter

    The Civilian Mascot

  • Members
  • Joined: 23 Jun 2014
  • None
  • April Fools Winner 2015

#60

Posted 12 September 2014 - 07:32 PM Edited by AztecaEh, 12 September 2014 - 07:41 PM.

Weapon limit adjuster?

but then he would need to add a whole lot for that weapon ( Icon . category . etc ). also other limits could show up f.e : adding cars and handling lines .

but nonetheless its a good idea . 

 

EDIT : i would like to test the new ID limits adjuster aswell :p

Spoiler





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users