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fastman92 limit adjuster

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Tomas.
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#2581

Posted 27 May 2017 - 05:21 PM

GTA IV is 32 bit but large address aware.
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Inan-Ahammad
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#2582

Posted 27 May 2017 - 05:40 PM

32 bit??? Amazing..
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Razor1096
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#2583

Posted 28 May 2017 - 03:50 PM Edited by Razor1096, 28 May 2017 - 04:03 PM.

I kept getting 0x00650311 error.

Is there anyway to stop this crash?

 

GTA San Andreas error


fastman92
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#2584

Posted 29 May 2017 - 05:27 PM Edited by fastman92, 29 May 2017 - 05:28 PM.

More progress towards 32-bit model/TXD IDs.

65535 IDs seems like not enough.
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#2585

Posted 29 May 2017 - 06:48 PM

Excellent work!

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fastman92
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#2586

Posted 31 May 2017 - 02:13 PM

Working on it.

c4a164551175737.jpg
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JoeVK
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#2587

Posted 03 June 2017 - 10:45 PM Edited by JoeVK, 03 June 2017 - 10:50 PM.

I've been playing with the vehicle audio loader for IV. Some of my added vehicles are so quiet they might as well have no sound at all, and I haven't had any luck figuring out how to adjust it. The "field" this and "float" that don't really explain anything. Anyone have any idea how to adjust the sounds at all?

Inan-Ahammad
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#2588

Posted 04 June 2017 - 09:58 PM

Hi guys...when I use the FLA in GTA VC in crashes....I am using v1 exe with no other Cleo pluings without the default game pltguins.
.reha v.flt and MP3dec.asi and some other plugins.Delwted all others but still no help..

fastman92
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#2589

Posted 05 June 2017 - 08:21 AM Edited by fastman92, 05 June 2017 - 08:27 AM.

Hi guys...when I use the FLA in GTA VC in crashes....I am using v1 exe with no other Cleo pluings without the default game pltguins.
.reha v.flt and MP3dec.asi and some other plugins.Delwted all others but still no help..

You have simply missed this part of the Readme.txt which comes with the FLA:

If you chose a platform WIN_X86:
- GTA III, VC or Bully Scholarship Edition will require ASI loader that works before game gets started.
This one will be appropriate one: https://github.com/T...Loader/releases

------------------------------------------
I've been working on it since yesterday morning without break.
CEntity.m_wModelIndex? Forget about it.
32-bit ID can now be used instead.
Untitled.png
The current work also led to the discovery of one bug made by R*:
http://gtaforums.com...h/?p=1069617835
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Inan-Ahammad
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#2590

Posted 05 June 2017 - 08:46 AM

Thanks bro..very much

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#2591

Posted 07 June 2017 - 02:06 AM Edited by JoeVK, 07 June 2017 - 09:06 PM.

Well, I finally decided to post this error log that's been happening since I installed FLA. The game seems to run fine, although I have been getting some clicks and pops in audio. Also, I had tried adding some weapons again, but my problems with added weapons still persist, so I removed all the added weapons but forgot to re-disable the weapon limit adjustment, which is why it shows up in the error log. I am running ReShade 3.0, and a couple of .asi mission mods, neither of which I really use anymore (one loads custom .sco missions and screws with the car radio and phone). Anyway, here's the error log:
Spoiler


Also, my game doesn't crash while playing. It apparently crashes on exit. Seems to exit normally, but the error window pops up.

unbid
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#2592

Posted 07 June 2017 - 07:25 PM Edited by unbid, 07 June 2017 - 07:25 PM.

It f*cking happened again:

Spoiler

and before you're being a smartass, yes, I already enable and adjust the carcols limit.

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#2593

Posted 08 June 2017 - 06:26 AM Edited by fastman92, 08 June 2017 - 06:26 AM.

32-bit model/TXD IDs, still not fully complete, but what's done works well.

JoeVK
Exception address: 0x5F3BCD89 (module not found)
I can't tell what's wrong.
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JoeVK
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#2594

Posted 08 June 2017 - 09:05 PM

Lol figures I end up with a bizarre problem. Story of my life. I'm not too worried about though, the game runs fine as long as I don't add episodic weapons (yeah, they still don't work for me, even with the limits adjusted). I just wanted to let you know what I was experiencing. Thanks for the reply.

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#2595

Posted 09 June 2017 - 07:06 PM

Can someone explain to me why this keep happening eventhough I never fiddle with the playerped.rpf file?

Spoiler

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#2596

Posted 11 June 2017 - 06:59 AM

Fastman, I'm wondering something. If I were to add the TLAD/pc/audio/ and TBOGT/pc/audio/ folders and their contents to the IV directory, would that allow the vehicle audio loader to load the sounds from TLAD and TBoGT in IV? I'm thinking it probably won't, because I'm sure it checks which .exe is in the main directory.

 

I remember you said that the audio loader reads from the files in the pc/audio/Config folder in order to work, which is why I was wondering if adding those folders and files from EFLC would work or not. And no, I'm not going to ask you to drop everything to rewrite a bunch of code to make that possible. But I would like to make it a suggestion for sometime in the future. You can put it in the "If I feel like it" pile next to the "not a chance" pile. :lol:


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#2597

Posted 19 June 2017 - 05:46 PM Edited by Davve95, 20 June 2017 - 04:45 PM.

Edit: (removed I was not searching enough, as I thought it was named something else)


fastman92
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#2598

Posted 19 June 2017 - 06:02 PM

fastman92 limit adjuster 4.3 is available for download

This version has got the handling.cfg limits for the GTA IV 1.1.2.0 hacked, fixes some bugs and most importantly introduces 32-bit model/TXD IDs (GTA SA 1.0 HOODLUM).

coollogo_com-285691449.png
 
In the beginning we had such limits on unmodded game:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 24999 (5000) - TXD archives.
25000 - 25254 (255) - COL collision archives.
25255 - 25510 (256) - IPL Binary IPL files.
25511 - 25574 (64) - DAT files limited to nodes*.dat files caused by sscanf(&Entry.Name[5], "%d", &CurrentObjectIndex)
25575 - 25754 (180) - IFP animation archives.
25755 - 26229 (475) - RRR car recordings, carrec*.rrr files
26230 - 26311 (82) - SCM scripts
26312 - 26313 (2) - Loaded list
26314 - 26315 (2) - Requested list
26316 - count of all file IDs
 
The ID limits were limited by int16_t, max 32767. Later we've got uint16_t for the invidual file types (DFF/TXD), but still the total number of files couldn't be more than 65534. Later we've got the int32_t for the file info array and there could be more than 65534 files. But the individual file types were still limited to 65534 files.
This is changed.
Do you want to add million model IDs? Now it's completely possible.
Wait, but what about two million model/TXD IDs? That's possible, too.
Example:

New ID limits:
0 - 999999 (1000000) - DFF models defined within IDE files
1000000 - 1999999 (1000000) - TXD texture archives.
2000000 - 2000554 (555) - COL collision archives.
2000555 - 2001110 (556) - IPL Binary IPL files.
2001111 - 2001174 (64) - DAT files limited to nodes*.dat
2001175 - 2001654 (480) - IFP animation archives.
2001655 - 2002229 (575) - RRR car recordings, carrec*.rrr files
2002230 - 2002329 (100) - SCM scripts
2002330 - 2002331 (2) - Loaded list
2002332 - 2002333 (2) - Requested list
2002334 - count of all file IDs

 
It took me more than 2 months to introduce the 32-bit model/TXD IDs. There was also one time when I've worked on it for over 27 hours without break, it was 4th June 8:00 to 5th June 11:00.


Full list of changes:

** 4.3
- WIN_X86, GTA SA 1.0 HOODLUM, 32-bit DFF/TXD IDs introduced. It took me more over 2 months of work.
- WIN_X86, GTA SA 1.0 HOODLUM, COL ID limit can now be over 256 buglessly
- WIN_X86, GTA SA 1.0 HOODLUM, IPL ID limit can now be over 256 buglessly
- WIN_X86, GTA SA 1.0 compact/HOODLUM, (WEAPON LIMITS, Melee type loader) had a bug, which got fixed.
- WIN_X86, GTA EFLC 1.1.2.0, ID limits implemented
- WIN_X86, GTA SA 1.0 HOODLUM, fixed bug in melee combo type loader
- WIN_X86, GTA SA 1.0 compact/HOODLUM, the limit (OTHER LIMITS -> Collision size) was never executed. There was no code to run it.
- WIN_X86, GTA EFLC 1.1.2.0, (OTHER LIMITS -> Vehicle colors) implemented
- WIN_X86, GTA EFLC 1.1.2.0, [HANDLING.CFG LIMITS] implemented
 
** 4.2, 29-03-2017
- WIN_X86, GTA SA 1.0 compact/HOODLUM, (ERROR REPORTING -> Stream handles limit exceeded) implemented
- WIN_X86, GTA SA 1.0 compact/HOODLUM, (IMG LIMITS -> Enable handling of IMGLIST keyword) implemented, define a list of IMG archives like in GTA IV.
- WIN_X86, GTA SA 1.0 compact/HOODLUM, (STREAMING -> Max number of stream handles) implemented 
- WIN_X86, GTA SA, 'Count of killable model IDs' in the previous version required the ID limits to be enabled, which was very wrong.
- WIN_X86, GTA 1.0 compact, support added
- added some messages boxes, when some of the FLA files is missing, in which the game would have crashed previously
- WIN_X86, GTA SA 1.0, (OTHER LIMITS: Max number of particles) implemented
- WIN_X86, GTA IV, improved (IDE LIMITS -> Vehicle Models), including the array loaded by file vehOff.csv now
- WIN_X86, GTA EFLC 1.1.2.0, FXT loader implemented
- WIN_X86, GTA EFLC 1.1.2.0 support added
- WIN_X86, GTA SA 1.0 HOODLUM, found a missing patch at 0x73A4D7, thanks to dkluin
- WIN_X86, GTA VC 1.0, vehicle audio loader implemented
- WIN_X86, GTA SA 1.01, vehicle audio loader implemented
- 'Plane speed limit disabled' was still acting as if the game was GTA SA 1.0 HOODLUM, no matter what the game was.
- 'Water quads and triangles list triangles' was still acting as if the game was GTA SA 1.0 HOODLUM, no matter what the game was.
- many of DYNAMIC LIMITS weren't working for games other than GTA SA
- WIN_X86, added support of GTA SA 1.01
- WIN_X86, GTA EFLC 1.1.2.0, the IDE limits got hacked
- WIN_X86, GTA SA 1.0 HOODLUM, fixed bug in CPathFind::Init, fixed bug in CPathFind::RemoveInterior
- WIN_X86, GTA IV 1.0.4.0, (OTHER LIMITS -> Vehicle colors) implemented
- WIN_X86, GTA IV, (OTHER LIMITS -> Vehicle colors) was missing the CVehicleModelInfo::ms_policeScannerPrefixTable and CVehicleModelInfo__ms_policeScannerColourTable, which wasn't reallocated.
- WIN_X86, GTA IV 1.0.4.0, [HANDLING.CFG LIMITS] implemented
- WIN_X86, GTA IV 1.0.4.0, vehicle audio loader implemented
- WIN_X86, GTA IV 1.0.4.0, FXT loader implemented
- WIN_X86, GTA IV 1.0.4.0, the IDE limits got hacked
- WIN_X86, GTA IV 1.0.4.0 support added

 


I am putting a lot of effort making sure that my projects meet the high quality requirements.
That takes a significant amount of work.
If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring.

btn_donateCC_LG.gif
 

 

Download:

f0e72a417067100.jpg

 

---------------------------------------------------

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Inan-Ahammad
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#2599

Posted 19 June 2017 - 06:11 PM

You are damn good...
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#2600

Posted 19 June 2017 - 06:15 PM

nice, last time i asked if the 65534 ID limit will be hacked, you said it wont happen, now it happened :D very nice work.

 

Also, i think you can stop the work on GTA IV & V because due to T2 C&D, we cant really do anything now with both games, so hacking the limits of both games is pretty much pointless now thanks to Cockstar & Turd2. If we are lucky, we can have script mods (if Scripthook wont be taken down by both dictatorship companies)


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#2601

Posted 19 June 2017 - 06:44 PM

What we can do with those 32-bit model/TXD Ids limit hacked?


fastman92
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#2602

Posted 19 June 2017 - 06:52 PM

What we can do with those 32-bit model/TXD Ids limit hacked?

Go for more!

Make modding even better.

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goodidea82
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#2603

Posted 19 June 2017 - 06:56 PM

Amazing job, as usual. It's great that you have also found and fixed some bugs.

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#2604

Posted 19 June 2017 - 07:48 PM

Example:

New ID limits:
0 - 999999 (1000000) - DFF models defined within IDE files
1000000 - 1999999 (1000000) - TXD texture archives.
2000000 - 2000554 (555) - COL collision archives.
2000555 - 2001110 (556) - IPL Binary IPL files.
2001111 - 2001174 (64) - DAT files limited to nodes*.dat
2001175 - 2001654 (480) - IFP animation archives.
2001655 - 2002229 (575) - RRR car recordings, carrec*.rrr files
2002230 - 2002329 (100) - SCM scripts
2002330 - 2002331 (2) - Loaded list
2002332 - 2002333 (2) - Requested list
2002334 - count of all file IDs

 
It took me more than 2 months to introduce the 32-bit model/TXD IDs. There was also one time when I've worked on it for over 27 hours without break, it was 4th June 8:00 to 5th June 11:00.

 

Is it allowed to distribute an ID type on different intervals? In SAxVCxLC the idea is that SA remains unmodified, i.e., all IDs in the range 0-19999 remain unchanged, and perhaps that 20000 - 2^16 should also remain unchanged (not sure about this). IDs for VC and LC are put to the new intervals above 20000 or above 2^16. Hence, an ID type will not be in on continuous interval. Is that allowed?

 

Are you sure that SCM and Cleo can handle the new IDs? I aren't there opcodes (e.g. Cleo) that use 16bit integers for IDs?


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#2605

Posted 19 June 2017 - 08:17 PM

Great job fastman! :) You always keep us motivated with the incredible amount of help, you give to the community.

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#2606

Posted 19 June 2017 - 08:52 PM

Guess it's finally time to install SA on my new hard drive.

 

@fastman_92

 

Will the compact EXE be fully supported by FLA at some point?

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Davve95
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#2607

Posted 19 June 2017 - 09:11 PM Edited by Davve95, 20 June 2017 - 04:44 PM.

Awesome work Fastman! Btw, could somone help me with this?
 

(removed I was not searhing enough, as I thought it was named something else)


fastman92
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#2608

Posted 19 June 2017 - 09:29 PM

Example:

New ID limits:
0 - 999999 (1000000) - DFF models defined within IDE files
1000000 - 1999999 (1000000) - TXD texture archives.
2000000 - 2000554 (555) - COL collision archives.
2000555 - 2001110 (556) - IPL Binary IPL files.
2001111 - 2001174 (64) - DAT files limited to nodes*.dat
2001175 - 2001654 (480) - IFP animation archives.
2001655 - 2002229 (575) - RRR car recordings, carrec*.rrr files
2002230 - 2002329 (100) - SCM scripts
2002330 - 2002331 (2) - Loaded list
2002332 - 2002333 (2) - Requested list
2002334 - count of all file IDs
 
It took me more than 2 months to introduce the 32-bit model/TXD IDs. There was also one time when I've worked on it for over 27 hours without break, it was 4th June 8:00 to 5th June 11:00.
 
Is it allowed to distribute an ID type on different intervals? In SAxVCxLC the idea is that SA remains unmodified, i.e., all IDs in the range 0-19999 remain unchanged, and perhaps that 20000 - 2^16 should also remain unchanged (not sure about this). IDs for VC and LC are put to the new intervals above 20000 or above 2^16. Hence, an ID type will not be in on continuous interval. Is that allowed?
 
Are you sure that SCM and Cleo can handle the new IDs? I aren't there opcodes (e.g. Cleo) that use 16bit integers for IDs?
At work at the moment, so a short reply.
Yes. Why not? any ID may be used or free.

Yes, the external ASI plugins may have a problem if they access 16-bit ID.
SilentPatch is planned to be compatible with the 32-bit IDs soon.

Guess it's finally time to install SA on my new hard drive.
 
@fastman_92
 
Will the compact EXE be fully supported by FLA at some point?

No.

Guess it's finally time to install SA on my new hard drive.
 
@fastman_92
 
Will the compact EXE be fully supported by FLA at some point?

No.

JoeVK
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#2609

Posted 20 June 2017 - 12:16 AM

27 hours straight? Damn, man, that's some serious dedication! If I could afford it, I'd definitely throw a little $ your way. But it all goes to feed my family (and sometimes, when I have a little extra, it feeds my firearms too).

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#2610

Posted 20 June 2017 - 04:59 AM

Oh yeah!!! it's just cool!!!





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