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Mod Mix Sets

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Junior_Djjr
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#31

Posted 13 December 2014 - 01:53 PM Edited by Junior_Djjr, 13 December 2014 - 01:58 PM.


No secuROM sh*t, just pure game code.

but, and about memory addresses of it? have almost 200 here, all of 1.0 US Hoodlum ( :D)


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#32

Posted 13 December 2014 - 02:43 PM

They're all like they were in 1.0 US before being obfuscated. That is, all functions redirected to 0x01xxxxxx ranges are back in the regular code bounds, not obfuscated.

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#33

Posted 13 December 2014 - 02:54 PM

I'm using this with compact exe (well, some functions only) and works fine


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#34

Posted 13 December 2014 - 03:35 PM

ah, nice :)
 

I will test


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#35

Posted 13 December 2014 - 05:58 PM Edited by Junior_Djjr, 13 December 2014 - 05:59 PM.

Really nice
this .exe fixes a bug of delay to open the game... that the delay time gets to be 1, 2 or up to 15 minutes at first time
dozens of people from my blog already asked me a solution and I said I also had and was also looking for the solution :D
 
 
 so... the VehDespOffScr(0x4253E3) of MixSets is don't working right? (Vehicle Despawn distance (Off Screen))
I don't see any difference... the VehDespOnScr(0x4250F0) works all fine, if anyone see a difference, I will remove this function of mod...
 
and CoronaSize(0x6E0DE2), man, is all wrong, this isn't size, is type too (like CoronaType(0x6E0CEC)), when put "CoronaSize=2" you will have a moon as headlight... I think this is the problem of some peoples @_@
 
 
New:

VehProof_BP      = -1
VehProof_FP      = -1
VehProof_CP      = -1
VehProof_EP      = -1

special flags... vehicle proofs...
with this you can force a proof to all vehicles (not created by scripts) (put "1")... and/or don't have a proof (put "0")... and obvious, ignore the proof-force (put "-1" or ";" in the line) - this function is not a good thing to use in missions!
 
I put a exe check in the script with a option to enable/disable in ini (disable if errors...)
I put a language to choose with ini too (portuguese or english) instead to use a different .cs to language
I'm reviewing all text of ini trying to use fewer words (almost impossible) and fixing spelling errors... after, I will retranslate to english
I rewrited and fixes other minor things in the script
 
 well, the Mix Sets 1.5 BETA is here:
https://copy.com/fGaCsZlE6qRCwxUu
as I said, I'm beta testing in my forum (in portuguese) then the .ini is in portuguese yet
but you can put "2" in:

InGameLanguage   = 1          ; Idioma dos avisos do MixSets dentro do jogo.  ["1" = Português | "2" = Inglês]  -  Note: If you speak english, have a english version of this ini file in official download.

and the in-game warnings will be in english

the list of new things in this version vs old version, is in the previous page
 
...Mix Sets 1.5 will be the "final version" for a while, when I finish I will stop with this mod and go to my others


SilverRST
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#36

Posted 13 December 2014 - 08:26 PM

It seems the shadows settings were conflicting because I use PS2 Low shadows asi from The Hero.

But I got it fixed. But damn! Now I can't play SA without Mix Sets :p Traffic density are more dense than ever and

the distance of the vehicles and peds in their HQ modes. Awesome!


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#37

Posted 14 December 2014 - 07:41 AM Edited by Junior_Djjr, 14 December 2014 - 09:32 AM.

The traffic density etc is my fav thing too :p

 

 

You can tell me more about this conflict? (only for warning)

what function of shadows? any?

 

 

 edit: oh, man, where is Crosshair disabler in my script? have DisaCrosshair in the .ini but the disabler disappeared in the .cs wtf, I re-added now, lol

and had not since old version of months ago, if someone see any function don't working, say to me


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#38

Posted 14 December 2014 - 12:38 PM Edited by Junior_Djjr, 14 December 2014 - 01:49 PM.

Ok, now I translated to english the new version of MixSets:

 

https://copy.com/jCUlHcHCMJXSfIYl(1.5 beta)

 

Now have 102 configurations, 107 counting with configurations of mod... but I think of I will remove the CoronaSize (or CoronaType and replace by CoronaSize with new name, I don't know), then, 101, and if VehDespOffScr really don't works, 100...

 

 

edit: oops, crash when exit of the car

I fixed now and replaced the CoronaType function, better now


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#39

Posted 14 December 2014 - 03:46 PM

Yeah, I was starting a savegame and the time was 05:00. Traffic was really dense at ther place near airport of LS :p

 

The conflict was my fault I think. I was a little confused.


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#40

Posted 16 December 2014 - 03:30 PM Edited by Junior_Djjr, 16 December 2014 - 04:03 PM.

Ok, thats here, the full version with fixes (and 2 functions of I don't said here yet, DisaGrass and FixDontExplTra, fixed MouseFix too)
 
 
Functions added in v1.5:

List of all functions 103 in the first page (i'm editing now, wait)

  • Disables health indicator of some ped when you aim to it
  • Limit the porcentage of speed of traffic cars (to don't have crazy drivers)
  • Bullet proof for all vehicles (tires deflates yet)
  • Fire proof for all vehicles
  • Collision/Damage proof for all vehicles
  • Explosion proof for all vehicles
  • Disables the reflection of cull zones, like mirror in the shops, this will fix a bug that the textures bugs when minimize the game in a interior
  • Fix the trailers and bikes exploding
  • Set the distance to trains disappears
  • Disables noise effect of goggles (night and thermal vision)
  • Disable the grass of Medium/High/VeryHigh
  • Disables volumetric clouds (those extremely heavy that give much lag (remain other clouds))
  • Disables normal clouds (small)
  • Disables water stream when rain, those "clouds" of water everywhere.
  • Disables noise effect in the screen when rain.
  • Disables sand (of sandstorms).
  • Disables rain streaks.
  • Force spawns in CAR Section (for advanced users)

Change log v1.5 (16/12/14):

  • Script pratically recreated
  • Added functions: DisaPlaneTrails, DisaTargetBlp, CruiseMaxSpeed, VehProof_BP, VehProof_FP, VehProof_CP, VehProof_EP, DisaCullReflx, FixDontExplTra, TrainsDistance, DisaNoiseGoggl, DisaGrass, DisaVlmtcCloud, DisaLowCloud, DisaWatrStream, DisaRainNoise, DisaSandStorm, DisaRainStrk e ForcCARsection, also the personal mod functions: InGameLanguage and CheckEXE
  • Removed functions: LightState2Fix (don't working) and CoronaSize (wrong definition)
  • Updated functions: CoronaType (now it effectively changes the car headlight texture), BlackRoadsFix (Now, unlike other mods with the same fix, it does not return to have this bug after a while playing), VehBrakePower (now only changes brake cars, not bikes, thus correcting the bug and crash entering on Sanchez, thanks to Lauan), MouseFix (now does not have the bug of mouse lagging after a while playing, thx mksDan)
  • Possibility of use ";" at the beginning of the line to ignore the function
  • Several warnings and errors added text on the screen
  • All the details of each function were revised and corrected with better texts, and no errors in Portuguese and English(i tinki)
  • Severous pre-settings .ini

Thanks mainly to LINK/2012, that shared a lot of addresses to I make this new version :)
 
DOWNLOAD (English and Português)
Mirror

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SilverRST
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#41

Posted 16 December 2014 - 10:19 PM

Holy crap, the Mix Sets gets better and better! Awesome to disable some unneeded things, especially grass

becuase they look weird when a snow mod is installed. Green fluffy pile of sh*t when it's snowing...

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#42

Posted 16 December 2014 - 11:12 PM

Holy crap, the Mix Sets gets better and better! Awesome to disable some unneeded things, especially grass

becuase they look weird when a snow mod is installed. Green fluffy pile of sh*t when it's snowing...

 

Unneeded things? Grass?.... WTF?


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#43

Posted 17 December 2014 - 06:42 AM Edited by Junior_Djjr, 17 December 2014 - 11:53 PM.

I think "unneeded" is not the word... but... yes, this grass is a really sh*t .-.

 

I don't like the shadows too, I like to play in Very High with: DisaGrass, DisaPedDinaSha, DisaWldDinaSha and FcStaticVehSha, then is like Low but some things of Very High like colored exploded vehicles

jpg811.jpg

SilentPatch removes :c but I like this

 

Anyone can tell me all things of Medium/High/Very High provides except shadows and grass?

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YIbnuN
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#44

Posted 17 December 2014 - 11:25 AM

any solution ? zUyxmTU.png


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#45

Posted 17 December 2014 - 11:34 AM

try DisaCullReflx = 0

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#46

Posted 17 December 2014 - 11:58 AM

Grass rendering is lovely :D


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#47

Posted 17 December 2014 - 04:21 PM Edited by SilverRST, 17 December 2014 - 04:26 PM.

 

Holy crap, the Mix Sets gets better and better! Awesome to disable some unneeded things, especially grass

becuase they look weird when a snow mod is installed. Green fluffy pile of sh*t when it's snowing...

 

Unneeded things? Grass?.... WTF?

 

...read again...:

because they look weird when a snow mod is installed

 

Junior_Djjr, you share the same thoughts as me :p

I really hate the dynamic shadows aswell for vehicles, player as for peds and also for buildings.

Just a little question, does fire also have Low/Medium/High/Very High?

Some effects mod like fire slows down the game when there is a lot of fire. And also smoke has visual settins as with fire?

Smoke as in Low/Medium/High/Very High? Those two are quit a FPS eater.


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#48

Posted 17 December 2014 - 06:17 PM

try DisaCullReflx = 0

thanks, now its work without any problem.


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#49

Posted 17 December 2014 - 07:41 PM

 

 

Holy crap, the Mix Sets gets better and better! Awesome to disable some unneeded things, especially grass

becuase they look weird when a snow mod is installed. Green fluffy pile of sh*t when it's snowing...

 

Unneeded things? Grass?.... WTF?

 

...read again...:

because they look weird when a snow mod is installed

 

Junior_Djjr, you share the same thoughts as me :p

I really hate the dynamic shadows aswell for vehicles, player as for peds and also for buildings.

Just a little question, does fire also have Low/Medium/High/Very High?

Some effects mod like fire slows down the game when there is a lot of fire. And also smoke has visual settins as with fire?

Smoke as in Low/Medium/High/Very High? Those two are quit a FPS eater.

I don't know the difference of graphics too .-. I also want to know about it, I never noticed differences besides grass, shadow and colored exploded vehicles
 

 

 

try DisaCullReflx = 0

thanks, now its work without any problem.

I'm REALLY confused about this

to this function, I used the exact same thing of Stream INI Extender, but, why Stream INI Extender works but MixSets not? lol wtf


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#50

Posted 17 December 2014 - 08:33 PM

oh man, I found... the solution is only: activate this function imediatly when start the game (without delay)

I updated the mod

 

v1.5.1:

DOWNLOAD

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#51

Posted 17 December 2014 - 08:44 PM

Anyone can tell me all things of Medium/High/Very High provides except shadows and grass?


Anisotropic filtering on textures, somewhat more dense clouds and other particles, better quality mirrors... and I think that's it.
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#52

Posted 17 December 2014 - 09:21 PM

 

Anyone can tell me all things of Medium/High/Very High provides except shadows and grass?


Anisotropic filtering on textures, somewhat more dense clouds and other particles, better quality mirrors... and I think that's it.

 

Thanks :)

 

I think I see more dense smokes in the road when I drift... I'm not sure, the difference is small


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#53

Posted 17 December 2014 - 09:28 PM

Yes, there is really lots of smoke when I do a burnout. All that smoke makes the game lag.

Maybe something to reduce the smoke?

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#54

Posted 17 December 2014 - 09:36 PM

I want this too ↑

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#55

Posted 17 December 2014 - 10:41 PM

oh man, I found... the solution is only: activate this function imediatly when start the game (without delay)

I updated the mod

 

v1.5.1:

DOWNLOAD

Great Fixes


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#56

Posted 18 December 2014 - 01:25 PM Edited by Junior_Djjr, 18 December 2014 - 01:27 PM.

Sorry, other small problem, VehBrakePower is don't working (since months ago, but anyone report)
 
I fixed now
v1.5.2:
DOWNLOAD (is always same url)

(ah, and I only edited the .cs, you don't need to reinstall and reconfigure the .ini)

 

 

...I think MixSets is really stable now :)

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#57

Posted 18 December 2014 - 03:40 PM

Thanks a lot, Junior_Djjr :) It is now hard to play GTA SA without Mix Sets.

It's one of the best cleo scripts ever and I like it how you made the traffic so heavy unlike other cleo scripts and .ipl or some pedgrp.dat mods.

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#58

Posted 18 December 2014 - 10:26 PM Edited by Junior_Djjr, 18 December 2014 - 10:27 PM.

Thanks :D

 I'm making v1.6 now, with a new little (or big?) thing
is... create a custom function, putting the address, size and value

Here's a example that I got here at first page:

0xB7015C = [dword]Defines how many ms = 1 second... default 1000, set to 1 for a headache


Then, we can make this:

[1]                   ; The ID of your custom funcion
Address  = 11993436   ; 0xB7015C converted to decimal (you can use a site or simply the Calculator of your Windows) - the WinAPI is a sh*t and don't read hex in .ini
Size     = D          ; Dword (2 Bytes) - You can put [B]byte(1 Byte), [W]ord(2 Bytes), [D]word(4 Bytes) or [F]loat ... or simply the number of Bytes.
Value    = 2000       ; Value to write in this address, in this address, default is 1000, put 2000 to have days with 48 hours (instead 24)

I like to lay users also have the power, even they do not understand programming...
this is interesting because it make them more interested in this subject, also making them take an interest in their own creations and use of logic rather than simply wait mods be released (or ask to create etc.)

Need some adjusts I think, and I don't translated to english yet
Anyway... here's the 1.6 beta to test
https://copy.com/XQpoWYxbDFgnbOrL


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#59

Posted 18 December 2014 - 10:35 PM

I like to lay users

so that's your ulterior motives
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Junior_Djjr
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#60

Posted 19 December 2014 - 02:45 PM

 

I like to lay users

so that's your ulterior motives

I disagree





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