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[REL|SA] GTA San Andreas .LOD Mod


BLlTZ
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Well, crap!

 

Now I've hit .COL limit and by deleting STREAM.IPL lines from gta3.img doens't help. I tried with the entire Las Venturas and the game crashes. confused.gif

Oh, well maybe in time someone will show up with Draw Distance limit.

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I got a problem witht SA-MP, something that I didn't expect. It seems that one of the files from the tool crashes the game, but if I move that file somewhere else it works with SA-MP even if you have new files without affecting gta3.img, yet everything that I put won't appear in SA-MP meaning you will see gaps on those objects that are missing.

 

Until someone doesn't make a serious Limit tool, this are the problems.

 

I will release this one and keep the first version too. You guys don't play SA-MP so much right ? This version is more for SP, plus this version is more stable for SP gameplay and that makes it very important.

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We could ask fastman92 to pick out a limit like LOD Distance for example from the source and recompile them into asi or something link

 

I'm waiting patiently for the Limit Adjuster that will (hopefully) be released with the next GTA United.

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The tool is already a .asi but his .ini crashes SA-MP.

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Has 0.3d stopped users from using plugins etc? SALA and StreamMemoryFix.asi stopped working for me, luckily MemFix.cs still works.

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And 0.3d you refer to something ? version from what tool, patch etc. I'm in the dark.

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Aham; now I understand, but why should they do such a thing ? Reference to cheating maybe, but these are limits were are talking about. bored.gif

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I'm guessing something to do with cheating, unfortunately they can't tell from people cheating and others trying to increase limits. Tried on Gamerxserver & UIF servers, not sure if its just those two servers that those tools have no effect on.

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Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.

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Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.

I'm not exactly sure about what info or what post your looking for.. But I did try to find it and this is what I come up with: http://www.gtaforums.com/index.php?showtop...entry1061221494 I don't know if it's correct but I hope so^^

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This is exactly what I was looking for. Thank you.

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Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.

Is fastman92 inactive for a long time?

 

http://www.gtaforums.com/index.php?showtop...st&p=1061149201

But you can specify only this:

 

0 - 19999 (20000) - DFF models defined within IDE files

 

Different IDs are automatically assigned when file list of files from IMG archives is loaded.

 

By now i am doing something else. I fully understood format of Painkiller's PAK archives and i'm gonna make a Painkiller's PAK Editor.

 

Painkiller's graphics and physics is far better than GTA SA's.

Though modding is not developed and there's a lot of things to do in order to launch it.

 

EDIT: See the PAK format. I described it already.

Edited by fastman92
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So your leaving GTA:SA modding in favour of Painkiller?

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Judging Painkiller's graphics and physics is not that right, I mean they are both very different games.

GTA SA's graphics and physics may not be the greatest but the game is really great.

The gameplay is very fun and nice to play the game, storyline is original and missions are great to do.

I love the GTA SA atmosphere, their textures, their something, anything.

GTA SA is the best GTA game ever made, no matter what.

I started playing GTA SA back in 2006, I never got bored actually, I always sh*t in my pants

because of screwing around the map, running over people, eploding sh*t and all and many many more things to do.

There is no ending in this game, even if you have completed it 100%, still no end to a book, what f*cking book?

There is no f*cking book lol

GTA SA....the best of all times.

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So your leaving GTA:SA modding in favour of Painkiller?

I'm not leaving. You can expect new projects for GTA SA soon. However i will work on Painkiller as well.

In short - i will work on GTA SA and Painkiller. Plus i again more knowledge on reverse rengikeering of Painkiller that will help me in GTA SA.

GTA SA is good because of many available abilities: free roam mode, varied vehicle types, random traffic, ammunition, 3rd person view, trailers, diving in water, swimmung, explosions.

However Painkiller's engine is made better than GTA SA's without any doubt and has a lot of modding potential. It's very optimized. On GTA SA with no Enbseries i get up to 80 FPS.

In Painkiller on highest settings i mostly get 400-650 FPS. Up to about 850 FPS. That is because Painkiller's engine works with zones and doesn't extra models that wouldn't be visible on scene anyway. It ena les mappers to create no matter how huge levels and they will still be rendered very fast if zones are set up properly.

Edited by fastman92
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I have positive news.

 

The progress is getting better and better. It was a good choice for me to do by asking around this forum and without the help from our good fellow member ZAZ I couldn't advance through the update. His informations and references cleared out my deepest challenges of improving and fixing most of the bugs & glitches.

 

updates:

• no more .COL files as they aren't necessary anymore.

• this time STREAM.IPLs are involved into the update.

• trees are involved; Las Venturas & Santos is full of palm trees about 90%, San Fierro pine trees and other normal trees are around, some parts of Country do have trees but in small number, at the moment I'm trying to bring more. Desert is empty though, sorry; I'm trying to bring more here as well.

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Pretty impressive. notify.gif So this means we won't have trouble in installing PO now? And what's your estimated release date?
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It was a discussion based on memory512.cs, but fastman came with an argument later to methodunderg that what he did first time wasn't stable, that he needs to make another memory512.cs based on the new codes, something even though everyone is using the previews including me, but suddenly It seems that I get the flick-grey-texture-disappearing if you look at the ground like in STREAM or SALA. I don't know why, but it seems that adding trees is causing this to happend on different angles if you are at top buildings, plus if you look down too much, game crashes.

 

I wish that somebody to make a new .cs based on the update codes that fastman was talking about. He posted somewhere around here or in SRT3. I want to see if on this one I will encounter this as well.

 

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http://www.gtaforums.com/index.php?showtop...st&p=1061113094

Read again.

 

I mentioned that the memory2048.cs works, but it's not 2 GB (2048 MB).

 

2 GB = 2^31 bytes, therefore it exceeds range of signed int (up to 2^31-1)

 

It becomes treated as a floating point and finally comes to 1264 MB when treated back as Integer number.

 

About distance of non-LOD objects (nearest): it's floating value 300.0 located on 0x858FD8 in gta_sa.exe 1.0 US memory.

However 300.0 is used for more than one purpose than IPL object distance in circumstances such as regenerating burning vehicles when player becomes locked resulting in inability to go any longer and it'd be best to move it to other location into DLL by overwriting all pointers related to distance and the only limit will be affected.

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You know what, I really don't care. Last PO is using most of the IPL and real/2.ipl and now I can't set my own trees for draw distance. Delete those two and I don't care what's inside, even so those are added for more vegetation and possible extra lagg.

 

Because of noobs that entered in my life I can't make a properly good mod because they don't know how to change and rename some files between mods in order to get what you want and I think I will start to not give a damn in close future; learn to install.

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  • 2 weeks later...
http://www.gtaforums.com/index.php?showtop...st&p=1061113094

Read again.

 

I mentioned that the memory2048.cs works, but it's not 2 GB (2048 MB).

 

2 GB = 2^31 bytes, therefore it exceeds range of signed int (up to 2^31-1)

 

It becomes treated as a floating point and finally comes to 1264 MB when treated back as Integer number.

 

About distance of non-LOD objects (nearest): it's floating value 300.0 located on 0x858FD8 in gta_sa.exe 1.0 US memory.

However 300.0 is used for more than one purpose than IPL object distance in circumstances such as regenerating burning vehicles when player becomes locked resulting in inability to go any longer and it'd be best to move it to other location into DLL by overwriting all pointers related to distance and the only limit will be affected.

Does this cleo mod uses real graphic memory or does it only use regular ram memory as graphic memory? I have noticed the ram usage going up a lot when using this fix so I bet it only uses ram with is kinda sad when I got 2gb of ram on my graphic card:/ But maybe Sanandreas itself is built that way.

 

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Streaming memory limit determines how much of gta_sa.exe RAM memory CAN (doesn't have to) be allocated dynamically to load textures of surrounding objects.

When game hits this limit because of high-res textures, they start to disappear or LOD textures appear, because there isn't enough of streaming memory.

However when textures are bigger - better graphics card is needed also. Bad graphics won't handle big textures smoothly and game will be turned into slide show.

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Streaming memory limit determines how much of gta_sa.exe RAM memory CAN (doesn't have to) be allocated dynamically to load textures of surrounding objects.

When game hits this limit because of high-res textures, they start to disappear or LOD textures appear, because there isn't enough of streaming memory.

However when textures are bigger - better graphics card is needed also. Bad graphics won't handle big textures smoothly and game will be turned into slide show.

K kinda sad that R doesn't put that type of information into the graphic memory instead but I understand them 2005 256mb of memory was a lot and thats not enough for all textures with might not even be shown at the moment.

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Will download and test tonight; thanks very much xD Pro sh*t right here icon14.gif

Edited by methodunderg
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Actually even myself I am satisfied by the new version. All the objects that I manage to add are connected only by Data/maps.IPL and .IDE draw distance set to 600 for this time instead of 1500 how it was, and only 6 new objects connected through some STREAM.IPL as everything works and can be view in SA-MP.

 

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  • 1 month later...

I was kinda hoping this would fix the Z-fighting issues on the countryside, but apparently not. Still, it's nice to see details from a distance. Too bad about the trees though, as no matter how much memory you use on streaming, the game still fails to draw them on time when you're flying. Probably an engine limitation.

 

Still, nice job. Is this the final version or are you still planning on updating it?

 

 

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