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[REL|VC] Vice City Neons


ThirteenAG
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xSapphirePlayz

Just did some research and found out what was causing those neons. It seems like some objects from VCLF use the same IDs than those neons. That can be easily fixed by changing those VCLF IDs with something else

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On 4/9/2020 at 9:58 AM, xSapphirePlayz said:

Just did some research and found out what was causing those neons. It seems like some objects from VCLF use the same IDs than those neons. That can be easily fixed by changing those VCLF IDs with something else

Plz elaborate...steps?

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  • 2 weeks later...
  • 4 months later...
2 minutes ago, ThirteenAG said:

Dunno how is that relevant but it's in project2dfx.

Sorry I just got a notif and thought you could respond me here. I saw it in project2dfx, which is an amazing job, but I was wondering if you still had the standalone dll code. Thanks for responding.

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xSapphirePlayz

Dude, you literally remade this from scratch, every model was adjusted to fit VC's buildings, and the best of all: no more object overlapping.

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xSapphirePlayz

Sorry for double-posting, but are the neons supposed to look thinner when looked from afar? I've looked at your screenshots and that doesn't seem to happen there.

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  • 3 weeks later...
  • 2 months later...

Author, you are planning to add neon in this place - like in VCS  


a2ff82645a49.jpg

Edited by Maks_Grain4
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  • 1 month later...
28 minutes ago, ernestin1 said:

could you fix this? there's other similar issues

 

its not problem of neons, increase ur MemoryAvailable limits by OLA to 2048 or 4096

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v4 had contain night windows lights for some buildings. what happened with them? Here is v4 screen:

14793875092493_f25ac7cacb12850a71e510116

Edited by BrunoPogo
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xSapphirePlayz
On 4/3/2021 at 9:15 AM, BrunoPogo said:

v4 had contain night windows lights for some buildings. what happened with them? Here is v4 screen:

14793875092493_f25ac7cacb12850a71e510116

I think they were removed due to technical issues, since every lights model had 2 or 3 duplicated layers.

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On 4/7/2021 at 8:34 PM, xSapphirePlayz said:

I think they were removed due to technical issues, since every lights model had 2 or 3 duplicated layers.

Of course not. It was intended according to @Inadequate to fit the lore, not so much night windows are present on original VC, and VCS ones looks just unfitting.

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  • 2 weeks later...
Clivesdonovan

v5 has less lights and less "LOD" neons so they can't be seen from afar, it's a very bad update in my opinion the V4 looks much prettier maybe an update with all the missing lights and missing "LOD" neons like the hotel near the Sunshine Autos and the hotel with blue and green lights in little havana would be very good. therefore I stay in v4

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  • 1 month later...

7c4c1b955130116531c5c0d7723ade33.jpg

There are good Hydra mods for Vice City? This made me think that it would be great to have this mod but with Vice City's map in San Andreas.

Edited by S_V_T
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On 2/1/2021 at 5:38 AM, ernestin1 said:

could you fix this? there's other similar issues

6ut5lWS.jpg

I have the same texture problem after adding multiple objects from VCS map and at about 20:05 hours (and later during the nighthours if the game was saved) it crashes with Unhandled Exception 004db315 . I have tried changing some of the lines in limit adjustor but it didn't help. 

 

The question is how to add more textures into the game?

 

Can somebody please share their working modified III.VC.SA.LimitAdjuster.ini file?

Edited by nick323f
I forgot to mention important information
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18 hours ago, nick323f said:

I have the same texture problem after adding multiple objects from VCS map and at about 20:05 hours (and later during the nighthours if the game was saved) it crashes with Unhandled Exception 004db315 . I have tried changing some of the lines in limit adjustor but it didn't help. 

 

The question is how to add more textures into the game?

 

Can somebody please share their working modified III.VC.SA.LimitAdjuster.ini file?

Setting TimeModels = 10000 should fix the texture bug. Also, changing MemoryAvailable from percentage(30% default) to actual numbers like 1024, 2048 etc. should help in case your game is running out of memory. That's at least how I do it and it works for me.

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On 8/6/2021 at 2:37 PM, just Gesha said:

Setting TimeModels = 10000 should fix the texture bug. Also, changing MemoryAvailable from percentage(30% default) to actual numbers like 1024, 2048 etc. should help in case your game is running out of memory. That's at least how I do it and it works for me.

I found different vesion of Limit Adjuster and it worked!

Edited by nick323f
Updated info
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  • 2 months later...

the mod seemed very nice, but it is not working for me. after opening the game it crashes in the middle of loading and it gives a unhandled exception error. please can anyone give me a fix of this?

 

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4 hours ago, 874 said:

the mod seemed very nice, but it is not working for me. after opening the game it crashes in the middle of loading and it gives a unhandled exception error. please can anyone give me a fix of this?

 

Use Open Limit Adjuster.:)

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  • 10 months later...
sebejszczyn

Is there any solution for "gray neons"? While OceanDrive and WashinBeach neons are like this:

spacer.png

 

And the rest are more like this:

spacer.png

spacer.png

 

You can really see brightness difference between them.

Edited by sebejszczyn
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