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[WIP|BETA]2x Object Draw Distance


MeatSafeMurderer
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MeatSafeMurderer

2x Object Draw Distance

 

Special thanks to Sacky for SA Limit Adjuster Alpha 8.0, which made this possible, and NTAuthority for fixing SA Limit Adjuster Alpha 8.0's d3d9.dll loader.

Finally you...for downloading and using it, and providing feedback smile.gif

 

Very, very special thanks to everyone who helped, supported and contributed to this mod.

 

 

What it does:

This mod doubles the draw distance of most objects, including, but not limited to:

Trees

Lamposts

Traffic lights

Telephone poles

Signs

Fences

Obtainables

 

I have been unable to do very extensive testing as my GPU is dying and as a result really, really, really doesn't like this mod.

So I leave the extensive testing to you guys, let me know if you find glitches, flashing objects etc, and I'll try my best to fix em.

 

For the future:

Grass will have draw distance doubled

(Possibly) Corona star's to go with the further lampposts

Bugfix's

 

ENJOY wink.gif

 

2x Object Draw Distance

 

BSOR Compatibility patch, simply install the original then the patch over it smile.gif

 

BSOR Compatablity Patch.rar

 

Flicker fix test by ThirteenAG

 

Screenies

user posted image

user posted image

Edited by MeatSafeMurderer
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Can you make the data files compatible with BSOR too? icon14.gif

 

Here's a couple of other 'Draw Distance' mods too ..

 

SA:Traffic by ThirteenAG - Peds/Vehicles spawn from further away. Fixes LOD vehicles too, and increases density.

 

Render.cs by Skript47 - Loads the map first, and then places the player on the map.

Edited by methodunderg
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Can you make the data files compatible with BSOR too?  icon14.gif

+1

Might want to check to see if there is a difference between the BSOR Classic, and BSOR American Dream data files too. I'm not @ my home PC to check myself.

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MeatSafeMurderer

Skript47's Map loader unfortunately won't fix map flickering caused by this mod, that has to be done by tweaking object draw distances in the IDE files so that not too much is on screen at any one time.

 

One BSOR Compatibility patch, simply install the original then the patch over it smile.gif

It will work for both American Dream and Classic

It may not work well as BSOR has more polygons than the original objects, if you run into problems let me know.

 

BSOR Compatablity Patch.rar

Edited by MeatSafeMurderer
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First 2 minutes with this mod was fine, but later map and objects starts to disappear sometimes when rotating camera.

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MeatSafeMurderer

Roughly where were you when this started?

Did it happen when you looked at anything in particular, like a group of trees?

If you moved away did it stop?

Do you have loads of car/map mods? (that might affect it)

 

Just thought, are you by chance using a Increased draw distance timecyc.dat?

It didn't seem to mix very well with one

Edited by MeatSafeMurderer
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Great work. Interesting. Will test this. icon14.gif We can increase the DD value in SALA if we want for example, 3x or more draw distance?

 

@Sooner - Install MemFix.cs or treammemFix.asi icon14.gif

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MeatSafeMurderer

Yes, but you must also increase the draw distance on objects in the IDE files otherwise nothing will change, SALA is just adjusting the limit of the draw distance, not the draw distance itself, there is also still a little room to grow in the DD value of 1000, however, glitches will happen.

Originally the mod was going to be much more radical, but I had to scale it back due to map errors that even StreamMemFix couldn't fix

Edited by MeatSafeMurderer
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Did render.cs help @ all ?

 

Or you might be breaching an ide/ipl limit by having too many objects on the screen @ once ..

Edited by methodunderg
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MeatSafeMurderer

Not that I noticed, although I was loading from an interior location, but still...

It may help for 10x timecyc.dat but not this it seems, this also doesn't seem to like higher draw distance timecycles, which is why it's not packaged with one sad.gif

I'll have to look into that, one thing I did notice with this, is when looking certain directions the windows of my car would disappear, but no map flickering as of yet

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God damn, this looks great! inlove.gif Very nice work! cookie.gifcookie.gif

 

user posted image user posted image

 

Shame that it flickers though. confused.gif

 

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MeatSafeMurderer

You too are getting flickering? dang, can you try an original timecyc.dat and see if it has the same problem for me?

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A bit of flickering, but not that much unlike with the old timecyc. icon14.gif Flickering is barely noticeable with original. (or maybe it's cause of BSOR data files) Hence, flickering is not present anymore.

 

Original timecyc + methodunderg's SweetFX and ENB setts

 

user posted image

 

Damn, it looks great! inlove.gif

Edited by JF-Mir2
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No .. that doesn't solve the flickering. It only fixes disappearings in the map. 'Flickering' is different from 'Disappearing'.

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Flickering? As in this example video? (I get this bug too when using PO)

 

 

Not my video btw..

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MeatSafeMurderer

What may have to happen is some inconsequential objects will have their original draw distances returned (like that bottle of lotion on the beach, what bottle of lotion? you say...exactly) to allow for more noticeable objects to remain improved.

Just went in the air with a jet pack and noticed small amounts of flickering, even with out any other mods confused.gif

You could try bumping the streaming memory up to say 1024, see if it makes any difference.

Edited by MeatSafeMurderer
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Fastman92 has already proved that you can't go that high with streaming memory.

 

I still think it has something to do with the number of objects etc that you have on screen. icon14.gif Maybe other limits in SALA need to be adjusted?

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MeatSafeMurderer

It doesn't matter anyway, it behaves exactly the same without any stream memory fixes at all

There are none that relate to this, from what I can see, but then we all spent ages wondering what LOD distance did tounge.gif

I remember reading a while ago that someone reckoned that this happened because the game reaches it's object limit, so it culls some, but then it has room for some, so it brings them back, runs out, culls, space, they return etc

Edited by MeatSafeMurderer
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I also have some flickering when I'm flaying. On the ground it looks very good and with BSOR installed only, doesn't affect performance.

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Is this stable?

 

 

Putting SALA in your SA is like putting virus in your pc, and I seem to have the most un stable gta.

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MeatSafeMurderer

SALA doesn't have any particularly unstable variables changed

It's ok as long as you stay on the ground, but if you fly, as people have said, the map flickers.

 

SA must be at the very bleeding edge of it's limits, just tried 1.5x on just the trees with a stock timecyc, same flickering problem, we need to get around that, until then there is very little that can be done unfortunatley

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The guys at MTA SA seemed to have fixed the problem with the flickering. As I am a noob with Cleo inputting the code below crashes SA, so maybe someone who knows what they are doing might want to look into this. Image

 

MTA-SA Bugs MTA-SA Blue

 

 

 // Increase streaming object instances list sizeMemPut < WORD > ( 0x05B8E55, 30000 );         // Default is 12000MemPut < WORD > ( 0x05B8EB0, 30000 );         // Default is 12000

 

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 0 0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 0 0A93: end_custom_thread

 

Edited by nWo51289
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aStiffSausage

@nWo51289

 

Just a small mistake, try with this code. smile.gif

 

 

{$CLEO .cs}0A8C: write_memory 0x05B8E55 size 4 value 30000 virtual_protect 1 0A8C: write_memory 0x05B8EB0 size 4 value 30000 virtual_protect 1 0A93: end_custom_thread

 

 

Didn't notice flickering, though it still gives a bit of lag when watching down. Not a big problem though as flickering seems to be vanished. Good find! smile.gif

 

EDIT: For people who don't know how to compile, here's the script: Link.

I hope you can tell if there's something wrong with the script, causing crash or anything. And can't promise anything about CLEO 3 compatibility, haven't got time in my hands right now to think about it.

Edited by oksa8
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No flicker from me ! Tested for a few minutes flying about LS .. tounge2.gif

 

@MeatSafeMurderer

Might be time to extend the '2x' wink.gif

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MeatSafeMurderer

Just about to test this, if it works the you guys are legends, who just saved a project, thank you smile.gif

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