MeatSafeMurderer Posted April 17, 2013 Share Posted April 17, 2013 (edited) 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 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 2x Object Draw Distance BSOR Compatibility patch, simply install the original then the patch over it BSOR Compatablity Patch.rar Flicker fix test by ThirteenAG Screenies Edited April 20, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
Gramps Posted April 17, 2013 Share Posted April 17, 2013 (edited) Can you make the data files compatible with BSOR too? 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 April 17, 2013 by methodunderg Link to comment Share on other sites More sharing options...
HPro Posted April 17, 2013 Share Posted April 17, 2013 Can you make the data files compatible with BSOR too? +1 Link to comment Share on other sites More sharing options...
Gramps Posted April 17, 2013 Share Posted April 17, 2013 Can you make the data files compatible with BSOR too? +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. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 17, 2013 Author Share Posted April 17, 2013 (edited) 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 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 April 17, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
VERSA Posted April 17, 2013 Share Posted April 17, 2013 First 2 minutes with this mod was fine, but later map and objects starts to disappear sometimes when rotating camera. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 17, 2013 Author Share Posted April 17, 2013 (edited) 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 April 18, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
Stryfaar Posted April 18, 2013 Share Posted April 18, 2013 Great work. Interesting. Will test this. 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 Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 (edited) 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 April 18, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
Gramps Posted April 18, 2013 Share Posted April 18, 2013 (edited) Did render.cs help @ all ? Or you might be breaching an ide/ipl limit by having too many objects on the screen @ once .. Edited April 18, 2013 by methodunderg Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 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 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 Link to comment Share on other sites More sharing options...
Stryfaar Posted April 18, 2013 Share Posted April 18, 2013 God damn, this looks great! Very nice work! Shame that it flickers though. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 You too are getting flickering? dang, can you try an original timecyc.dat and see if it has the same problem for me? Link to comment Share on other sites More sharing options...
Stryfaar Posted April 18, 2013 Share Posted April 18, 2013 (edited) A bit of flickering, but not that much unlike with the old timecyc. 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 Damn, it looks great! Edited April 18, 2013 by JF-Mir2 Link to comment Share on other sites More sharing options...
NothingSpecial Posted April 18, 2013 Share Posted April 18, 2013 In case of flickering map, try GTA SA Stream Memory Fix. Link to comment Share on other sites More sharing options...
Stryfaar Posted April 18, 2013 Share Posted April 18, 2013 No .. that doesn't solve the flickering. It only fixes disappearings in the map. 'Flickering' is different from 'Disappearing'. Link to comment Share on other sites More sharing options...
Gramps Posted April 18, 2013 Share Posted April 18, 2013 Flickering? As in this example video? (I get this bug too when using PO) Not my video btw.. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 Bingo, thats the one Link to comment Share on other sites More sharing options...
Stryfaar Posted April 18, 2013 Share Posted April 18, 2013 Yes, like that. But flickering happens mostly 'above' or when flying for me. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 (edited) 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 You could try bumping the streaming memory up to say 1024, see if it makes any difference. Edited April 18, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
Gramps Posted April 18, 2013 Share Posted April 18, 2013 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. Maybe other limits in SALA need to be adjusted? Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 (edited) 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 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 April 18, 2013 by MeatSafeMurderer Link to comment Share on other sites More sharing options...
damiann69 Posted April 18, 2013 Share Posted April 18, 2013 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. Link to comment Share on other sites More sharing options...
Nori Yaro Posted April 18, 2013 Share Posted April 18, 2013 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. Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 18, 2013 Author Share Posted April 18, 2013 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 Link to comment Share on other sites More sharing options...
nWo51289 Posted April 19, 2013 Share Posted April 19, 2013 (edited) 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 April 19, 2013 by nWo51289 Link to comment Share on other sites More sharing options...
aStiffSausage Posted April 19, 2013 Share Posted April 19, 2013 (edited) @nWo51289 Just a small mistake, try with this code. {$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! 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 April 19, 2013 by oksa8 Link to comment Share on other sites More sharing options...
Gramps Posted April 19, 2013 Share Posted April 19, 2013 No flicker from me ! Tested for a few minutes flying about LS .. @MeatSafeMurderer Might be time to extend the '2x' Link to comment Share on other sites More sharing options...
MeatSafeMurderer Posted April 19, 2013 Author Share Posted April 19, 2013 Just about to test this, if it works the you guys are legends, who just saved a project, thank you Link to comment Share on other sites More sharing options...
Stryfaar Posted April 19, 2013 Share Posted April 19, 2013 Sweet! Thanks for the fix. Link to comment Share on other sites More sharing options...
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