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[BETA|IV|EFLC] Graphical Bug Fixes


nkjellman
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My friend can, since he's got both a 1.0.4.0 and 1.0.7.0 version of IV. I can provide a screen of where on the map where both me and my friend noticed there was more litter on the ground on patch 1.0.4.0

Edited by RM76
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  • 2 weeks later...

I'm bit confused what to put where. Do the pc and common folders apply to both IV/EFLC?

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nkjellman, is there any chance that you'll update the ENBSeries used for the vehicle reflection fix, from 82 to 163 version? If I remember correctly, there are some reflection quality and performance fixes.

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nkjellman, is there any chance that you'll update the ENBSeries used for the vehicle reflection fix, from 82 to 163 version? If I remember correctly, there are some reflection quality and performance fixes.

If that's the case, then sure. I just need to remove the obnoxious ENB SERIES text in the intro.

 

@Blackbird88: If your installing on IV, put the files in the IV folder. If you're installing on EFLC, put the files in the EFLC folder. They will work on both games.

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nkjellman, is there any chance that you'll update the ENBSeries used for the vehicle reflection fix, from 82 to 163 version? If I remember correctly, there are some reflection quality and performance fixes.

@Blackbird88: If your installing on IV, put the files in the IV folder. If you're installing on EFLC, put the files in the EFLC folder. They will work on both games.

 

Yeah that's what I thought. I wasn't sure if IV/EFLC use same versions of these files.

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nkjellman, is there any chance that you'll update the ENBSeries used for the vehicle reflection fix, from 82 to 163 version? If I remember correctly, there are some reflection quality and performance fixes.

If that's the case, then sure. I just need to remove the obnoxious ENB SERIES text in the intro.

I just double checked, and there isn't a very extensive changelog, but from what I've seen most of the updates were for the ambient occlusion and shadows, along with some mentions of general optimizations and bug fixes.

 

So I'm not 100% sure if the optimization and bug fixes have to do with the reflections. From what I remember back when 163 was new, and I was using buzz's ENB mods going back and forth between 082 and 163, there were differences with the reflections, and the way trees looked. It'd be nice if someone else with more background knowledge could confirm whether or not there were any changes with the reflections between 082 and 163.

 

Also, off-topic but I saw some of your posts in another thread where you mentioned you were using CryENB. What other mods do you use/recommend?

Edited by cp1dell
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nkjellman, is there any chance that you'll update the ENBSeries used for the vehicle reflection fix, from 82 to 163 version? If I remember correctly, there are some reflection quality and performance fixes.

If that's the case, then sure. I just need to remove the obnoxious ENB SERIES text in the intro.

I just double checked, and there isn't a very extensive changelog, but from what I've seen most of the updates were for the ambient occlusion and shadows, along with some mentions of general optimizations and bug fixes.

 

So I'm not 100% sure if the optimization and bug fixes have to do with the reflections. From what I remember back when 163 was new, and I was using buzz's ENB mods going back and forth between 082 and 163, there were differences with the reflections, and the way trees looked. It'd be nice if someone else with more background knowledge could confirm whether or not there were any changes with the reflections between 082 and 163.

 

Also, off-topic but I saw some of your posts in another thread where you mentioned you were using CryENB. What other mods do you use/recommend?

 

I'll look into it. I want to test and see if Dax's patch will allow me to use the old vegetation shader and see if it fixes the vegetation bug. But I'll have to make sure that it doesn't break parts of the game (cut scenes are black on my ENB install. Edit: It didn't work.

 

Mods I typically use are this + EFLC PC Quality Textures if I'm on TBOGT + Cry ENB V3. I also use the Simple Native Trainer (very nice to have, and I hope its made for V). Minus Cry ENB, every time I play GTA IV on PC, I always have this, EFLC PC Quality Textures, and the Simple Native Trainer.

Edited by nkjellman
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There's a strange .ipl bug in Dukes in TBOGT. These potted plants appear where iirc in TLAD and IV there are small trees.
http://i.imgur.com/6BxTBgf.png

(sorry about the jaggies, but i've tried both ENB's edge smoothing and FXAA and FXAA via NV CP, neither works on a GTX 760)

There's also this:

http://gtaforums.com/topic/760373-bugged-paths-on-elfc-in-both-tlad-and-tbogt/

Which I never fixed.

Edited by RM76
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There's a strange .ipl bug in Dukes in TBOGT. These potted plants appear where iirc in TLAD and IV there are small trees.

http://i.imgur.com/6BxTBgf.png

(sorry about the jaggies, but i've tried both ENB's edge smoothing and FXAA and FXAA via NV CP, neither works on a GTX 760)

There's also this:

http://gtaforums.com/topic/760373-bugged-paths-on-elfc-in-both-tlad-and-tbogt/

Which I never fixed.

I think those are not bugs, and were done on purpose. The console versions even had those plants. I also don't want to mess with IPL's for fear that it will mess up swapped objects, and can break missions when those objects are swapped. (like the blown up versions of the crane in TBOGT, the Lost Club House in TLAD, and Roman's apartment and cab depo in IV, etc)

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BMWSauberF1.08

 

 

There's a strange .ipl bug in Dukes in TBOGT. These potted plants appear where iirc in TLAD and IV there are small trees.

http://i.imgur.com/6BxTBgf.png

(sorry about the jaggies, but i've tried both ENB's edge smoothing and FXAA and FXAA via NV CP, neither works on a GTX 760)

There's also this:

http://gtaforums.com/topic/760373-bugged-paths-on-elfc-in-both-tlad-and-tbogt/

Which I never fixed.

I think those are not bugs, and were done on purpose. The console versions even had those plants. I also don't want to mess with IPL's for fear that it will mess up swapped objects, and can break missions when those objects are swapped. (like the blown up versions of the crane in TBOGT, the Lost Club House in TLAD, and Roman's apartment and cab depo in IV, etc)I don't think that it will mess up something related to these three areas due to them being in completely different zones of the map.

Maybe the only thing that could mess it up is the order of the lines of the objects in the ipl

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There's a strange .ipl bug in Dukes in TBOGT. These potted plants appear where iirc in TLAD and IV there are small trees.

http://i.imgur.com/6BxTBgf.png

(sorry about the jaggies, but i've tried both ENB's edge smoothing and FXAA and FXAA via NV CP, neither works on a GTX 760)

There's also this:

http://gtaforums.com/topic/760373-bugged-paths-on-elfc-in-both-tlad-and-tbogt/

Which I never fixed.

I think those are not bugs, and were done on purpose. The console versions even had those plants. I also don't want to mess with IPL's for fear that it will mess up swapped objects, and can break missions when those objects are swapped. (like the blown up versions of the crane in TBOGT, the Lost Club House in TLAD, and Roman's apartment and cab depo in IV, etc)
I don't think that it will mess up something related to these three areas due to them being in completely different zones of the map.

Maybe the only thing that could mess it up is the order of the lines of the objects in the ipl

 

Na, trust me it will. Installing a new map mod that doesn't even change anything with the normal map messes those up. I'm not sure how the code works for swapping objects. It might use some sort of counter, say it swaps the 14th object loaded or something. I could possibly move things around though with out messing that up. But again, I am not going to bother because I think that they are supposed to be there. If I remember correctly, they were present on console. If I were to fix any ipl bugs, it might be possible to edit the sco's to correct it, however I would like to avoid breaking people's saves.

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  • 2 weeks later...

Guys I figured out why I didn't have the transparent gold uzi bug in the cut scene for Caught With Your Pants Down.

 

I had this mod by DexX installed which makes fences, rails, and trees look smoother. It also happens to make the default csgolduzi.wdr look normal and not be transparent.

http://www.gtagarage.com/mods/show.php?id=5721

 

The console versions didn't have the stipple.wtd to make that noise effect so transparent stuff looked clear and not noisy. The mod basically modifies the stipple.wtd so it practically handles transparency like the console version.

 

I never played TBOGT on PC with out it because I absolutely hated the grainy effect that was added when Rockstar added the stipple.wtd feature to the PC version, and the fact that the mod came out in 2009, which was before EFLC was out on PC.

 

@RM76: Try turning the night shadows off and shine your headlights on it again. If it looks different, then yes it is a bug with night shadows, and there isn't much I can do about it.

 

Also, could someone send me a screenshot of where the flower pots are in TBOGT from the console version of TBOGT?

Edited by nkjellman
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Well, it isn't night shadows. That texture is pitch black at night until you shine headlights on it even with the night shadows off.

The pots are in this area in Dukes

bHTKGOd.png

Edited by RM76
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Guys I figured out why I didn't have the transparent gold uzi bug in the cut scene for Caught With Your Pants Down.

 

I had this mod by DexX installed which makes fences, rails, and trees look smoother. It also happens to make the default csgolduzi.wdr look normal and not be transparent.

http://www.gtagarage.com/mods/show.php?id=5721

 

The console versions didn't have the stipple.wtd to make that noise effect so transparent stuff looked clear and not noisy. The mod basically modifies the stipple.wtd so it practically handles transparency like the console version.

 

I never played TBOGT on PC with out it because I absolutely hated the grainy effect that was added when Rockstar added the stipple.wtd feature to the PC version, and the fact that the mod came out in 2009, which was before EFLC was out on PC.

 

@RM76: Try turning the night shadows off and shine your headlights on it again. If it looks different, then yes it is a bug with night shadows, and there isn't much I can do about it.

 

Also, could someone send me a screenshot of where the flower pots are in TBOGT from the console version of TBOGT?

Wait, I thought that was the same stipple mod included in this pack?

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Guys I figured out why I didn't have the transparent gold uzi bug in the cut scene for Caught With Your Pants Down.

 

I had this mod by DexX installed which makes fences, rails, and trees look smoother. It also happens to make the default csgolduzi.wdr look normal and not be transparent.

http://www.gtagarage.com/mods/show.php?id=5721

 

The console versions didn't have the stipple.wtd to make that noise effect so transparent stuff looked clear and not noisy. The mod basically modifies the stipple.wtd so it practically handles transparency like the console version.

 

I never played TBOGT on PC with out it because I absolutely hated the grainy effect that was added when Rockstar added the stipple.wtd feature to the PC version, and the fact that the mod came out in 2009, which was before EFLC was out on PC.

 

@RM76: Try turning the night shadows off and shine your headlights on it again. If it looks different, then yes it is a bug with night shadows, and there isn't much I can do about it.

 

Also, could someone send me a screenshot of where the flower pots are in TBOGT from the console version of TBOGT?

Wait, I thought that was the same stipple mod included in this pack?

 

It is. I must of forgot that I included it. It was about a year and a half ago that I released 1.2.

 

On my game, the gold uzi in the cut scene looked fine with DexX's stipple.wtd, and with the stock one, it was transparent. With DexX's stipple, which is the one included with this mod, do you guys have a transparent gold uzi in the intro cut scene for Caught With You're Pants Down?

Edited by nkjellman
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I don't have TBoGT installed right now, but I do remember when I did my playthrough of all three games the Golden Uzi was transparent. I'm sure I was using the stipple.wtd from your pack, but I always also using CryENB v2 back then, which I'm pretty sure uses DexX's stipple.wtd as well. Then again ENB could have been messing something up.

 

I'm not 100% sure, but I know I was using DexX's stipple.wtd, but the Uzi was still transparent. Even in gameplay. I'll have to check again sometime.

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BMWSauberF1.08

I don't have TBoGT installed right now, but I do remember when I did my playthrough of all three games the Golden Uzi was transparent. I'm sure I was using the stipple.wtd from your pack, but I always also using CryENB v2 back then, which I'm pretty sure uses DexX's stipple.wtd as well. Then again ENB could have been messing something up.

 

I'm not 100% sure, but I know I was using DexX's stipple.wtd, but the Uzi was still transparent. Even in gameplay. I'll have to check again sometime.

i made a fix that corrects the transparency and adds specular and bump maps to the model,i'll post it here

 

the files is much bigger than the original,but it seems a problem with open formats

http://www.mediafire.com/download/u6res1flg74ljug/csgolduzi.zip

 

you must install it in the tbogt cutsprops.img

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Here is a list of graphical things that may be a good thing to consider for GTA V. (Based on PS4 version.)

-Shadows don't render above a certain altitude.

-Car headlights don't render any shadows, but lights from the environment, and flashlight weapon attachment do.

-Some parts of the map are missing tessellation.

-There are many props missing in GTA Online which are present in Single Player.

-Increase corona draw distance. (May already be done on PC, but if it's like on PS4, you won't see coronas of LS from Mt Chiliad.)

-Incorrect reverse lights on the Elegy. You see a corona where there is no light.

-Increase distance in which high quality shadows are rendered.

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BMWSauberF1.08

I'm pretty sure that Rockstar forgot to link the reverse light to the rear bumper or they added the dummy in the model of the aftermarket part.

Tomorrow i'll might look into the Blista Compact rear glass since it's bulletproof

Edited by Aztecas_5
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A little update regarding GTA V.

 

As Rockstar stated in the Newsware today, GTA V on PC will have teething bugs at launch. This may mean that the game could release buggy as hell, and I'll have work to do. But hopefully it is something that goes away after a few days, like connectivity issues on GTA Online, much like the console versions had.

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Still no solution for the black line vegetation bug?

 

And the flickering buildings and beaches...

 

Well, GTA IV is a broken pile of puke, but these two bugs are on the top of the list, at least for me

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Still no solution for the black line vegetation bug?

 

And the flickering buildings and beaches...

 

Well, GTA IV is a broken pile of puke, but these two bugs are on the top of the list, at least for me

Nope. The vegetation is fine if you are on patch 4. I also have no idea how to fix the flickering beaches and buildings in the distance. However a workaround is every time you get in a helicopter, cycle through the cameras. Then it will be much less noticeable while your in the helicopter. The bug is most noticeable when your in a helicopter, so this little trick is handy.

 

One day, someone will find out how to fix those bugs. GTA SA had quite a few bugs exclusive to the PC version, and lately, they have been addressed. Before, it was thought that it wasn't possible to fix those things.

 

It is noteworthy that we all should seriously hope that GTA V won't be as bad. The comment made on the Rockstar Newsware makes me cringe about teething issues. Hopefully it is just like the console versions, and the issues have to deal with GTA Online connectivity. The other thing that makes me cringe is the fact that GTA III and GTA VC didn't get the enhancements that Xbox got on PC. GTA SA had quite a few little bugs which added up that were not present on consoles. GTA IV had optimization issues and graphical bugs. EFLC came out and IV was updated too with a few graphical enhancements. Bugs came with it. Just like how GTA SA Mobile is sh*t yet it got updates in other places.

 

Every time a GTA is updated, it gains bugs from its original release. Fortunately the only bugs I've noticed so far in GTA V when going from last gen to current gen is that the large 747's don't spawn at the airport in Single Player. There is only one by the hanger with a guy sitting in it. Current gen had the static vegetation bug, but that was patched. I'm not sure if last gen had the bug where shadows disappear above a certain altitude.

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  • 1 month later...

Is the fix being continued? :)

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Is the fix being continued? :)

There isn't anything left to be fixed which I know how to fix. The other stuff would require something like an asi or a modded exe to fix.

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#SilentPatch_IV.asi

Exactly. Unfortunately Silent doesn't do IV. But yes, SilentPatch_IV.asi is something that I much would like to see.

It could fix things like:

-Vegetation shading

-Vehicles cast shadows from light sources

-No darkening on distant objects

-No z-fighting

-Proper reflection fix that doesn't use ENB (should be toggable though as it probably would mess up ENB)

-Perhaps the best thing that would fix quite a few bugs would be old shader system compatibility on new patches. ENB users would love it. Though I feel like EFLC would be trouble here. Back when I was doing my EFLC Map Updates for IV mod, people who tried to install it on 1.0.4.0 claimed that it didn't work. I believe that the "updated" shader system added some new shaders that EFLC's map updates use, and that would cause patch 4 to crash as patch 4 doesn't have them

 

@Silent: Hint hint. lol. Hope you decide to make a Silent Patch IV.

Edited by nkjellman
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