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ThirteenAG

Project2DFX

Recommended Posts

darthpepo1

 

 

 

i'm experiencing a bug while using this in gta sa, in some interiors and in some cutscenes everthing turns white, it has something to do with the draw distance, but i don't experience this bug in the 2.0 version of this mod, only in the 4.0 (in this pic i'm using mmge 3.0, but the bug remains even when i disable it) dwffx2.jpg

that never happens to me or anyone i guess.... what's your game version ? v1.0 hoodlum ? also , what other mods you got installed ?

 

yes, i'm using the 1.0 version, and as for other mods, well, just first person, madleg ragdoll and this 2 mods http://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/42427-mif-pro-rybaka.htmland this one http://www.gamemodding.net/en/gta-san-andreas/gta-sa-cleo-scripts/26993-draka-staryh-druzey.html

 

Remove MMGE completely from your game and test if it runs okay.

 

yep, it was mmge, i've just tried with a sa without enb and it worked fine

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Nefiji

Hey guys, I have an issue with the game that makes it unplayable when using aircraft. I don't know why, but these rather gigantic treets in the mountain area north of Los Santos tend to not draw at all if I'm flying and I'm frequently crashing in to them due to this. Having invisible trees all around the map makes me rather paranoid when flying and it's not fun at all.

 

Sadly Project 2DFX didn't help with this issue. Anyone here that could help me with this problem?

 

Regards

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LaDiDa

Increase you're streaming memory and change the render distance of trees in lodlights.ini, you can also pair it with binthesky_by_dk.cs (or use this function from within mixsets).

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Nefiji

Thanks, I'll try. I suppose the trees fall under VegetationDrawDistance? What's the maximum value for these?

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LaDiDa

6000 is the full map (from 1 edge to the other, but you could go even higher. Around 1000-2000 should do fine). Or if you don't like trees poping in view though or want smaller values stick to binthesky_by_dk (it just forces the higher detailed models to stay and not render only lods).

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Nefiji

I don't care about the popping. It's just the trees not rendering until I crash into them with aircraft that is massively bothering me. :D

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Nefiji

I've tried putting the VegetationDrawDistance to 6000.0 and MemoryAvaible up to 50%, which equals to 4GB on my rig. Still there are certain places in the mountains where the trees stay absolutely invisible when flying with aircraft. I'm helpless with this issue. :panic:

 

http://gtaforums.com/topic/891018-trees-not-rendering-when-flying-aircraft/

Edited by Nefiji

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Nefiji

Sorry for the triple post. But I've tried using CLEO with the binthesky_by_dk.cs script. It fixes certain trees and radio towers not drawing in time when flying aircraft. Thanks to LaDiDa for the hint.

 

On the other side it also added back the draw distance fog that Project 2DFX removed in the first place. Anyone here has experience with using "CLEO / binthesky_by_dk" alongside "P2DFX"?

 

Regards

Edited by Nefiji

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Davve95

It's sadly not possible. Even though there's settings for it. Because the vegetation drawdistance is hardcoded if I remember correct.

 

I hope somone will crack the limit because I'd like to increase it aswell.

Edited by Davve95

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LaDiDa

MinimumDrawDistanceOnTheGround should work in conjunction with the script. The drawdistance of the large vegetation can be increased all the way with actual effect, however things like grass and bushes aren't affected by it (and probably hardcoded within the exe). Timed object drawdistance I wouldn't touch at this moment since it results in a crash for me (even at a low 1000 or even 2x vanilla distance).

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Nefiji

Thanks for the great support LaDiDa. Providing solutions for all my problems. :lol:

 

What value are you using personally for MinDrawDistanceOnTheGround?

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LaDiDa

About 1500 so it's not too taxing, but you can experiment (don't go over 6000 since you would see the whole map anyways).

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TJGM

It's sadly not possible. Even though there's settings for it. Because the vegetation drawdistance is hardcoded if I remember correct.

 

I hope somone will crack the limit because I'd like to increase it aswell.

It's not hardcoded. Vegetation placements are stored in binary IPL's, which only load depending on the players position on the map. There's an option in the ini to force all binary IPL's to load, but it's currently broken. You can use my old cleo script to force them to load instead.

 

 

The drawdistance of the large vegetation can be increased all the way with actual effect

Not without the script I posted above.

 

 

The drawdistance of the large vegetation can be increased all the way with actual effect, however things like grass and bushes aren't affected by it (and probably hardcoded within the exe)

Draw distance on dynamic vegetation stored in grass.dat has been hacked for a few years now, although the limit for how much grass can be spawned at once hasn't been cracked, so increasing the draw distance won't make a difference.

Edited by TJGM

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LaDiDa

If loading all binary ipls is broken and doesn't work, how come it works fine for me :p?

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Reyks

If loading all binary ipls is broken and doesn't work, how come it works fine for me :p?

Are you sure about that? You don't get stuff like a bunch of objects getting loaded-in all at once with no fade effect, and lampposts/fences stuck on gangmembers after a while playing?

 

EDIT: Are you using the cleo script or the .ini option?

Edited by Reyks

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LaDiDa

The .ini option, it works for me without issues, no lamppoles and whatnot after prolonged gameplay and it only crashes if I touch timedobjects drawdistance.

 

Stuff does pop in view when setting drawdistances way beyond vanilla though.

 

Maybe I should try the cleo script to see if I notice any difference :p

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Crspy

The .ini option, it works for me without issues, no lamppoles and whatnot after prolonged gameplay and it only crashes if I touch timedobjects drawdistance.

 

Stuff does pop in view when setting drawdistances way beyond vanilla though.

 

Maybe I should try the cleo script to see if I notice any difference :p

Weird , in addition to what Reyks said ... the lights coming from lampposts flicker like sh*t ..... it annoys me so much. but when i use TJGM script , everything works fine.

Edited by Crspy

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LaDiDa

O.o I only see flickering lamppost lights in LV where they're suposed to do that.

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Reyks

Stuff does pop in view when setting drawdistances way beyond vanilla though.

Well... drawdistances beyond vanilla values is the whole point of loading all binary files lol, but anyways that shouldn't happen, if things pop-in view that means the binary IPLs aren't loaded at all, so yeah the .ini option doesn't work.

 

The cleo plugin however does work... but you will see gangsters holding lamposts after a while and the game will eventually crash.

 

I sure hope someday these issues will be resolved, the game looks gorgeous without ugly LODs right next to the player.

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LaDiDa

I meant *WAY* beyond vanilla, like insane values no one needs to use. Like 10k or something (and then it's really only the small vegetation, vehicles and peds that pop into view, since big vegetation will already be loaded anywhere I look).

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ural

When the increase in the parameter "VegetationDrawDistance" does not help, installing the script binaryipl.сs in most cases can solve for example a problem with disappearing trees

Without the script binaryipl.сs

 

With the binaryipl.сs

 

 

We get an almost perfect picture without flickering and sudden appearances and disappearances of objects except for grass and small vegetation.

 

There’s only one "but" I do not know how there at TJGM, but after a while in the game appears is this bug (The crash of the game may and not be)

2c62af556497653.jpgd98963556497663.jpg2f367e556497673.jpga25507556497683.jpg

 

This bug usually appears 21-26 minutes after the game is launched in 100% of cases. I guarantee this.

 

As for the parameter LoadAllBinaryIPLs = 1 yes, this does not work, but it does not create bugs

I tried to increase all the limits in the FLA including such as

[iDE LIMITS] [iD LIMITS]

including

FILE_TYPE_IPPL = (125000 - 127047 (2048) - IPL Binary IPL files.)

Nothing helps, everything is useless..

Edited by ural

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Reyks

I meant *WAY* beyond vanilla, like insane values no one needs to use. Like 10k or something (and then it's really only the small vegetation, vehicles and peds that pop into view, since big vegetation will already be loaded anywhere I look).

Try using "LoadAllBinaryIPLs = 0" you will see there's no difference, it simply doesn't work, binary IPLs will still spawn based on the player position, only the .cs script works.

 

This bug usually appears 21-26 minutes after the game is launched in 100% of cases. I guarantee this.

Exactly, this definitely could use some debugging, but I'm not sure if it can be fixed.

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X-Falcon

I've tried putting the VegetationDrawDistance to 6000.0 and MemoryAvaible up to 50%, which equals to 4GB on my rig. Still there are certain places in the mountains where the trees stay absolutely invisible when flying with aircraft. I'm helpless with this issue. :panic:

heh no sure if increase your draw distance (set *poor or *high) that's not necessarily fix surprise tree or any invisible obstacles in the nearest player, first as fast scan.

 

You must be adjusted that MinDrawDistance& MaxDrawDistance with the speed limit of data transfer rate PC, so performance system not down and the models doesn't accumulate there.

 

Also, isn't LWM Junior also forcing load whole map directly ?

Early use 0247 load models treeIDs can fix some invisible tree obstacle before you dumb memory while flying.

 

Plus binthesky_by_dk is hardcode which allow game loading model around in sphere while player flying vehicles. Project2DFX have similar this features with fog adjustment if DrawDistanceChanger enabled.

 

ps.

 

 

 

It's sadly not possible. Even though there's settings for it. Because the vegetation drawdistance is hardcoded if I remember correct.

 

I hope somone will crack the limit because I'd like to increase it aswell.

It's not hardcoded. Vegetation placements are stored in binary IPL's, which only load depending on the players position on the map. There's an option in the ini to force all binary IPL's to load, but it's currently broken. You can use my old cleo script to force them to load instead.

 

The drawdistance of the large vegetation can be increased all the way with actual effect

Not without the script I posted above.

 

The drawdistance of the large vegetation can be increased all the way with actual effect, however things like grass and bushes aren't affected by it (and probably hardcoded within the exe)

Draw distance on dynamic vegetation stored in grass.dat has been hacked for a few years now, although the limit for how much grass can be spawned at once hasn't been cracked, so increasing the draw distance won't make a difference.

 

It's sadly not possible is hardcoded if remember correct

 

however things aren't affected it (and probably hardcoded)

 

 

Hardcode frum wot ?

97e.jpg

 

 

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Gummy 

Might be a dumb question but is there a way to change the colors of the original light coronas and the one we see in the distance (with this mod)?

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kkjj

Might be a dumb question but is there a way to change the colors of the original light coronas and the one we see in the distance (with this mod)?

Yes you can!!

Just find the model name in 2dfx.dat and then edit the RGB values ...

Edited by kkjj

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Gummy 

 

Might be a dumb question but is there a way to change the colors of the original light coronas and the one we see in the distance (with this mod)?

Yes you can!!

Just find the model name in 2dfx.dat and then edit the RGB values ...

 

This is a little off topic, but how about the actual lights up close? Even when not using the mod? Or does the mod affect and change the lights up close too?

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kkjj

 

 

Might be a dumb question but is there a way to change the colors of the original light coronas and the one we see in the distance (with this mod)?

Yes you can!!

Just find the model name in 2dfx.dat and then edit the RGB values ...

 

This is a little off topic, but how about the actual lights up close? Even when not using the mod? Or does the mod affect and change the lights up close too?No....

I also requested this some time ago.. but no one replied..

Edited by kkjj

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LaDiDa

Pretty sure they are defined within timecyc.dat (since supertimecyc messes up their brightness and colors really badly).

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ThirteenAG

In SA 2dfx data is stored inside dff. In III and VC it's somewhere in ide files.

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denis0102

Hey, I don't know if you already answered this but I can't make it work on GTA III v1.1. I'm on Win10 with WinXP SP3 compatibility enabled.

If I extract it to the root directory, the game won't load and crashes after the R* intros, and when placed in mss directory it freezes on the loading screen and crashes too.

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