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Project2DFX


ThirteenAG
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Just now, Marsi4eg said:

What file from extracted is actually infected?

I am really sorry after recheck it gave the rar file virus but all files inside it clean 100% really i do not understand those security programs! :( 

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1 minute ago, Mohannad92 said:

I am really sorry after recheck it gave the rar file virus but all files inside it clean 100% really i do not understand those security programs! :( 

Then you can enjoy your game again 🙂

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16 minutes ago, Marsi4eg said:

Then you can enjoy your game again 🙂

Thnx man u great but need something...have question about in this topic 

 

i am using 2 players mode which need replace scripts files so how use parachute fix with my mode if u say watch the video its saying not available that is i am asking. second point what the best exe to use without getting crash while using modding plz need link for it as well! advice good brother :)

Edited by Mohannad92
Correct spelling
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1 minute ago, Marsi4eg said:

Parachutes are blocked in 2 player mode so no way to use them.

 

But for single player try this cleo

https://drive.google.com/open?id=1PfXm264zc2sfpcrF-iEO-nWdXe78UueE

 

And let's stop going off-topic

for last plz need best exe to use with everything modding and cleo etc without getting crash sorrrry plz for last promise 

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19 minutes ago, Mohannad92 said:

for last plz need best exe to use with everything modding and cleo etc without getting crash sorrrry plz for last promise 

"1.0 hoodlum exe" google for it, I can't provide you here, it's against rules.

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MyNameIsNotImportantBro
38 minutes ago, Maks_Grain4 said:

How to fix it in Vice City? Airplane bug at the beginning of the game

634ad1d9e862.jpg

What mods do you have?

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MyNameIsNotImportantBro
1 hour ago, Maks_Grain4 said:

Clear version + Project 2dfx. 

Try reinstalling your game 

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1 hour ago, OmarMohammed said:

Try reinstalling your game 

bother go private massage because i can not send i dont why becuse its off this post it is about 2 player mode plz send me massage!

  • KEKW 1
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Maks_Grain4

I found the reason. For this problem, the parameter is responsible
"[DistanceLimits] DrawDistance = 1.8 // Original maximum value is 1.8". Explain what this parameter does?

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MyNameIsNotImportantBro
7 minutes ago, Maks_Grain4 said:

I found the reason. For this problem, the parameter is responsible
"[DistanceLimits] DrawDistance = 1.8 // Original maximum value is 1.8". Explain what this parameter does?

This is used to Increase the distance limits (I think)

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  • 2 weeks later...
Sheridan_I

So urr, @ThirteenAG how would one go about increasing the speed the gunshot tracer effect plays (the flying yellow bullet particle) so it practically matches up with the original. I don't HATE it it's just disconcerting when the bullets hit faster than the particle haha. Thanks!!

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muh linucs

Is it recommended to install the mod with the Open Limit Adjuster version which ships with the archive? Going by the "date modified", Limit Adjuster is the v1.5.7 from 2019, not 2015 like the latest Project2DFX v4.3 (SA).

  • III.VC.SA.LimitAdjuster.asi
  • III.VC.SA.LimitAdjuster.ini
  • SALodLights.asi
  • SALodLights.dat
  • SALodLights.ini
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No, you can use newer versions, just check your settings in the ini.

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Greetings! 
I've been messing with SALODlights settings for a long time trying to increase draw distances while keeping the soft PS2 fade in\out. 

First you need to lower in-game Draw Distance setting to 0. BAM - you are good to go, soft ps2 fade of everything and you dont even need Project 2dfx, yey!

But most of the SALODlights distance settings can be increased to a certain limit a bit without damaging fades. But there is a problem.

I found that VegetationDrawDistance = 550.0 does a good job making trees draw further and not pop-in in front of your face and softly fade-in/out. That is the max limit, since 600 will make a lot of pop-ins. That setting made me pretty happy with what I got, making everything nice and foggy with soft fades. Beautiful! 

BUT that was until I started testing Las Venturas area. The problem is that small desert bushes and cactuses have a very small draw distance and will stop pop-in only if i set VegetationDrawDistance = 0.0 : ( That makes all trees draw right in front of your face like before. So basically you have a choice between further fading trees and fading bushes with cactuses.

 

SO the question:

Can VegetationDrawDistance setting be split into TREES and SMALL VEGETATION to have the opportunity to make draw distance of actual trees higher while keeping all other vegetation distance untouched? 

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Small vegetation fade in has always been broken on PC as far as I know, even vanilla.

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Wasn't pep_legal working on something to do with draw distance of grass and vegetation? 

I remember seeing all his posts in one of The_Hero's threads seeking advice/help relating to draw distance ..

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6 hours ago, LaDiDa said:

Small vegetation fade in has always been broken on PC as far as I know, even vanilla.

Well, I think people got used to cranking in game DD slider all the way up. But since anything higher than 0 gradually breaks all vegetation fades we used to think that they are just broken there no matter what, and however you configure SALODlights, with max ingame DD things will already be broken. Set it to 0 and without SALODlights there should be no pop-ins at all and it will look very close if not identical to PS2 behavior (despite some spots where grass or bushes seem just broken).

 

If you want to use SALODlights with that ^ condition - you can. But these 2 settings must be:

GenericObjectsDrawDistance = 1.0 (else will break fades of bushes)

VegetationDrawDistance = 0.0 (else <550 will break cactuses and desert bushes fades but trees will be OK, >550 will break all veg fades).

Other settings seem to have no negative effect here so they can be set to high values safely.

5 hours ago, Gramps said:

Wasn't pep_legal working on something to do with draw distance of grass and vegetation? 

I remember seeing all his posts in one of The_Hero's threads seeking advice/help relating to draw distance ..

Hmmm, that is interesting. I remember that, but I thought he wanted to make some grass related mod or smth. But that can actually be some related stuff indeed. Thanks for the reminder!

But still I am curious what ThirteenAG thinks about possibility to split VegetationDrawDistance setting. That alone would help with these issues so much.

Edited by uncaged
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30 minutes ago, uncaged said:

Set it to 0 and without SALODlights there should be no pop-ins at all and it will look very close if not identical to PS2 behavior (despite some spots where grass or bushes seem just broken).

Looks like nice discovery for Silentpatch

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8 hours ago, Gramps said:

Wasn't pep_legal working on something to do with draw distance of grass and vegetation? 

I remember seeing all his posts in one of The_Hero's threads seeking advice/help relating to draw distance ..

So I reached him out. And he is working on fantastic related things indeed. But he is having a very difficult time with it and lacks the help of advanced specialists badly. Some help from The Hero would help him a lot. So if some other advanced modders want to help (especially with rendering and memory management), pep_legal will be more than happy. 

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Interesting, you can actually do 8 out of 16 bars of drawdistance before the small vegetation fade-in breaks (so no need to go absolute 0), the effect though is pretty jarring with some other objects fading in very close to the camera.

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3 minutes ago, LaDiDa said:

Interesting, you can actually do 8 out of 16 bars of drawdistance before the small vegetation fade-in breaks (so no need to go absolute 0), the effect though is pretty jarring with some other objects fading in very close to the camera.

You are right, but even on 8 there are sometimes pop-ins happen. I didnt have enough time to test every amount of bars so I just went with the very safe 0. But yeah, going to 8 will increase overall DD without breaking things too hard.

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