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Project2DFX


ThirteenAG
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I myself don't use IDE Tweaker anymore. I find the game much more stable after doing so, and you can always adjust the spawning of generic objects manually via Notepad.

Edited by kikiboy95
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If you guys manage to fix these new bugs, something worth trying with the alpha issue would be excluding trees and any other vegetation from the patched draw distance. I do believe they are the sole responsible for the bug. It's worth a shot.

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SRT3 MME + IDE DD TWEAKER (2dfx) + BSOR TBSA2 + Level 10 plants.dat + Shadow Settings Extender + PR v2.5 Timecyc + My own SweetFX setts

 

adg4046E.jpg adxLhMrA.jpg

 

Without Shadow Setts Extender, I get about 70 - 125 FPS. Though on some areas, specifically on LAHills, I get an FPS drop of up to 40 FPS. :)

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SRT3 MME + IDE DD TWEAKER (2dfx) + BSOR TBSA2 + Level 10 plants.dat + Shadow Settings Extender + PR v2.5 Timecyc + My own SweetFX setts

 

adg4046E.jpg adxLhMrA.jpg

 

Without Shadow Setts Extender, I get about 70 - 125 FPS. Though on some areas, specifically on LAHills, I get an FPS drop of up to 40 FPS. :)

Dayummmmmmm

 

I also want to ask,what are your computer's specs?

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PR v2.5 Timecyc

 

Where can I get it? I tried googling but no luck.

Edited by MrMateczko
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@MrMateczko - Here you go. :)

Thanks, though I don't see much difference in daylights, the nights with this timecyc are beautiful.

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Got poisoned yesterday, so much "fun". I'll get back to work soon.

 

 

I myself don't use IDE Tweaker anymore. I find the game much more stable after doing so, and you can always adjust the spawning of generic objects manually via Notepad.

IDE tweaker contains farClip crash fix, so it's better to disable all features in ini file. Edited by ThirteenAG
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Got poisoned yesterday, so much "fun". I'll get back to work soon.

 

 

I myself don't use IDE Tweaker anymore. I find the game much more stable after doing so, and you can always adjust the spawning of generic objects manually via Notepad.

IDE tweaker contains farClip crash fix, so it's better to disable all features in ini file.

Woah,hope you get better.

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^ lol I think he meant he had too much 'fun'. :p

 

@ThirteenAG - Read my messages on Skype. Something nifty just came about. ;)

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Russians and their vodka aye? lol ..

 

Poisoned = Hungover?

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aStiffSausage

Haha, stereotypes kicking in! :) Though glad to know you're fine, as food poisoning can be really bad sometimes.

 

I also got small idea, nothing spectacular but well, shouldn't be hard to do since you've already done it once. How about implementing your SA:Traffic in the IDE_DD_Tweaker, with adjustable settings? Would slowly turn IDE_DD_Tweaker to more of a DD_Tweaker.

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I also got small idea, nothing spectacular but well, shouldn't be hard to do since you've already done it once. How about implementing your SA:Traffic in the IDE_DD_Tweaker, with adjustable settings? Would slowly turn IDE_DD_Tweaker to more of a DD_Tweaker.

SA:Traffic needs some serious research, current addresses in there mostly was guessed. It was easy to do for GTA3, based on AK73's version for VC, but SA handles all that stuff differently.
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Hey guys. I have a problem with vehicle spawn. I see that vehicles spawn, but not only a nearby vehicles. It also can be ped or small object, like a grass. So what can I do to improve performance and solve this problem?

Also San Andreas crashes when I leave the Binco or SubUrban shops.

Edited by yerixub
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Hey guys. I have a problem with vehicle spawn. I see that vehicles spawn, but not only a nearby vehicles. It also can be ped or small object, like a grass. So what can I do to improve performance and solve this problem?

Also San Andreas crashes when I leave the Binco or SubUrban shops.

Should be fixed later today.

 

If you want better performance then change values in the .ini file for the IDE Tweaker or disable all the options in it. Cars and pedestrians aren't changed with this mod so it shouldn't spawn them in further, you're imagining things friend. :p

 

If you guys manage to fix these new bugs, something worth trying with the alpha issue would be excluding trees and any other vegetation from the patched draw distance. I do believe they are the sole responsible for the bug. It's worth a shot.

It's not just the vegetation, its caused by having more objects on the map in total. Of course, excluding vegetation would reduce the alpha bugs a lot but they'll still be there.

Haha, stereotypes kicking in! :) Though glad to know you're fine, as food poisoning can be really bad sometimes.

 

I also got small idea, nothing spectacular but well, shouldn't be hard to do since you've already done it once. How about implementing your SA:Traffic in the IDE_DD_Tweaker, with adjustable settings? Would slowly turn IDE_DD_Tweaker to more of a DD_Tweaker.

If someone figured out how to increase the node distance we could pretty much spawn cars anywhere.. sadly nobody has figured it out yet. :(
Edited by TheJAMESGM
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Okay guys. Seems like the crash has been fix for missions and interiors without the map limit. Update should be released later.

Edited by TheJAMESGM
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Hooray! I'll test Drive-By with the update.

EDIT: Yay, no longer crashes when passing by Alhambra! Thank you all so much. The only problem now is the alpha bugs, but those are caused by sh*tty R* port, and cannot be fixed, I know.

 

EDIT2: Can I remove the limit adjuster with no problems? I don't really need it.

Edited by MrMateczko
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Well, I was dumb... :blush: Without it, it crashes, Captain Obvious!

Edited by MrMateczko
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I did remove the old maplimit.asi, and it works fine. Just so people know.

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CDummy limit recognized and increased. That made a game crashing in some places.

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So the alpha issues are 100% not fixable?

Well, you can't always get what you want.

Edited by KawakSallas
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Yeah, well I don't know nothing about these things, but my wild guess is that something must be patched on the exe.

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