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Project2DFX


ThirteenAG
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Curious question, have you tried this out on the VCS PC Edition mod?

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Oh, you bastard, I thought I mixed some files, but it's your Christmas addon to mod, nice :p

HHnErXC.png


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Oh, you bastard, I thought I mixed some files, but it's your Christmas addon to mod, nice :p

Guilty as charged :) By the way, to disable these lights "New_Year_Time = 0" needs to be added to the [MAIN] section inside ini file.

 

 

Curious question, have you tried this out on the VCS PC Edition mod?

I can make a special version for VCS PC, SA version isn't compatible due to hardcoded IDs of lampposts.
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Curious question, have you tried this out on the VCS PC Edition mod?

I tried increasing the distance of coronas on the lampposts you guys have.. but I couldn't open the IMG's you guys use to replace them.. :p

Edited by TheJAMESGM
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First looking at those colorful coronas I thought them as some error. Now I realized...what a surprise!

By the way, I found a incompatibility between IDE_DD_tweaker and .LOD Mod by BLITZ, tried 2DFX v1.4, v1.5 and v1.6. Game crashs when CJ walking out from an interior except safe house. I tried out that patch_generic=0 can avoid the crash.

Seperately, once "tobjs_draw_distance_multiplier" in IDE_DD_tweaker.ini was set to a value higher than 2.0, an error occurs when exiting game, with "Fault Module Name : StackHash_d68b". Fortunately game playing isn't affected.

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Yeah. I posted my own settings which fixes the interior bug problem.

 

[MAIN]
enable=1
patch_tobjs=1
patch_lods=0
patch_generic=0
patch_all_normal=0 //do not use at the same time with patch_generic=1

 

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I found out that mixing Map Limit Plugin (for SRT3) with 2DFX's Limit Adjuster Plugin makes the map gets hole in it. But, when I delete the Map Limit Plugin, game's back to normal again, no holes (except set the Farclip distance on timecyc to high).

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I found out that mixing Map Limit Plugin (for SRT3) with 2DFX's Limit Adjuster Plugin makes the map gets hole in it. But, when I delete the Map Limit Plugin, game's back to normal again, no holes (except set the Farclip distance on timecyc to high).

So delete the map limit plugin? It's not needed and P2dfx has its own limit adjuster which should work for SRT and P2dfx.

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2dfx won't work for me. Doesn't affect my view distance in any ways. Any help?

System specs:

AMD FX-6350 6-core @ 3.9 GHz AM3+ Black Edition

nVidia GTX 660

8 GB RAM

Edited by Pawnie
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2dfx won't work for me. Doesn't affect my view distance in any ways. Any help?

System specs:

AMD FX-6350 6-core @ 3.9 GHz AM3+ Black Edition

nVidia GTX 660

8 GB RAM

ASI Loader?

 

 

Check the previous messages :)
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It crashes after exit game.

PC Specs:

GeForce GT630

AMD A8-5600K APU With Radeon HD Graphics 3.60GHz

8 GB Ram

Edited by FFyellowcard
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It crashes after exit game.

PC Specs:

GeForce GT630

AMD A8-5600K APU With Radeon HD Graphics 3.60GHz

8 GB Ram

At the moment there's no fix for that,it happens to everyone who uses this mod.

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^ Are you sure about that ? Just lower the values from IDE_DD_tweaker and there will be no crash when exit .

Edited by DJQuaie
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project 2dfx VC 1.5 don't work my vice city,i Fly a plane :c0000005 00582739..........

Increase the limits with the limit adjuster or use MVL to increase limits.. that or you can reduce the draw distance in 2dfx.ini for objects.

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project 2dfx VC 1.5 don't work my vice city,i Fly a plane :c0000005 00582739..........

Increase the limits with the limit adjuster or use MVL to increase limits.. that or you can reduce the draw distance in 2dfx.ini for objects.

 

many many thanks.....i'm very like 2dfx It's cool! ...sorry,my English is very bad :( ....

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LISTEN

 

Whatever you do,

 

do not bother with objects

 

Vegetation-trees

Object-props

 

except lamps

 

is edited (coded) to 1500 drawdistance

 

OK.....get out of your head :

 

Objects draw distance

alpha and all sheets (BUGS)....

 

I can only make a video of this..to PROVEE

Edited by Ezekiel_RN
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About the crash when exiting, it crashes on default settings for me.

 

With these settings, the crash are gone

[MAIN]enable=1patch_tobjs=1patch_lods=1patch_generic=0patch_all_normal=1 //do not use at the same time with patch_generic=1[TOBJS]tobjs_draw_distance_multiplier = 3.0[LODS]lods_draw_distance_multiplier = 0.0lods_new_draw_distance = 3000.0 //if multiplier is set, this value will be ignored[OBJS]max_draw_distance_for_normal_objects = 500.0 // it's better not to touch it at allgeneric_new_draw_distance = 500.0normal_new_draw_distance = 500.0
Edited by KawakSallas
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What's the big deal with the crash on exit? It is basically nothing and it doesn't effect your gameplay.

 

EDIT: It only seems to crash when you pass the original object limit that the game had, that's pretty much it.

Edited by TheJAMESGM
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