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Project2DFX


ThirteenAG
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He is using Lod Mod, I assume. I explained clearly that is too much for the game to stream/generate everything in real time because Lod Mod makes a drastic change towards the game, something which the game was never planned to run like that. Tweaker doesn't have anything to do with this, if Lod Mod is being used.

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That's unusual. I thought as I assumed wrong, that you are using Lod Mod since you made test with it until now. At least can you list the names of what mods you are using ? I'm interested to know about this too.

Edited by BLlTZ
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I'm using your LOD mod, the mods on Mobile to PC thread, fixed prelighted trees by d3jan, and those cleos and asi's. ASI loader 1.2 by Silent, Cleo 4.3.

 

5PoBKXh.jpg

 

auW3N9j.jpg

Edited by format c:
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Yeah, I have no idea. Seems like the tweaker has some issues, TAG is also experiencing holes in the map. ;-;

 

Anyway, not sure what you guys are talking about with holes in the map with the latest LOD mod and LOD Trees.. works fine for me, only had to change 1 setting.

 

ztOnjQd.jpg

lf1PwFH.jpg

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Try to fly around with Hydra, see if there any holes.

:p You can't see SF because the LOD Draw Distances isn't high enough, when I put it high enough to see SF flickering happens, but I doubt anyone is playing with the entire map spawned in.

 

6KOhANh.jpg

09Gg3dL.jpg

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James, can you also post your hole Tweaker/limit adjuster settings ?

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James, can you also post your hole Tweaker/limit adjuster settings ?

 

[MAIN]enable=1patch_tobjs=1patch_lods=1patch_generic=0patch_all_normal=0 //do not use at the same time with patch_generic=1[TOBJS]tobjs_draw_distance_multiplier = 0.0[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 = 3000.0 // it's better not to touch it at allgeneric_new_draw_distance = 3000.0normal_new_draw_distance = 3000.0
Edited by TJGM
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Ah, I see. You also set the Lod to 3000, but to you, doeas the loading game takes long to load ?

Edited by BLlTZ
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I did some tests

Completely clean game - Holes (as expected)

With 2dfx, default settings - Ocasional holes

2dfx, and mem512.cs - holes only when flying at high speeds and low altitudes

I made another test with my fully modded game, including .LOD mod

With any memfix above 512, the game would crash. But I updated cleo to it's latest version (4.3.13) and put a 2048 mem fix. Not crashing anymore. Holes are gone too (except when flying at high speeds and low altitudes)

My considerations - the lod patch from IDE tweaker fixes the rendering issue, but don't fix the memory issue (SA uses 128 MB by default, I think), so, for a complete fix, you MUST have a memfix. And there's this flying problem... and I don't know what is.

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Ah, I see. You also set the Lod to 3000, but to you, doeas the loading game takes long to load ?

Loads fine, not using an SSD either.

 

 

 

I did some tests

 

Completely clean game - Holes (as expected)

 

With 2dfx, default settings - Ocasional holes

 

2dfx, and mem512.cs - holes only when flying at high speeds and low altitudes

 

I made another test with my fully modded game, including .LOD mod

 

With any memfix above 512, the game would crash. But I updated cleo to it's latest version (4.3.13) and put a 2048 mem fix. Not crashing anymore. Holes are gone too (except when flying at high speeds and low altitudes)

 

My considerations - the lod patch from IDE tweaker fixes the rendering issue, but don't fix the memory issue (SA uses 128 MB by default, I think), so, for a complete fix, you MUST have a memfix. And there's this flying problem... and I don't know what is.

Unless you're getting LOD's at close range and very few cars loading in, its not a memory problem. In fact, LOD's not appearing at far range would most likely have nothing to do with how much streaming memory the game uses.

Edited by TJGM
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I would like to make a suggestion for the project 2dfx
more lighted windows in buildings!

I made a video (only edition, the mod does not exist)

 

look at 1:18

 

 

Real L.A at night

e4028976-47f0-4898-80d8-0f3ed397cc9b_zps

 

GTA test

 

gtasa2013052618383667_zpsd3b255e7.jpg

gallery117d_zps48ece0ea.jpg

77dda860-4b71-4058-8a72-5b56dff6809e_zps

images by tasso3d and frost

 

there is no project being done :(

Edited by mikros1
  • Like 3
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It's a good idea and one I've thought of before. But it'd be a separate mod from Project 2dfx, since the last thing we wanna do is add map objects.

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Another suggestion is to create different dff

to light at different times

tobj (time controlled object)


the lights from the windows of the same building kindled at different times


example: 22:00 was the time when the windows were all lit


sorry may bad english

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A little problem of generic.ide from Vice Cry Patch, this kind of tree is white.Screenshot1978_zps8d745d79.png

你用2dfx,开飞机时会崩溃吗?我用2dfx,如果用默认值便会崩溃报错

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A little problem of generic.ide from Vice Cry Patch, this kind of tree is white.

你用2dfx,开飞机时会崩溃吗?我用2dfx,如果用默认值便会崩溃报错

 

yyy... aha, ok, I will do that.

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like these Lights

 

12500088023_300107ac38_o.jpg

smiley-cool05.gif

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A little problem of generic.ide from Vice Cry Patch, this kind of tree is white.http://i129.photobucket.com/albums/p221/clanschen/Screenshot1978_zps8d745d79.png

All specific ide files will be reorganized in some way in v2.0 i think, for now use original vice cry files. Also you can put original file to CFG studio and set draw distance for all non-lod objects to 300.0 manually. Edited by ThirteenAG
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  • 2 weeks later...

1) With a big help of LINK/2012, there's an update for limit adjuster(SA):

yx94.jpg g4nx.jpg

First of all, StaticMatrices option was added, so no need to original bonus asi anymore. And OutsideWorldWaterBlocks option was added, so as you can see on the screens above, water disappearance on a high altitudes was fixed.

Since it was included only to Project 2dfx files, and update for p2dfx isn't ready yet, you can download new version here - https://github.com/ThirteenAG/limit_adjuster_gta3vcsa/releases

 

2) -

 

3) tobjs_draw_distance_multiplier option in IDE Tweaker crashes the game on exit when set to value above 2.0. No fix available at the moment.

 

Stay tuned :)

Edited by ThirteenAG
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Indeed the crash when exiting the game is fixed when setting tobjs_draw_distance_multiplier to 2.0

 

But I don't see any diference about holes on map even without your widescreen fix

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But I don't see any diference about holes on map even without your widescreen fix

Scratch that then, just tested, seems like with asi stream memory fix and memory512.cs installed at the same time i don't have holes too. That's kinda weird, but can you verify that?

 

ht99.jpg

(latest cleo, few plugins, latest srt3 with modloader)

Edited by ThirteenAG
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Installed the mod as instructed, but doesn't seem to be working at all. I'm pretty certain that I have v1.0 of the game since the 10x draw distance mod works just fine and because of gta_sa.exe's file size. I tried installing just the files in "Put into SA's main folder" to fix texture flickering and object spawn distance, but that doesn't work either. My San Andreas folder is in the D drive, so maybe that's the problem? Or am I completely missing something? Any help would be appreciated.

 

EDIT: Turns out I'm just an idiot and doing it wrong xD. However, the lighting still looks like the crappy original san andreas one, and not the one in your video.

Edited by Supertrex
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