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Project2DFX


ThirteenAG
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Is it possible to disable the bollards' coronas manually through an ini file? The bollards that dot the road on Missionary Hill do not actually work like that realistically speaking. They're very common in rural Britain, and they're simply reflectors attached to a post - they only light up when a vehicle's lights shine on them.

 

Of course some people might like the coronas there, so that's why I'm asking if it is possible to disable them on my end.

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Is it possible to disable the bollards' coronas manually through an ini file? The bollards that dot the road on Missionary Hill do not actually work like that realistically speaking. They're very common in rural Britain, and they're simply reflectors attached to a post - they only light up when a vehicle's lights shine on them.

 

Of course some people might like the coronas there, so that's why I'm asking if it is possible to disable them on my end.

You'll have to remove the line for it through the .dat, and you'll also have to make sure you don't install the .dff.

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Sa_draw_distance_changer makes my game lag a little bit. I saw the INI file. What a1, a2, and y does?

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Sa_draw_distance_changer makes my game lag a little bit. I saw the INI file. What a1, a2, and y does?

As ini says, they are a part of that system of equations.

 

Meanwhile, i gathered all 2dfx data in SA, TJGM added the rest, and there we go:

eewb.jpg p6x2.jpg

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@ ThirteenAG

 

Do you use other mods when you make the screenshots ? How do you make that possible without mapholes ?

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Wow,this update makes the game even better looking.

 

Two things I'd like to ask :

 

1) I can't remember whether this has been discussed before or not,but is it possible to implement flashing coronas?

 

2) All of the Railroad crossing lights are lit,and wanted to know if it would be possible to make only some of them lit at a time and also make them flash?

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@ ThirteenAG

Do you use other mods when you make the screenshots ? How do you make that possible without mapholes ?

As i said earlier, after installing asi and cleo stream memory fix at the same time map holes was fixed for me.

 

 

Wow,this update makes the game even better looking.

 

Two things I'd like to ask :

 

1) I can't remember whether this has been discussed before or not,but is it possible to implement flashing coronas?

I think so.
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This works with SRT 2014. Also, Why do the lights on apartments in buildings turn off when I turn on ENB?

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I tried something out and I think my problem is because of the draw distance changer. When i delete it there are no mapholes or other problems even without asi plugin of streamfix. How can I change the settings so that tue draw distacne changer increases the draw distance but not that much that I can see the entire map ?

Also I dont like that I can see the coronas from very far away and when I get near to them they just disappear and when I get closer I can see them again. I hope you understand what I mean. It is possible to make the corona not disappear at any distance ?

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I tried something out and I think my problem is because of the draw distance changer. When i delete it there are no mapholes or other problems even without asi plugin of streamfix. How can I change the settings so that tue draw distacne changer increases the draw distance but not that much that I can see the entire map ?

I don't know, i use exact same settings as i uploaded.

 

Also I dont like that I can see the coronas from very far away and when I get near to them they just disappear and when I get closer I can see them again. I hope you understand what I mean. It is possible to make the corona not disappear at any distance ?

You have to edit a source code. But the point of this mod to show LOD corona when normal corona isn't visible, not to show it all the time.
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Seriously? Come on, open the .ini's and experiment with things. The y value in the draw distance ini changes the draw distance. If you still have map holes, then increase the LOD distance in the IDE tweaker. It's been said plenty of times that if you're still getting holes, that nobody knows what's causing it. It shouldn't happen and ThirteenAG has said what he's done to fix it for him only a few posts ago.

Edited by TJGM
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You have to edit a source code. But the point of this mod to show LOD corona when normal corona isn't visible, not to show it all the time.

 

 

Actually I mean this here. Maybe I have a problem and you can help

 

When I´m far away I can see the Lod coronas and its all fine

zq5odwbl.png

 

But when I get closer I cant see Lod coronas or normal coronas

w5xlx5hh.png

 

 

When I´m very close I can see the lamppost and of course the coronas

g6qo85h4.png

 

Well, I´m not an expert and sometimes I cant explain that what I really want to say. I just wanted to ask if its possible to make the lod coronas visible until the point where you can see the lampposts. When you dont understand what I mean nevermind.

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That's because the lamppost isn't even spawned in. Increasing the distance in IDE files will help, or increasing the generic draw distance in the IDE Tweaker. Assuming the object with the corona is in the generic map folder.

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That's because the lamppost isn't even spawned in. Increasing the distance in IDE files will help, or increasing the generic draw distance in the IDE Tweaker. Assuming the object with the corona is in the generic map folder.

patch_all_normal should do the trick too. But it's a default setting, it should work already. Edited by ThirteenAG
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I installed this mod manually. I first deleted modded files from previous version in gta3.img and then I imported 2dfx files.

That's a problem. Because the previous version of the mod has .dff files that the new version doesn't have. So if you're deleting files from the previous version and they're not in the latest version, you're removing a model that the game needs. I'd seriously recommend installing with Mod Loader, because doing things like this manually just causes issues, and its a slower way of doing things.

 

well i replaced the old files and it works like charm (oddly my game running SLOWER than before)

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well i replaced the old files and it works like charm (oddly my game running SLOWER than before)

Change coronas far clip value, it was set to 25000.0 and i forgot to make it lower. Fixed in 2.1 though.
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Strangely enough I am having a problem,I reinstalled GTA SA as I couldn't tell what I already have on it,and this was one of the first mods I have installed,and the thing is that once I start a new game,it doesn't even get to the loading screens,it instantly blacks out and crashes...any chance you may know what causes this?

 

*(I am not saying that this is the direct cause of the crash,but after applying this modification this has started to happen.)

Edited by Danikov
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Hey TJGM!

 

yaaa maybe you know me from screenshot and other media thread :D

TJGM, thirteenAG and the rest of author, if you see this, i just want to say i love your project especially project2dfx 2.0 :cookie::inlove: this is unbelievable!

 

2 screenshot from me with bad angle sorry, not a good mood to taking picture right know :pp

13779065614_f9cd6aacbe.jpg 13778723303_8cf830c87d.jpg

 

i've suggestions, that's increase a lightning in window building especially in los santos, looks like a real life ( no problem if not, just suggestions :p )

 

Good work sir keep it up and good luck!

 

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Can anything be done about the sun's reflection on the sea? Such as moving it further back the higher the farclip is?

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NothingSpecial

 

 

13779065614_f9cd6aacbe.jpg 13778723303_8cf830c87d.jpg

 

 

 

How did you make those lights look smaller from far away?

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I have found what has been causing the crash,and that's the IDE_DD_Tweaker,removing the .asi makes the game loadeable but with its presence in the scripts folder makes the game crash,is there any way to handle this?

Edited by Danikov
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I have found what has been causing the crash,and that's the IDE_DD_Tweaker,removing the .asi makes the game loadeable but with its presence in the scripts folder makes the game crash,is there any way to handle this?

I'm not sure why your game is crashing but it is definitely not the IDE_DD_Tweaker. Otherwise it would have crashed everyone's game.

It must be something else or you didn't installed the right files.

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turbocharger

 

Hey TJGM!

 

yaaa maybe you know me from screenshot and other media thread :D

TJGM, thirteenAG and the rest of author, if you see this, i just want to say i love your project especially project2dfx 2.0 :cookie::inlove: this is unbelievable!

 

2 screenshot from me with bad angle sorry, not a good mood to taking picture right know :pp

 

-pics-

 

i've suggestions, that's increase a lightning in window building especially in los santos, looks like a real life ( no problem if not, just suggestions :p )

 

Good work sir keep it up and good luck!

 

 

 

Did anyone tell you your photos on Flickr are friggin awesome? Because they are, I love them. Would you mind telling me which graphics enchantments do you use? Which effects, textures, and maybe your ENB?

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I have found what has been causing the crash,and that's the IDE_DD_Tweaker,removing the .asi makes the game loadeable but with its presence in the scripts folder makes the game crash,is there any way to handle this?

I'm not sure why your game is crashing but it is definitely not the IDE_DD_Tweaker. Otherwise it would have crashed everyone's game.

It must be something else or you didn't installed the right files.

 

 

Thanks for replying,I have tried to see if anything conflicts/interrupts it and sadly enough found out(again) that it still crashes my game.

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I have found what has been causing the crash,and that's the IDE_DD_Tweaker,removing the .asi makes the game loadeable but with its presence in the scripts folder makes the game crash,is there any way to handle this?

I'm not sure why your game is crashing but it is definitely not the IDE_DD_Tweaker. Otherwise it would have crashed everyone's game.

It must be something else or you didn't installed the right files.

 

 

Thanks for replying,I have tried to see if anything conflicts/interrupts it and sadly enough found out(again) that it still crashes my game.

 

Try it on a completely clean unmodded game, install only Cleo4, the .dff files files that comes with the project 2dfx mod and test it.

It can't be the IDE Tweaker.

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I have found what has been causing the crash,and that's the IDE_DD_Tweaker,removing the .asi makes the game loadeable but with its presence in the scripts folder makes the game crash,is there any way to handle this?

I'm not sure why your game is crashing but it is definitely not the IDE_DD_Tweaker. Otherwise it would have crashed everyone's game.

It must be something else or you didn't installed the right files.

 

Thanks for replying,I have tried to see if anything conflicts/interrupts it and sadly enough found out(again) that it still crashes my game.

 

Try it on a completely clean unmodded game, install only Cleo4, the .dff files files that comes with the project 2dfx mod and test it.

It can't be the IDE Tweaker.

I guess the way I have written this comment is not completely informative and understandable.

 

I have moved away all my CLEO scripts and ASI Scripts,leaving only cleo.asi,modloader.asi in the game's directory and all the Project 2Dfx related plugins *in the scripts folder* and it still resulted in a crash,although this time the crash occurs right before the opening cutscene is initiated.

My .exe version is 1.0 US if that matters.

Edited by Danikov
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What setting exactly causing a crash? IDE Tweaker is unlikely crashes because of scripts or plugins, it simply change values from IDE files.

Edited by ThirteenAG
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Sorry IDK..Where to release news about GTA Tree Ahplha Lod Bug if it still living

 

I fixed it -Without any scripts or codes...

 

So don't worried... :santa::rol::colgate::p

 

Video

 

13794364615_df94b3e672_o.jpg

13794371063_c113d0fe15_o.jpg

Edited by Ezekiel_RN
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@Ezekiel_RN Why did you put trees on beach? Your tweak works only with trees which you spawn on some place or all trees?

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I spawned trees I edited...

 

Others are in progrees....

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