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Project2DFX


ThirteenAG
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Just tested 2.1 and wow,I really like the coronas placed on the Pyramid of LV.

Although there's a bug,far distance coronas of lamps are white while when getting closer to them,the color changes to yellow.

P.S. the crash on exit is back if that changes anything.

That's because i set tobjs_draw_distance_multiplier to 3.0 again. To avoid that crash use 2.0 value. Regarding white coronas, maybe you can post a screen or tell which lamppost is it, and TJGM or me can make a hotfix for that.

 

Thanks.

I don't really care about the crash,just notified you in case that would matter.

as for the bug I have reported earlier,I was wrong,somehow I mistakened them for other coronas so forget about this one :)

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CharlesVercetti

I have clean GTA SA Now.. And im getting this problem when i use this Mod

 

***pic****

***pic***

 

How to fix this problem ? Because When I remove this mod, so the problem will disappear.

 

EDIT: Im Using StreamMemoryFix 512mb

You seem to be using some HQ texture mod(SRT3?).It also seems to be a problem with the models,so ask that author.

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All fancy screens i uploaded earlier, so just links this time:

 

Project_2dfx_gta3 v2.1

Project_2dfx_vc v2.1

Project_2dfx_sa v2.1

 

Updated DAT files, added a lot of coronas, some minor fixes in SA. That's pretty much it for the moment, i planned to do a little more in 3/vc versions, but there was no time for that recently. Enjoy :)

 

4jwq.jpg

This latest version is a bit instable. It crashes after few seconds when a savegame is loaded.

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Can you provide a log? I don't see any reason for it to crash during gameplay(unless it's not limits related or something).

Edited by ThirteenAG
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How can I provide a log? I forgot which tool is it and it seems no log is created for today.

Previous version worked very well.

Edited by SilverRST
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Crash dump:

 

GTA:SA Crashed, Debug Info Follows:


GTA Info:Error: UnknownAssembly Info:Exception At Address: 0x005381A5Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)Registers:EAX: 0x00000000    EBX: 0xFFFFFFFFECX: 0x00001906    EDX: 0x00003A98ESI: 0x00000000    EDI: 0x17B66D14EBP: 0x00AC3834    ESP: 0x0028FC24Last Opcode: 0001 in thread 'Esconde' (0x3C63D58)
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2dfx on IV?

 

That may lag. However, it isn't going to draw the night shadows as those only draw from a certain distance.

 

Also, I'd like to let you know that IV on PC has a bug with coronas reflecting in the water. They reflect, even if there is something in the way. (doesn't apply to night lights in the distantlights.dat) For example, the Broker Bridge, and Algonquin Bridge have light coronas on them. You can see the reflection of them in the water, even if your on the west side of Algonquin where there are buildings in the way. The bug will be a much bigger problem when more stuff has coronas (Kinda like Vice City Rage).

 

But I wish you success in making LC look as good as LS from a distance.

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The same problem.

So, 2dfx.asi is that what crashes?

 

 

2dfx on IV?

 

That may lag. However, it isn't going to draw the night shadows as those only draw from a certain distance.

 

Also, I'd like to let you know that IV on PC has a bug with coronas reflecting in the water. They reflect, even if there is something in the way. (doesn't apply to night lights in the distantlights.dat) For example, the Broker Bridge, and Algonquin Bridge have light coronas on them. You can see the reflection of them in the water, even if your on the west side of Algonquin where there are buildings in the way. The bug will be a much bigger problem when more stuff has coronas (Kinda like Vice City Rage).

 

But I wish you success in making LC look as good as LS from a distance.

Well, there's a problem with my current code based on c++ script hook examples, coronas disappear at certain camera angles. Don't know how to fix it, unless someone can help.
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RGB control on the .dat file, nice!

 

And this is a easter egg or a bug?

 

yvubHFa.jpg

I could also reproduce this "bug"(?),those coronas are rendered about South-East of the SF Airport.

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Pretty sure we mentioned we had no idea what caused it at the time. But it seems to be coronas from interiors, so yeah. :p

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Ahh those interiors...make them show only when entering specific ENEX, is that possible?

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I honestly don't see the need for it, the 'bug', if you could call it that, isn't anything major.

 

There is no current way to check if the corona is in an interior, or on the ground either, it'd just over complicate things.

Edited by TJGM
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I honestly don't see the need for it, the 'bug', if you could call it that, isn't anything major.

 

There is no current way to check if the corona is in an interior, or on the ground either, it'd just over complicate things.

Should be easy to add though :p

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isn't anything major.

 

Translating: I don't have any idea of what it is, and I don't know how I can fix.

 

 

 

I'm joking

 

 

It's a pretty nice bug to be honest, UFO's and all that sh*t

 

v2xYsot.jpg

Edited by format c:
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Actually, this is like my favorite bug ever, why is everyone want it gone i don't understand :pp

Is anyone else experiencing any crashes like SilverRST does? I changed literally 2 lines of code in 2.1 and a .DAT file, why it suddendly started crashing at IPL reading function or whatever i have no idea.

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Actually, this is like my favorite bug ever, why is everyone want it gone i don't understand :pp

Is anyone else experiencing any crashes like SilverRST does? I changed literally 2 lines of code in 2.1 and a .DAT file, why it suddendly started crashing at IPL reading function or whatever i have no idea.

It seems the binaryipl.cs is causing the crash. Though I'm not sure what it does but it's useless so I removed it.

 

However, the game has trouble loading the map normally. Objects just keeps spawning and loading, regardless having the StreamMemFix.asi installed

'and together with the 2048memory.cs and all other memory .cs scripts. The map just keeps laoding. Something is not right.

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Actually, this is like my favorite bug ever, why is everyone want it gone i don't understand :pp

Is anyone else experiencing any crashes like SilverRST does? I changed literally 2 lines of code in 2.1 and a .DAT file, why it suddendly started crashing at IPL reading function or whatever i have no idea.

 

 

I get a crash only after about 20-30 minutes of gameplay,and I doubt that this mod is causing it.

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Actually, this is like my favorite bug ever, why is everyone want it gone i don't understand :pp

Is anyone else experiencing any crashes like SilverRST does? I changed literally 2 lines of code in 2.1 and a .DAT file, why it suddendly started crashing at IPL reading function or whatever i have no idea.

It seems the binaryipl.cs is causing the crash. Though I'm not sure what it does but it's useless so I removed it.

 

However, the game has trouble loading the map normally. Objects just keeps spawning and loading, regardless having the StreamMemFix.asi installed

'and together with the 2048memory.cs and all other memory .cs scripts. The map just keeps laoding. Something is not right.

 

The binary IPL script loads all of the binary IPL's, which allows all objects to be spawned on the map with high draw distances. Seriously dude, read what these things do before you start using them. It also shouldn't be crashing with the latest limit adjuster, if it does, increase PtrNodeSingle in the limit adjuster.

 

Also, this isn't any form of attack on you. :p But I'd like to clear this up now so nobody brings it up again in the future. :)

 

 

 

isn't anything major.

Translating: I don't have any idea of what it is, and I don't know how I can fix.

 

 

 

I'm joking

 

 

tumblr_lhmdjvvp1Y1qe7ndv.gif

Edited by TJGM
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@TJGM.

I removed the sa_draw_distance _changer. However, the .ini file is just like chinese to me. What does that .asi file do exactly?

Sure it draws distance lol but why that file?

 

And what number for PrtSnobSingle should I change it? :p

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@TJGM.

I removed the sa_draw_distance _changer. However, the .ini file is just like chinese to me. What does that .asi file do exactly?

Sure it draws distance lol but why that file?

 

And what number for PrtSnobSingle should I change it? :p

It increases the farclip, the y value in that .asi is the farclip, has a bit more to it though.

 

Increase it.... verrryyyyy... VERRYYYY.. slo-OVER NINE THOUSANNNNNNNNNNDDDDDDDDDDDD!

 

But really, just increase it a bit and see what works, don't want to cause memory leaks.

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Alright. I removed it because the map keeps loading objects when it's installed, regardless having memoryfixes installed.

Increasing the farclip can just be done with editing timecyc anyway.

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There's something missing in this mod,and that is coronas for lamps that are also stoplights,their IDs are around the ~1350-1360s :)

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For VC, I noticed that I only crash when flying aircraft that are normally in the game. However ones from the Vehicle Loader don't crash. However, the vehicles in that don't do the blurred rotor animation, and the water doesn't show through the rotor.

 

This leads me to believe that it may not be the engine getting a memory overload, but something that got screwed up with aircraft (possibly the code used for blurred rotors) when the memory limits were modified. As observed from the past, usually extending memory limits can cause bugs, kinda like the old limit adjuster causing the close up water to look buggy, or the traffic to get screwed up.

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Alright. I removed it because the map keeps loading objects when it's installed, regardless having memoryfixes installed.

Increasing the farclip can just be done with editing timecyc anyway.

I'm pretty sure that has nothing to do with streaming memory anymore. It might actually be because the game only has 2 channels for loading models. I'd talk to @LINK/2012 about it. He knows more than me on it.

 

 

 

There's something missing in this mod,and that is coronas for lamps that are also stoplights,their IDs are around the ~1350-1360s :)

Any chance you could get an image of the object in-game? Because 2dfx should be done for everything now.

 

 

 

For VC, I noticed that I only crash when flying aircraft that are normally in the game. However ones from the Vehicle Loader don't crash. However, the vehicles in that don't do the blurred rotor animation, and the water doesn't show through the rotor.

 

This leads me to believe that it may not be the engine getting a memory overload, but something that got screwed up with aircraft (possibly the code used for blurred rotors) when the memory limits were modified. As observed from the past, usually extending memory limits can cause bugs, kinda like the old limit adjuster causing the close up water to look buggy, or the traffic to get screwed up.

I've experienced crashes in any type of aircraft, including MVL aircraft. The crashes happen when you fly near areas that have a high number of objects, especially when using Vice Cry. Maybe its some limit we don't know yet, not sure. I normally avoid the crashes by putting the draw distance in the settings back to the original max level. If you don't know, 2dfx.asi's option for draw distance is the same option as the one in the options menu, except R* only allowed you to set it at a certain level. The original max level is normally the best. Just start the game up, go into the options and move the draw distance slider down a bit then bring it back to the top.

Edited by TJGM
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There's something missing in this mod,and that is coronas for lamps that are also stoplights,their IDs are around the ~1350-1360s :)

Any chance you could get an image of the object in-game? Because 2dfx should be done for everything now.

 

 

Absolutely,I have searched for it and the best info on this object I have found in here(also has a photo).

There's another stoplight of this type and it can be found here,although I do not know whether it has a corona or not,but still,just in case.

Also,there's a nice little something I am working on at the moment that is mostly intended for Project 2dfx users,soon will post some photos.

Edited by Danikov
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Well, Vice City crash in the air is related to limits, due to increased draw distance. You can disable it in ini file.

 

 

Absolutely,I have searched for it and the best info on this object I have found in here(also has a photo).

There's another stoplight of this type and it can be found here,although I do not know whether it has a corona or not,but still,just in case.

Also,there's a nice little something I am working on at the moment that is mostly intended for Project 2dfx users,soon will post some photos.

Well, we decided to use only one corona(red/green) for traffic lights, because they're smaller and with additional coronas might not be visible at all. Edited by ThirteenAG
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Marty McFly

For now, it uses default corona texture. Would it be possible to use an own texture, maybe in particle.txd or such, and if this texture doesn't exist, keep using original one?

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