Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Project2DFX


ThirteenAG
 Share

Recommended Posts

New update: https://www.sendspace.com/file/gvw0rn(SA)

Added option to increase vegetation draw distance separately(because you need lampposts to be at 300). Also fixed performance drop caused by searchlights.

Link to comment
Share on other sites

The ideal would be three different settings for each draw distance - One for vegetation, one for objects, one for textures. All working together without compatibility issues, like the current AllNormalObjectsDrawDistance doesn't working when GenericObjectsDrawDistance is set.

Link to comment
Share on other sites

is working well here, haven't no fps reduction with activated spotlight function

note: playng SAMP

Link to comment
Share on other sites

The ideal would be three different settings for each draw distance - One for vegetation, one for objects, one for textures. All working together without compatibility issues, like the current AllNormalObjectsDrawDistance doesn't working when GenericObjectsDrawDistance is set.

It's already working, so if GenericObjectsDrawDistance is set, AllNormalObjectsDrawDistance will be applied on every other object.

 

 

Any news on the water reflect texture? :)

Already done for SA and VC, expect in the next build.
  • Like 3
Link to comment
Share on other sites

Another build for III/VC/SA: https://www.sendspace.com/file/5qrwpq

Comes with limit adjuster, I changed some limit values, if there's no problems with that, this will be in the release.

Please test, let me know if some default settings need adjusting, point out bugs etc. I plan to release 3.0 before GTA5, though not sure what to do with GTA IV version yet.

 

 

Can you do the grass distance too? Mod Mix Sets has this adjuster but does not work too well :/

Don't think so. Edited by ThirteenAG
Link to comment
Share on other sites

LoadAllBinaryIPLs = 1 is not working properly, some trees are being loaded all at once instead of slowly fading in.

 

EDIT: Also can you make StaticSunSize = 20.0 separate from the Draw distance Changer? For modified timecycs and such.

Edited by Reyks

jYzLR2j.png

Link to comment
Share on other sites

LoadAllBinaryIPLs = 1 is not working properly, some trees are being loaded all at once instead of slowly fading in.

Um, ain't that the point?

 

 

EDIT: Also can you make StaticSunSize = 20.0 separate from the Draw distance Changer? For modified timecycs and such.

Ok, done.
Link to comment
Share on other sites

LoadAllBinaryIPLs = 1 is not working properly, some trees are being loaded all at once instead of slowly fading in.

Um, ain't that the point?

Nope, with the cleo version each individual tree and building would fade in slowly no matter how far they were, with this new asi version it seems some trees and buildings are being loaded in chunks (all at once) when the player gets closer to them without the fading effect.

 

I could make a video showing this but my internet is damn slow today :S.

jYzLR2j.png

Link to comment
Share on other sites

Working pretty well, although I did get a crash when exiting the game:

 

 

Game version: GTA SA 1.0 USUnhandled exception at 0x42480000 in gta_sa.exe: 0xC0000005: Access violation reading location 0x42480000.    Register dump:        EAX: 0x00863C40  EBX: 0x1F183D08  ECX: 0x1FC80768  EDX: 0x00001591          EDI: 0x1F183D60  ESI: 0x1FC80768  EBP: 0x00B90EFC  EIP: 0x42480000          ESP: 0x0028FA90  EFL: 0x00210206  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028FA90:  00564192 00000000 00B7D0B8 754D6C30 00000000 00B90F00        0x0028FAA8:  0053C9C1 00000001 00000001 00748E70 00000001 00FE2698        0x0028FAC0:  0028FB68 FFFFFFFF 00000048 420555D5 031432B0 00000008        0x0028FAD8:  00000100 00000008 000001FE 44700000 44070000 00000000        0x0028FAF0:  00000000 00000780 00000438 00000000 000007FE 00050110        0x0028FB08:  00000200 00000000 021C03C0 00BC3288 000003C0 0000021C        0x0028FB20:  0000002C 00000000 00000001 FFFFFFFF FFFFFFFF FFFFFFFF        0x0028FB38:  FFFFFFFF 00000000 00000000 00000780 00000438 7112E0D4        0x0028FB50:  00400000 00000000 00FE2698 00000001 01052C8C 01052C88        0x0028FB68:  0028FBA8 7112C7A8 0028FBC8 0028FBCC 0028FBD0 0028FBD4        base: 0x00090000   top: 0x0028FA90   bottom: 0x00290000            Backtrace (may be wrong):        =>0x42480000 in unknown (+0x42480000) (0x0028FA8C)          0x00564192 in gta_sa.exe (+0x164192) (0x0028FAA4)          0x0053C9C1 in gta_sa.exe (+0x13c9c1) (0x0028FAB0)          0x00748E70 in gta_sa.exe (+0x348e70) (0x0028FB48)          0x7112E0D4 in modloader.asi (+0x1e0d4) (0x0028FB68)          0x7112C7A8 in modloader.asi (+0x1c7a8) (0x0028FBA8)          0x7112E10F in modloader.asi (+0x1e10f) (0x0028FBDC)          0x7112CAD2 in modloader.asi (+0x1cad2) (0x0028FC0C)          0x7112E92C in modloader.asi (+0x1e92c) (0x0028FCCC)          0x7112E558 in modloader.asi (+0x1e558) (0x0028FCE4)          0x7112C8AE in modloader.asi (+0x1c8ae) (0x0028FD24)          0x7112E10F in modloader.asi (+0x1e10f) (0x0028FD58)          0x7112CAD2 in modloader.asi (+0x1cad2) (0x0028FD88)          0x7112E92C in modloader.asi (+0x1e92c) (0x0028FE48)          0x7112E558 in modloader.asi (+0x1e558) (0x0028FE60)          0x008246F1 in gta_sa.exe (+0x4246f1) (0x0028FF88)          0x7715338A BaseThreadInitThunk+0x12 in kernel32.dll (+0x1338a) (0x0028FF94)          0x77AC9F72 RtlInitializeExceptionChain+0x63 in ntdll.dll (+0x39f72) (0x0028FFD4)          0x77AC9F45 RtlInitializeExceptionChain+0x36 in ntdll.dll (+0x39f45) (0x0028FFEC)

 

Great job on the water reflection.

Link to comment
Share on other sites

 

LoadAllBinaryIPLs = 1 is not working properly, some trees are being loaded all at once instead of slowly fading in.

Um, ain't that the point?

Nope, with the cleo version each individual tree and building would fade in slowly no matter how far they were, with this new asi version it seems some trees and buildings are being loaded in chunks (all at once) when the player gets closer to them without the fading effect.

 

I could make a video showing this but my internet is damn slow today :S.

 

What's your IDE Tweaker settings at?

Link to comment
Share on other sites

Working pretty well, although I did get a crash when exiting the game:

It's probably the same one from TOBJS multiplier, I set it so 8 instead of 2. Didn't crashed for me though this time.

 

 

Nope, with the cleo version each individual tree and building would fade in slowly no matter how far they were, with this new asi version it seems some trees and buildings are being loaded in chunks (all at once) when the player gets closer to them without the fading effect.

 

I could make a video showing this but my internet is damn slow today :S.

Not sure why so, I kept the original method of cleo script to load those(since another one didn't work).
Link to comment
Share on other sites

What's your IDE Tweaker settings at?

In the new one it's like this:

 

 

 

[LodLights]RenderLodLights = 1CoronaRadiusMultiplier = 0.7SlightlyIncreaseRadiusWithDistance = 1CoronaFarClip = autoCustomCoronaTexturePath = .\\corona.png[staticShadows]RenderStaticShadowsForLODs = 0 //may reduce performanceStaticShadowsIntensity = 1StaticShadowsDrawDistance = 300.0[searchLights]RenderSearchlightEffects = 0SearchlightEffectVisibilityFactor = 0.2SmoothEffect = 0[DrawDistanceChanger]Enable = 0MinDrawDistanceOnTheGround = 800.0Factor1 = 8.0Factor2 = 3.0StaticSunSize = 20.0[AdaptiveDrawDistance]Enable = 0 // Works only with DrawDistanceChanger enabledMinFPSValue = 30 // Plugin will decrease draw distance (far clip) if FPS value is less than thisMaxFPSValue = 55 // Plugin will increase draw distance (far clip) if FPS value is greater than thisMaxPossibleDrawDistance = 5000.0 // Plugin will stop increasing draw distance if it reaches this value[iDETweaker]TimedObjectsDrawDistance = 2.0  // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.LODObjectsDrawDistance = 2000.0GenericObjectsDrawDistance = 800.0AllNormalObjectsDrawDistance = 800.0VegetationDrawDistance = 800.0LoadAllBinaryIPLs = 1

 

 

 

This is pretty much exactly how it was in the old tweaker, unless I did something wrong.

 

EDIT: If I set LoadAllBinaryIPLs = 0, and use the old binaryipl.cs it works like it should.

Edited by Reyks

jYzLR2j.png

Link to comment
Share on other sites

What is that "water reflection" you guys talking about? I cant see anything different. Could some post couple screens from SA ?

Edited by uncaged
Link to comment
Share on other sites

Understood :) I never moticed that, so no wander I missed the difference :) Thanks!

Link to comment
Share on other sites

Btw using MatrixList = 900000 didn't help, still crashes after some time :S. Maybe it's some other limit set to unlimited that's causing the crash?

 

I seriously don't know what to do anymore, guess I will have to go back to the sh*tty lods.

jYzLR2j.png

Link to comment
Share on other sites

Btw using MatrixList = 900000 didn't help, still crashes after some time :S. Maybe it's some other limit set to unlimited that's causing the crash?

 

I seriously don't know what to do anymore, guess I will have to go back to the sh*tty lods.

The only other limit that should need to be changed for the binary IPL script to work would be some of the node limits, which I think are all set the unlimited too.

 

Disable all the settings in the IDE Tweaker and just use the binary IPL script, if it still crashes after some time then it's a problem with the script.

Link to comment
Share on other sites

Disable all the settings in the IDE Tweaker and just use the binary IPL script, if it still crashes after some time then it's a problem with the script.

If I do that the game just crashes as soon as I start a new game or load a save.

Try VisibleEntityPtrs and VisibleLodPtrs. Btw, crashes with the same error address?

I will try these limits, and some other ones as well. Yeah pretty much the same crash log I posted earlier.

jYzLR2j.png

Link to comment
Share on other sites

Are you using that 4% memory setting? Your crashes could be the game running out of memory.

Link to comment
Share on other sites

Are you using that 4% memory setting? Your crashes could be the game running out of memory.

Yeah, but if I set it above that, flashing screen stuff starts happening all over the place. And even with an increased memory the game crashes.

 

Anyways it crashed again with these settings:

 

 

[sALIMITS]PtrNodeSingle = 140000PtrNodeDouble = 18400EntryInfoNode = 500Peds = 140PedIntelligence = 140Vehicles = 110Buildings = 950000Objects = 95000Dummys = 95000ColModel = unlimitedTask = unlimitedEvent = unlimitedPointRoute = unlimitedPatrolRoute = unlimitedNodeRoute = unlimitedTaskAllocator = unlimitedPedAttractors = unlimitedVehicleStructs = unlimitedMatrixList = 900000OutsideWorldWaterBlocks = 500AlphaEntityList = unlimitedVisibleEntityPtrs = 5000VisibleLodPtrs = 5000StreamingObjectInstancesList = 7500AtomicModels = unlimitedDamageAtomicModels = unlimitedTimeModels = unlimitedClumpModels = unlimitedVehicleModels = unlimitedPedModels = unlimitedWeaponModels = unlimitedEntitiesPerIpl = unlimitedEntityIpl = unlimitedStaticShadows = 2048Coronas = 20048ScriptSearchLights = 1024FrameLimit = 30MemoryAvailable = 4%

 

 

 

And the crashlog: http://pastebin.com/QBXWKKw4

 

EDIT: Different error address from my last one btw.

Edited by Reyks

jYzLR2j.png

Link to comment
Share on other sites

I may be wrong, but this one seems related to MatrixList.

 

Also just flew around for a few minutes, not a single crash appeared for me.

 

5hL8do1.png WEkyuyr.png JCGrqeW.png

 

o7ajrma.png LKvNItA.png

 

I think trees default draw distance can be more than 800.0, should I increase it?

Edited by ThirteenAG
Link to comment
Share on other sites

13AG, mind sharing your settings of OLA? I'm trying different to test which setting crashes the most.

Edited by SilverRST
Link to comment
Share on other sites

Am I allowed to include it in my mod(s)? Do I need permission? (may seem obvious)

Just wondering... As Open LA is open-source....

Link to comment
Share on other sites

13AG, mind sharing your settings of OLA? I'm trying different to test which setting crashes the most.

Settings I uploaded in the latest build is my settings, at least in that recent test.

 

 

Am I allowed to include it in my mod(s)? Do I need permission? (may seem obvious)

Just wondering... As Open LA is open-source....

Personally I don't care.
Link to comment
Share on other sites

 

13AG, mind sharing your settings of OLA? I'm trying different to test which setting crashes the most.

Settings I uploaded in the latest build is my settings, at least in that recent test.

 

Am I allowed to include it in my mod(s)? Do I need permission? (may seem obvious)

Just wondering... As Open LA is open-source....

Personally I don't care.

 

Okay...

I'd like to include it in my mod, so thats why I asked. Thanks anyway ;)

Edited by dkluin
Link to comment
Share on other sites

Have crashes too. Default settings, PS2 draw distance.

Here's the log. Forum does not allow me to post so many text, so I attach file.

https://www.sendspace.com/file/vwqcb2

I use 2dfx NOT with modloader. Dont know if this fact necessary or not.

Um, another wild guess - try to remove Task = unlimited from ini.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.