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Project2DFX


ThirteenAG
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So, I just left SA running in the background for a few hours(5 hours or so), don't know what crashes are you talking about. Everything is working fine.

 

New build for SA: https://www.sendspace.com/file/0pjmuw

 

Default vegetation draw distance is set to 2000.

 

BdEJDFt.png Iczfpay.png SAbm4RO.png

You're a genius, I admire you, now works on samp not that I did wrong before, I have only 2 questions for you first: Should I remove the 2dfx 2.5 because what you just did is a new version? and second how can increase the distacia of vision of grass?

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This one seems to be stable and no more crash at that place I marked earlier.

 

And if everyone wanna play with all objects in HQ, you can use this settings:

AllNormalObjectsDrawDistance = 800.0

It seems to work for me and no more sh*tty LODs.

Yap, yet no crash. And with ^ fading is much better ! The only thing that pops up are bushes, but they always acted like that even with Reyks' method, as far as I remember.

 

BTW Is flickering of lots of cliffs' surfaces related here? They flicker untill I get close to them. But they rather remind me some texture problem or broken LODs (O_o), I'm just curious :)

Edited by uncaged
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You're a genius, I admire you, now works on samp not that I did wrong before, I have only 2 questions for you first: Should I remove the 2dfx 2.5 because what you just did is a new version? and second how can increase the distacia of vision of grass?

 

Stop using such big font. Grass Draw Distance has already been increased except the limit for the number of grass is still too low for there to be any distance. Check the bonus scripts on the first page or check out the Mix Setts mod.

Edited by TJGM
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Messed up post...

 

EDIT: That thing El Dorado showed definitely comes with vehicles.

Edited by NcShane
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Neo Anderson

 

Ok I just checked it for the fourth time again and I delete the DAT file and the coronas are still there. Just have the ASI and INI file and nothing changes.

It can't show coronas without dat file, that's simply not possible. Maybe you forgot to delete old version from scripts folder or something.

 

I went through every folder and nothing was left behind so I installed the ASI and INI in another copy of VC and all coronas are there.

But, I did find out that if the RenderSearchlightEffects is set on, I had mine set to off, the game will not load without the DAT file.

 

I tried the MIN DAT file with the RenderSearchlightEffects set on but still seem to get ALL the coronas. It's the ones along Ocean Drive

in the colored mist I was hoping to do without because they seem to strong there.

 

Anyways I'll just live with it, no big deal. This mod is a huge improvement for VC and I love it. The little things like car and ped shadows

extended make the game so much more visually appealing.

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I'm currently writing a proper tool to generate LodLights.dat, because it seems like some entries are incorrect in v2.5.

 

 

I went through every folder and nothing was left behind so I installed the ASI and INI in another copy of VC and all coronas are there.

Just checked - no coronas without .dat file. What you have is a paranormal activity.

 

 

But, I did find out that if the RenderSearchlightEffects is set on, I had mine set to off, the game will not load without the DAT file.

I'll fix it. Edited by ThirteenAG
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Legomanarthur

I'm not sure, but I think this is caused by the latest version:

 

 

 

It seems that traffic lights replaces guns of gang members from time to time.

gta_sa14.jpg

gta_sa16.jpg

 

It disappeared when they started to insult me, if they shoot me, it will disappear I think. Also there were strange lights here.

gta_sa15.jpg

 

 

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I'm not sure, but I think this is caused by the latest version:

 

 

 

It seems that traffic lights replaces guns of gang members from time to time.

gta_sa14.jpg

gta_sa16.jpg

 

It disappeared when they started to insult me, if they shoot me, it will disappear I think. Also there were strange lights here.

gta_sa15.jpg

 

 

It's your game. I don't have that problem.

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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.

 

 

Which setting exactly? I installed the latest version and sometimes the game "crash" when I exit it.

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Which setting exactly? I installed the latest version and sometimes the game "crash" when I exit it.

TimedObjectsDrawDistance.

 

What are TimedObjects exactly? Buildings or something else?

I see you've set it on 2000. Is that fine?

Edited by SilverRST
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What are TimedObjects exactly? Buildings or something else?

Time controlled objects, neons, night windows and such.

 

 

I see you've set it on 2000. Is that fine?

It makes neons visible on high distance, so why not.
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What are TimedObjects exactly? Buildings or something else?

Time controlled objects, neons, night windows and such.

 

I see you've set it on 2000. Is that fine?

It makes neons visible on high distance, so why not.

 

Ok, thanks for the explanations. And to the last sentence, in that case, f*ck that exit-crash. Who doesn't love neons.

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Ok, will deal with it tomorrow.

 

Also here's newly generated VCLodLights.dat - https://www.sendspace.com/file/rweqqd

 

Seems like no more coronas around the air. It's not a final version though, just a test of the tool.

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Does it take long to generate .dat file with all coronas coords? Because maybe you could make it generate it on the fly ingame, so it will be more map-mods friendly.

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How I love these forums, disappeared for a day and missed a lot of stuff :p. Testing the new SA version, if I get any crashes I will let you know.

jYzLR2j.png

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How I love these forums, disappeared for a day and missed a lot of stuff :p. Testing the new SA version, if I get any crashes I will let you know.

Forums? You mean one forum :p

 

Also try my setting I posted to battle those LODs.

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Does it take long to generate .dat file with all coronas coords? Because maybe you could make it generate it on the fly ingame, so it will be more map-mods friendly.

The whole meaning of .dat file is the possibility to change things, I'm not getting rid of that.
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I have this strange bug since I start using this "mod". I've upload a quick video to show it: https://youtu.be/byw57djzjnc

 

As you can see, the blue checkpoints don't show after the mission starts. It's there, but they're invisible somehow.

This happens only when I use this mod (I've made sure of that). Not only in this mission but also in every other that consists in catching up these kind of checkpoints; sometimes they are invisible since the beginning, sometimes after a few checkpoints they disappear.

 

Also one other thing; probably my fault here but the draw distance doesn't chance at all for me, as you can see: http://i.gyazo.com/58ad7947c9629dea4a90850a5a91194d.jpg

The top one is the picture from the first page, the bottom one is mine in-game. You can see the differente in the trees and lamps.

 

Any help with the bug and the draw distance situation?

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

New builds for 3/VC/SA. PreloadLODs now available as an option, thanks to LINK. All .dat files were recreated to eliminate broken entries(most seen in VC).

 

 

 

As you can see, the blue checkpoints don't show after the mission starts. It's there, but they're invisible somehow.

This happens only when I use this mod (I've made sure of that). Not only in this mission but also in every other that consists in catching up these kind of checkpoints; sometimes they are invisible since the beginning, sometimes after a few checkpoints they disappear.

I just tested that mission, all checkpoints are in place. What plugin exactly causes that?

 

 

Also one other thing; probably my fault here but the draw distance doesn't chance at all for me, as you can see: http://i.gyazo.com/58ad7947c9629dea4a90850a5a91194d.jpg

 

The top one is the picture from the first page, the bottom one is mine in-game. You can see the differente in the trees and lamps.

 

Any help with the bug and the draw distance situation?

By default only lampposts draw distance is increased.

 

 

Guess I'm the only one still getting crashes: http://pastebin.com/vbwayaUq

 

It could be that I'm using the cleo version of binaryipl, but i'm not sure.

It crashes inside some plugin, I don't know which one. Edited by ThirteenAG
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Try to get rid of that. It's no longer needed.

The problem is fading is broken in the .asi version :S

 

With asi version:

With cleo version:

 

EDIT: Notice the trees in the distance.

Edited by Reyks

jYzLR2j.png

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