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Project2DFX


ThirteenAG
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Use previous version, it was just a test. So, I made my own testing and I definitely don't have that effect shown on the first video. Trees are fading in and out, so as buildings.

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Use previous version, it was just a test. So, I made my own testing and I definitely don't have that effect shown on the first video. Trees are fading in and out, so as buildings.

Hmm, it must be some conflict or something else, anyways it crashes with skygfx even in the previous version.

jYzLR2j.png

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Neo Anderson

Ok seeing as not many have given any feedback on the VC version I'll give my observations.

 

These are the settings I've been using

 

[LodLights]
RenderLodLights = 1
CoronaRadiusMultiplier = 1.0
CoronaFarClip = auto

[DistanceLimits]
DrawDistance = 0.0
MaxDrawDistanceForNormalObjects = 1200.0

[staticShadows]
RenderStaticShadowsForLODs = 0
IncreasePedsCarsShadowsDrawDistance = 1
StaticShadowsIntensity = 0.007
StaticShadowsDrawDistance = 200.0
TrafficLightsShadowsIntensity = 0.15
TrafficLightsShadowsDrawDistance = 200.0

[searchLights]
RenderSearchlightEffects = 0
SearchlightEffectVisibilityFactor = 0.4
SmoothEffect = 1

[DrawDistanceChanger]
Enable = 0
MinDrawDistanceOnTheGround = 300.0
Factor1 = 8.0
Factor2 = 3.0

[AdaptiveDrawDistance]
Enable = 1 // Works only with DrawDistanceChanger enabled
MinFPSValue = 25 // Plugin will decrease draw distance (far clip) if FPS value is less than this
MaxFPSValue = 65 // Plugin will increase draw distance (far clip) if FPS value is greater than this
MaxPossibleDrawDistance = 3000.0 // Plugin will stop increasing draw distance if it reaches this value

 

What I get using these settings are............

Again I get ALL coronas WITHOUT the DAT file

I get textures blinking out only at certain locations, not really a big deal

Coronas sometimes disappear as I drive towards them in certain locations

MaxDrawDistanceForNormalObjects = 1200.0 This seems to be the limit for this setting as going higher doesn't have any noticable effect

DrawDistance = 0.0 if I increase this setting to even 10.0 textures start blinking out everywhere

[DrawDistanceChanger] Enable = 0 if I enable this I get textures blinking out everywhere again.

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I tried the latest version for VC. The only thing that I noticed that serchlights disappeared while being enabled in the ini. Without DAT I get some unhandled exception error as soon as night comes down. Maybe thats because of some of other couple mods. But it is really pain in the ass to test VC. I will wait untill VC ModLoader comes out one day.

 

So far no SA's crashes connected with skyfx.asi. Fading problem remains. If you, TAG, dont have that problem, than indeed that might be some condlict on my side. It will take time to find it out.

Edited by uncaged
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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.

 

From looking at that video, it doesn't even look like it's loading the binary IPL's. What was your draw distance settings at when doing those tests?

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Here's something to test for GTA3:

 

RZBWAmL.png fBkpRPK.png

 

I tried to make LODs to be less disgusting. Install this plugin - https://www.sendspace.com/file/hzft8u and set DrawDistance = 5.0 in IIILodLights.ini(optional, but recommended). As a bonus you'll no longer get splash screens between islands(some stuff still loading at that point, but I didn't noticed any freezes)

Edited by ThirteenAG
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Holy crap, the cities looks so damn small, Claude can step on it easily and take over the entire world easily.

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From looking at that video, it doesn't even look like it's loading the binary IPL's. What was your draw distance settings at when doing those tests?

Settings:
TimedObjectsDrawDistance = 2000.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.
LODObjectsDrawDistance = 2000.0
GenericObjectsDrawDistance = 0.0
AllNormalObjectsDrawDistance = 800.0
VegetationDrawDistance = 0.0
LoadAllBinaryIPLs = 1
PreloadLODs = 1
I tried many different settings but no luck. I'm pretty sure some other mod is conflicting with it, since TAG doesn't have this problem.

jYzLR2j.png

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From looking at that video, it doesn't even look like it's loading the binary IPL's. What was your draw distance settings at when doing those tests?

Settings:
TimedObjectsDrawDistance = 2000.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.
LODObjectsDrawDistance = 2000.0
GenericObjectsDrawDistance = 0.0
AllNormalObjectsDrawDistance = 800.0
VegetationDrawDistance = 0.0
LoadAllBinaryIPLs = 1
PreloadLODs = 1
I tried many different settings but no luck. I'm pretty sure some other mod is conflicting with it, since TAG doesn't have this problem.

 

Are you also using the Preloads.asi?

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What plugins do you have? modloader.log doesn't list all of them in your case.

Not many really, only the necessary stuff:

 

Cleo:

 

yTrvb5D.jpg

 

 

Scripts:

 

tF0T9iV.jpg

 

 

EDIT: Modloader:

 

GhfFFvE.jpg

 

Edited by Reyks

jYzLR2j.png

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Hmm, it could be shadowdist1500. Try without it.

 

Can you please upload Fixed Lamppost Vertex and Fixed Vegetation Vertex?? I really was searching for them.

Edited by SilverRST
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III/VC/SA, new builds: https://www.sendspace.com/file/pwrj0h

Added searchlights flags to .dat files, that LOD thing I mentioned earlier integrated as PreloadLODs option in GTA3.

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Hmm, it could be shadowdist1500. Try without it.

 

Can you please upload Fixed Lamppost Vertex and Fixed Vegetation Vertex?? I really was searching for them.

Fixed Vegetation Vertex can be found here:http://gtaforums.com/topic/573478-reliiivcsaiv-project-2dfx/page-33?do=findComment&comment=1064528394

And Fixed Lampost Vertex:https://www.sendspace.com/file/un0bcq

 

I tried removing all my script mods except SALodlights.asi and the limit adjuster, but the problem persists :S.

 

Before my game crashes stuff like this happens(and a constant hydra sound in the background):

AppRjqn.png

 

I'm starting to think this stuff is related to ModLoader.

  • Like 1

jYzLR2j.png

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Maybe you have some corrupted files. Try reinstalling everything.

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That's crazy, how can I reproduce?

I'm pretty sure this won't occur in your game, but this always happens when I just fly around with the hydra and crash it after a while then end up in the hospital and do the same thing again until this stuff happens.

jYzLR2j.png

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I'm pretty sure this won't occur in your game, but this always happens when I just fly around with the hydra and crash it after a while then end up in the hospital and do the same thing again until this stuff happens.

What about log?
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@Reyks

Why are the .cs scripts shown as notepad? I see you have binaryipl in your cleo folder. Remove it entirely.

It's indeed damn crazy your game crashes :/

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@Reyks

Why are the .cs scripts shown as notepad? I see you have binaryipl in your cleo folder. Remove it entirely.

It's indeed damn crazy your game crashes :/

The binaryipl.cs is stable, nothing is wrong with the script. The only time this script will cause issues is if you don't increase the correct limits.

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This is the second time trafficlight model bug is mentioned actually, so maybe there is a problem. Would be good if you could find out what causes it by disabling some ini options.

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This is the second time trafficlight model bug is mentioned actually, so maybe there is a problem. Would be good if you could find out what causes it by disabling some ini options.

Sure I will try disabling some stuff.

jYzLR2j.png

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I'm starting to think this stuff is related to ModLoader.

That is absolutely NO. First I disabled all mod via ini and than removed modloader completely. Fading problem remains.

Also, it happens in clean reinstalled game with this single mod installed, LOL

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@Reyks

Why are the .cs scripts shown as notepad? I see you have binaryipl in your cleo folder. Remove it entirely.

It's indeed damn crazy your game crashes :/

The binaryipl.cs is stable, nothing is wrong with the script. The only time this script will cause issues is if you don't increase the correct limits.

 

I may be misinformed. SALodLights has binairyipl build in but it's different, right?

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@Reyks

Why are the .cs scripts shown as notepad? I see you have binaryipl in your cleo folder. Remove it entirely.

It's indeed damn crazy your game crashes :/

The binaryipl.cs is stable, nothing is wrong with the script. The only time this script will cause issues is if you don't increase the correct limits.

 

I may be misinformed. SALodLights has binairyipl build in but it's different, right?

 

It's built in but I'm not sure how TAG done it differently, I assume it's the same as the way I originally done it.

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