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Project2DFX


ThirteenAG
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By the way, lod pine tress are somewhat broken

 

With lodlights

 

Kgsd2ur.jpg

 

Without lodlights

 

fYv55jy.jpg

 

 

Notice the pines up on the mountain

 

My settings

 

GenericObjectsDrawDistance = 425.0
AllNormalObjectsDrawDistance = 425.0
VegetationDrawDistance = 425.0

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so , is this counts as a bug ?

 

vmramr.png

 

that only happens if i change MaxDrawDistanceForNormalObjects = 0.0 from 0.0 to 0.1/0.2 though.

 

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EDIT : Forget Whatever i wrote here.

Edited by SkyHunted
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By the way, lod pine tress are somewhat broken

Happens in my game as well if I set a value for generic objects and vegetation draw distance, it doesn't happen with these settings:

GenericObjectsDrawDistance = 0.0
AllNormalObjectsDrawDistance = 800.0
VegetationDrawDistance = 0.0

jYzLR2j.png

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Works fine for me, besides, those trees are LODs, what are they have to do with non-lod draw distances?

 

Anyway, I think it almost ready to be released. I'll try to give each version a one hour test tomorrow, then will finish some minor things if there are any. Maybe release on sunday.

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By the way the lampost bug(happens to fences as well) I mentioned before, seems to be caused by AllNormalObjectsDrawDistance, I could be wrong though.

 

Here's another crash log: http://pastebin.com/Hahb2JZd

jYzLR2j.png

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How do I explain... when you set any value for vegetation draw distance (below 2000 that is), those lods won't appear, they will just render the full model when you get near the tress, just like the other regular tress.

 

Try yourself, set your vegetation distance to 400 and look at the mountain from a distance, you won't see any lods. Then change to 0, the game will load it's default values and there will be lods.

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By the way, lod pine tress are somewhat broken

 

With lodlights

 

Kgsd2ur.jpg

 

Without lodlights

 

fYv55jy.jpg

 

 

Notice the pines up on the mountain

 

My settings

 

GenericObjectsDrawDistance = 425.0

AllNormalObjectsDrawDistance = 425.0

VegetationDrawDistance = 425.0

Hmm, weird. I don't have this problem but I used TAG his default settings.

I only increased the AllNormalObjects to 800 and yet no problem so far.

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Blackbird88

So from reading the thread does all this new stuff mean we might finally have a way to ignore LODs without removing them? Maybe even for vehicles?

Edited by Blackbird88
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So from reading the thread does all this new stuff mean we might finally have a way to ignore LODs without removing them? Maybe even for vehicles?

With Mix Sets you longer have those LOD vehicles.

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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.

 

Have you finished the entire mission? Sometimes it just disappear at the middle of it, it shows for a while and then checkpoints become invisible. It also happens when you get out of the bike, and then get up in the bike again, the checkpoints disappear too.

This plugin (project 2dfx) causes this. I've tested it. If I don't use the plugin, the checkpoints works fine.

 

So how can I increase the draw distance overall? Like the picture & like in this video:

I tried to tweak the files a bit but I can't get any results at all. I use the default configuration from the last release.

Edited by Pretzsky
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Have you finished the entire mission? Sometimes it just disappear at the middle of it, it shows for a while and then checkpoints become invisible. It also happens when you get out of the bike, and then get up in the bike again, the checkpoints disappear too.

This plugin (project 2dfx) causes this. I've tested it. If I don't use the plugin, the checkpoints works fine.

Nope, will try to check it out tomorrow.

 

 

So how can I increase the draw distance overall? Like the picture & like in this video:

I tried to tweak the files a bit but I can't get any results at all. I use the default configuration from the last release.

In that video distance was increased with these ini parameters:

DrawDistance, MaxDrawDistanceForNormalObjects. Originally maximum DrawDistance is 1.8(it's a menu one, actually), MaxDrawDistanceForNormalObjects is 300.

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Guess this thread is the best place to post this... If not then whatever this needs to be shared somehow.

 

Oh my gawd I can't belive my eyes :inlove: , I DID IT !!!!!! (no this isn't an april fools joke)

 

mcY2KLk.png

 

After many hours of trial and error I finally managed to increase the LOD distances without any bugs, map holes, weird screen stuff or lag yaaaay!

 

-How to do it-

 

1) Before anything you need to use the following scripts/mods:

  • Open Limit Adjuster
  • IDE_DD_Tweaker (from this thread)
  • binaryipl.cs (also from this thread)
  • PreloadLODs.asi (can be found somewhere in this thread but the link is broken)
  • EDIT: render.cs by Skript47 (loads the map first then puts the player on it)

2) Then use these settings for IDE_DD_Tweaker and OpenLA:

 

IDE Tweaker:

 

 

[MAIN]enable=1patch_tobjs=1patch_lods=1patch_generic=0patch_all_normal=1 //do not use at the same time with patch_generic=1[TOBJS]tobjs_draw_distance_multiplier = 2.0[LODS]lods_draw_distance_multiplier = 0.0lods_new_draw_distance = 2000.0 //if multiplier is set, this value will be ignored[OBJS]max_draw_distance_for_normal_objects = 800.0 // it's better not to touch it at allgeneric_new_draw_distance = 800.0normal_new_draw_distance = 800.0

 

 

 

OpenLA:

 

 

[sALIMITS]PtrNodeSingle = unlimitedPtrNodeDouble = unlimitedEntryInfoNode = unlimitedPeds = 140PedIntelligence = 140Vehicles = 110Buildings = 150000Objects = 35000Dummys = 95000ColModel = unlimitedTask = unlimitedEvent = unlimitedPointRoute = unlimitedPatrolRoute = unlimitedNodeRoute = unlimitedTaskAllocator = unlimitedPedAttractors = unlimitedVehicleStructs = unlimitedMatrixList = unlimitedOutsideWorldWaterBlocks = 500AlphaEntityList = unlimitedVisibleEntityPtrs = unlimitedVisibleLodPtrs = unlimitedStreamingObjectInstancesList = 75000AtomicModels = unlimitedDamageAtomicModels = unlimitedTimeModels = unlimitedClumpModels = unlimitedVehicleModels = unlimitedPedModels = unlimitedWeaponModels = unlimitedEntitiesPerIpl = unlimitedEntityIpl = unlimitedStaticShadows = 2048Coronas = 20048ScriptSearchLights = 1024FrameLimit = 30MemoryAvailable = 4%

 

 

 

Please keep in mind that for this line you MUST put a percentage that represents less than around 400mb of ram, otherwise you will get the infamous screen polygon thingy bug (this may depend on the system, I honestly have no idea, but at least on my end the bug doesn't occur if the limit is less than 400mb)

MemoryAvailable = 4%

In my case I set 4% since I have 8192mb of ram, that means the game is using around 327mb of streaming memory.

 

If it works, have fun :D.

 

 

I found big bug(trouble ) with this mod

game always crashed when I finished 3-4 storyline missions

could you help me

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I was wondering is it possible to increase the draw distance of LODs independently, I mean without affecting other objects?

 

EDIT: That would be the ideal thing to do actually, but there's no such option in the current version.

Edited by Reyks

jYzLR2j.png

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I was wondering is it possible to increase the draw distance of LODs independently, I mean without affecting other objects?

 

EDIT: That would be the ideal thing to do actually, but there's no such option in the current version,

LODObjectsDrawDistance?
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LODObjectsDrawDistance?

Sorry I guess I didn't explain my point very well, what I'm suggesting is to include an option that controls the distance in wich normal objects are visible before becoming LODs, but without affecting objects that don't have LODs (such as trees, lamposts, fences, etc...).

 

The current option AllNormalObjectsDrawDistance, increases the distance of everything not only for objects that have LODs. So you know being able to control that independently would be great.

jYzLR2j.png

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And how plugin supposed to know if object has LOD, when it simply modifies an IDE line?

By checking file name?

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This "stars" are weird. Are they ok? They seem to belong to one flat trasparent surface, hanging above the stadium.

 

 

3OCso64.jpg

pPjqxwU.png

OB7llA9.png

 

 

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This "stars" are weird. Are they ok? They seem to belong to one flat trasparent surface, hanging above the stadium.

They're not stars, they're the lights from the stadium interiors, which are located above the stadium.

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Yep, I'll fix it at some point in 2dfx tool.

 

EDIT: Those models are destruct2 and destruct03, you might wanna delete them for VCLodLights.dat.

Edited by ThirteenAG
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