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ThirteenAG

Project2DFX

Recommended Posts

ThePedro004

Im also having this type of crash in the mid of the loading bar, when i minimized i found this :

hWJgll.png

IDK how to fix, but older versions seems to be working fine.

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fastman92

Im also having this type of crash in the mid of the loading bar, when i minimized i found this :

hWJgll.png

IDK how to fix, but older versions seems to be working fine.

There's no .col file that would be loaded and which would contain the collision with the name of model as defined by ID 4212.

 

Suppose, there is

 

objs5390, laeskateparkLA, glenpark7_lae, 150, 0
Now should 5390 be used, should must be loaded.

Collision would be loaded if there is some .col file which contains the collision with name laeskateparkLA, placed in one of registered IMG archives.

Edited by fastman92

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ThePedro004

Yeah but this only happens if i install 2DFX.

So, what should I do?

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fastman92

Yeah but this only happens if i install 2DFX.

So, what should I do?

I don't know. Project2dFx is not my mod.

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Reyks

Yeah but this only happens if i install 2DFX.

So, what should I do?

Try changing these two to 0.0 (disable them) in the .ini file:

TimedObjectsDrawDistance = 0.0NeonsDrawDistance = 0.0

If it works then you have the exact same problem as I do.

 

There's nothing wrong with the game files, I removed my modloader.asi essentially disabling all mods and the crash still occurs.

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George Costanza

I wonder why noone made mod, or even why R* didn't even programmed it to load empty collision file if there is none in game files.

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Deadstroke

Im also having this type of crash in the mid of the loading bar, when i minimized i found this :

hWJgll.png

IDK how to fix, but older versions seems to be working fine.

 

I had this crash too. I was using with Modloader, with a profile, that was a 'parent' profile (to set priorities). I used a profilw with no 'parent' and this crash has been finished.

I thing the problem is the profiles and priorities froim Modloader.

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ThePedro004

 

Yeah but this only happens if i install 2DFX.

So, what should I do?

Try changing these two to 0.0 (disable them) in the .ini file:

TimedObjectsDrawDistance = 0.0NeonsDrawDistance = 0.0

If it works then you have the exact same problem as I do.

 

There's nothing wrong with the game files, I removed my modloader.asi essentially disabling all mods and the crash still occurs.

 

I did this and it worked, lol.

ty

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X-Falcon

Both work perfectly fine for me, no idea why you having issues.

 

Yep still crashing, same crash log...

 

Maybe you could try reverting back to how it was in 3.2, by putting the neons back in the timed objects option.

I didn't do anything major with these options, neons option is here to simply fix the exit crash caused by TimedObjectsDrawDistance.

 

EDIT: Does the AllNormalObjectsDrawDistance option include timed objects?

No.

 

I have similliar crash issue too after updated, my know point only "DrawDistanceChanger" section that's make myself crash, then i was disabling manually original set. i don't know others temporary, sir!

What's your crash log?

 

Thank you sir! my crash issue has solved after i check again any plugins .asi i've, now i know it's incompatibility with FLA plugin patches section. So i was re-disabling FLA settings temporary. :whistle:

[PLUGIN PATCHES]; Enables plugin patches.#Enable plugin patches = 1

Your mod now works charm! thx :inlove:

Edit:

 

Yeah but this only happens if i install 2DFX.

So, what should I do?

I don't know. Project2dFx is not my mod.

it is advance submit..?.. :catloaf::catloaf::catloaf:

Edited by X-Falcon

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Marsi4eg

Something went wrong with new limit adjuster included into gta3 p2dfx v4

 

1a2bd9f51a1ct.jpg

fc67d900059at.jpg

f1becd421f09t.jpg

 

default values (ini from zip file)

 

It happens just with limit adjuster enabled, not the P2dfx itself.

Found older version of LA (from older P2dfx releases) and this problem has gone.

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ThirteenAG

I'll fix it later, I wanted water to appear everywhere for screenshots, that's a side effect.

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Marsi4eg

And another quick question:

 

Could this odd flying vegetation part be fixed? Noticed this long time ago.

 

095c4add978dt.jpg

 

Those bushes appear only if GenericObjectsDrawDistance is set to higher value than default one.

I've set 800.0, 500.0, etc.

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TJGM

They're in the default game, you just can't see them because their draw distance is too low (might actually be 0 in the IDE, not sure). If it bothers you that much, find IPL they're in and remove their lines.

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ThirteenAG

If it's actually 0, maybe it's better to add a check for that and don't increase zero draw distance. Can someone confirm?

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El Dorado

it's just bad placed items, I remember removing them when I was working on my map mod

 

 

EDIT - Here are their lines, countryw_stream5

 

803, dummy, 0, -600.32031, -2426.58594, 329.81250, 0.00000, 0.00000, 0.00000, 1.00000, -1

826, dummy, 0, -609.75000, -2421.21875, 330.52344, 0.00000, 0.00000, 0.00000, 1.00000, -1

823, dummy, 0, -622.35156, -2448.91406, 330.52344, 0.00000, 0.00000, 0.00000, 1.00000, -1

825, dummy, 0, -631.17969, -2444.95313, 330.52344, 0.00000, 0.00000, 0.00000, 1.00000, -1

Edited by El Dorado

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little_idiot

I was flying around map today and found them :) But I thought YCH did something wrong with his BSOR. Is it safe to delete those lines from ipl then?

2eNcb.jpg

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El Dorado

should be safe yes, but if you still don't want to delete, you can edit the z positions so it spawn under the map and you won't see them. Just put a - sign before z

 

the format is ID - Dummy - Interior - Pos X, Pos Y, Pos Z, there rest are rotations and other flags

Edited by El Dorado

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Reyks

should be safe yes, but if you still don't want to delete, you can edit the z positions so it spawn under the map and you won't see them. Just put a - sign before z

 

the format is ID - Dummy - Interior - Pos X, Pos Y, Pos Z, there rest are rotations and other flags

I'm seriously thinking of doing this with all objects inside ALL Binary IPLs, and then add them all back in a new non-binary .IPL. After that Increasing the draw distances to get rid of LODs shouldn't be a problem anymore, at least in theory.

 

Forcing the binary IPLs to be loaded at all times causes some weird bugs, so at least for me it isn't an alternative, hopefully this method will work.

Edited by Reyks

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TJGM

I've already tried turning binary IPL's into non-binary IPL's, it works but causes a bunch of random collision bugs (literally just random collisions everywhere).

 

Anyway, what do you guys think of this light pollution-like effect? I doubt it'll be part of this mod, but I might release it as a separate mod which requires P2dfx.

 

EDIT: Ignore the coronas at the buildings, that was inspired by GTA V and done quickly. Still needs to be worked on.

 

12120_20160730235120_1.png

 

12120_20160730235058_1.png

Edited by TJGM

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El Dorado

That doesn't sound any good... meaning your game will have no binary ipl's at all? If it survive after that, you'll have A LOT of editing to do, because I tried something similar in the past (pasting binary content into regular ipl) and it doesn't worked, don't even ask me why.

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Reyks

I've already tried turning binary IPL's into non-binary IPL's, it works but causes a bunch of random collision bugs (literally just random collisions everywhere).

 

Anyway, what do you guys think of this light pollution-like effect? I doubt it'll be part of this mod, but I might release it as a separate mod which requires P2dfx.

 

EDIT: Ignore the coronas at the buildings, that was inspired by GTA V and done quickly. Still needs to be worked on.

 

That doesn't sound any good... meaning your game will have no binary ipl's at all? If it survive after that, you'll have A LOT of editing to do, because I tried something similar in the past (pasting binary content into regular ipl) and it doesn't worked, don't even ask me why.

Of course deleting them will cause problems for sure, but I'm not thinking about deleting them, just moving all the objects under the map, this should be fine I think.

 

It looks like only 6 of them are used by the main.scm for missions and stuff, the rest is exclusive for map objects and cars. I still need to confirm that though...

 

EDIT:

@TJGM

 

Link to the pics is apparently broken.

Edited by Reyks

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El Dorado

keep in mind the objects will render anyway, and you'll be increasing distance with p2dfx, so put them WAY under the map, like -9000 or something

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TJGM

What about now?

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Reyks

keep in mind the objects will render anyway, and you'll be increasing distance with p2dfx, so put them WAY under the map, like -9000 or something

Yeah I know, if it doesn't work it's pretty easy to revert the changes, thank god ModLoader exists.

 

What about now?

Working fine now.

 

That looks amazing! You should definitely release it as a separate mod or something.

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TJGM

Only problem is that the effect might be a little too strong when on the ground, not sure. (see first screenshot below)

 

More screenshots.

 

12120_20160731002630_1.png

 

12120_20160731003217_1.png

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Edgrd

@TJGM that looks beatiful , definitely release it.

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gts.

@TJGM: You got a nice work right there. Also, what kind of modification (or timecyc?) do you have installed? Your night time looks very dark in someway, realistic. I like it.

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SilverRST

@TJGM: You got a nice work right there. Also, what kind of modification (or timecyc?) do you have installed? Your night time looks very dark in someway, realistic. I like it.

He turned Brightness level down to (almost) zero if that's still the case.

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Reyks

Well... it seems my evil plan to bury the binary IPLs deep under the earth and spawn the objects inside them as normal IPLs has failed :( , game crashes at the loading screen when I add the new .IPLs...

 

I guess I will just:

PH6tAbU.jpg

 

For now...

 

F*ck

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ThirteenAG

Redownload v4.0, I fixed that crash in SA, also put water back in III.

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