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SilentPatch


Silent
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A sneak peak of the tool:

 

https://dl.dropboxusercontent.com/u/46581994/largeaddress.zip

 

Drag 'n drop a GTA exe on this executable and then follow the piss easy instructions. Requires Elevated access. Now you can overmod your games even more :pp

 

I'll include it as a separate download in SilentPatch.

And for a second I thought that link was a prerelease build of SilentPatch.

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Now you all can make your own stream fix as large as 4gb!

  • Like 2

I'm back..

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So basically we won't need to use any stream memory fixes anymore?

 

 

 

So we don't have to use "memory512.cs" to prevent texture disappearing?

Correct me if I'm wrong but you patch will have this "function"?

 

No, it's a different thing.

 

You just can't be bothered to scroll one post up, can you.

Edited by Silent
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There's no point in using it if your GTA isn't modded like mad though...

It makes sense only when the game tends to reach 2GB of RAM usage and then (possibly) crash. And takes NO effect whatsoeer if you're on x86 without a /3GB flag enabled.

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I think this was mentioned but the disappearing windows in cars are caused by bad .dff or too many alphas at once?

Does your patch fix it? (I might be wrong)

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Just tested with mipmapped textures + lod mod, amazing. Taskmanager shows 1.8GB usage, but it's certainly using more, since it don't crashes no more. Seems to fix some pop in issues too. Now I just need to figure something about some mipmaps...

 

PS. Anyone knows if there is a way to set AF above 16x? (nvdia)

PS2. What's the difference between directly exe patching and asi plugin?

Edited by format c:
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PS2. What's the difference between directly exe patching and asi plugin?

ASIs load too late for this flag to be set. And no, it doesn't use more. Task Manager is pretty accurate afaik.

Edited by Silent
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I think this was mentioned but the disappearing windows in cars are caused by bad .dff or too many alphas at once?

Does your patch fix it? (I might be wrong)

It's because of too many alphas and no, the patch doesn't fix it. Two-pass rendering is only applied onto static objects that you'd normally find in a .ipl.

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Hell, I might just as well throw a link here before I release 1.1, this III patch version doesn't crash with Steam when player dies anymore:

 

https://dl.dropboxusercontent.com/u/46581994/SilentPatchIII.asi

 

Though bear in mind I just rushed it and I have no clue if I broke/changed any stuff since 1.0. I don't recall adding anything, at least.

Edited by Silent
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Hey Silent, do you plan on the SA version to be SAMP-compatible?

I can guarantee the III and VC versions aren't :p

fxoNkvf.png
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Hey Silent, do you plan on the SA version to be SAMP-compatible?

I don't think I'll bother. Nothing will break, hopefully.

  • Like 1
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Is it just me or User Tracks crash terribly often when changing a song via F5?

  • Like 3
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For me game lags when pressed F5, but it doesn't crash.

YYIvrot.png

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Sometimes even just switching to the User Track Player makes my game lock up. Happens at random, if I scan the tracks or not.

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I don't want to rush you or anything, but can you show us a progress update?

jYzLR2j.png

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I don't want to rush you or anything, but can you show us a progress update?

That's odd.. I'm pretty sure he's been posting a lot recently about updates to User Tracks and I'm pretty sure its been mentioned how progress for everything is going to go too, if a new bug comes up, he'll take a look at it. You can't show a progress update when you have no deadline. :p

Edited by TJGM
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Found on previous pages...

 

Rotor blades, dirty cars get clean, black blown up cars, colored text zone, dual rear wheels, weapons rendering under car windows, hunter interior bug, num 5 mappable on controls, objects being lit when CJ has a weapon in hand, parachute animation, frame delay removed, 3.00 exe subtitle size, road reflections, 16:9 resolutions, temple and queens called properly by police scanner, bink intro videos, phased moon, windshields invisible from back view when headlights are turned on, sun flare, smooth nvc transition, some physics bugs at high fps, alpha blending fix (YAY!), flac support and other improvements for user track player

Edited by KawakSallas
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Is it just me or User Tracks crash terribly often when changing a song via F5?

Happens here too. Not just you.

 

1.01 seems to have this bug corrected but the function is f*cking obfuscated and I can't find anything in it.

 

EDIT:

I can't get it to crash on Steam version too, although the code seems to be just the same.

Edited by Silent
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Found on previous pages...

 

Rotor blades, dirty cars get clean, black blown up cars, colored text zone, dual rear wheels, weapons rendering under car windows, hunter interior bug, num 5 mappable on controls, objects being lit when CJ has a weapon in hand, parachute animation, frame delay removed, 3.00 exe subtitle size, road reflections, 16:9 resolutions, temple and queens called properly by police scanner, bink intro videos, phased moon, windshields invisible from back view when headlights are turned on, sun flare, smooth nvc transition, some physics bugs at high fps, alpha blending fix (YAY!), flac support and other improvements for user track player

and completely invisible terrain on SAMP :pp

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Can you guys give me a link for the Silent Patch for SA because I can't find it anywhere or maybe it didn't came out yet ?

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R.I.P. gym glitch

  • Like 1
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Not that bug. Google a bit ;)

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