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fastman92 limit adjuster


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@Fastman92 Is there a' Peds per group' limit like Cars,if it is you will hack it?

GTA SA, 21 peds per ped group.

Limit of pedgrp.dat.

 

No. I am not going to hack it.

Edited by fastman92

 

 

@Fastman92 Is there a' Peds per group' limit like Cars,if it is you will hack it?

GTA SA, 21 peds per ped group.

Limit of pedgrp.dat.

 

No. I am not going to hack it.

 

someday in v1.4 ?

 

I have no plans to hack pedgrp.dat limit.

But there's always a possibility it will get hacked.

 

yeah man because they weren't 'hacked' before

 

 

oh wait, they were

 

I did not forget your achievement! Look here:

1. http://gtaforums.com/topic/733982-relsa-fastman92-limit-adjuster/?p=1066199254

2. http://gtaforums.com/topic/736512-iiivcsa-open-limit-adjuster/?p=1066284017

3. I wrote a PM to fastman several months ago, where I suggested a collaboration between the two of you (feel free to ask him about). In his reply he was very respectful about your work, but at that time he prefered to work on his own solution (unfortunately).

Hence, I'm one of the few people who not only remembers your work but advertises it.

 

Right now fastman made an achievement and deserves the compliment.

 

Collaboration between NTAuthority and Fastman92 would be great, and the comunity would profit much, but unfortunatly there seems to be some bad blood betwen the both.

 

 

 

Most of MAP LIMITS hacked.

 

This is super good news!

 

yeah man because they weren't 'hacked' before

 

oh wait, they were

 

Maybe you guys should just work together.

 

Great idea, but I am really very sceptical, that it´ll ever hepen. But if if you make it hapen, I´ll take away obamas nobel price for peace and give it to you. :lol::)

Edited by cj2000

I think they heard it often enough. Let them do their hobby as they want to do it. To prevent fights like "I have done this before" one possibility is to provide reference as it is done in science: "A related work is also...". Perhaps this could be a practice also for other mods.

072b07389447935.jpg

 

Paths are hacked around 54% at the time of writing this post.

 

The picture shows a little testing of what happens if we move coordinates of path and vehicle nodes by certain value (30 here).

Edited by fastman92

How long it took you to hack those 54%? Are remaining 46% just little tweaks or simply half of remaining progress

About 15 days have gone since I have started working on paths. The increased number of path files nearly works and I'll be working to increase the size of coordinate value from __int16 to __int32. Right now, it's not possible to create paths with coordinates outside of -4096.0 to 4096.0 I need to change internal structures.

 

Log file:

 

---------------------------------------------Number of memory changes made: 9402---------------------------------------------
Edited by fastman92

New version released:

** 1.3
- added limit patches for GTA SA limits: IMG archives, PtrNode Singles, PtrNode Doubles, EntryInfoNodes
- fixed RCBANDIT handling line processing. Now identified by handling name, instead of index.
- added map limits to GTA SA and some other limits
- fixed badly written CTheCarGenerators::RemoveCarGenerators
- added support of GTA IV, ID limits hacked.
- bug fixed in CGenericGameStorage::CheckDataNotCorrupt, pointer would become invalid
- added limit ([iD LIMITS] Count of killable model IDs)
- added patch for CLEO library 4.3.16 to make it compatible with limit adjuster
- added support of GTA VC, ID limits hacked.
- fixed bug of cargrp.dat limit because of missing memset with NULL value
- fixed bug in CCarGenerator::CheckForBlockage
New car would be created on top of existing one.
- added crash exception handler
- added new option ([CAR STREAMING] Accept any ID for car generator)


Supported GTA VC, GTA SA and GTA IV.

Download: https://www.mediafire.com/?zsbs8r3hj7zj23j

Edited by fastman92

I forgot to include map limits in .ini file and had to update the link now.

Edited by fastman92

What is your progress on paths?

??%, unknown. I've got bugs after I changed the number of bits of navi links and I increased the number of DAT files.

I need to figure out how to find what's wrong with the path code. Before that, I can't make any progress with path hacking.

Edited by fastman92

Do you have some nice documentation available?

No, not really.

 

Although I have written a related topic: http://gtaforums.com/topic/756621-gta-limits-hacking-our-future/

 

If you want to test new radar map size, use these files: http://www.mediafire.com/view/xk2m6lyfxgmr0hc/new_radar.img

 

 

; Radar map size (6000)Radar map size = 24000
Remove old radar files from IMG archive, use my test new files.

 

Because there are so many new radar TXD files, TXD ID limit will be insufficient.

 

 

Enable ID limit patch

 

[iD LIMITS]Apply ID limit patch = 1
Increase the limit of TXDs from 5000 to higher value e.g 8000:

 

FILE_TYPE_TXD = 8000
Edited by fastman92
  • Like 2

erm thanks, but that link doesnt work :/

Indeed. I updated the link now.

- added support of GTA IV, ID limits hacked.

gg, you replaced a few integers in the code, how nice of you

 

note how there's a few caveats with what you're doing:

 

a) there's only around 0x4000 streaming indices left with the default configuration until running out of space in uint16_t

b) the default NY map already has over 10000 (decimal) free modelinfos

c) you're not doing any mitigation to f.i. reduce the amount of modelinfos used for LODs (removing the modelinfos for LODs from the standard model info array - saves around 30000-40000 MIs on the V map) nor are you streaming modelinfos for complex maps (i.e. what V does).

 

there's no excuse this time that you're 'trying to do it better', as it's still no better than my method.

Edited by NTAuthority

 

- added support of GTA IV, ID limits hacked.

gg, you replaced a few integers in the code, how nice of you

 

note how there's a few caveats with what you're doing:

 

a) there's only around 0x4000 streaming indices left with the default configuration until running out of space in uint16_t

b) the default NY map already has over 10000 (decimal) free modelinfos

c) you're not doing any mitigation to f.i. reduce the amount of modelinfos used for LODs (removing the modelinfos for LODs from the standard model info array - saves around 30000-40000 MIs on the V map) nor are you streaming modelinfos for complex maps (i.e. what V does).

 

there's no excuse this time that you're 'trying to do it better', as it's still no better than my method.

 

I'll admit, it's not better than your method, that wasn't my intention to make it better. I am not going to invest my time in GTA IV, I just wanted to give a try hacking few of its limits.

Edited by fastman92

I don't think VC version is working. I'm trying to run vice cry 1.8 with clean 1.0 exe, installed open limit adjuster and this one. Crashes with log:

 

Starting fastman92 limit adjuster 1.3, compilation time: Feb 15 2015 19:03:15

 

Game detected: GTA VC 1.0 3088896 bytes

Global expection handler has been registered.

---------------------------------------------

At least one ID limit is changed. ModelIDlimit::PatchModelPtrsLimit will do a job.

 

New ID limits:

0 - 7999 (8000) - DFF models defined within IDE files

8000 - 13999 (6000) - TXD archives.

14000 - 16999 (3000) - COL collision archives.

17000 - 17034 (35) - IFP animation archives.

17035 - count of all file IDs

 

---------------------------------------------

Number of memory changes made: 1609

---------------------------------------------

 

 

Address: 00580F0E error C0000005

 

But works fine with MVL with these settings:

<limits>

<texdicts>6000</texdicts>

</limits>

Edited by ThirteenAG

Collision isnt working outside the 3000x3000 map zone for me xD

I set the map bounds to 24.000 by 24.000 and the limits are doubled for COLs, DFFs, and TXDs

EDIT: It was my mistake, I messed up a COL file :3

Fixed the problem by trying out more models.

Edited by dkluin

CPool_CTexture::allocate returned NULL.

Try my limit adjuster without any other adjuster.

 

I don't think VC version is working. I'm trying to run vice cry 1.8 with clean 1.0 exe, installed open limit adjuster and this one. Crashes with log:

Starting fastman92 limit adjuster 1.3, compilation time: Feb 15 2015 19:03:15

Game detected: GTA VC 1.0 3088896 bytes
Global expection handler has been registered.
---------------------------------------------
At least one ID limit is changed. ModelIDlimit::PatchModelPtrsLimit will do a job.

New ID limits:
0 - 7999 (8000) - DFF models defined within IDE files
8000 - 13999 (6000) - TXD archives.
14000 - 16999 (3000) - COL collision archives.
17000 - 17034 (35) - IFP animation archives.
17035 - count of all file IDs

---------------------------------------------
Number of memory changes made: 1609
---------------------------------------------



Address: 00580F0E error C0000005

But works fine with MVL with these settings:
<limits>
<texdicts>6000</texdicts>
</limits>

 

Update: GTA VC version is working, but you have to use Ultimate_ASI_Loader.

My .asi should be loaded before the game code executes.

 

I totally forgot to write about Ultimate_ASI_Loader.

Edited by fastman92

Got VC and LC in one map using this LA.

Just imagine the stuff that can be done with this LA, keep it up! Note to forum admins: I've given fastman permission to use the screenshots as an example of what the LA can do.

 

94f56c391955928.jpg906394391955948.jpg66f450391955966.jpg

24ae71391955987.jpg11a5e8391956002.jpga5848d391956018.jpg

Edited by dkluin

Good work! Is SA still playable as usual? What IDs have you used?

Used SA Map Cleaner, VC uses about 5000-9000 IDs, while LC uses 12000-16000

About the playability, its fine, no random crashes so far. Getting VC to work was really a pain, and it's still not 100% completed.

Only problem still is the collision...

Edited by dkluin

Used SA Map Cleaner, VC uses about 5000-9000 IDs, while LC uses 12000-16000

About the playability, its fine, no random crashes so far. Getting VC to work was really a pain, and it's still not 100% completed.

Only problem still is the collision...

We need such progress. Perhaps you should open a thread. I don't want to ask more questions here since this is fastman's thread.

 

Used SA Map Cleaner, VC uses about 5000-9000 IDs, while LC uses 12000-16000

About the playability, its fine, no random crashes so far. Getting VC to work was really a pain, and it's still not 100% completed.

Only problem still is the collision...

We need such progress. Perhaps you should open a thread. I don't want to ask more questions here since this is fastman's thread.

 

It's fine. You can freely ask questions here.

Edited by fastman92

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