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fastman92 limit adjuster


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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.

 

Well thank you. Currently I have done another test on the LA, I have ported over LCS and VCS and added them to the SA map. With fastman92's kind help I was able to do this, without his help, this wasn't possible. The converted maps are very buggy, LODs need to be fixed. Two Stories maps added into the SA map. These two maps take up to 10.000 - 11.000 IDs, starting from 20.000.

 

Map: http://gtaforums.com/topic/768593-wipsa-gta-underground/

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Edited by dkluin
  • Like 3

Paths are hacked now.

Brief info on what was done:

 

- reallocated the CPathFind structure

- increased the number of node*.dat files

- patched coordinates

- increased the number of bits per area ID and vehicle ID, in Navi Links. Now it's 16 bits per vehicle ID and 16 bits per area ID.

- patched size of CPathNode

- patched size of CCarPathLink

- changed __int16 of coordinate values into __int32, that solves a problem of coordinates limited from -4096 to 4095

It took about 25 days.

 

The next version of LA will be coming next month.

Edited by fastman92
  • Like 3

Does anyone know of some sort of mass map mover, where I can move a whole map by the mass?

 

I'd like to play around with this. See if I can get the GTA United map working with the original SA map. Of course, it would be altered so LC and VC are far away from each other.

Edited by nkjellman
  • Like 2

Does anyone know of some sort of mass map mover, where I can move a whole map by the mass?

 

I'd like to play around with this. See if I can get the GTA United map working with the original SA map. Of course, it would be altered so LC and VC are far away from each other.

IPL Mover.

Dont forget the Map bounds limit, the Col model limit, the PtrNodes Single limit, the ID limit, and to change every ID in the United mod because they conflict with the SA IDs.

Oh and, good luck!

 

Does anyone know of some sort of mass map mover, where I can move a whole map by the mass?

 

I'd like to play around with this. See if I can get the GTA United map working with the original SA map. Of course, it would be altered so LC and VC are far away from each other.

IPL Mover.

Dont forget the Map bounds limit, the Col model limit, the PtrNodes Single limit, the ID limit, and to change every ID in the United mod because they conflict with the SA IDs.

Oh and, good luck!

 

Thanks.

 

One thing. Where it says that old asi's won't work. I assume that means that asi's like GInput, Mod Loader, Silent Patch, widescreen fix, resolution fix, etc don't work on this mod?

 

Edit: Also, what do you got your limits set to?

 

Edit: I tested out some important ASI files that are must needed asi's to play. I doubled all the limits by 2x, (excluding vehicles, peds, and weapons).

-Display settings extender (1920x1080x32 resolution setting): WORKED!

-GI Input (Using an Xbox One controller and should work using an Xbox 360 controller): WORKED!

-Silent Patch: WORKED! (I'm surprised about this one. Silent patch touches a lot of things in the game.)

-Widescreen fix: DID NOT WORK. :( (I guess I'll just have to play with the camera setting on far or something when using this for now. lol)

Edited by nkjellman

Although there's one drawback - old ASI plugins and some CLEO scripts won't work as they still point to old arrays and use default number of indexes for file types.

Important ASI plugins will soon be patched to work properly with ID limit adjuster.

SilentPatch and ModLoader were purposely made compatible with ID limit adjuster.

 

Display settings extender, GI Input, no limit would patch available screen resolutions or controller handling.

 

 

It's mostly ID limits that break old plugins/scripts if they point to an old array space.

Edited by fastman92
YoungDragonSD

Sorry If this is a bother. I just updated multiple adjusters and modloader. I can't access the pausemenu. screen goes all black. your limit adjusters seemes to have a very precise crashlog but i dont know what it means

 

Game crashed unfortunately, here's a crash log:
Current process ID: 4900
Last file to be loaded: C:\Users\jbanh\Desktop\GTA Project\GTA San Andreas\modloader\hd menu\fronten2.txd
Last library loaded: d3d9.dll
Exception address: 0x03D64DD8 (module not found)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x3D64DD8

(this is a random crash)
Game crashed unfortunately, here's a crash log:
Current process ID: 5276
Last file to be loaded: C:\Users\jbanh\Desktop\GTA Project\GTA San Andreas\modloader\skins\a-d\bfyri.dff
Last library loaded: d3d9.dll
Exception address: 0x005FD54D ("gta_sa.exe"+0x1FD54D)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x1C
Edited by YoungDragonSD
YoungDragonSD

I fixed the issue... by adding ColorMod to the main directory... that's weird right?

EDIT: sorry actually using amazing screenshot ALT+V, while in that mode, i can access the pause menu

Edited by YoungDragonSD

Sorry If this is a bother. I just updated multiple adjusters and modloader. I can't access the pausemenu. screen goes all black. your limit adjusters seemes to have a very precise crashlog but i dont know what it means

 

Game crashed unfortunately, here's a crash log:

Current process ID: 4900

Last file to be loaded: C:\Users\jbanh\Desktop\GTA Project\GTA San Andreas\modloader\hd menu\fronten2.txd

Last library loaded: d3d9.dll

Exception address: 0x03D64DD8 (module not found)

Exception code: 0xC0000005

Exception name: EXCEPTION_ACCESS_VIOLATION

Inaccessible memory address: 0x3D64DD8

 

(this is a random crash)

Game crashed unfortunately, here's a crash log:

Current process ID: 5276

Last file to be loaded: C:\Users\jbanh\Desktop\GTA Project\GTA San Andreas\modloader\skins\a-d\bfyri.dff

Last library loaded: d3d9.dll

Exception address: 0x005FD54D ("gta_sa.exe"+0x1FD54D)

Exception code: 0xC0000005

Exception name: EXCEPTION_ACCESS_VIOLATION

Inaccessible memory address: 0x1C

Logs need to be complete, not incomplete. You shared a little part of full log.

Edited by fastman92

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

Edited by fastman92

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

when we talked about dff limit on skype..you said that you don't have CLue about DFF... :(

Me...who wants DFF limit hack more than anyone.... :sigh::turn::happy:

 

Night Vertex Colors Limit on DFF 2250 KB.......when it's higher ,game not loading the model...

....so NVC,that's the thing you should see...

 

TXD Limit is somewhere between 50 MB...Which isn't bad...

good luck

 

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

when we talked about dff limit on skype..you said that you don't have CLue about DFF... :(

Me...who wants DFF limit hack more than anyone.... :sigh::turn::happy:

 

Night Vertex Colors Limit on DFF 2250 KB.......when it's higher ,game not loading the model...

....so NVC,that's the thing you should see...

 

TXD Limit is somewhere between 50 MB...Which isn't bad...

good luck

 

These are not ID limits.

 

 

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

when we talked about dff limit on skype..you said that you don't have CLue about DFF... :(

Me...who wants DFF limit hack more than anyone.... :sigh::turn::happy:

 

Night Vertex Colors Limit on DFF 2250 KB.......when it's higher ,game not loading the model...

....so NVC,that's the thing you should see...

 

TXD Limit is somewhere between 50 MB...Which isn't bad...

good luck

 

These are not ID limits.

 

oh..my bad....I thought simple dff...

Edited by Ezekiel ♂

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

 

 

 

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

when we talked about dff limit on skype..you said that you don't have CLue about DFF... :(

Me...who wants DFF limit hack more than anyone.... :sigh::turn::happy:

 

Night Vertex Colors Limit on DFF 2250 KB.......when it's higher ,game not loading the model...

....so NVC,that's the thing you should see...

 

TXD Limit is somewhere between 50 MB...Which isn't bad...

good luck

 

 

 

 

 

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

when we talked about dff limit on skype..you said that you don't have CLue about DFF... :(

Me...who wants DFF limit hack more than anyone.... :sigh::turn::happy:

 

Night Vertex Colors Limit on DFF 2250 KB.......when it's higher ,game not loading the model...

....so NVC,that's the thing you should see...

 

TXD Limit is somewhere between 50 MB...Which isn't bad...

good luck

 

These are not ID limits.

 

 

Like Fastman92 wrote, these are not ID limits. I was referring to the overall amount of DFF & TXD files located inside GTA3.IMG archive, not the individual file size :)

 

And the reason why I'm interested is because I was going to put together an old-school mod for GTA3 (for personal collection, not interested in releasing anything) with most of the map mods from 2002, 2003 & 2004, when I've noticed the game isn't starting due to the number of files inside GTA3.IMG. At first I assumed that it's because of TXDs (I remember similar limit issue in VC from back in a day), but as it turned out it's actually due to the number of DFFs. So yeah, something like DFF (and/or TXD?) limit hack for GTA3 would be very useful indeed!

Edited by SomeGuy86

New version released.

 

 

** 1.4

- GTA SA, fixed 'World map size' limit. Added missing dependency, constant -3000.0 and 3000.0 values for QuadTree constructors

- GTA SA, fixed limit MAP LIMITS -> Water map size

- GTA SA, added WATER LIMITS: Water triangles, Water quads, Water quads and triangles list

- GTA SA, added IPL -> Dummies, Entity index array

- GTA SA, added DYNAMIC LIMITS: QuadTreeNodes, Collision links

- GTA SA, added error reporting for 2 common errors while creating maps

  • Like 2

@RJSanModder

Yes you have, sorry for the late reply. I haven't checked this topic yet. My mod is now part of GTA: State of Liberty, a featured modification on GTAForums.

Edited by dkluin

I added one water quad in standard water.dat. But the game took off when I was at the close of the place. I added the following limits: Water triangles = 60 Water quads = 401 Water quads and triangles list = 801. (I add one quad!) Maybe adjusters mistake?

You're doing something wrong.

Is it possible to add vehicles with functions (police, ambulance and on) now?

Not yet. Such features weren't implemented to limit adjuster. Edited by fastman92

Is it possible to add vehicles with functions (police, ambulance and on) now?

I mean there was a tool from AlxanderBlade somewhere to do this.

@fastman92, you should add these limits (not sure if they're considered limits, but still, you could try to implement them)

 

 

 

Gang ID limit (not sure about this one)

.ZON limit (not sure about this one)

Police and ambulance limit

Timecyc limit (not sure about this one either)

grge IPL limit (not sure about this one)

Other IPL related limits (also, not sure about this one.)

 

 

@fastman92, you should add these limits (not sure if they're considered limits, but still, you could try to implement them)

 

 

 

Gang ID limit (not sure about this one)

.ZON limit (not sure about this one)

Police and ambulance limit

Timecyc limit (not sure about this one either)

grge IPL limit (not sure about this one)

Other IPL related limits (also, not sure about this one.)

 

 

 

Gang ID limit, what should it be? Number of gangs or number of members a gang can have?

No cj2000, there's probably a limit for the ammount of gangs defined in the game. I'd like to add more gang zones, no, not replacing.

I'd like to add VC police zones for the VC map, LC police zones for the LC map, and LC/VC gang zones for LC and VC aswell. After fastman92 releases his new path system, I'd like to port the VC paths to my Underground mod and set gang zones, vehicle zones, and much more, maybe pedcolor.dat (?)

Or an option in the LA that allows you to add new DAT files or something.

  • Like 1

No cj2000, there's probably a limit for the ammount of gangs defined in the game. I'd like to add more gang zones, no, not replacing.

I'd like to add VC police zones for the VC map, LC police zones for the LC map, and LC/VC gang zones for LC and VC aswell. After fastman92 releases his new path system, I'd like to port the VC paths to my Underground mod and set gang zones, vehicle zones, and much more, maybe pedcolor.dat (?)

Or an option in the LA that allows you to add new DAT files or something.

So you meaned the number of diferent gangs. There is no real ID limit for gangs, as there is no gangs.ide file or section for gangs in any existing ide file, as far I know.

There is already a posibility to have more than 10 gangs. ATP has created for United a script that alows to have 10 gangs in every city, including zones. With such a script Underground could have 50 gangs, that means 10 gangs in every city (LC, VC, LS, SF and LV). You can ask ATP about that stuff, I would do it, but he don´t answer my PMs since I asked him about a permission to use some United stuff.

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

 

Since you didn't say anything, I'm guessing you're not interested in doing a DFF & TXD (IMG) limit for GTA3?

 

 

Fastman92, would you be interested in hacking the DFF & TXD (within GTA3.IMG) limit for GTA3?

Maybe. It's a one day job I think.

 

Tell me, why are you interested in the DFF & TXD (within GTA3.IMG) limit for GTA3?

 

Since you didn't say anything, I'm guessing you're not interested in doing a DFF & TXD (IMG) limit for GTA3?

 

It means I don't know if I'll hack that limit.

It would take a one full day.

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