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fastman92

fastman92 limit adjuster

Recommended Posts

AngelD7
Posted (edited)

 

Excuse my ignorance, it seems that in this forum all people have to be computer nerds experts in programming to get an answer, but I would like to know if fastman92 is compatible with OLA?, or I need to make some configuration so that they work in harmony? sorry for my ignorance, I just want to leave doubts

Edited by AngelD7

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Grinch_
Posted (edited)
5 hours ago, AngelD7 said:

 

Excuse my ignorance, it seems that in this forum all people have to be computer nerds experts in programming to get an answer, but I would like to know if fastman92 is compatible with OLA?, or I need to make some configuration so that they work in harmony? sorry for my ignorance, I just want to leave doubts

As long as you don't try to modify the same limits. You should be fine.

Edited by Grinch_

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fastman92

I've been working over a night on the FLA and I've been thinking about improving the patching process.

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Leinad
On 3/15/2019 at 7:58 AM, hans.zeb said:

hello fastman92

 

when i try to mod car in gta sa, some of the mods ended up made my gta sa crash and this is what it said:

 

So yeah, what is the problem and how to fix it?? thank you!

Error: 0x00534134
Type:  Crash in game loading
Problem 1:  The same ID being born in different models, very common to install different map mods with authors who do not care about compatibility. If you had that crash after installing a piece in Tuning Mod it was why two parts (or more some other different mod) are using the same ID, tell the author and / or follow this tutorial to correct the mismatch .
Solution 1:  Review your new IDE files, some may be using the same ID on the other. In most mods (no scripts) you can simply open and change the ID for some other free ( click here  to view the list or use this tutorial to correct the mismatch ).
Problem 2:  COL improper (or missing)
Solution 2:  COL: Review COL is being loaded in or IMG Mod Loader if IMG also review IMG is being loaded in or gta.dat Mod Loader. To install a COL in Mod Loader correctly, follow the  Tutorial Mod Loader  in part where he talks about .COL installation
Problem 3:  Object with LOD was removed.
Solution 3: Remove a map object that contains LOD, using both file * * _stream .ipl is necessary (within the gta3.img) as .ipl the date folder / maps. If you for example remove an object only in the file * * _stream .ipl but also remove the .ipl the date folder / maps, cause this crash. What can also occur when installing a mod, for example you already have a mod amending that .ipl file, so this required file will not be loaded and will cause this crash. You will need to check if the files are all installed and loading (you can consult modloader.log to see if it is being loaded, now has another same file installed etc). Alternatively, if you are creating a map mod, you can move the object to the basement instead of deleting it,
Problem 4: You are with some .img the game open in any program, as Alci's IMG Editor.
Solution 4: Close it.

On 3/9/2019 at 3:35 PM, Davve95 said:

Sorry for a minor bump, I hope it's ok. Since I need help aswell.

But does someone know why my SA can't load save files that I have downloaded? It just crashes when I select it

 

 

  Hide contents

 

 

 

 

 

 

 

 

 

Starting fastman92 limit adjuster 4.3 for WIN_X86, compilation time: Jun 19 2017 19:00:46
Please visit http://fastman92.com

Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Number of memory changes made: 26
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 7896
Current thread ID: 9212
Last file to be loaded: B:\Spel\GTA SA story gameplay\modloader\rosamipmap\genroads_sfse.txd
Last library loaded: amdihk32.dll
Exception address: 0x00000000 (module not found)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x0

General registers:
EAX: 0x00000000 (0)
EBX: 0x00000001 (1)
ECX: 0x00A90670 (11077232)
EDX: 0x00000B4D (2893)
ESI: 0x00000064 (100)
EDI: 0x00A8F410 (11072528)
EBP: 0x0028F5DC (2684380)
ESP: 0x0028F5D0 (2684368)
EIP: 0x00000000 (0)
EFL: 0x00210206 (2163206)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 1023.000000 bytes: 00 00 00 00 00 00 C0 FF 08 40
ST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST2: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST3: 2054.041260 bytes: 00 00 00 00 00 A9 60 80 0A 40
ST4: 47.376259 bytes: 00 00 00 00 00 4A 81 BD 04 40
ST5: 1.968750 bytes: 00 00 00 00 00 00 00 FC FF 3F
ST6: 13.659897 bytes: 00 00 00 00 00 F0 8E DA 02 40
ST7: 47.376259 bytes: 00 00 00 00 00 4A 81 BD 04 40
CTRL: 007F
STAT: 0867
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 00 C0 FF
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 00 00 00
MM3: 00 00 00 00 00 A9 60 80
MM4: 00 00 00 00 00 4A 81 BD
MM5: 00 00 00 00 00 00 00 FC
MM6: 00 00 00 00 00 F0 8E DA
MM7: 00 00 00 00 00 4A 81 BD

XMM registers, 16 bytes:
XMM0: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: FC 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Module list
; Path    Module file size        Base    Size of image    Entry point
B:\Spel\GTA SA story gameplay\gta_sa.exe    14383616    0x00400000    0x01177000    0x00824570
C:\Windows\SysWOW64\ntdll.dll    1314112    0x775F0000    0x00180000    0x00000000
C:\Windows\syswow64\kernel32.dll    1114112    0x75B60000    0x00110000    0x75B73346
C:\Program Files (x86)\AVG\Antivirus\x86\aswhook.dll    63368    0x73570000    0x00010000    0x73575430
C:\Windows\syswow64\KERNELBASE.dll    275968    0x75640000    0x00047000    0x756474E1
C:\Windows\system32\WINMM.dll    194048    0x735D0000    0x00032000    0x735D37F1
C:\Windows\syswow64\msvcrt.dll    690688    0x75790000    0x000AC000    0x7579A472
C:\Windows\syswow64\USER32.dll    833024    0x75690000    0x00100000    0x756AB6FA
C:\Windows\syswow64\GDI32.dll    313344    0x75FB0000    0x00090000    0x75FC633B
C:\Windows\syswow64\LPK.dll    25600    0x771F0000    0x0000A000    0x771F36A0
C:\Windows\syswow64\USP10.dll    629760    0x76050000    0x0009D000    0x7608474C
C:\Windows\syswow64\ADVAPI32.dll    644096    0x75D60000    0x000A1000    0x75D74919
C:\Windows\SysWOW64\sechost.dll    92160    0x75AF0000    0x00019000    0x75AF4975
C:\Windows\syswow64\RPCRT4.dll    666112    0x753D0000    0x000F0000    0x753E0569
C:\Windows\syswow64\SspiCli.dll    96768    0x74D10000    0x00060000    0x74D2A3B0
C:\Windows\syswow64\CRYPTBASE.dll    36352    0x74D00000    0x0000C000    0x74D010E1
B:\Spel\GTA SA story gameplay\vorbisfile.dll    53760    0x647C0000    0x00011000    0x647C1A0B
C:\Windows\syswow64\WS2_32.dll    206336    0x75B10000    0x00035000    0x75B1145D
C:\Windows\syswow64\NSI.dll    8704    0x75210000    0x00006000    0x75211782
B:\Spel\GTA SA story gameplay\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
C:\Windows\syswow64\ole32.dll    1425920    0x75920000    0x0015F000    0x7596B955
C:\Windows\system32\apphelp.dll    295936    0x73580000    0x0004C000    0x73582C14
C:\Windows\AppPatch\AcGenral.DLL    2182656    0x5BC10000    0x0021A000    0x5BC12227
C:\Windows\syswow64\SHLWAPI.dll    350208    0x75F50000    0x00057000    0x75F69BA6
C:\Windows\system32\UxTheme.dll    245760    0x72E20000    0x00080000    0x72E337C9
C:\Windows\system32\samcli.dll    51200    0x74720000    0x0000F000    0x7472125E
C:\Windows\syswow64\OLEAUT32.dll    582144    0x75EA0000    0x00091000    0x75EA406E
C:\Windows\system32\MSACM32.dll    72192    0x739E0000    0x00014000    0x739E1340
C:\Windows\system32\VERSION.dll    21504    0x73790000    0x00009000    0x73791220
C:\Windows\syswow64\SHELL32.dll    12880896    0x760F0000    0x00C4C000    0x76171499
C:\Windows\system32\sfc.dll    2560    0x647E0000    0x00003000    0x00000000
C:\Windows\system32\sfc_os.DLL    40960    0x647F0000    0x0000D000    0x647F1392
C:\Windows\syswow64\USERENV.dll    81920    0x75870000    0x00017000    0x75871C9D
C:\Windows\syswow64\profapi.dll    31744    0x755F0000    0x0000B000    0x755F1992
C:\Windows\system32\dwmapi.dll    67584    0x72E00000    0x00013000    0x72E01858
C:\Windows\syswow64\SETUPAPI.dll    1667584    0x76F80000    0x0019D000    0x76F817E7
C:\Windows\syswow64\CFGMGR32.dll    145920    0x751D0000    0x00027000    0x751D58B9
C:\Windows\syswow64\DEVOBJ.dll    64512    0x751B0000    0x00012000    0x751B1441
C:\Windows\syswow64\urlmon.dll    1330176    0x75280000    0x00150000    0x75282BC0
C:\Windows\syswow64\api-ms-win-downlevel-ole32-l1-1-0.dll    5632    0x75A80000    0x00004000    0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-shlwapi-l1-1-0.dll    9728    0x75600000    0x00004000    0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-advapi32-l1-1-0.dll    10752    0x77200000    0x00005000    0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-user32-l1-1-0.dll    4096    0x75B50000    0x00004000    0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-version-l1-1-0.dll    3072    0x75200000    0x00004000    0x00000000
C:\Windows\syswow64\api-ms-win-downlevel-normaliz-l1-1-0.dll    2560    0x75270000    0x00003000    0x00000000
C:\Windows\syswow64\normaliz.DLL    2048    0x75D50000    0x00003000    0x00000000
C:\Windows\syswow64\iertutil.dll    2295808    0x76D40000    0x00236000    0x76D43B90
C:\Windows\syswow64\WININET.dll    4386816    0x74D70000    0x00437000    0x74D72A70
C:\Windows\system32\MPR.dll    64000    0x734D0000    0x00012000    0x734D1200
C:\Windows\system32\IMM32.DLL    119808    0x75CF0000    0x00060000    0x75D0158F
C:\Windows\syswow64\MSCTF.dll    830464    0x77120000    0x000CD000    0x7712168B
B:\Spel\GTA SA story gameplay\vorbishooked.DLL    65536    0x00370000    0x00011000    0x00374C98
B:\Spel\GTA SA story gameplay\ogg.dll    36864    0x003A0000    0x00009000    0x003A302E
B:\Spel\GTA SA story gameplay\vorbis.dll    1060864    0x03830000    0x00108000    0x03843F7C
B:\Spel\GTA SA story gameplay\$fastman92limitAdjuster.asi    5919744    0x5B350000    0x005B5000    0x5B3FE3FE
C:\Windows\syswow64\PSAPI.DLL    6144    0x76040000    0x00005000    0x76041438
B:\Spel\GTA SA story gameplay\DllTricks.dll    33792    0x647B0000    0x0000D000    0x647B147F
B:\Spel\GTA SA story gameplay\MinHook.x86.dll    14848    0x5D950000    0x00007000    0x00000000
B:\Spel\GTA SA story gameplay\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.18837_none_ec86b8d6858ec0bc\COMCTL32.dll    530432    0x73610000    0x00084000    0x736119A9
C:\Windows\system32\api-ms-win-core-synch-l1-2-0.DLL    11608    0x74B30000    0x00003000    0x00000000
B:\Spel\GTA SA story gameplay\CLEO.asi    264704    0x5D8E0000    0x0006B000    0x5D8EE484
B:\Spel\GTA SA story gameplay\BASS.dll    107584    0x11000000    0x0004D000    0x1104C036
B:\Spel\GTA SA story gameplay\MobileHud.asi    343552    0x5B2F0000    0x00059000    0x5B3097B6
B:\Spel\GTA SA story gameplay\normalmap_byDK.asi    162304    0x5BBA0000    0x0002D000    0x5BBAD87B
B:\Spel\GTA SA story gameplay\SilentPatchSA.asi    237056    0x5B2B0000    0x0003E000    0x5B2CD88A
B:\Spel\GTA SA story gameplay\wshps.asi    48640    0x5B2A0000    0x0000F000    0x5B2AA6E4
C:\Windows\system32\MSVCR100.dll    773968    0x5B1E0000    0x000BF000    0x5B1F1DFC
B:\Spel\GTA SA story gameplay\scripts\imfx.asi    659456    0x5B130000    0x000A8000    0x5B1541AF
B:\Spel\GTA SA story gameplay\scripts\modloader.asi    700928    0x5AFB0000    0x000B2000    0x5B004637
C:\Windows\system32\dbghelp.dll    854016    0x73A00000    0x000EB000    0x73A013CE
B:\Spel\GTA SA story gameplay\scripts\skygfx.asi    291328    0x5B0C0000    0x0006E000    0x5B0DA5A5
C:\Windows\system32\DDRAW.dll    531968    0x66DC0000    0x000E7000    0x66DC1771
C:\Windows\system32\DCIMAN32.dll    10240    0x6A210000    0x00006000    0x6A211250
C:\Windows\system32\DSOUND.dll    453632    0x73EF0000    0x00072000    0x73EF1576
C:\Windows\system32\POWRPROF.dll    145408    0x73EC0000    0x00025000    0x73EC2B71
C:\Windows\syswow64\CLBCatQ.DLL    522240    0x75E10000    0x00083000    0x75E123D2
C:\Windows\System32\MMDevApi.dll    213504    0x740F0000    0x00039000    0x740FE2DE
C:\Windows\System32\PROPSYS.dll    988160    0x74A30000    0x000F5000    0x74A40D9E
C:\Windows\system32\AUDIOSES.DLL    195072    0x74130000    0x00036000    0x74139DBE
B:\Spel\GTA SA story gameplay\DINPUT8.dll    208896    0x70000000    0x0003C000    0x7001FBA3
C:\Windows\system32\HID.DLL    22016    0x74700000    0x00009000    0x74701120
C:\Windows\syswow64\WINTRUST.dll    179200    0x75840000    0x0002F000    0x75842A35
C:\Windows\syswow64\CRYPT32.dll    1176576    0x754C0000    0x00122000    0x754C158E
C:\Windows\syswow64\MSASN1.dll    34304    0x75F40000    0x0000C000    0x75F4238E
C:\Windows\system32\DINPUT.DLL    136704    0x5A870000    0x00025000    0x5A88AC37
C:\Windows\system32\d3d9.dll    1828352    0x6B950000    0x001C3000    0x6B951A45
C:\Windows\system32\d3d8thk.dll    11264    0x74600000    0x00006000    0x746011F0
C:\Windows\system32\aticfx32.dll    1272184    0x6A240000    0x00138000    0x6A2E94BE
C:\Windows\system32\atiu9pag.dll    123776    0x6A1E0000    0x00022000    0x6A1ED0EE
C:\Windows\system32\atiumdag.dll    7213248    0x69AF0000    0x006EF000    0x69AF1400
C:\Windows\system32\atiumdva.dll    9983912    0x69130000    0x009B1000    0x69134BD0
C:\Windows\SysWOW64\quartz.dll    1329664    0x5A640000    0x00177000    0x5A6442CA
C:\Windows\SysWOW64\devenum.dll    67584    0x5A850000    0x00014000    0x5A85D2C0
C:\Windows\system32\DShowRdpFilter.dll    252928    0x5A5F0000    0x00042000    0x5A60DD94
C:\Windows\system32\WTSAPI32.dll    40448    0x737A0000    0x0000D000    0x737A11E0
C:\Windows\system32\WINSTA.dll    157696    0x6B5C0000    0x00029000    0x6B5C6B59
C:\Windows\system32\slc.dll    27136    0x6AB50000    0x0000A000    0x6AB54D20
C:\Windows\system32\D3DIM700.DLL    817664    0x5A520000    0x000CC000    0x5A52136A
C:\Program Files (x86)\BandiMPEG1\bdfilters.dll    4297200    0x5A100000    0x0041B000    0x5A13F7E2
C:\Windows\system32\wdmaud.drv    172032    0x64A30000    0x00030000    0x64A33C6B
C:\Windows\system32\ksuser.dll    4608    0x6AE20000    0x00004000    0x6AE21030
C:\Windows\system32\AVRT.dll    14336    0x73F90000    0x00007000    0x73F910C0
C:\Windows\system32\msacm32.drv    20992    0x64A20000    0x00008000    0x64A24119
C:\Windows\system32\midimap.dll    16896    0x64A10000    0x00007000    0x64A111D0
C:\Windows\system32\wmvcore.dll    2504192    0x59E90000    0x00267000    0x59EAF2C2
C:\Windows\system32\WMASF.DLL    237568    0x59E50000    0x0003D000    0x59E511E5
C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.7601.24280_none_5c0b46eba00a0d94\gdiplus.dll    1633280    0x72ED0000    0x00192000    0x72F6DDC7
C:\Windows\system32\mlang.dll    177664    0x59E20000    0x0002E000    0x59E216ED
Game terminated.

 

 

 

 

 

Error: 0x00000000
Type:  Crash
Problem 1:  Some cleo script
Solution 1:  Use the SCRLog.log to find out which
Problem 2:  If SCRLog.log is empty, was possibly bad installation rid cleo.
Solution 2:  Download  and install properly.
Problem 3:  (?) (?) In Modloader.log at the end of the file there is a "Backtrace" beneath him in the first or second line may have some .dll file, possibly the problem should be this .dll
Solution 3:  Some .dll is missing, download and install it.

9 hours ago, AngelD7 said:

 

Excuse my ignorance, it seems that in this forum all people have to be computer nerds experts in programming to get an answer, but I would like to know if fastman92 is compatible with OLA?, or I need to make some configuration so that they work in harmony? sorry for my ignorance, I just want to leave doubts

yes it is compatible with Open Limit adjuster

 

here my configuration bro

 

fastman92limitadjuster.ini

Spoiler

; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
#ColModels = 10150

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 80

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; Peds (140)
#Peds = 140

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (32)
#PointRoute = 32

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
#QuadTreeNodes = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; IPL : inst section, buildings (13000)
#Buildings = 13000

; IPL: inst section, dummies (2500)
#Dummies = 2500

; IPL : inst entries per file (4096)
#Inst entries per file = 4096

; IPL: entity index array (40)
#Entity index array = 40

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256

; IPL: enex (400)
#Entry exits = 400

; IPL: auzo zone boxes (158)
#Auzo zone boxes = 158

; IPL: auzo zone boxes coordinate (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; IPL: auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch
#Enable pickup limit patch = 0

; IPL: pickups, coordinate limit will be hacked as well (620)
#Pickups = 620

; Pickup collected
#Pickup collected = 20

[IDE LIMITS]
; IDE : objs section type 1 (14000)
#IDE Objects Type 1 = 14000

; IDE : objs section type 2 (70)
#IDE Objects Type 2 = 70

; IDE : tobj section (169)
#Timed Objects = 169

; IDE : hier (92)
#Hier Objects = 92

; IDE : cars section (212)
#Vehicle Models = 212

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

# IDE: 2dfx section (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch
#Apply tracks.dat coordinate limit patch = 0

; tracks.dat file size limit
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enables track config loader
#Enable track config loader = 0

; Apply paths limit patch
#Apply paths limit patch = 0

; Enables path debugging
#Enable path debugging = 0

; Paths map size (6000)
; This option requires new set of files if map size is changed!!!
#Paths map size = 6000

; Radar map size (6000)
; This option requires new set of files if map size is changed!!!
#Radar map size = 6000

; Enables frontend map different, using fradar**.txd files
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 6000

; Renderware world map size (10000)
#Renderware world map size = 10000

; World map size (6000)
#World map size = 6000

; World sector size (50)
#World sector size = 50

; World LOD sector size (200)
#World LOD sector size = 200

[LEVEL LIMITS]
; Level limits are enabled if you uncomment 'Number of levels'

; Currently it's only possible to put the default car/ped IDs for levels.
; Random IDs won't work

#Number of levels = 4

; Cop car IDs for levels
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop bike = 523

; Cop ped IDs for levels
Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped bike = 284

; Ambulance IDs for levels
Ambulance level 1 = 416
Ambulance level 2 = 416
Ambulance level 3 = 416

; Medic IDs for levels
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276

; Fire engine IDs for levels
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407

; Fireman IDs for levels
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278

; Cab driver IDs for levels
Number of cab drivers for level 0 = 0

Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261

Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234

Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206

; Item price multipliers for levels
Item price multiplier 0 = 1.0
Item price multiplier 1 = 1.0
Item price multiplier 2 = 1.0
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
Enable special features = 1

Number of hydra vehicles = 2
Hydra 1 = 520
Hydra 2 = 4770

Number of ZR350 vehicles = 1
ZR350 1 = 477

[RESTARTS]
#Max number of hospital restarts = 10
#Max number of police restarts = 10

LIMITS
; Max number of IMG archives (8)
#Max number of IMG archives = 8

; Enable handling of new enhanced IMG archives
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (max limit 32 GB)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
#Extra objects directory = 550

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 6

; Water quads (301)
#Water quads = 301

; Water quads and triangles list (701)
#Water quads and triangles list = 701

; Water vertices (1021)
#Water vertices = 1021

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
Cargrp cars per group = 60

; Streaming : DesiredNumberOfVehiclesLoaded (22)
; This limit must be lower than a number of members per car group.
; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Should CCarGenerator_extended be used?
#Use extended format for car generators = 0

; Accept any ID for car generator?
Accept any ID for car generator = 1

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
Memory available = 2048

; Max number of stream handles (32)
#Max number of stream handles = 32

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
#Invisible entity pointers = 150

; Visible super LOD pointers (50)
#Visible super LOD pointers = 50

; Visible LOD pointers (1000)
#Visible LOD pointers = 1000

; Visible entity pointers (1000)
#Visible entity pointers = 1000

[VISIBILITY LIMITS]
; Alpha list limit (20)
#Alpha list limit = 20

; Alpha boat atomic list limit (20)
#Alpha boat atomic list limit = 20

; Alpha entity list limit (200)
#Alpha entity list limit = 200

; Alpha underwater entity list limit (100)
#Alpha underwater entity list limit = 100

; Alpha really draw last list limit (50)
#Alpha really draw last list limit = 50

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 100

[ID LIMITS]
Apply ID limit patch = 1

; ------- Information:
; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
; ---- Total number of file IDs virtually unlimited (__int32)

; DFF (20000)
#FILE_TYPE_DFF = 20500

; TXD (5000)
#FILE_TYPE_TXD = 5500

; COL (255)
#FILE_TYPE_COL = 270

; IPL (256)
#FILE_TYPE_IPL = 300

; IFP (180)
#FILE_TYPE_IFP = 180

; RRR (475)
#FILE_TYPE_RRR = 475

; SCM (82)
#FILE_TYPE_SCM = 82

; LOADED_START (2)
#FILE_TYPE_LOADED_START = 2

; REQUESTED_START (2)
#FILE_TYPE_REQUESTED_START = 2

; different limits below
; These limits don't require 'ID limit patch' to be enabled.

; Count of killable model IDs (vehicles/peds) (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; In short, this value will affect the max possible ID for ped/vehicle.
Count of killable model IDs = 20000

[HANDLING.CFG LIMITS]
Apply handling.cfg patch = 1

; Number of standard lines (210)
Number of standard lines = 351

; Number of bike lines (13)
Number of bike lines = 19

; Number of flying lines (24)
Number of flying lines = 30

; Number of boat lines (12)
Number of boat lines = 14

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; max size in bytes of MAIN segment from main.scm (200000)
#Max size of MAIN segment = 200000

# max mission size from main.scm (69000)
#Max mission size = 69000

; Running scripts (96)
#Running scripts = 96

; Mission cleanup array limit (75)
#Mission cleanup = 75

; Used object array (395)
#Max number of used objects = 395

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Max size of single collision from .col archive (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance = 300.0
#LOD distance = 300.0

# Max number of particles active (1000)
#Max number of particles active = 1000

; Limit for number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 3000

; Vehicle colors (128)
Vehicle colors = 130

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

[WEAPON LIMITS]
; Enable weapon type loader
#Enable weapon type loader = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

; Enable melee combo type loader
#Enable melee combo type loader = 0

; Max number of melee combos (17)
#Max number of melee combos = 17

[SPECIAL]
; Disables radar rotation
#Disable radar rotation = 0

; Disables 270 km\h plane speed limit.
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled
#Make helicopters land on water when cars on water cheat enabled = 1

; Make save of variable size
#Make save of variable size = 0

; Make paintjobs work for any ID
Make paintjobs work for any ID = 1

[ERROR REPORTING]
Enable error reporting = 1

Attempt to load object instance with undefined ID = 1
#Car generator limit exceeded = 0
Car generator with invalid model ID is getting registered = 1
IMG archive needs rebuilding = 1
Model does not have collision loaded = 1
#Model has collision already set up = 0
#Model name is declared on multiple IDs = 0
#Requested file does not exist = 0
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded
#Enable logging of files loaded = 0

[DEBUGGING]
; Makes pad 1 act like pad 0
#Copy info to pad 1 from pad 0 = 0

[PLUGIN PATCHES]
; Enables plugin patches.
#Enable plugin patches = 0

[ADDONS]
#Enable cheat string loader = 0
Enable vehicle audio loader = 1

Enable train type carriages loader = 1

; Train carriage loader, max number of vehicles (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 64

[MAIN]
author = fastman92
donation window disable code = 2DE5B-64208-AC7A8-2C9C3-8690A

; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1
Disable music on global exception handler = 1

 

III.VC.SA.LimitAdjuster.ini

Spoiler

; See explanation of limits at the end of the file

[SALIMITS]
PtrNodeSingle = unlimited
PtrNodeDouble = unlimited
EntryInfoNode = unlimited
Peds = 140
PedIntelligence = 140
Vehicles = 110
Buildings = 100000
Objects = 20000
Dummys = 60000
ColModel = unlimited
Task = unlimited
Event = unlimited
PointRoute = unlimited
PatrolRoute = unlimited
NodeRoute = unlimited
TaskAllocator = unlimited
PedAttractors = unlimited
VehicleStructs = unlimited
MatrixList = unlimited
OutsideWorldWaterBlocks = 500
AlphaEntityList = unlimited
VisibleEntityPtrs = unlimited
VisibleLodPtrs = unlimited
StreamingObjectInstancesList = 40000
AtomicModels = unlimited
DamageAtomicModels = unlimited
TimeModels = unlimited
ClumpModels = unlimited
VehicleModels = unlimited
PedModels = unlimited
WeaponModels = unlimited
EntitiesPerIpl = unlimited
EntityIpl = unlimited
StaticShadows = 2048
Coronas = 20000
ScriptSearchLights = 1024
FrameLimit = 5000
MemoryAvailable = 50%

[VCLIMITS]
ExtraObjectsDir = 256
PtrNode    = 300000
EntryInfoNode = 3200
Peds = 140
Vehicles = 110
Buildings = 300000
Treadables = 1
Objects = 10000
Dummys = 30000
AudioScriptObj = 192
ColModel = 15000
AlphaEntityList = 2000
VisibleEntityPtrs = unlimited
AtomicModels = 10000
TimeModels = unlimited
ClumpModels = unlimited
VehicleModels = unlimited
PedModels = unlimited
WeaponModels = unlimited
2dEffects = unlimited
OutsideWorldWaterBlocks = 40
Coronas = 5000
FrameLimit = 30
MemoryAvailable = 30%

[GTA3LIMITS]
StreamingInfo = 6350
TxdStore = 850
ExtraObjectsDir = 128
PtrNode = 90000
EntryInfoNode = 30000
Peds = 140
Vehicles = 110
Buildings = 100000
Treadables = 1214
Objects = 10000
Dummys = 30000
AudioScriptObj = 256
AlphaEntityList = 2000
VisibleEntityPtrs = unlimited
TimeModels = unlimited
OutsideWorldWaterBlocks = 40
Coronas = 5000
FrameLimit = 30
MemoryAvailable = 30%

[OPTIONS]
DebugTextKey = 0x74        ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)

; ### StreamingInfo
;     Size of the streaming info array.
;     Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming)
;     For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500).
;
; ### ExtraObjectsDir
;     Size of the extra objects directory.
;     Number of streamed DFFs the game can store that have no IDE definition.
;
; ### TxdStore
;     Size of the Txd Pool.
;     Number of Txds the game can use, StreamingInfo must be increased too.
;
; ### Buildings
;     Buildings on the building pool
;     Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
;
; ### Peds
;     Peds on the peds pool
;     Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
;
; ### Vehicles
;    Vehicles on the vehicles pool
;    Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
;
; ### Objects
;    Dynamic objects (i.e. registed in objects.dat) near/visible to the player
;    See also: Dummys
;
; ### Dummys
;    Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
;    Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
;    
;    This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
;    the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
;
; ### PedIntelligence
;    Ped AI instances
;    **MUST** be the same value as Peds
;
; ### ColModel [CanBeUnlimited]
;    Collision models loaded at once
;    Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
;
; ### PtrNodeSingle [CanBeUnlimited]
;    Nodes for the pool of singly linked lists
;    Directly related to the amount of entities spawned in the world and values stored in quad trees.
;
; ### PtrNodeDouble [CanBeUnlimited]
;    Nodes for the pool of double linked lists
;    Directly related to the amount of entities spawned in the world
;
; ### PtrNode
;    Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
;
; ### EntryInfoNode [CanBeUnlimited]
;    Directly related to the amount of collidable entities spawned in the world
;
; ### Task [CanBeUnlimited]
;    Running pedestrian tasks around the world
;
; ### Event [CanBeUnlimited]
;    Events notification around the world (vehicles collided, etc)
;
; ### PointRoute [CanBeUnlimited]
;    Related to AI routes (see scm command 05D7)
;
; ### PatrolRoute [CanBeUnlimited]
;    Related to AI patrol routes (see scm command 0755)
;
; ### NodeRoute [CanBeUnlimited]
;    Related to dynamic AI routes to go somewhere (for example, the command 05F5)
;
; ### TaskAllocator [CanBeUnlimited]
;    Allocator of tasks to organized group of peds
;
; ### PedAttractors [CanBeUnlimited]
;    Peds attracted to specific objects (e.g. ped using a cassino machine)
;
; ### VehicleStructs [CanBeUnlimited]
;    Loaded vehicles models information.
;
; ### Treadables
;    Animated buildings?
;
; ### AudioScriptObj
;    Script sounds (see scm command 018D)
;
;
; ### MatrixList [CanBeUnlimited]
;    Pool of transformation matrices, directly related to the amount of physical objects in the world
;
; ### AlphaEntityList [CanBeUnlimited]
;    List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
;
; ### VisibleEntityPtrs [CanBeUnlimited]
;    List of visible non-lod entities
;
; ### VisibleLodPtrs [CanBeUnlimited]
;    List of visible lod entities
;
; ### OutsideWorldWaterBlocks
;    Amount of blocks outside the world boundaries to be rendered
;    Fixes water flickering outside world bondaries
;
; ### StreamingObjectInstancesList
;    List of streamed in entities RwObjects (dff models)
;    Fixes buildings flickering when seeing too many of them
;
; ### AtomicModels [CanBeUnlimited]
;    Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
;
; ### DamageAtomicModels [CanBeUnlimited]
;    Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
;
; ### TimeModels [CanBeUnlimited]
;    Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
;
; ### ClumpModels [CanBeUnlimited]
;    Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
;
; ### VehicleModels [CanBeUnlimited]
;    Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
;
; ### PedModels [CanBeUnlimited]
;    Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
;
; ### WeaponModels [CanBeUnlimited]
;    Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
;
; ### EntitiesPerIpl [CanBeUnlimited]
;    Maximum amount of instantiated entities (in INST section) from a single IPL file.
;
; ### EntityIpl [CanBeUnlimited]
;    Maximum number of IPL files that creates entities.
;
; ### StaticShadows
;    Maximum amount of static shadows
;
; ### Coronas
;    Maximum amount of coronas
;
; ### ScriptSearchLights
;    Maximum amount of searchlights that can be created with opcode 06B1
;
; ### FrameLimit
;    By default this is set to 30, which is actually 25fps. For 60fps, the value is 105.
;
; ### MemoryAvailable
;    Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**.
;    The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory
;    from the amount of physical memory available in your system.
;
;
;

 

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Leinad
On 1/17/2019 at 8:48 AM, Skvgr26r said:

How to remove the limit of double tuning-parts carmods.dat? 

 

  Reveal hidden contents

#
# filename: carmods.dat
#
# description: List of cars and the mods that can be added to these cars
#
link
bntl_b_ov, bntr_b_ov
bntl_b_sq, bntr_b_sq
wg_l_b_ssk, wg_r_b_ssk
wg_l_c_j, wg_r_c_j
wg_l_a_j, wg_r_a_j
wg_l_a_f, wg_r_a_f
wg_l_c_f, wg_r_c_f
wg_l_a_s, wg_r_a_s
wg_l_c_s, wg_r_c_s
wg_l_a_u, wg_r_a_u
wg_l_c_u, wg_r_c_u
wg_l_a_l, wg_r_a_l
wg_l_c_l, wg_r_c_l
wg_l_a_st, wg_r_a_st
wg_l_c_st, wg_r_c_st
wg_l_lr_bl1, wg_r_lr_bl1
wg_l_lr_br1, wg_r_lr_br1
wg_l_lr_sv, wg_r_lr_sv
wg_l_lr_rem1, wg_r_lr_rem1
wg_l_lr_rem2, wg_r_lr_rem2
wg_l_lr_slv1, wg_r_lr_slv1
wg_l_lr_slv2, wg_r_lr_slv2
wg_l_lr_t1, wg_r_lr_t1
wg_l_lr_bel1, wg_r_lr_bel1
wg_l_a_lan, wg_r_a_lan
wg_l_c_lan, wg_r_c_lan
wg_l_a_mesa, wg_r_a_mesa
wg_l_c_mesa, wg_r_c_mesa
wg_l_lr_rem1, wg_r_lr_rem1
wg_l_lr_rem2, wg_r_lr_rem2
wg_l_lr_hus1, wg_r_lr_hus1
wg_l_lr_hus2, wg_r_lr_hus2

end

 

you have to increment those lines

[IDE LIMITS]
; IDE : objs section type 1 (14000)
IDE Objects Type 1 = 14000         ; this line

; IDE : objs section type 2 (70)
IDE Objects Type 2 = 70            ; and this

But, I reccomend you to use OLA.

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fastman92
Posted (edited)

GTA IV

namespace Game_GTAIV
{
    enum eEntityType
    {
        ENTITY_TYPE_NOTHING,
        ENTITY_TYPE_BUILDING,    // building or animated building
        ENTITY_TYPE_VEHICLE,
        ENTITY_TYPE_PED,
        ENTITY_TYPE_OBJECT,    // object / cutscene object

        ENTITY_TYPE_DUMMY_OBJECT,
        ENTITY_TYPE_DUMMY_PED,

        ENTITY_TYPE_PORTAL_INST,
        ENTITY_TYPE_INTERIOR_INST,

        ENTITY_TYPE_PARTICLE = 10,
    };
}

 

CEntity has got a type of entity as a part of structure.
The value  packed with 4 bits on +0x28 offset into structure.

 

switch ( (*(_DWORD *)(v46 + 40) >> 6) & 0xF )

Edited by fastman92

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jacell
4 hours ago, fastman92 said:

GTA IV

 

namespace Game_GTAIV
{
    enum eEntityType
    {
        ENTITY_TYPE_NOTHING,
        ENTITY_TYPE_BUILDING,    // building or animated building
        ENTITY_TYPE_VEHICLE,
        ENTITY_TYPE_PED,
        ENTITY_TYPE_OBJECT,    // object / cutscene object

        ENTITY_TYPE_DUMMY_OBJECT,
        ENTITY_TYPE_DUMMY_PED,

        ENTITY_TYPE_PORTAL_INST,
        ENTITY_TYPE_INTERIOR_INST,

        ENTITY_TYPE_PARTICLE = 10,
    };
}

 

 

CEntity has got a type of entity as a part of structure.
The value  packed with 4 bits on +0x28 offset into structure.

 

 

switch ( (*(_DWORD *)(v46 + 40) >> 6) & 0xF )

 

Is that the fix for the camera glitch? if it is, I don't quite understand what this means and what I should do with it.(sorry for my ignorance)

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fastman92
3 hours ago, jacell said:

Is that the fix for the camera glitch? if it is, I don't quite understand what this means and what I should do with it.(sorry for my ignorance)

You can do nothing with this. I was researching a part of GTA IV.

 

A part of the FLA code got modified.

 

Then I have added to the documentation an information how world sectors work in game.


The weekend is nearly over.

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AngelD7
16 hours ago, Leinad said:

Error: 0x00534134
Type:  Crash in game loading
Problem 1:  The same ID being born in different models, very common to install different map mods with authors who do not care about compatibility. If you had that crash after installing a piece in Tuning Mod it was why two parts (or more some other different mod) are using the same ID, tell the author and / or follow this tutorial to correct the mismatch .
Solution 1:  Review your new IDE files, some may be using the same ID on the other. In most mods (no scripts) you can simply open and change the ID for some other free ( click here  to view the list or use this tutorial to correct the mismatch ).
Problem 2:  COL improper (or missing)
Solution 2:  COL: Review COL is being loaded in or IMG Mod Loader if IMG also review IMG is being loaded in or gta.dat Mod Loader. To install a COL in Mod Loader correctly, follow the  Tutorial Mod Loader  in part where he talks about .COL installation
Problem 3:  Object with LOD was removed.
Solution 3: Remove a map object that contains LOD, using both file * * _stream .ipl is necessary (within the gta3.img) as .ipl the date folder / maps. If you for example remove an object only in the file * * _stream .ipl but also remove the .ipl the date folder / maps, cause this crash. What can also occur when installing a mod, for example you already have a mod amending that .ipl file, so this required file will not be loaded and will cause this crash. You will need to check if the files are all installed and loading (you can consult modloader.log to see if it is being loaded, now has another same file installed etc). Alternatively, if you are creating a map mod, you can move the object to the basement instead of deleting it,
Problem 4: You are with some .img the game open in any program, as Alci's IMG Editor.
Solution 4: Close it.

Error: 0x00000000
Type:  Crash
Problem 1:  Some cleo script
Solution 1:  Use the SCRLog.log to find out which
Problem 2:  If SCRLog.log is empty, was possibly bad installation rid cleo.
Solution 2:  Download  and install properly.
Problem 3:  (?) (?) In Modloader.log at the end of the file there is a "Backtrace" beneath him in the first or second line may have some .dll file, possibly the problem should be this .dll
Solution 3:  Some .dll is missing, download and install it.

yes it is compatible with Open Limit adjuster

 

here my configuration bro

 

fastman92limitadjuster.ini

  Hide contents

; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
#ColModels = 10150

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 80

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; Peds (140)
#Peds = 140

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (32)
#PointRoute = 32

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
#QuadTreeNodes = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; IPL : inst section, buildings (13000)
#Buildings = 13000

; IPL: inst section, dummies (2500)
#Dummies = 2500

; IPL : inst entries per file (4096)
#Inst entries per file = 4096

; IPL: entity index array (40)
#Entity index array = 40

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256

; IPL: enex (400)
#Entry exits = 400

; IPL: auzo zone boxes (158)
#Auzo zone boxes = 158

; IPL: auzo zone boxes coordinate (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; IPL: auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch
#Enable pickup limit patch = 0

; IPL: pickups, coordinate limit will be hacked as well (620)
#Pickups = 620

; Pickup collected
#Pickup collected = 20

[IDE LIMITS]
; IDE : objs section type 1 (14000)
#IDE Objects Type 1 = 14000

; IDE : objs section type 2 (70)
#IDE Objects Type 2 = 70

; IDE : tobj section (169)
#Timed Objects = 169

; IDE : hier (92)
#Hier Objects = 92

; IDE : cars section (212)
#Vehicle Models = 212

; IDE : peds section ( 278 )
#Ped Models = 278

# IDE : weap section ( 51 )
#Weapon Models = 51

# IDE: 2dfx section (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch
#Apply tracks.dat coordinate limit patch = 0

; tracks.dat file size limit
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enables track config loader
#Enable track config loader = 0

; Apply paths limit patch
#Apply paths limit patch = 0

; Enables path debugging
#Enable path debugging = 0

; Paths map size (6000)
; This option requires new set of files if map size is changed!!!
#Paths map size = 6000

; Radar map size (6000)
; This option requires new set of files if map size is changed!!!
#Radar map size = 6000

; Enables frontend map different, using fradar**.txd files
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 6000

; Renderware world map size (10000)
#Renderware world map size = 10000

; World map size (6000)
#World map size = 6000

; World sector size (50)
#World sector size = 50

; World LOD sector size (200)
#World LOD sector size = 200

[LEVEL LIMITS]
; Level limits are enabled if you uncomment 'Number of levels'

; Currently it's only possible to put the default car/ped IDs for levels.
; Random IDs won't work

#Number of levels = 4

; Cop car IDs for levels
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop bike = 523

; Cop ped IDs for levels
Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped bike = 284

; Ambulance IDs for levels
Ambulance level 1 = 416
Ambulance level 2 = 416
Ambulance level 3 = 416

; Medic IDs for levels
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276

; Fire engine IDs for levels
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407

; Fireman IDs for levels
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278

; Cab driver IDs for levels
Number of cab drivers for level 0 = 0

Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261

Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234

Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206

; Item price multipliers for levels
Item price multiplier 0 = 1.0
Item price multiplier 1 = 1.0
Item price multiplier 2 = 1.0
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
Enable special features = 1

Number of hydra vehicles = 2
Hydra 1 = 520
Hydra 2 = 4770

Number of ZR350 vehicles = 1
ZR350 1 = 477

[RESTARTS]
#Max number of hospital restarts = 10
#Max number of police restarts = 10

LIMITS
; Max number of IMG archives (8)
#Max number of IMG archives = 8

; Enable handling of new enhanced IMG archives
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (max limit 32 GB)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
#Extra objects directory = 550

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 6

; Water quads (301)
#Water quads = 301

; Water quads and triangles list (701)
#Water quads and triangles list = 701

; Water vertices (1021)
#Water vertices = 1021

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
Cargrp cars per group = 60

; Streaming : DesiredNumberOfVehiclesLoaded (22)
; This limit must be lower than a number of members per car group.
; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Should CCarGenerator_extended be used?
#Use extended format for car generators = 0

; Accept any ID for car generator?
Accept any ID for car generator = 1

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
Memory available = 2048

; Max number of stream handles (32)
#Max number of stream handles = 32

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
#Invisible entity pointers = 150

; Visible super LOD pointers (50)
#Visible super LOD pointers = 50

; Visible LOD pointers (1000)
#Visible LOD pointers = 1000

; Visible entity pointers (1000)
#Visible entity pointers = 1000

[VISIBILITY LIMITS]
; Alpha list limit (20)
#Alpha list limit = 20

; Alpha boat atomic list limit (20)
#Alpha boat atomic list limit = 20

; Alpha entity list limit (200)
#Alpha entity list limit = 200

; Alpha underwater entity list limit (100)
#Alpha underwater entity list limit = 100

; Alpha really draw last list limit (50)
#Alpha really draw last list limit = 50

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 100

[ID LIMITS]
Apply ID limit patch = 1

; ------- Information:
; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
; ---- Total number of file IDs virtually unlimited (__int32)

; DFF (20000)
#FILE_TYPE_DFF = 20500

; TXD (5000)
#FILE_TYPE_TXD = 5500

; COL (255)
#FILE_TYPE_COL = 270

; IPL (256)
#FILE_TYPE_IPL = 300

; IFP (180)
#FILE_TYPE_IFP = 180

; RRR (475)
#FILE_TYPE_RRR = 475

; SCM (82)
#FILE_TYPE_SCM = 82

; LOADED_START (2)
#FILE_TYPE_LOADED_START = 2

; REQUESTED_START (2)
#FILE_TYPE_REQUESTED_START = 2

; different limits below
; These limits don't require 'ID limit patch' to be enabled.

; Count of killable model IDs (vehicles/peds) (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; In short, this value will affect the max possible ID for ped/vehicle.
Count of killable model IDs = 20000

[HANDLING.CFG LIMITS]
Apply handling.cfg patch = 1

; Number of standard lines (210)
Number of standard lines = 351

; Number of bike lines (13)
Number of bike lines = 19

; Number of flying lines (24)
Number of flying lines = 30

; Number of boat lines (12)
Number of boat lines = 14

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; max size in bytes of MAIN segment from main.scm (200000)
#Max size of MAIN segment = 200000

# max mission size from main.scm (69000)
#Max mission size = 69000

; Running scripts (96)
#Running scripts = 96

; Mission cleanup array limit (75)
#Mission cleanup = 75

; Used object array (395)
#Max number of used objects = 395

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Max size of single collision from .col archive (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance = 300.0
#LOD distance = 300.0

# Max number of particles active (1000)
#Max number of particles active = 1000

; Limit for number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 3000

; Vehicle colors (128)
Vehicle colors = 130

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

[WEAPON LIMITS]
; Enable weapon type loader
#Enable weapon type loader = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

; Enable melee combo type loader
#Enable melee combo type loader = 0

; Max number of melee combos (17)
#Max number of melee combos = 17

[SPECIAL]
; Disables radar rotation
#Disable radar rotation = 0

; Disables 270 km\h plane speed limit.
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled
#Make helicopters land on water when cars on water cheat enabled = 1

; Make save of variable size
#Make save of variable size = 0

; Make paintjobs work for any ID
Make paintjobs work for any ID = 1

[ERROR REPORTING]
Enable error reporting = 1

Attempt to load object instance with undefined ID = 1
#Car generator limit exceeded = 0
Car generator with invalid model ID is getting registered = 1
IMG archive needs rebuilding = 1
Model does not have collision loaded = 1
#Model has collision already set up = 0
#Model name is declared on multiple IDs = 0
#Requested file does not exist = 0
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded
#Enable logging of files loaded = 0

[DEBUGGING]
; Makes pad 1 act like pad 0
#Copy info to pad 1 from pad 0 = 0

[PLUGIN PATCHES]
; Enables plugin patches.
#Enable plugin patches = 0

[ADDONS]
#Enable cheat string loader = 0
Enable vehicle audio loader = 1

Enable train type carriages loader = 1

; Train carriage loader, max number of vehicles (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 64

[MAIN]
author = fastman92
donation window disable code = 2DE5B-64208-AC7A8-2C9C3-8690A

; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1
Disable music on global exception handler = 1

 

III.VC.SA.LimitAdjuster.ini

  Hide contents

; See explanation of limits at the end of the file

[SALIMITS]
PtrNodeSingle = unlimited
PtrNodeDouble = unlimited
EntryInfoNode = unlimited
Peds = 140
PedIntelligence = 140
Vehicles = 110
Buildings = 100000
Objects = 20000
Dummys = 60000
ColModel = unlimited
Task = unlimited
Event = unlimited
PointRoute = unlimited
PatrolRoute = unlimited
NodeRoute = unlimited
TaskAllocator = unlimited
PedAttractors = unlimited
VehicleStructs = unlimited
MatrixList = unlimited
OutsideWorldWaterBlocks = 500
AlphaEntityList = unlimited
VisibleEntityPtrs = unlimited
VisibleLodPtrs = unlimited
StreamingObjectInstancesList = 40000
AtomicModels = unlimited
DamageAtomicModels = unlimited
TimeModels = unlimited
ClumpModels = unlimited
VehicleModels = unlimited
PedModels = unlimited
WeaponModels = unlimited
EntitiesPerIpl = unlimited
EntityIpl = unlimited
StaticShadows = 2048
Coronas = 20000
ScriptSearchLights = 1024
FrameLimit = 5000
MemoryAvailable = 50%

[VCLIMITS]
ExtraObjectsDir = 256
PtrNode    = 300000
EntryInfoNode = 3200
Peds = 140
Vehicles = 110
Buildings = 300000
Treadables = 1
Objects = 10000
Dummys = 30000
AudioScriptObj = 192
ColModel = 15000
AlphaEntityList = 2000
VisibleEntityPtrs = unlimited
AtomicModels = 10000
TimeModels = unlimited
ClumpModels = unlimited
VehicleModels = unlimited
PedModels = unlimited
WeaponModels = unlimited
2dEffects = unlimited
OutsideWorldWaterBlocks = 40
Coronas = 5000
FrameLimit = 30
MemoryAvailable = 30%

[GTA3LIMITS]
StreamingInfo = 6350
TxdStore = 850
ExtraObjectsDir = 128
PtrNode = 90000
EntryInfoNode = 30000
Peds = 140
Vehicles = 110
Buildings = 100000
Treadables = 1214
Objects = 10000
Dummys = 30000
AudioScriptObj = 256
AlphaEntityList = 2000
VisibleEntityPtrs = unlimited
TimeModels = unlimited
OutsideWorldWaterBlocks = 40
Coronas = 5000
FrameLimit = 30
MemoryAvailable = 30%

[OPTIONS]
DebugTextKey = 0x74        ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)

; ### StreamingInfo
;     Size of the streaming info array.
;     Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming)
;     For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500).
;
; ### ExtraObjectsDir
;     Size of the extra objects directory.
;     Number of streamed DFFs the game can store that have no IDE definition.
;
; ### TxdStore
;     Size of the Txd Pool.
;     Number of Txds the game can use, StreamingInfo must be increased too.
;
; ### Buildings
;     Buildings on the building pool
;     Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
;
; ### Peds
;     Peds on the peds pool
;     Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
;
; ### Vehicles
;    Vehicles on the vehicles pool
;    Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
;
; ### Objects
;    Dynamic objects (i.e. registed in objects.dat) near/visible to the player
;    See also: Dummys
;
; ### Dummys
;    Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
;    Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
;    
;    This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
;    the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
;
; ### PedIntelligence
;    Ped AI instances
;    **MUST** be the same value as Peds
;
; ### ColModel [CanBeUnlimited]
;    Collision models loaded at once
;    Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
;
; ### PtrNodeSingle [CanBeUnlimited]
;    Nodes for the pool of singly linked lists
;    Directly related to the amount of entities spawned in the world and values stored in quad trees.
;
; ### PtrNodeDouble [CanBeUnlimited]
;    Nodes for the pool of double linked lists
;    Directly related to the amount of entities spawned in the world
;
; ### PtrNode
;    Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
;
; ### EntryInfoNode [CanBeUnlimited]
;    Directly related to the amount of collidable entities spawned in the world
;
; ### Task [CanBeUnlimited]
;    Running pedestrian tasks around the world
;
; ### Event [CanBeUnlimited]
;    Events notification around the world (vehicles collided, etc)
;
; ### PointRoute [CanBeUnlimited]
;    Related to AI routes (see scm command 05D7)
;
; ### PatrolRoute [CanBeUnlimited]
;    Related to AI patrol routes (see scm command 0755)
;
; ### NodeRoute [CanBeUnlimited]
;    Related to dynamic AI routes to go somewhere (for example, the command 05F5)
;
; ### TaskAllocator [CanBeUnlimited]
;    Allocator of tasks to organized group of peds
;
; ### PedAttractors [CanBeUnlimited]
;    Peds attracted to specific objects (e.g. ped using a cassino machine)
;
; ### VehicleStructs [CanBeUnlimited]
;    Loaded vehicles models information.
;
; ### Treadables
;    Animated buildings?
;
; ### AudioScriptObj
;    Script sounds (see scm command 018D)
;
;
; ### MatrixList [CanBeUnlimited]
;    Pool of transformation matrices, directly related to the amount of physical objects in the world
;
; ### AlphaEntityList [CanBeUnlimited]
;    List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
;
; ### VisibleEntityPtrs [CanBeUnlimited]
;    List of visible non-lod entities
;
; ### VisibleLodPtrs [CanBeUnlimited]
;    List of visible lod entities
;
; ### OutsideWorldWaterBlocks
;    Amount of blocks outside the world boundaries to be rendered
;    Fixes water flickering outside world bondaries
;
; ### StreamingObjectInstancesList
;    List of streamed in entities RwObjects (dff models)
;    Fixes buildings flickering when seeing too many of them
;
; ### AtomicModels [CanBeUnlimited]
;    Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
;
; ### DamageAtomicModels [CanBeUnlimited]
;    Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
;
; ### TimeModels [CanBeUnlimited]
;    Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
;
; ### ClumpModels [CanBeUnlimited]
;    Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
;
; ### VehicleModels [CanBeUnlimited]
;    Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
;
; ### PedModels [CanBeUnlimited]
;    Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
;
; ### WeaponModels [CanBeUnlimited]
;    Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
;
; ### EntitiesPerIpl [CanBeUnlimited]
;    Maximum amount of instantiated entities (in INST section) from a single IPL file.
;
; ### EntityIpl [CanBeUnlimited]
;    Maximum number of IPL files that creates entities.
;
; ### StaticShadows
;    Maximum amount of static shadows
;
; ### Coronas
;    Maximum amount of coronas
;
; ### ScriptSearchLights
;    Maximum amount of searchlights that can be created with opcode 06B1
;
; ### FrameLimit
;    By default this is set to 30, which is actually 25fps. For 60fps, the value is 105.
;
; ### MemoryAvailable
;    Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**.
;    The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory
;    from the amount of physical memory available in your system.
;
;
;

 

that's your own configuration not the standart? if is like that, that own configuaration of yours can avoid more crashes in sa?

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Liam Sheberstov

What will happen if I put more than 63 entries on one single line inside cargrp.dat?

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santosvagos
9 hours ago, Liam Sheberstov said:

What will happen if I put more than 63 entries on one single line inside cargrp.dat?

i think it will be fine as long as You increase the limit of your cargrp .

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Liam Sheberstov
14 hours ago, santosvagos said:

i think it will be fine as long as You increase the limit of your cargrp .

The maximum value you can put on the limit adjuster is 63 as stated on the configuration file (SA).

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Junior_Djjr

@fastman92 seems that your Disqus account has been hacked.

00.jpg

 

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fastman92
2 hours ago, Junior_Djjr said:

@fastman92 seems that your Disqus account has been hacked.

00.jpg

 

Thanks for an information.

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Cipher26

can someone teach me how to use this Limit adjuster? my gta sa is heavily modded and im currently using an aircraft carrier mod. my game crashes saying i need to increase value of objects in sala but i don't any idea how to configure these limits. i home someone can send me their configured files. i installed this mod but nothing happens.


anyways fastman92 I truly appreciate your work

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pete9516
Posted (edited)
On 3/26/2019 at 8:01 AM, Cipher26 said:

can someone teach me how to use this Limit adjuster? my gta sa is heavily modded and im currently using an aircraft carrier mod. my game crashes saying i need to increase value of objects in sala but i don't any idea how to configure these limits. i home someone can send me their configured files. i installed this mod but nothing happens.


anyways fastman92 I truly appreciate your work

I would also find some Manual would be cool, especially for the weapon type limit settings stuff and the train type carriages thing. I don't have any idea, what those IDs are used for and if we can add several IDs and how they gonna be used. And also it would be cool to know, how the vehicle audio settings work. I tried to find a context between audio bank folders in audio/SFX/GENRL (where vehicle engine sounds are stored) and the numbers listed in gtasa_vehicleAudioSettings.cfg. But i have no idea. What do i have to do if i want to use some beta car engine sounds? Which numbers do i have to set in the .ini? Such things would be cool to know.

Edited by pete9516

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Junior_Djjr

Probably already reported, but better to repeat than not to say:

0ADB opcode (GET_NAME_OF_VEHICLE_MODEL) makes game crash with "Apply ID limit patch", maybe "FILE_TYPE_DFF".

https://pastebin.com/YaTHMXdw

 

Is there any public TODO list? For example Trello.

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fastman92
On 3/28/2019 at 9:30 AM, pete9516 said:

I would also find some Manual would be cool, especially for the weapon type limit settings stuff and the train type carriages thing. I don't have any idea, what those IDs are used for and if we can add several IDs and how they gonna be used. And also it would be cool to know, how the vehicle audio settings work. I tried to find a context between audio bank folders in audio/SFX/GENRL (where vehicle engine sounds are stored) and the numbers listed in gtasa_vehicleAudioSettings.cfg. But i have no idea. What do i have to do if i want to use some beta car engine sounds? Which numbers do i have to set in the .ini? Such things would be cool to know.

The documentation is going to be a part of the FLA 4.4

 

If you ask about the IDs, read this: 

 

 

On 3/29/2019 at 5:54 AM, Junior_Djjr said:

Probably already reported, but better to repeat than not to say:

0ADB opcode (GET_NAME_OF_VEHICLE_MODEL) makes game crash with "Apply ID limit patch", maybe "FILE_TYPE_DFF".

https://pastebin.com/YaTHMXdw

 

Is there any public TODO list? For example Trello.

This is not suprising.

ms_modelInfoPtrs: 0x192A9D0

 

This array is moved by the FLA to increase the number of model IDs.

CLEO doesn't account for this, it would be very easy for an author of CLEO library to modify the source code and make it possible to read a pointer to CModelInfo::ms_modelInfoPtrs dynamically, in such a way:

 

class CBaseModelInfo;
class CModelInfo
{
	// the default type in game used to be: CBaseModelInfo[20000]

	// let's make it a pointer to an array
	static CBaseModelInfo** ms_modelInfoPtrs;
};

CBaseModelInfo** CModelInfo::ms_modelInfoPtrs = *(CBaseModelInfo***)(0x403DA4 + 3);

CLEO currently has got something like this:

CBaseModelInfo** CModelInfo::ms_modelInfoPtrs = (CBaseModelInfo**)(0xA9B0C8);


If your CLEO script uses that opcode, I recommend you to read the value by using memory addresses.

This CLEO opcode reads the following:
 

static_cast<CVehicleModelInfo*>(CModelInfo::ms_modelInfoPtrs[modelID])->m_szGameName;

 

There is no public TODO list.

Today I'm wondering if it would be possible to make model special features for any model ID.

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Davve95

What's planned in the next version of FLA for SA ? And/or do you have changelog for the latest version?

 

I know this have been asked before, but it would be awesome if you could hack the draw distance for the small vegetation (like grass and bushes etc) (SA)

 

And also the draw distance for LOD vehicles? (Don't know if it's a thing that requires hacking or not)

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Junior_Djjr
3 hours ago, fastman92 said:

it would be very easy for an author of CLEO library to modify the source code

It's open.

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fastman92
Posted (edited)
21 hours ago, Junior_Djjr said:

I didn't know. I will take it into consideration.

 There's some progress towards MODEL SPECIAL FEATURES. Will it see the light of day, it's still uncertain.

I have thought about the switches and comparisons.

 

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

Switches already patched.

Edited by fastman92

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pete9516
On 3/30/2019 at 3:07 PM, fastman92 said:

If you ask about the IDs, read this: 



 

So this means it's not possible to add additional vehicle sounds. Strange, there is a mod that can add multiple sirens though for emergency vehicles. Maybe it would be possible with some cleo structure. Even it wouldn't be as good as adding the files directly to the GENRL data. But now i know how to test out the beta vehicle sounds. Thanks!

On 3/30/2019 at 7:31 PM, fastman92 said:

There's some progress towards MODEL SPECIAL FEATURES. Will it see the light of day, it's still uncertain.

 

Just recently i have found an interesting cleo script section of the following website:

https://gta.com.ua/files_sa.phtml?section_id=16&sort=date

where you can find many enhancements for city service vehicles which i have been searching for years now. Only thing missing is the spawning of such a police car with vigilante missions, sirens, and so on...

I have found a mod called "Special Forces v1.05" where you can actually swap out the original police cars (even Enforcers, Barracks and Rhinos) with specific ones from your choice, but instead of replacing the original one it rotates from a given model pool. So you could have several police cars at the same time. Unfortunately i've forgotten where i downloaded it from. And the readme says nothing about author or website information.

And even if "Vehicle Special Abilities" supports many features, there are still missing many other id specific features. So i'm looking forward to this

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fastman92

Working on it:

fcb8181180841054.jpg 

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nWo51289

Continuation from my last post. 

While adding more archives I keep getting this error when the game loads. It is random, sometimes I get it and times I don't. There have been times when I get that error 20 times in a row before I can finally load the game up. Is this something to do with DEP? I've got "Turn on DEP for essential Windows Programs etc" enabled. I've used IMG_Organizer_5_1, added another archive to gta.dat....no problem game loads up fine every attempt. Add another archive, I get this error again. Tried it without modloader and still the same. Thanks.

 

Spoiler

Starting fastman92 limit adjuster 4.2 for WIN_X86, compilation time: Mar 29 2017 16:53:51
Please visit http://fastman92.com

Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
IPL ID limit > 256 check disabled. Game may have some bugs if ID IPL limit is increased.
At least one ID limit is changed. ID limits will be patched.
COL ID limit is over 256 and requires something more than uint8_t. Applying uint16_t patches.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 25999 (6000) - TXD texture archives.
26000 - 26299 (300) - COL collision archives.
26300 - 26555 (256) - IPL Binary IPL files.
26556 - 26619 (64) - DAT files limited to nodes*.dat
26620 - 26799 (180) - IFP animation archives.
26800 - 27274 (475) - RRR car recordings, carrec*.rrr files
27275 - 27356 (82) - SCM scripts
27357 - 27358 (2) - Loaded list
27359 - 27360 (2) - Requested list
27361 - count of all file IDs


Addresses:
CStreaming::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x3AE3020
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
Modified count of killable model IDs: 1000
---------------------------------------------
---------------------------------------------
Modified limit of rwObjectInstances to: 6000
---------------------------------------------
Modified limit of matrices to: 140000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 280000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 12800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 60000
---------------------------------------------
Modified limit of IPL:inst, buildings to: 52000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 10000
---------------------------------------------
Modified limit of IPL: entity index array to: 80
---------------------------------------------
Modified limit of IDE:objs:type1 section to 50000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 780
---------------------------------------------
Modified limit of IDE:hier section to 184
---------------------------------------------
Modified limit of IDE:tobj section to 676
---------------------------------------------
Modified limit of IDE:cars section to 215
---------------------------------------------
Modified limit of IDE:peds section to 350
---------------------------------------------
Modified max number of IMG archives to: 117
---------------------------------------------
Modified limit of 'Max number of stream handles' to: 400
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Number of memory changes made: 1746
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 13064
Current thread ID: 1460
Last file to be loaded: data\paths\tracks4.dat
Last library loaded: C:\Windows\system32\QuickTime.qts
Exception address: 0x76F45702 ("ntdll.dll"+0x45702)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x49741C80

General registers:
EAX: 0x49741C80 (1232346240)
EBX: 0x099B2270 (161161840)
ECX: 0x099B6E88 (161181320)
EDX: 0xC9741C80 (-915137408)
ESI: 0x099B6E80 (161181312)
EDI: 0x03BC0000 (62652416)
EBP: 0x0177F530 (24638768)
ESP: 0x0177F3E8 (24638440)
EIP: 0x76F45702 (1995724546)
EFL: 0x00010246 (66118)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 58.681480 bytes: 00 00 00 00 00 D6 B9 EA 04 40
ST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST2: -17.066668 bytes: 00 00 00 00 00 89 88 88 03 C0
ST3: 113569.000000 bytes: 00 00 00 00 00 80 D0 DD 0F 40
ST4: 11477664.000000 bytes: 00 00 00 00 00 A0 22 AF 16 40
ST5: 4211.865723 bytes: 00 00 00 00 00 ED 9E 83 0B 40
ST6: -14.802730 bytes: 00 00 00 00 00 FB D7 EC 02 C0
ST7: 16645.000000 bytes: 00 00 00 00 00 00 0A 82 0D 40
CTRL: 007F
STAT: 0030
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 D6 B9 EA
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 89 88 88
MM3: 00 00 00 00 00 80 D0 DD
MM4: 00 00 00 00 00 A0 22 AF
MM5: 00 00 00 00 00 ED 9E 83
MM6: 00 00 00 00 00 FB D7 EC
MM7: 00 00 00 00 00 00 0A 82

XMM registers, 16 bytes:
XMM0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Module list
; Path    Module file size        Base    Size of image    Entry point
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\gta_trilogy.exe    14383616    0x00400000    0x01177000    0x00824570
C:\Windows\SYSTEM32\ntdll.dll    1674480    0x76F00000    0x0019C000    0x00000000
C:\Windows\System32\KERNEL32.DLL    649272    0x746C0000    0x000E0000    0x746DFD70
C:\Windows\System32\KERNELBASE.dll    2073240    0x74DF0000    0x001FA000    0x74EF8270
C:\Windows\SYSTEM32\apphelp.dll    624640    0x70D20000    0x0009C000    0x70D57D00
C:\Windows\SYSTEM32\AcGenral.DLL    2392576    0x54730000    0x00250000    0x54760890
C:\Windows\System32\msvcrt.dll    779376    0x752B0000    0x000C0000    0x752E6C80
C:\Windows\System32\sechost.dll    492432    0x76910000    0x00079000    0x76930AF0
C:\Windows\System32\RPCRT4.dll    782968    0x74590000    0x000BF000    0x745CE940
C:\Windows\System32\SspiCli.dll    122400    0x74570000    0x00020000    0x7457C960
C:\Windows\System32\CRYPTBASE.dll    31728    0x74560000    0x0000A000    0x745629E0
C:\Windows\System32\bcryptPrimitives.dll    398208    0x74650000    0x00062000    0x74682600
C:\Windows\System32\SHLWAPI.dll    274224    0x75BD0000    0x00044000    0x75BE7BB0
C:\Windows\System32\combase.dll    2594872    0x74A30000    0x00278000    0x74B6FAE0
C:\Windows\System32\ucrtbase.dll    1191512    0x748E0000    0x00122000    0x7490D200
C:\Windows\System32\GDI32.dll    138376    0x76990000    0x00023000    0x76997580
C:\Windows\System32\gdi32full.dll    1467560    0x75510000    0x00167000    0x755CBF10
C:\Windows\System32\msvcp_win.dll    516496    0x75230000    0x00080000    0x75246750
C:\Windows\System32\USER32.dll    1675712    0x75370000    0x00199000    0x753AE990
C:\Windows\System32\win32u.dll    88304    0x76EC0000    0x00017000    0x00000000
C:\Windows\System32\ole32.dll    1026992    0x76AC0000    0x000FC000    0x76AFEDE0
C:\Windows\System32\advapi32.dll    507400    0x74D40000    0x0007E000    0x74D647C0
C:\Windows\System32\OLEAUT32.dll    629576    0x76CB0000    0x0009B000    0x76CDB0C0
C:\Windows\System32\SHELL32.dll    5588184    0x75680000    0x0054E000    0x75B4F5A0
C:\Windows\System32\cfgmgr32.dll    235496    0x751F0000    0x0003B000    0x751FDA20
C:\Windows\System32\shcore.dll    555440    0x76800000    0x00089000    0x76845BC0
C:\Windows\System32\windows.storage.dll    6309040    0x75CC0000    0x005FC000    0x75EFC450
C:\Windows\System32\profapi.dll    106384    0x767E0000    0x0001C000    0x767EAEB0
C:\Windows\System32\powrprof.dll    341560    0x75C30000    0x00054000    0x75C3ACB0
C:\Windows\System32\kernel.appcore.dll    51336    0x75C90000    0x0000F000    0x75C94570
C:\Windows\System32\cryptsp.dll    67648    0x74A10000    0x00012000    0x74A15CD0
C:\Windows\SYSTEM32\UxTheme.dll    481280    0x709F0000    0x0007B000    0x70A2AFA0
C:\Windows\SYSTEM32\WINMM.dll    134512    0x71D30000    0x00024000    0x71D34310
C:\Windows\SYSTEM32\samcli.dll    70144    0x56800000    0x00015000    0x56805930
C:\Windows\SYSTEM32\MSACM32.dll    93984    0x709C0000    0x00019000    0x709C45C0
C:\Windows\SYSTEM32\VERSION.dll    27328    0x73F90000    0x00008000    0x73F917C0
C:\Windows\SYSTEM32\USERENV.dll    137056    0x73F60000    0x00023000    0x73F67F60
C:\Windows\SYSTEM32\dwmapi.dll    140288    0x6E890000    0x00026000    0x6E895300
C:\Windows\System32\CRYPT32.dll    1668784    0x75000000    0x00199000    0x75059B50
C:\Windows\System32\MSASN1.dll    50608    0x76EE0000    0x0000E000    0x76EE5580
C:\Windows\SYSTEM32\urlmon.dll    1760768    0x6D320000    0x001BC000    0x6D3BAEE0
C:\Windows\SYSTEM32\WINSPOOL.DRV    414720    0x6A370000    0x0006B000    0x6A383880
C:\Windows\System32\bcrypt.dll    96760    0x768F0000    0x00019000    0x768F9390
C:\Windows\SYSTEM32\MPR.dll    89552    0x73330000    0x00018000    0x733333D0
C:\Windows\SYSTEM32\WINMMBASE.dll    132392    0x71D00000    0x00023000    0x71D087F0
C:\Windows\SYSTEM32\iertutil.dll    2275680    0x713C0000    0x0022D000    0x7157C2C0
C:\Windows\SYSTEM32\PROPSYS.dll    1572176    0x719E0000    0x0017E000    0x71A49410
C:\Windows\SYSTEM32\IPHLPAPI.DLL    197832    0x74060000    0x00033000    0x7406CC30
C:\Windows\System32\IMM32.DLL    144312    0x74DC0000    0x00025000    0x74DC4380
C:\Windows\System32\WS2_32.dll    384272    0x76320000    0x0005F000    0x76335BC0
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbisfile.dll    53760    0x567E0000    0x00011000    0x567E1A0B
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbishooked.DLL    65536    0x001E0000    0x00011000    0x001E4C98
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\ogg.dll    36864    0x01910000    0x00009000    0x0191302E
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbis.dll    1060864    0x039D0000    0x00108000    0x039E3F7C
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\CLEO.asi    264704    0x55FF0000    0x0006B000    0x55FFE484
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\BASS.dll    92216    0x11000000    0x00055000    0x11054036
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\modloader.asi    700928    0x54670000    0x000B2000    0x546C4637
C:\Windows\SYSTEM32\dbghelp.dll    1522176    0x70DF0000    0x0018F000    0x70E2A450
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\$fastman92limitAdjuster.asi    5574656    0x53070000    0x00560000    0x530FFA16
C:\Windows\System32\PSAPI.DLL    17208    0x74FF0000    0x00006000    0x74FF1470
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\MinHook.x86.dll    14848    0x567D0000    0x00007000    0x00000000
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\DllTricks.dll    33792    0x567C0000    0x0000D000    0x567C147F
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.17763.379_none_5892bf0378a97e8e\COMCTL32.dll    569872    0x69100000    0x0008E000    0x69167970
C:\Windows\System32\MSCTF.dll    1296576    0x747A0000    0x0013D000    0x747F6D90
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\modloader\trilogy\scripts\silentpatchsa.asi    238080    0x53DA0000    0x0003E000    0x53DBDC24
C:\Windows\System32\TextInputFramework.dll    542504    0x552A0000    0x00086000    0x552D8F80
C:\Windows\System32\CoreMessaging.dll    582240    0x55210000    0x0008F000    0x552667E0
C:\Windows\System32\CoreUIComponents.dll    2538768    0x54FA0000    0x0026A000    0x5500A810
C:\Windows\SYSTEM32\ntmarta.dll    153408    0x71EC0000    0x00029000    0x71EC8000
C:\Windows\SYSTEM32\wintypes.dll    902248    0x6DBF0000    0x000DB000    0x6DC67740
C:\Windows\SYSTEM32\DDRAW.dll    529408    0x53B80000    0x000E9000    0x53B90EC0
C:\Windows\SYSTEM32\DCIMAN32.dll    11776    0x567B0000    0x00007000    0x567B1FE0
C:\Windows\SYSTEM32\dxgi.dll    661096    0x70BE0000    0x000A4000    0x70C0EF80
C:\Windows\SYSTEM32\DSOUND.dll    497664    0x53B00000    0x00080000    0x53B30710
C:\Windows\System32\clbcatq.dll    515624    0x76C20000    0x00081000    0x76C40670
C:\Windows\System32\MMDevApi.dll    366736    0x70B00000    0x0005E000    0x70B26430
C:\Windows\System32\DEVOBJ.dll    135304    0x70AD0000    0x00023000    0x70AD9760
C:\Windows\SYSTEM32\AUDIOSES.DLL    1098128    0x6DCD0000    0x00110000    0x6DD1A260
C:\Windows\SYSTEM32\AVRT.dll    27328    0x70A80000    0x00008000    0x70A81A70
C:\Windows\SYSTEM32\resourcepolicyclient.dll    49560    0x55930000    0x0000E000    0x559374C0
C:\Windows\SYSTEM32\DINPUT8.dll    173568    0x53AC0000    0x00037000    0x53ACBA00
C:\Windows\SYSTEM32\inputhost.dll    591832    0x553C0000    0x00091000    0x55436130
C:\Windows\SYSTEM32\twinapi.appcore.dll    1720936    0x6D670000    0x001A3000    0x6D6F5860
C:\Windows\SYSTEM32\d2d1.dll    5309288    0x6DF50000    0x00508000    0x6E27D0C0
C:\Windows\SYSTEM32\d3d11.dll    2264344    0x6E460000    0x00229000    0x6E4FCE00
C:\Windows\SYSTEM32\RMCLIENT.dll    114344    0x71610000    0x0001E000    0x7161BCF0
C:\Windows\SYSTEM32\HID.DLL    28160    0x55920000    0x0000B000    0x55921F20
C:\Windows\System32\SETUPAPI.DLL    4526080    0x76390000    0x0044B000    0x763C0860
C:\Windows\System32\WINTRUST.dll    279376    0x751A0000    0x00045000    0x751B77D0
C:\Windows\SYSTEM32\d3d9.dll    1495248    0x717D0000    0x00171000    0x71841610
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igdumdim32.dll    2047936    0x52E70000    0x001F7000    0x52FDA2F0
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igd9dxva32.dll    55432936    0x11060000    0x0341F000    0x11659FC0
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igdinfo32.dll    120576    0x57290000    0x0001E000    0x57291B80
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igc32.dll    29417856    0x5A6B0000    0x01BBD000    0x5ADCE670
C:\Windows\SYSTEM32\dcomp.dll    1427600    0x6D820000    0x0015F000    0x6D89CCE0
C:\Windows\System32\quartz.dll    1470464    0x52CD0000    0x0019A000    0x52CFB820
C:\Windows\System32\devenum.dll    81712    0x55460000    0x00014000    0x5546E450
C:\Windows\SYSTEM32\D3DIM700.DLL    386560    0x53A50000    0x00063000    0x53A9F7E0
C:\Windows\SYSTEM32\wdmaud.drv    215040    0x70A90000    0x0003A000    0x70A9AC60
C:\Windows\SYSTEM32\ksuser.dll    20120    0x70A70000    0x00007000    0x70A71ED0
C:\Windows\SYSTEM32\msacm32.drv    23552    0x709E0000    0x0000A000    0x709E4220
C:\Windows\SYSTEM32\midimap.dll    18944    0x6DBE0000    0x00008000    0x6DBE1960
C:\Windows\System32\Windows.UI.dll    964976    0x53EB0000    0x000EB000    0x53F05BE0
C:\Windows\SYSTEM32\wmvcore.dll    2160160    0x52AB0000    0x00212000    0x52AEDE50
C:\Windows\SYSTEM32\WMASF.DLL    249112    0x53A10000    0x0003E000    0x53A46380
C:\Windows\SYSTEM32\mfperfhelper.dll    1076040    0x5DE20000    0x00106000    0x5DF0C4A0
C:\Windows\system32\mlang.dll    198656    0x539D0000    0x00034000    0x539E0660
Game terminated.

 

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fastman92
2 minutes ago, nWo51289 said:

Continuation from my last post. 

While adding more archives I keep getting this error when the game loads. It is random, sometimes I get it and times I don't. There have been times when I get that error 20 times in a row before I can finally load the game up. Is this something to do with DEP? I've got "Turn on DEP for essential Windows Programs etc" enabled. I've used IMG_Organizer_5_1, added another archive to gta.dat....no problem game loads up fine every attempt. Add another archive, I get this error again. Tried it without modloader and still the same. Thanks.

 

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Starting fastman92 limit adjuster 4.2 for WIN_X86, compilation time: Mar 29 2017 16:53:51
Please visit http://fastman92.com

Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
IPL ID limit > 256 check disabled. Game may have some bugs if ID IPL limit is increased.
At least one ID limit is changed. ID limits will be patched.
COL ID limit is over 256 and requires something more than uint8_t. Applying uint16_t patches.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 25999 (6000) - TXD texture archives.
26000 - 26299 (300) - COL collision archives.
26300 - 26555 (256) - IPL Binary IPL files.
26556 - 26619 (64) - DAT files limited to nodes*.dat
26620 - 26799 (180) - IFP animation archives.
26800 - 27274 (475) - RRR car recordings, carrec*.rrr files
27275 - 27356 (82) - SCM scripts
27357 - 27358 (2) - Loaded list
27359 - 27360 (2) - Requested list
27361 - count of all file IDs


Addresses:
CStreaming::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x3AE3020
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
Modified count of killable model IDs: 1000
---------------------------------------------
---------------------------------------------
Modified limit of rwObjectInstances to: 6000
---------------------------------------------
Modified limit of matrices to: 140000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 280000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 12800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 60000
---------------------------------------------
Modified limit of IPL:inst, buildings to: 52000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 10000
---------------------------------------------
Modified limit of IPL: entity index array to: 80
---------------------------------------------
Modified limit of IDE:objs:type1 section to 50000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 780
---------------------------------------------
Modified limit of IDE:hier section to 184
---------------------------------------------
Modified limit of IDE:tobj section to 676
---------------------------------------------
Modified limit of IDE:cars section to 215
---------------------------------------------
Modified limit of IDE:peds section to 350
---------------------------------------------
Modified max number of IMG archives to: 117
---------------------------------------------
Modified limit of 'Max number of stream handles' to: 400
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Number of memory changes made: 1746
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 13064
Current thread ID: 1460
Last file to be loaded: data\paths\tracks4.dat
Last library loaded: C:\Windows\system32\QuickTime.qts
Exception address: 0x76F45702 ("ntdll.dll"+0x45702)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x49741C80

General registers:
EAX: 0x49741C80 (1232346240)
EBX: 0x099B2270 (161161840)
ECX: 0x099B6E88 (161181320)
EDX: 0xC9741C80 (-915137408)
ESI: 0x099B6E80 (161181312)
EDI: 0x03BC0000 (62652416)
EBP: 0x0177F530 (24638768)
ESP: 0x0177F3E8 (24638440)
EIP: 0x76F45702 (1995724546)
EFL: 0x00010246 (66118)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 58.681480 bytes: 00 00 00 00 00 D6 B9 EA 04 40
ST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST2: -17.066668 bytes: 00 00 00 00 00 89 88 88 03 C0
ST3: 113569.000000 bytes: 00 00 00 00 00 80 D0 DD 0F 40
ST4: 11477664.000000 bytes: 00 00 00 00 00 A0 22 AF 16 40
ST5: 4211.865723 bytes: 00 00 00 00 00 ED 9E 83 0B 40
ST6: -14.802730 bytes: 00 00 00 00 00 FB D7 EC 02 C0
ST7: 16645.000000 bytes: 00 00 00 00 00 00 0A 82 0D 40
CTRL: 007F
STAT: 0030
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 D6 B9 EA
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 89 88 88
MM3: 00 00 00 00 00 80 D0 DD
MM4: 00 00 00 00 00 A0 22 AF
MM5: 00 00 00 00 00 ED 9E 83
MM6: 00 00 00 00 00 FB D7 EC
MM7: 00 00 00 00 00 00 0A 82

XMM registers, 16 bytes:
XMM0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Module list
; Path    Module file size        Base    Size of image    Entry point
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\gta_trilogy.exe    14383616    0x00400000    0x01177000    0x00824570
C:\Windows\SYSTEM32\ntdll.dll    1674480    0x76F00000    0x0019C000    0x00000000
C:\Windows\System32\KERNEL32.DLL    649272    0x746C0000    0x000E0000    0x746DFD70
C:\Windows\System32\KERNELBASE.dll    2073240    0x74DF0000    0x001FA000    0x74EF8270
C:\Windows\SYSTEM32\apphelp.dll    624640    0x70D20000    0x0009C000    0x70D57D00
C:\Windows\SYSTEM32\AcGenral.DLL    2392576    0x54730000    0x00250000    0x54760890
C:\Windows\System32\msvcrt.dll    779376    0x752B0000    0x000C0000    0x752E6C80
C:\Windows\System32\sechost.dll    492432    0x76910000    0x00079000    0x76930AF0
C:\Windows\System32\RPCRT4.dll    782968    0x74590000    0x000BF000    0x745CE940
C:\Windows\System32\SspiCli.dll    122400    0x74570000    0x00020000    0x7457C960
C:\Windows\System32\CRYPTBASE.dll    31728    0x74560000    0x0000A000    0x745629E0
C:\Windows\System32\bcryptPrimitives.dll    398208    0x74650000    0x00062000    0x74682600
C:\Windows\System32\SHLWAPI.dll    274224    0x75BD0000    0x00044000    0x75BE7BB0
C:\Windows\System32\combase.dll    2594872    0x74A30000    0x00278000    0x74B6FAE0
C:\Windows\System32\ucrtbase.dll    1191512    0x748E0000    0x00122000    0x7490D200
C:\Windows\System32\GDI32.dll    138376    0x76990000    0x00023000    0x76997580
C:\Windows\System32\gdi32full.dll    1467560    0x75510000    0x00167000    0x755CBF10
C:\Windows\System32\msvcp_win.dll    516496    0x75230000    0x00080000    0x75246750
C:\Windows\System32\USER32.dll    1675712    0x75370000    0x00199000    0x753AE990
C:\Windows\System32\win32u.dll    88304    0x76EC0000    0x00017000    0x00000000
C:\Windows\System32\ole32.dll    1026992    0x76AC0000    0x000FC000    0x76AFEDE0
C:\Windows\System32\advapi32.dll    507400    0x74D40000    0x0007E000    0x74D647C0
C:\Windows\System32\OLEAUT32.dll    629576    0x76CB0000    0x0009B000    0x76CDB0C0
C:\Windows\System32\SHELL32.dll    5588184    0x75680000    0x0054E000    0x75B4F5A0
C:\Windows\System32\cfgmgr32.dll    235496    0x751F0000    0x0003B000    0x751FDA20
C:\Windows\System32\shcore.dll    555440    0x76800000    0x00089000    0x76845BC0
C:\Windows\System32\windows.storage.dll    6309040    0x75CC0000    0x005FC000    0x75EFC450
C:\Windows\System32\profapi.dll    106384    0x767E0000    0x0001C000    0x767EAEB0
C:\Windows\System32\powrprof.dll    341560    0x75C30000    0x00054000    0x75C3ACB0
C:\Windows\System32\kernel.appcore.dll    51336    0x75C90000    0x0000F000    0x75C94570
C:\Windows\System32\cryptsp.dll    67648    0x74A10000    0x00012000    0x74A15CD0
C:\Windows\SYSTEM32\UxTheme.dll    481280    0x709F0000    0x0007B000    0x70A2AFA0
C:\Windows\SYSTEM32\WINMM.dll    134512    0x71D30000    0x00024000    0x71D34310
C:\Windows\SYSTEM32\samcli.dll    70144    0x56800000    0x00015000    0x56805930
C:\Windows\SYSTEM32\MSACM32.dll    93984    0x709C0000    0x00019000    0x709C45C0
C:\Windows\SYSTEM32\VERSION.dll    27328    0x73F90000    0x00008000    0x73F917C0
C:\Windows\SYSTEM32\USERENV.dll    137056    0x73F60000    0x00023000    0x73F67F60
C:\Windows\SYSTEM32\dwmapi.dll    140288    0x6E890000    0x00026000    0x6E895300
C:\Windows\System32\CRYPT32.dll    1668784    0x75000000    0x00199000    0x75059B50
C:\Windows\System32\MSASN1.dll    50608    0x76EE0000    0x0000E000    0x76EE5580
C:\Windows\SYSTEM32\urlmon.dll    1760768    0x6D320000    0x001BC000    0x6D3BAEE0
C:\Windows\SYSTEM32\WINSPOOL.DRV    414720    0x6A370000    0x0006B000    0x6A383880
C:\Windows\System32\bcrypt.dll    96760    0x768F0000    0x00019000    0x768F9390
C:\Windows\SYSTEM32\MPR.dll    89552    0x73330000    0x00018000    0x733333D0
C:\Windows\SYSTEM32\WINMMBASE.dll    132392    0x71D00000    0x00023000    0x71D087F0
C:\Windows\SYSTEM32\iertutil.dll    2275680    0x713C0000    0x0022D000    0x7157C2C0
C:\Windows\SYSTEM32\PROPSYS.dll    1572176    0x719E0000    0x0017E000    0x71A49410
C:\Windows\SYSTEM32\IPHLPAPI.DLL    197832    0x74060000    0x00033000    0x7406CC30
C:\Windows\System32\IMM32.DLL    144312    0x74DC0000    0x00025000    0x74DC4380
C:\Windows\System32\WS2_32.dll    384272    0x76320000    0x0005F000    0x76335BC0
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbisfile.dll    53760    0x567E0000    0x00011000    0x567E1A0B
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbishooked.DLL    65536    0x001E0000    0x00011000    0x001E4C98
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\ogg.dll    36864    0x01910000    0x00009000    0x0191302E
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\vorbis.dll    1060864    0x039D0000    0x00108000    0x039E3F7C
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\CLEO.asi    264704    0x55FF0000    0x0006B000    0x55FFE484
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\BASS.dll    92216    0x11000000    0x00055000    0x11054036
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\modloader.asi    700928    0x54670000    0x000B2000    0x546C4637
C:\Windows\SYSTEM32\dbghelp.dll    1522176    0x70DF0000    0x0018F000    0x70E2A450
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\$fastman92limitAdjuster.asi    5574656    0x53070000    0x00560000    0x530FFA16
C:\Windows\System32\PSAPI.DLL    17208    0x74FF0000    0x00006000    0x74FF1470
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\MinHook.x86.dll    14848    0x567D0000    0x00007000    0x00000000
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\scripts\gta_trilogy\DllTricks.dll    33792    0x567C0000    0x0000D000    0x567C147F
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.17763.379_none_5892bf0378a97e8e\COMCTL32.dll    569872    0x69100000    0x0008E000    0x69167970
C:\Windows\System32\MSCTF.dll    1296576    0x747A0000    0x0013D000    0x747F6D90
C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto San Andreas\modloader\trilogy\scripts\silentpatchsa.asi    238080    0x53DA0000    0x0003E000    0x53DBDC24
C:\Windows\System32\TextInputFramework.dll    542504    0x552A0000    0x00086000    0x552D8F80
C:\Windows\System32\CoreMessaging.dll    582240    0x55210000    0x0008F000    0x552667E0
C:\Windows\System32\CoreUIComponents.dll    2538768    0x54FA0000    0x0026A000    0x5500A810
C:\Windows\SYSTEM32\ntmarta.dll    153408    0x71EC0000    0x00029000    0x71EC8000
C:\Windows\SYSTEM32\wintypes.dll    902248    0x6DBF0000    0x000DB000    0x6DC67740
C:\Windows\SYSTEM32\DDRAW.dll    529408    0x53B80000    0x000E9000    0x53B90EC0
C:\Windows\SYSTEM32\DCIMAN32.dll    11776    0x567B0000    0x00007000    0x567B1FE0
C:\Windows\SYSTEM32\dxgi.dll    661096    0x70BE0000    0x000A4000    0x70C0EF80
C:\Windows\SYSTEM32\DSOUND.dll    497664    0x53B00000    0x00080000    0x53B30710
C:\Windows\System32\clbcatq.dll    515624    0x76C20000    0x00081000    0x76C40670
C:\Windows\System32\MMDevApi.dll    366736    0x70B00000    0x0005E000    0x70B26430
C:\Windows\System32\DEVOBJ.dll    135304    0x70AD0000    0x00023000    0x70AD9760
C:\Windows\SYSTEM32\AUDIOSES.DLL    1098128    0x6DCD0000    0x00110000    0x6DD1A260
C:\Windows\SYSTEM32\AVRT.dll    27328    0x70A80000    0x00008000    0x70A81A70
C:\Windows\SYSTEM32\resourcepolicyclient.dll    49560    0x55930000    0x0000E000    0x559374C0
C:\Windows\SYSTEM32\DINPUT8.dll    173568    0x53AC0000    0x00037000    0x53ACBA00
C:\Windows\SYSTEM32\inputhost.dll    591832    0x553C0000    0x00091000    0x55436130
C:\Windows\SYSTEM32\twinapi.appcore.dll    1720936    0x6D670000    0x001A3000    0x6D6F5860
C:\Windows\SYSTEM32\d2d1.dll    5309288    0x6DF50000    0x00508000    0x6E27D0C0
C:\Windows\SYSTEM32\d3d11.dll    2264344    0x6E460000    0x00229000    0x6E4FCE00
C:\Windows\SYSTEM32\RMCLIENT.dll    114344    0x71610000    0x0001E000    0x7161BCF0
C:\Windows\SYSTEM32\HID.DLL    28160    0x55920000    0x0000B000    0x55921F20
C:\Windows\System32\SETUPAPI.DLL    4526080    0x76390000    0x0044B000    0x763C0860
C:\Windows\System32\WINTRUST.dll    279376    0x751A0000    0x00045000    0x751B77D0
C:\Windows\SYSTEM32\d3d9.dll    1495248    0x717D0000    0x00171000    0x71841610
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igdumdim32.dll    2047936    0x52E70000    0x001F7000    0x52FDA2F0
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igd9dxva32.dll    55432936    0x11060000    0x0341F000    0x11659FC0
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igdinfo32.dll    120576    0x57290000    0x0001E000    0x57291B80
C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_8a9535cd18c90bc3\igc32.dll    29417856    0x5A6B0000    0x01BBD000    0x5ADCE670
C:\Windows\SYSTEM32\dcomp.dll    1427600    0x6D820000    0x0015F000    0x6D89CCE0
C:\Windows\System32\quartz.dll    1470464    0x52CD0000    0x0019A000    0x52CFB820
C:\Windows\System32\devenum.dll    81712    0x55460000    0x00014000    0x5546E450
C:\Windows\SYSTEM32\D3DIM700.DLL    386560    0x53A50000    0x00063000    0x53A9F7E0
C:\Windows\SYSTEM32\wdmaud.drv    215040    0x70A90000    0x0003A000    0x70A9AC60
C:\Windows\SYSTEM32\ksuser.dll    20120    0x70A70000    0x00007000    0x70A71ED0
C:\Windows\SYSTEM32\msacm32.drv    23552    0x709E0000    0x0000A000    0x709E4220
C:\Windows\SYSTEM32\midimap.dll    18944    0x6DBE0000    0x00008000    0x6DBE1960
C:\Windows\System32\Windows.UI.dll    964976    0x53EB0000    0x000EB000    0x53F05BE0
C:\Windows\SYSTEM32\wmvcore.dll    2160160    0x52AB0000    0x00212000    0x52AEDE50
C:\Windows\SYSTEM32\WMASF.DLL    249112    0x53A10000    0x0003E000    0x53A46380
C:\Windows\SYSTEM32\mfperfhelper.dll    1076040    0x5DE20000    0x00106000    0x5DF0C4A0
C:\Windows\system32\mlang.dll    198656    0x539D0000    0x00034000    0x539E0660
Game terminated.

 

Contact me by PM and we'll see what can be done.

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nWo51289

Says you cannot receive private messages

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AngelD7
Posted (edited)

please can somebody tell me what is this https://imgur.com/WxpDGGc , says that i need tae pay 99 $ for a license

Edited by AngelD7

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6Four9
Posted (edited)
46 minutes ago, AngelD7 said:

please can somebody tell me what is this https://imgur.com/WxpDGGc , says that i need tae pay 99 $ for a license

lol , i guess y0u have t0 pay then xD

 

upps what m is this ? oh apr.......

Edited by 6Four9
ye tae ye tae tae tae the freak ? y0u t0 ye t0 t0 tae the freak ?

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Silent
Posted (edited)
13 hours ago, fastman92 said:

Working on it:

 

Daily reminder that special features SP adds and/or controls are exposed via exports and can be overridden fully, should a mod want tae control it fully.

Edited by Silent

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AngelD7
1 hour ago, 6Four9 said:

lol , i guess y0u have t0 pay then xD

 

upps what m is this ? oh apr.......

what was that a joke? XD

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