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fastman92 limit adjuster


fastman92
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fastman92 limit adjuster http://giant.gfycat.com/GloomyFilthyAsianpiedstarling.gif http://giant.gfycat.com/LazyDeterminedGiantschnauzer.gif Like many other games, GTA has limits that ma

Hi all. All downloads of this mod will be suspended until further notice due to the existence of an opt-out only, unannounced telemetry element to the mod (which collects some data from you), unt

http://fastman92.com/15-fastman92-limit-adjuster-5-1 FLA 5.1 no longer has the telemetry elements as fastman92 is trying to find a better solution. We'd really recommend you make it option and

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

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

 

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

 

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

 

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

It would take a one full day.

 

It's better if you focus on path system hacks you've told me about :)

As a return:

Underground! LC, VC and SA combined on the SA engine! Here:

http://gtaforums.com/topic/768770-gta-sa-sol-underground-main-topic/

 

First release coming soon, main thread is getting re-designed aswell.

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

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

 

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

 

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

 

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

It would take a one full day.

 

 

That's OK, thank you for the information.

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maybe pedcolor.dat (?)

 

Sorry to be off topic a little but what did you mean about pedcolor?

would it be a system like GTA IV where the peds would alternate between different color clothing? optional hats or jackets as well?

That WOULD BE AMAZING. the peds would be so much more realistic! exponentially increase variety!

 

Multiple loads of the same model is getting so dull during gameplay. especially if they are custom models.

Unique they stand out, while standing with their clones, looking like Doppleganger justu

 

If this is not what you mean... i really think we should figure out how this can be done. Or maybe a random generator which would examine models already loaded, and load any thing not loaded, or similar models have to remain certain distance from each other to reduce the repetiveness

 

Maybe all of the above. Then we would have a very lively and diverse looking world

Edited by YoungDragonSD
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Gang ID limit (not sure about this one)
The limit is 10 gangs. Unfortunately, it takes many things to be changed to hack this limit.

 

 

.ZON limit (not sure about this one)
.zon limit - it's hacked

 

 

; IPL: map zones (50)#Map zones = 50; IPL: navigation zones (380)#Navigation zones = 380
Police and ambulance limit
That's related to number of islands.

 

 

Timecyc limit (not sure about this one either)
Weathers? This limit would need some thinking.

 

 

 

grge IPL limit (not sure about this one)
I can hack it later.

 

 

This week I will most likely work to create a file specification of new path format.

Edited by fastman92
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How do you ensure that the hacked limits are bug-free? Do you have a test suite or automatic testing utility?

I have made a set of high quality semi-automatic scripts that let me prepare the code for limit adjuster.

These scripts let me hack limits that may take several thousand of changes, filter out the unnecessary patches, create the code.

 

Moreover, limit adjuster was designed in such a way that it can verify if new memory changes are appropriate. It was specifically designed to hack the complex limits.

 

Limits are 99.9% bug free.

Edited by fastman92
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I'm not sure what you did but the latest update to this quite literally doubled my framerate somehow

 

in non-demanding areas i get a constant 60 fps whereas i used to get around <30

Edited by AcomaB
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You might have simply disabled a frame limit adjuster and you had it enabled before.

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You might have simply disabled a frame limit adjuster and you had it enabled before.

yeah that was it, i tried to go swimming and other than when the particles made the game lag i couldnt swim fast at all

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You might have simply disabled a frame limit adjuster and you had it enabled before.

yeah that was it, i tried to go swimming and other than when the particles made the game lag i couldnt swim fast at all

 

 

I think that the more FPS swimming is slower and more foam is created

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New version released.

 

Download: http://www.mediafire.com/download/jrkdqc0xyjdq950/fastman92_limit_adjuster_1_5.rar

 

** 1.5

- GTA SA, added path limit, supported two formats of path files: 'standard GTA SA path format' and 'fastman92 path format'

programmers who want to support new path file format should read the documentation.

- GTA SA, added SCM LIMITS -> Mission cleanup

- GTA SA, added OTHER LIMITS: References, Cover points, Collision size

Paths are fully hacked and working now. New format of path files designed. Although, it still lacks the appropriate documentation for programmers.

 

If anyone wants to test new paths:

 

Download paths.img: http://www.mediafire.com/download/r581ioi8w5448hg/paths.img

 

Remember to remove old path files from gta3.img - node*.dat files.

 

Copy this paths.img to models\ directory.

Open gta.dat, add a line:

 

IMG MODElS\PATHS.IMG
Open .ini of limit adjuster, set following settings:

 

[MAP LIMITS]; Apply paths limit patchApply paths limit patch = 1; Paths map size (6000)Paths map size = 12000
Edited by fastman92
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Finally! I can now hack the path, If you're planning on next version, There would be new features on upcoming 1.6 anyway?

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New path format is complete, it shouldn't be altered in 1.6.

 

There will be other limits hacked in 1.6 though.

 

If anyone wants to see PathStructures.h: http://pastebin.com/7hpLZmJJ

Edited by fastman92
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New path format is complete, it shouldn't be altered in 1.6.

 

There will be other limits hacked in 1.6 though.

 

If anyone wants to see PathStructures.h: http://pastebin.com/7hpLZmJJ

Great job, also, I hope you'll do that conversion tool you've told me about on Skype today.

Edited by dkluin
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fastman92 we can use along with open limit adjuster? functions normally?

Yes, but don't hack the same limits with two limit adjusters.

 

As long as two limit adjusters don't overwrite the same memory addresses, it'll be fine.

 

I made a documentation of new path file format: http://www.gtamodding.com/wiki/Paths_(GTA_SA)#File_format_of_fastman92_path_file

Edited by fastman92
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- Can old paths be automatically converted to your format?

- Will vehicles and peds behave the same way as before or have you replaced their behavior?

- Can the spawn distance of peds & vehicles be increased with your system?

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- Can old paths be automatically converted to your format?

Yes, if you have appropriate tools. I wrote a simple tool named 'GTA map file renamer'.

It converts map files to fit new map size as well as changes format of path files.

 

Additionally, limit adjuster supports two formats of path files: 'standard GTA SA path format' and 'fastman92 path format'

 

 

- Will vehicles and peds behave the same way as before or have you replaced their behavior?

Should be completely the same.

 

 

- Can the spawn distance of peds & vehicles be increased with your system?

No. I think I'll try finding the distance.

 

 

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

 

Summary of limit adjuster:

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

Number of memory changes made: 7654

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

Edited by fastman92
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@fastman92

 

Streaming memory in IV could be increased?

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@fastman92

 

Streaming memory in IV could be increased?

Good question. I have currently no answer.

 

Edit: found a bug in limit adjuster.

If you spawn a helicopter e.g ID 487, rotors won't rotate.

Bug is active when ID is unsigned.

I fixed the bug already, 1.6 version won't have this bug.

Edited by fastman92
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@fastman92

 

Streaming memory in IV could be increased?

Good question. I have currently no answer.

 

Edit: found a bug in limit adjuster.

If you spawn a helicopter e.g ID 487, rotors won't rotate.

Bug is active when ID is unsigned.

I fixed the bug already, 1.6 version won't have this bug.

 

 

The LA will assign a new ID range starting from 0 messing up the ID structure if I assign 70.000 total ID spaces. Also, I need 40.000 DFF model spaces, in order to include the Underground map. Maybe get around this issue too?

Edited by dkluin
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@fastman92

 

Streaming memory in IV could be increased?

Good question. I have currently no answer.

 

Edit: found a bug in limit adjuster.

If you spawn a helicopter e.g ID 487, rotors won't rotate.

Bug is active when ID is unsigned.

I fixed the bug already, 1.6 version won't have this bug.

 

The LA will assign a new ID range starting from 0 messing up the ID structure if I assign 70.000 total ID spaces. Also, I need 40.000 DFF model spaces, in order to include the Underground map. Maybe get around this issue too?

 

You can't get more than 65534 file IDs, that's a limit of 16 bits.

Good solution would be the streamed IDE files. They would need to be implemented.

Edited by fastman92
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@fastman92

 

Streaming memory in IV could be increased?

nice one, leading him on a wild goose chase for a non-existent limit!
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@fastman92

 

Streaming memory in IV could be increased?

nice one, leading him on a wild goose chase for a non-existent limit!

 

"NTAuthority, doing things the lovely way"

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@fastman92

 

Streaming memory in IV could be increased?

Good question. I have currently no answer.

 

Edit: found a bug in limit adjuster.

If you spawn a helicopter e.g ID 487, rotors won't rotate.

Bug is active when ID is unsigned.

I fixed the bug already, 1.6 version won't have this bug.

 

 

The LA will assign a new ID range starting from 0 messing up the ID structure if I assign 70.000 total ID spaces. Also, I need 40.000 DFF model spaces, in order to include the Underground map. Maybe get around this issue too?

 

70.000, where that number comes from? SA uses 20000 IDs, lets say LC and VC use the same number of IDs, so we have 60000 together. No idea how many IDs each (LC and VC) are using, but it should be les than 20000 for each.

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@fastman92

 

Streaming memory in IV could be increased?

Good question. I have currently no answer.

 

Edit: found a bug in limit adjuster.

If you spawn a helicopter e.g ID 487, rotors won't rotate.

Bug is active when ID is unsigned.

I fixed the bug already, 1.6 version won't have this bug.

 

The LA will assign a new ID range starting from 0 messing up the ID structure if I assign 70.000 total ID spaces. Also, I need 40.000 DFF model spaces, in order to include the Underground map. Maybe get around this issue too?

 

70.000, where that number comes from? SA uses 20000 IDs, lets say LC and VC use the same number of IDs, so we have 60000 together. No idea how many IDs each (LC and VC) are using, but it should be les than 20000 for each.

 

Model IDs are not equivalent to file IDs.

While GTA SA has a default limit of 20000 model IDs (DFF), it also needs other files such as TXD, COL, IPL, DAT, IFP, RRR, SCM

 

 

 

@fastman92

 

Streaming memory in IV could be increased?

nice one, leading him on a wild goose chase for a non-existent limit!

 

I don't believe you a single word. Sometime ago you said GTA IV wouldn't use world sectors, but instead a tree structure. It didn't sound real, but at that time I didn't really know GTA IV from the inside. I decided to check if GTA IV doesn't really use world sectors and found out it does.

The limit of streaming memory may as well exist as not exist.

Edited by fastman92
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