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fastman92

fastman92 limit adjuster

Recommended Posts

fastman92

Progress

I'm currently working on certain functionality for GTA SA on Android and I've got the following screenshots from calling the rendering functions improperly:

4eb2231328941581.jpg d01c901328941586.jpg 9736eb1328941589.jpg 27f3861328941592.jpg a177e41328941596.jpg 

Otherwise, the documentation has been updated to cover the details of installation of the FLA on Android.

 

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

I've been working on the FLA for 12 hours now

I'm gonna continue working on it for another 4 hours.

The work is going well

 

Log from GTA III 1.8 for Android:

Quote

12-29 02:06:04.642 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading generic textures


12-29 02:06:04.660 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading particles
12-29 02:06:04.703 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup game variables
12-29 02:06:04.712 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading DEFAULT.IDE
12-29 02:06:04.737 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading MISC.TXD
12-29 02:06:04.744 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading GENERIC.TXD
12-29 02:06:04.771 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading AIR_VLO.DFF
12-29 02:06:04.775 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LOPLYGUY.DFF
12-29 02:06:04.792 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading WEAPONS.DFF
12-29 02:06:04.810 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading WHEELS.DFF
12-29 02:06:04.830 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading VEHICLES.COL
12-29 02:06:04.847 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading WEAPONS.COL
12-29 02:06:04.863 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading generic.IDE
12-29 02:06:05.030 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNE.ide
12-29 02:06:05.049 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNW.ide
12-29 02:06:05.074 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSE.ide
12-29 02:06:05.128 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSW.ide
12-29 02:06:05.167 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading MAKING.ide
12-29 02:06:05.176 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading TEMPPART.ide
12-29 02:06:05.191 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDROADS.ide
12-29 02:06:05.326 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNtop.ide
12-29 02:06:05.374 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNbtm.ide
12-29 02:06:05.438 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSE.ide
12-29 02:06:05.491 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSW.ide
12-29 02:06:05.548 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMROAD.ide
12-29 02:06:05.706 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDne.ide
12-29 02:06:05.762 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDsw.ide
12-29 02:06:05.869 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading SUBROADS.ide
12-29 02:06:05.989 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading GENERIC.COL
12-29 02:06:06.012 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNE.col
12-29 02:06:06.025 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNW.col
12-29 02:06:06.033 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSE.col
12-29 02:06:06.054 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSW.col
12-29 02:06:06.067 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading MAKING.col
12-29 02:06:06.077 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading TEMPPART.col
12-29 02:06:06.094 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDROADS.col
12-29 02:06:06.112 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNtop.col
12-29 02:06:06.146 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNbtm.col
12-29 02:06:06.195 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSE.col
12-29 02:06:06.217 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSW.col
12-29 02:06:06.244 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMROAD.col
12-29 02:06:06.263 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDne.col
12-29 02:06:06.320 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDsw.col
12-29 02:06:06.382 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading SUBROADS.col
12-29 02:06:06.401 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading MAP.ZON
12-29 02:06:06.417 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading GTA3.ZON
12-29 02:06:06.425 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNtop.IPL
12-29 02:06:06.547 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMNbtm.IPL
12-29 02:06:06.649 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSE.IPL
12-29 02:06:06.715 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading COMSW.IPL
12-29 02:06:06.813 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading CULL.IPL
12-29 02:06:06.910 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNE.IPL
12-29 02:06:06.972 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTNW.IPL
12-29 02:06:07.053 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSE.IPL
12-29 02:06:07.136 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading INDUSTSW.IPL
12-29 02:06:07.212 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDne.IPL
12-29 02:06:07.320 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading LANDsw.IPL
12-29 02:06:07.463 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading overview.IPL
12-29 02:06:07.477 25762 25812 I fastman92 limit adjuster: here: Loading the Game Loading props.IPL
12-29 02:06:07.554 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup paths
12-29 02:06:07.711 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup water
12-29 02:06:07.714 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup streaming
12-29 02:06:08.426 25762 25812 I fastman92 limit adjuster: here: Loading the Game Load animations
12-29 02:06:08.599 25762 25812 I fastman92 limit adjuster: here: Loading the Game Find big buildings
12-29 02:06:08.604 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup game variables
12-29 02:06:08.611 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup traffic lights
12-29 02:06:08.667 25762 25812 I fastman92 limit adjuster: here: Loading the Game Setup game variables
12-29 02:06:08.678 25762 25812 I fastman92 limit adjuster: here: Loading the Game Load scripts

 

Bug in CFileMgr::ReadLine on GTA SA for Android

Offset 0xCD9 – “IPL DATA\MAPS\interior\savehous.IPL”

Will be read as “IPL DATA\MAPS\interior\savehous.IPL\r”

 

File gta.dat takes 0xEC0 bytes.

 

Call was made with following arguments:

if ( CFileMgr::ReadLine(this, (unsigned int)&CFileLoader::ms_line, (char *)512, a4) == 1 )

 

Buffer size is 0x200.

 

Now filesize 0xEC0 - Offset 0xCD9 = 0x1E7

 

The difference between filesize and offset of text is less than the size of buffer.

Edited by fastman92
  • Like 5
  • YEE 1

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Jimmy_Leppard
Posted (edited)

Can someone please help me with the crash log file. It's kinda driving me crazy.

 

I'm using Modloader for 10 map mods in GTA San Andreas. Some of those map mods are Enterable Hidden Interiors, GTA V Yacht, some custom buildings, houses etc. Whenever I add the 11th map mod (any mod), the game crashes when I try to approach any of the mods in the game. I have several other map mods I want to install, but I can't because the game keeps crashing no matter which mod I install on top of the 10 co-existing ones. How can I resolve the problem?

 

I currently have these files/plugins installed which help me stabilize my game and support those mods:

 

- Cleo 4.3

- Asi Loader

- StreamMemFix.cs

- StreamMemFix1.0.asi

- fastman92 limit adjuster 4.3

- limit_adjuster_gta3vcsa

- SilentPatchSA

 

Here is the fastman92 limit adjuster crash log:

 

 

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: 4828
Current thread ID: 1044
Last file to be loaded: G:\Games\GTA San Andreas\modloader\gasstationinterior\dff txd\lae_4.col
Last library loaded: NOT SET
Exception address: 0x00406035 ("gta_sa.exe"+0x6035)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0xFFFFFFFF

General registers:
EAX: 0x00000000 (0)
EBX: 0x00000000 (0)
ECX: 0x90B76BB8 (-1867027528)
EDX: 0x04AE5045 (78532677)
ESI: 0x04AE5029 (78532649)
EDI: 0x00000003 (3)
EBP: 0x00000000 (0)
ESP: 0x0177F5AC (24638892)
EIP: 0x00406035 (4218933)
EFL: 0x00010202 (66050)

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: 35.847488 bytes: 00 00 00 00 00 D4 63 8F 04 40
ST2: 19765.503906 bytes: 00 00 00 00 00 02 6B 9A 0D 40
ST3: 2.250000 bytes: 00 00 00 00 00 00 00 90 00 40
ST4: 5701.429688 bytes: 00 00 00 00 00 70 2B B2 0B 40
ST5: 170.491913 bytes: 00 00 00 00 00 EE 7D AA 06 40
ST6: -0.000647 bytes: 00 00 00 00 00 12 AE A9 F4 BF
ST7: -104.500000 bytes: 00 00 00 00 00 00 00 D1 05 C0
CTRL: 007F
STAT: 0132
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 D6 B9 EA
MM1: 00 00 00 00 00 D4 63 8F
MM2: 00 00 00 00 00 02 6B 9A
MM3: 00 00 00 00 00 00 00 90
MM4: 00 00 00 00 00 70 2B B2
MM5: 00 00 00 00 00 EE 7D AA
MM6: 00 00 00 00 00 12 AE A9
MM7: 00 00 00 00 00 00 00 D1

XMM registers, 16 bytes:
XMM0: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM1: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM2: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM3: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM4: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM5: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM6: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM7: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42

Edited by Jimmy_Leppard

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fastman92
Posted (edited)

e8d5251329826853.jpg 

On the picture: freeway motorcycle cdriving backward more than 100 km\h.

 

The problem of bad handling data for bikes, when handling.cfg limits are enabled got solved.
Thanks to @Noskillx who reported the bug.

 

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

  @Jimmy_Leppard

On 1/3/2020 at 12:27 PM, Jimmy_Leppard said:

 

  Hide contents

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: 4828
Current thread ID: 1044
Last file to be loaded: G:\Games\GTA San Andreas\modloader\gasstationinterior\dff txd\lae_4.col
Last library loaded: NOT SET
Exception address: 0x00406035 ("gta_sa.exe"+0x6035)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0xFFFFFFFF

General registers:
EAX: 0x00000000 (0)
EBX: 0x00000000 (0)
ECX: 0x90B76BB8 (-1867027528)
EDX: 0x04AE5045 (78532677)
ESI: 0x04AE5029 (78532649)
EDI: 0x00000003 (3)
EBP: 0x00000000 (0)
ESP: 0x0177F5AC (24638892)
EIP: 0x00406035 (4218933)
EFL: 0x00010202 (66050)

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: 35.847488 bytes: 00 00 00 00 00 D4 63 8F 04 40
ST2: 19765.503906 bytes: 00 00 00 00 00 02 6B 9A 0D 40
ST3: 2.250000 bytes: 00 00 00 00 00 00 00 90 00 40
ST4: 5701.429688 bytes: 00 00 00 00 00 70 2B B2 0B 40
ST5: 170.491913 bytes: 00 00 00 00 00 EE 7D AA 06 40
ST6: -0.000647 bytes: 00 00 00 00 00 12 AE A9 F4 BF
ST7: -104.500000 bytes: 00 00 00 00 00 00 00 D1 05 C0
CTRL: 007F
STAT: 0132
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 D6 B9 EA
MM1: 00 00 00 00 00 D4 63 8F
MM2: 00 00 00 00 00 02 6B 9A
MM3: 00 00 00 00 00 00 00 90
MM4: 00 00 00 00 00 70 2B B2
MM5: 00 00 00 00 00 EE 7D AA
MM6: 00 00 00 00 00 12 AE A9
MM7: 00 00 00 00 00 00 00 D1

XMM registers, 16 bytes:
XMM0: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM1: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM2: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM3: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM4: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM5: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM6: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42
XMM7: D4 6B 33 C2 D4 6B 33 C2 64 C8 CB 42 64 C8 CB 42

This limit needs to be increased:

; IPL: entity index array (40)

#Entity index array = 40


Every text IPL needs one index.

Edited by fastman92
  • Like 3

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Wiezle

Enabling radar blip Sprite loader turn blips into white squares when using dk22pac vhud mod

 

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fastman92
Posted (edited)
4 minutes ago, Wiezle said:

Enabling radar blip Sprite loader turn blips into white squares when using dk22pac vhud mod

 

DK22Pac's project is apparently not prepared to work with new memory addresses created by the sprite loader.

It would be best if DK22Pac could update his code.

Edited by fastman92

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Wiezle
2 minutes ago, fastman92 said:

DK22Pac's project is apparently not prepared to work with new memory addresses created by the sprite loader.

It would be best if DK22Pac could update his code.

Thanks for the reply. I don't know if dk22pac is still active 

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_onyx_
Posted (edited)
5 hours ago, fastman92 said:

e8d5251329826853.jpg 

On the picture: freeway motorcycle cdriving backward more than 100 km\h.

 

The problem of bad handling data for bikes, when handling.cfg limits are enabled got solved.
Thanks to @Noskillx who reported the bug.

 

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

 

will there be any debugging capabilities?
to roughly understand what causes crashes in the game

when creating custom maps on gta sa android
there is one huge problem, when create and link LodS (objects long-range visibility with the worst quality) the game just simply crashes,
no matter how I tried to link the Lod to the model, in the end the game crashes...

it is impossible to understand how Rockstar created a system linking LODS and models and due to the lack of a debugging tool, I can't figure out the reason for the crashes

it's about this
11111111.jpg

Edited by _onyx_

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Jimmy_Leppard
Posted (edited)
6 hours ago, fastman92 said:

 

  @Jimmy_Leppard

This limit needs to be increased:

 

; IPL: entity index array (40)

#Entity index array = 40

 


Every text IPL needs one index.

Thank you so much on your reply, man!

 

EDIT: So, I've changed both of the IPL: entity index array line values from 40 to 41 in the .ini file and the game still crashes after installing any map mod on top of the 10 existing ones.

 

Here's the crash log this time:

 

 

 

 


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: 5300
Current thread ID: 10280
Last file to be loaded: G:\Games\GTA San Andreas\audio/sfx/genrl
Last library loaded: C:\WINDOWS\System32\DriverStore\FileRepository\c0348909.inf_amd64_f9f8b711ad4efca4\B349181\atiumdag.dll
Exception address: 0x00406038 ("gta_sa.exe"+0x6038)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x6007486

General registers:
EAX: 0x00000035 (53)
EBX: 0x00000000 (0)
ECX: 0x88B76BB8 (-2001245256)
EDX: 0x112F6475 (288318581)
ESI: 0x112F6458 (288318552)
EDI: 0x00000003 (3)
EBP: 0x112F649C (288318620)
ESP: 0x0177F4C4 (24638660)
EIP: 0x00406038 (4218936)
EFL: 0x00210206 (2163206)

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: -1436.534668 bytes: 00 00 00 00 00 1C 91 B3 09 C0
ST2: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST3: 2555.084717 bytes: 00 00 00 00 00 5B B1 9F 0A 40
ST4: 96.642433 bytes: 00 00 00 00 00 ED 48 C1 05 40
ST5: 35.063766 bytes: 00 00 00 00 00 4C 41 8C 04 40
ST6: 10.588130 bytes: 00 00 00 00 00 FB 68 A9 02 40
ST7: -104.500000 bytes: 00 00 00 00 00 00 00 D1 05 C0
CTRL: 007F
STAT: 0024
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 D6 B9 EA
MM1: 00 00 00 00 00 1C 91 B3
MM2: 00 00 00 00 00 00 00 00
MM3: 00 00 00 00 00 5B B1 9F
MM4: 00 00 00 00 00 ED 48 C1
MM5: 00 00 00 00 00 4C 41 8C
MM6: 00 00 00 00 00 FB 68 A9
MM7: 00 00 00 00 00 00 00 D1

XMM registers, 16 bytes:
XMM0: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00

 

Edited by Jimmy_Leppard

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eagle152

If you are using 10 map mods, than put 50 as Entity index array.

According to this this error is caused by insufficiently increased "Entity index array" limit.

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Jimmy_Leppard
Posted (edited)
8 minutes ago, eagle152 said:

If you are using 10 map mods, than put 50 as Entity index array.

According to this this error is caused by insufficiently increased "Entity index array" limit.

I understand the principle, but the thing is - the 10 map mods I have installed work flawlessly without any crashes whatsoever WITHOUT changing the ini file. So they work flawlessly with the values set on 40 by default. However, when I add the 11th map mod (whether it's a huge map of 60 mb or a tiny map of 1 mb), it crashes. I added the 11th map mod and changed the value from 40 to 51 and it still crashes. That's what's bothering me. 10 huge map mods (about 300 mb in total file size) work flawlessly without changing the ini file, but when I add the 11th one, no matter how small in size, the game crashes whenever I try to get near the place where any of the 11 maps have been spawned, regardless of the ini file values being on 40, 41 or 51.

Edited by Jimmy_Leppard

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Noskillx
Posted (edited)

BUG REPORT: Added radar blips in GTA SA are not displayed on the "Map Legend" 

unknown.png

 

Edited by Noskillx
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fastman92
Posted (edited)
On 1/5/2020 at 7:48 AM, _onyx_ said:

will there be any debugging capabilities?
to roughly understand what causes crashes in the game

when creating custom maps on gta sa android
there is one huge problem, when create and link LodS (objects long-range visibility with the worst quality) the game just simply crashes,
no matter how I tried to link the Lod to the model, in the end the game crashes...

it is impossible to understand how Rockstar created a system linking LODS and models and due to the lack of a debugging tool, I can't figure out the reason for the crashes

it's about this
11111111.jpg

My device (Xiaomi Redmi 5 Plus) provides an exception handler like this:

d173011330043067.jpg 

 

It may be possible for the FLA to implement its own exception handler - I will think about it.

 

Debugging except reading strings from game / modifying game files, then checking if game works requires a sufficient skill.

 

On 1/5/2020 at 9:47 AM, eagle152 said:

If you are using 10 map mods, than put 50 as Entity index array.

According to this this error is caused by insufficiently increased "Entity index array" limit.

As a general rule, the limit simply shouldn't be too low. It can be 60 or 70 easily.

 

7 hours ago, Noskillx said:

BUG REPORT: Added radar blips in GTA SA are not displayed on the "Map Legend" 

unknown.png

 

Thanks for reporting. It's apparently solved a long time ago.

 

Progress: researching the problem of Android restoring application's native libraries rarely

There's an ongoing research of problem, which exists on Android. The directory of native libraries (contained inside /data/data/APPLICATION_NAME/lib/) sometimes get restored to its default content from the APK archive of application. It happens at presently unknown conditions.

Edited by fastman92
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Silent
8 hours ago, fastman92 said:

Progress: researching the problem of Android restoring application's native libraries rarely

There's an ongoing research of problem, which exists on Android. The directory of native libraries (contained inside /data/data/APPLICATION_NAME/lib/) sometimes get restored to its default content from the APK archive of application. It happens at presently unknown conditions.

You need Twitter or a blog.

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Davve95
Posted (edited)

I find it useful/interesting with detailed information on ongoing stuff. 

 

Edit: Also then I guess people will ask less too

Edited by Davve95
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assian
4 hours ago, Silent said:

You need Twitter or a blog.

Bruh

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_onyx_
On 1/7/2020 at 3:53 AM, fastman92 said:

My device (Xiaomi Redmi 5 Plus) provides an exception handler like this:

d173011330043067.jpg 

 

It may be possible for the FLA to implement its own exception handler - I will think about it.

 

Debugging except reading strings from game / modifying game files, then checking if game works requires a sufficient skill.

 

 

I use an emulator to run the game)) I do not have an Android

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lbgh

I have a problem with the tracks - the train is folding and stalled.  tracks21.dat ,538 points, I use the FLA. How to fix this?

28d5ceb6eba3a25f3528bc2f1903806f.jpeg

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fastman92
On 1/11/2020 at 12:57 PM, lbgh said:

I have a problem with the tracks - the train is folding and stalled.  tracks21.dat ,538 points, I use the FLA. How to fix this?

28d5ceb6eba3a25f3528bc2f1903806f.jpeg

I don't know.

 

Progress

Log:

    - ANDROID_ARM32, GTA SA 2.0, vehicle audio loader implemented
    - ANDROID_ARM32, GTA SA 2.0, (IDE LIMITS -> Vehicle Models, Ped Models) implemented
    - WIN_X86, GTA SA 1.0 US compact, (IMG LIMITS -> Enable handling of new enhanced IMG archives) implemented
It had to be done.

 

----------------
The FLA is currently able to alter the IDE limits on GTA for Android.

 

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

I'm just testing the compilers

    // Type-cast on lambda expression
    void (*pFunc)() = (void(*)())   ([]()
    {
    });

 

- Clang 5.0 compiles it perfectly

- Visual Studio 2017 - Windows XP (v141_xp), syntax error: ')', syntax error: missing ';' before '{'

- Intel C++ Compiler 19.0 compiles it perfectly

 

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

The new FLA will be prepared to work on rooted devices and non-rooted devices (where new APK will have to be created by user).

Edited by fastman92
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assian
On 1/12/2020 at 8:06 AM, fastman92 said:

The new FLA will be prepared to work on rooted devices and non-rooted devices (where new APK will have to be created by user).

So rooted users can use it on the original version from Play Store?

Also is it standalone or requires cleo?

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fastman92
4 hours ago, assian said:

So rooted users can use it on the original version from Play Store?

Also is it standalone or requires cleo?

9cd4e81330852233.jpg  


The FLA will work following ways:

- write libraries directly on Android device, requires a rooted device

- or create a new APK with libraries, an APK can then be installed,doesn't require a root access.

 

It has been some time since the last version of the FLA got released, yet I'm working on it intensively. The whole work takes a huge amount of time and there's a good progress.

Edited by fastman92
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Saretto28
8 hours ago, fastman92 said:

9cd4e81330852233.jpg  


Il FLA funzionerà nei modi seguenti:

- scrivere librerie direttamente sul dispositivo Android, richiede un dispositivo rooted

- oppure creare un nuovo APK con librerie, è quindi possibile installare un APK, non richiede un accesso root.

 

È passato del tempo dall'uscita dell'ultima versione del FLA, ma ci sto lavorando intensamente. L'intero lavoro richiede un'enorme quantità di tempo e c'è un buon progresso.

Hi, Fastman92 can you tell us if GTASA's Cleo menu 2.00 will be ready by this month?  I am looking forward to the new mod menu

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fastman92
11 minutes ago, Saretto28 said:

Hi, Fastman92 can you tell us if GTASA's Cleo menu 2.00 will be ready by this month?  I am looking forward to the new mod menu

The FLA will not be released this month.
 

More time is necessary, because of the amount of work to do.

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Saretto28
13 minutes ago, fastman92 said:

Il FLA non verrà rilasciato questo mese.
 

È necessario più tempo, a causa della quantità di lavoro da svolgere

👍🏼👍🏼

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fastman92

The new FLA will allow to build new APK package, which can then be installed on the Android device, this way it will be possible the FLA on non-rooted devices 

The functionality has been implemented.

fcbea61330920973.jpg 

 

Edited by fastman92
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dkluin
1 hour ago, fastman92 said:

The new FLA will allow to build new APK package, which can then be installed on the Android device, this way it will be possible the FLA on non-rooted devices 

The functionality has been implemented.

fcbea61330920973.jpg 

 

Which features will be patched on Android?

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fastman92
12 minutes ago, dkluin said:

Which features will be patched on Android?

Let's assume it will be some IDE, vehicle related limits and CLEO for the beginning.


Suppose for a while that the FLA has got all the features from 1.0 HOODLUM on GTA SA 2.0 for Android and please ignore the difficulty of bringing these features into the FLA for the purpose of this question.
Would you port the GTA UG to GTA SA on Android in that case? What do you think about GTA SA on Android by the way?

Edited by fastman92
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dot exe
15 hours ago, fastman92 said:

The FLA will not be released this month.
 

More time is necessary, because of the amount of work to do.

Thanks for your hardwork @fastman92

This is making new hope for Android player like me :D

Just small question, can you share the apk from v2.00 with cleo first? I mean without your FLA for now?

I want to playing it, it's been a long time since i don't play gta sa android with cleo, it's so boring :(

Just now, dot exe said:

 

 

Edited by dot exe

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fastman92
2 hours ago, dot exe said:

Thanks for your hardwork @fastman92

This is making new hope for Android player like me :D

Just small question, can you share the apk from v2.00 with cleo first? I mean without your FLA for now?

I want to playing it, it's been a long time since i don't play gta sa android with cleo, it's so boring :(

 

No.

That's gonna be an integral part of the FLA, one of it's features.

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LCstuntman

Progress looks great. Will rooted devices be required to plug in to a PC to install/remove plugins?

 

 

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fastman92
3 hours ago, LCstuntman said:

Progress looks great. Will rooted devices be required to plug in to a PC to install/remove plugins?

 

 

Not necessarily. If user decides to install the FLA by providing a direct access to the files, then it's possible to make a connection between the computer and Android device by network aside from the possibility to make a connection by USB cable.

 

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

Working on the protection against modifying the library file more than once.

 

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

Done.

Edited by fastman92
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