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fastman92

fastman92 limit adjuster

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santosvagos
On 1/19/2020 at 7:11 AM, Leinad said:

will you add this fuction like Sacky's Limit Ajuster to the new FLA 4.4? The thing is I want to add more cops and cop vehicles and I need them on traffic

 

What ??? You can add new cops ??? I thought they were hardcore scripted in the game .

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Jimmy_Leppard
11 hours ago, fastman92 said:

Read the log. It says nothing about the entity limit changed.

You have likely forgotten to remove # character in the INI like many other novice users. # makes a comment

Fix it.

@fastman92 I didn't know I had to remove the # character in the INI file. I removed it, switched the index from 40 to 41 and now the game crashes at loading screen. Doesn't even let me into the game. This is the crash log:

 

 

 

 


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

Global exception handler has been registered.
---------------------------------------------
---------------------------------------------
Modified limit of IPL: entity index array to: 41
---------------------------------------------
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: 31
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 7036
Current thread ID: 7292
Last file to be loaded: data\shopping.dat
Last library loaded: NOT SET
Exception address: 0x00406205 ("gta_sa.exe"+0x6205)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x358

General registers:
EAX: 0x000000D6 (214)
EBX: 0x00000014 (20)
ECX: 0x00000000 (0)
EDX: 0x1298B678 (311998072)
ESI: 0x12622368 (308421480)
EDI: 0x154B7804 (357267460)
EBP: 0x00000320 (800)
ESP: 0x0177F37C (24638332)
EIP: 0x00406205 (4219397)
EFL: 0x00010217 (66071)

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: 0.698242 bytes: 00 00 00 00 00 FD BF B2 FE 3F
ST4: -0.000000 bytes: 00 00 00 00 00 00 00 00 00 80
ST5: 2342.915039 bytes: 00 00 00 00 00 A4 6E 92 0A 40
ST6: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST7: 12.060715 bytes: 00 00 00 00 00 B0 F8 C0 02 40
CTRL: 007F
STAT: 0032
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 FD BF B2
MM4: 00 00 00 00 00 00 00 00
MM5: 00 00 00 00 00 A4 6E 92
MM6: 00 00 00 00 00 00 00 00
MM7: 00 00 00 00 00 B0 F8 C0

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

 

 

I tried to set the index to 60 and I got the same result, crash right before the loading bar fills up. Here's the index 60 crash log:

 

 

Solution platform: WIN_X86


Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
---------------------------------------------
Modified limit of IPL: entity index array to: 60
---------------------------------------------
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: 31
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 10628
Current thread ID: 2404
Last file to be loaded: data\shopping.dat
Last library loaded: NOT SET
Exception address: 0x00406205 ("gta_sa.exe"+0x6205)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x358

General registers:
EAX: 0x000000D6 (214)
EBX: 0x00000014 (20)
ECX: 0x00000000 (0)
EDX: 0x12E9C678 (317310584)
ESI: 0x12B17368 (313619304)
EDI: 0x159C4804 (362563588)
EBP: 0x00000320 (800)
ESP: 0x0177F37C (24638332)
EIP: 0x00406205 (4219397)
EFL: 0x00010217 (66071)

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: 0.698242 bytes: 00 00 00 00 00 FD BF B2 FE 3F
ST4: -0.000000 bytes: 00 00 00 00 00 00 00 00 00 80
ST5: 2342.915039 bytes: 00 00 00 00 00 A4 6E 92 0A 40
ST6: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST7: 12.060715 bytes: 00 00 00 00 00 B0 F8 C0 02 40
CTRL: 007F
STAT: 0032
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 FD BF B2
MM4: 00 00 00 00 00 00 00 00
MM5: 00 00 00 00 00 A4 6E 92
MM6: 00 00 00 00 00 00 00 00
MM7: 00 00 00 00 00 B0 F8 C0

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

 

What does this mean then? That I can't change the limit? While the limit was at 40, at least it let me start the game and it crashed upon getting close to one of the mods. If I change it, it doesn't let me in.

Edited by Jimmy_Leppard

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Calvin.linardi

I added a trailer and a semi truck using VSA last month ago, the game are fine until I replace the added trailer and truck with new .dff

I didn't change the Vehicles.ide, Handling.cfg, carcol, etc but the FLA Give me this message, also I can't remove added vehicle and

I'm using modloader to store the added car models.

Spoiler

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.
---------------------------------------------
Modified count of killable model IDs: 50000
---------------------------------------------
Renderware world map size set to 24000 x 24000
World map size set to 24000 x 24000
World sector size set to 1000 x 1000
World LOD sector size set to 400 x 400

World map info info:
World map size: 24000 x 24000

World sectors:
CWorld::ms_aSectors
type: buildings, dummies
count: 24 * 24 = 576
sector area: 1000 x 1000

CWorld::ms_aLodPtrLists
type: lod
count: 60 * 60 = 3600
sector area: 400 x 400

CWorld::ms_aRepeatSectors
type: vehicles, peds, object
count: 16 * 16 = 256


---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 500
Number of bike lines = 100
Number of flying lines = 100
Number of boat lines = 12
Number of animation group lines = 30

&mod_HandlingManager = 0x1B53F78, sizeof(mod_HandlingManager) = 0x23298
sizeof_cHandlingDataMgr_header = 0x68
sizeof(tHandlingData_extended) = 0x100
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 70
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 250
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 20150
---------------------------------------------
Modified limit of IDE:objs:type1 section to 24000
---------------------------------------------
Modified limit of IDE:cars section to 300
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 32
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 31
---------------------------------------------
Streaming memory available limit set to 67108864 bytes (64 MB)
---------------------------------------------
SPECIAL: Plane speed limit disabled.
---------------------------------------------
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.
---------------------------------------------
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Number of memory changes made: 1653
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 16324
Current thread ID: 1280
Last file to be loaded: C:\Users\Owner\Documents\GTA SA\VSAConfig.ini
Last library loaded: VMPEditor.asi
Exception address: 0x7778AFE0 ("ntdll.dll"+0x3AFE0)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x4

General registers:
EAX: 0x00000008 (8)
EBX: 0x0177F808 (24639496)
ECX: 0x00000E05 (3589)
EDX: 0x00000000 (0)
ESI: 0x0000701E (28702)
EDI: 0x04090000 (67698688)
EBP: 0x0177F800 (24639488)
ESP: 0x0177F784 (24639364)
EIP: 0x7778AFE0 (2004398048)
EFL: 0x00210206 (2163206)

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

FPU registers:
ST0: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST1: 0.056569 bytes: 00 A0 7E 14 29 6A B4 E7 FA 3F
ST2: -0.001330 bytes: 00 A8 66 0A 27 94 61 AE F5 BF
ST3: -0.090946 bytes: 00 18 E0 34 C7 BA 41 BA FB BF
ST4: 3833443245893893120.000000 bytes: 80 EC 80 68 49 81 CC D4 3C 40
ST5: 7594879245755700224.000000 bytes: AC A6 82 86 DE DC CC D2 3D 40
ST6: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST7: 0.005556 bytes: 00 D8 A3 70 3D 6A 0B B6 F7 3F
CTRL: 027F
STAT: 3820
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 00 00 00
MM1: 00 A0 7E 14 29 6A B4 E7
MM2: 00 A8 66 0A 27 94 61 AE
MM3: 00 18 E0 34 C7 BA 41 BA
MM4: 80 EC 80 68 49 81 CC D4
MM5: AC A6 82 86 DE DC CC D2
MM6: 00 00 00 00 00 00 00 00
MM7: 00 D8 A3 70 3D 6A 0B B6

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:\Users\Owner\Documents\GTA SA\gta_sa.exe    14383616    0x00400000    0x01177000    0x00824570
C:\WINDOWS\SYSTEM32\ntdll.dll    1664376    0x77750000    0x0019A000    0x00000000
C:\WINDOWS\System32\KERNEL32.DLL    628400    0x75510000    0x000E0000    0x75525F70
C:\WINDOWS\System32\KERNELBASE.dll    2082208    0x768D0000    0x001FC000    0x769BCEE0
C:\WINDOWS\SYSTEM32\apphelp.dll    635904    0x6F8F0000    0x0009F000    0x6F928CD0
C:\WINDOWS\SYSTEM32\AcLayers.DLL    380928    0x6CB10000    0x00284000    0x6CB2D1A0
C:\WINDOWS\System32\msvcrt.dll    776472    0x752E0000    0x000BF000    0x75315B00
C:\WINDOWS\System32\USER32.dll    1664896    0x76B30000    0x00197000    0x76B5C630
C:\WINDOWS\System32\win32u.dll    89536    0x76810000    0x00017000    0x00000000
C:\WINDOWS\System32\GDI32.dll    127552    0x76890000    0x00021000    0x76894B50
C:\WINDOWS\System32\gdi32full.dll    1413840    0x76220000    0x0015A000    0x762E0E50
C:\WINDOWS\System32\msvcp_win.dll    501232    0x76180000    0x0007C000    0x76196760
C:\WINDOWS\System32\ucrtbase.dll    1178816    0x76060000    0x0011F000    0x76087670
C:\WINDOWS\System32\SHELL32.dll    5764664    0x75A20000    0x0057A000    0x75B87C30
C:\WINDOWS\System32\cfgmgr32.dll    236520    0x767D0000    0x0003B000    0x767DCF50
C:\WINDOWS\System32\shcore.dll    538160    0x75FB0000    0x00084000    0x75FF2230
C:\WINDOWS\System32\RPCRT4.dll    768488    0x74FB0000    0x000BB000    0x74FEBE20
C:\WINDOWS\System32\SspiCli.dll    121888    0x74F20000    0x00020000    0x74F2C970
C:\WINDOWS\System32\CRYPTBASE.dll    31752    0x74F10000    0x0000A000    0x74F12A40
C:\WINDOWS\System32\bcryptPrimitives.dll    386320    0x76AD0000    0x0005F000    0x76B01990
C:\WINDOWS\System32\sechost.dll    478800    0x756F0000    0x00076000    0x75702620
C:\WINDOWS\System32\combase.dll    2586816    0x76E40000    0x00276000    0x76F71C80
C:\WINDOWS\System32\windows.storage.dll    6083832    0x770C0000    0x005C5000    0x772C2210
C:\WINDOWS\System32\advapi32.dll    488056    0x76CD0000    0x00079000    0x76CE7460
C:\WINDOWS\System32\profapi.dll    85416    0x76200000    0x00017000    0x76209CF0
C:\WINDOWS\System32\powrprof.dll    267528    0x75940000    0x00043000    0x75946D40
C:\WINDOWS\System32\UMPDC.dll    46656    0x76040000    0x0000D000    0x76047450
C:\WINDOWS\System32\shlwapi.dll    275240    0x75190000    0x00044000    0x751A7AA0
C:\WINDOWS\System32\kernel.appcore.dll    51336    0x75FA0000    0x0000F000    0x75FA4700
C:\WINDOWS\System32\cryptsp.dll    68192    0x76D50000    0x00013000    0x76D55D20
C:\WINDOWS\System32\OLEAUT32.dll    593128    0x755F0000    0x00092000    0x756251B0
C:\WINDOWS\System32\SETUPAPI.dll    4518336    0x76380000    0x00449000    0x763B16E0
C:\WINDOWS\System32\bcrypt.dll    96032    0x76DF0000    0x00019000    0x76DF9380
C:\WINDOWS\SYSTEM32\MPR.dll    89856    0x703D0000    0x00018000    0x703D3490
C:\WINDOWS\SYSTEM32\sfc.dll    2560    0x66680000    0x00003000    0x00000000
C:\WINDOWS\SYSTEM32\WINSPOOL.DRV    415232    0x73A60000    0x0006B000    0x73A74050
C:\WINDOWS\SYSTEM32\PROPSYS.dll    800048    0x74400000    0x000C5000    0x744688E0
C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL    196776    0x74BD0000    0x00032000    0x74BDC320
C:\WINDOWS\SYSTEM32\sfc_os.DLL    40960    0x6EFF0000    0x0000F000    0x6EFF5D60
C:\WINDOWS\SYSTEM32\SortServer2003Compat.dll    39936    0x6EFE0000    0x0000E000    0x6EFE8E00
C:\WINDOWS\System32\IMM32.DLL    143808    0x76E10000    0x00025000    0x76E14390
C:\WINDOWS\System32\WS2_32.dll    379840    0x758E0000    0x0005E000    0x758F5270
C:\WINDOWS\System32\ole32.dll    1007160    0x751E0000    0x000F7000    0x7521A0D0
C:\WINDOWS\SYSTEM32\WINMM.dll    134320    0x74AD0000    0x00024000    0x74AD4350
C:\Users\Owner\Documents\GTA SA\vorbisfile.dll    53760    0x6EFC0000    0x00011000    0x6EFC197B
C:\Users\Owner\Documents\GTA SA\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
C:\WINDOWS\SYSTEM32\WINMMBASE.dll    131176    0x74840000    0x00023000    0x748487E0
C:\Users\Owner\Documents\GTA SA\vorbishooked.DLL    65536    0x001E0000    0x00011000    0x001E4C98
C:\Users\Owner\Documents\GTA SA\vorbis.dll    1060864    0x039D0000    0x00108000    0x039E3F7C
C:\Users\Owner\Documents\GTA SA\ogg.dll    36864    0x01800000    0x00009000    0x0180302E
C:\Users\Owner\Documents\GTA SA\$fastman92limitAdjuster.asi    5919744    0x6C550000    0x005B5000    0x6C5FE3FE
C:\WINDOWS\System32\PSAPI.DLL    17008    0x74F50000    0x00006000    0x74F514D0
C:\Users\Owner\Documents\GTA SA\DllTricks.dll    33792    0x6EFA0000    0x0000D000    0x6EFA147F
C:\Users\Owner\Documents\GTA SA\MinHook.x86.dll    14848    0x6EFB0000    0x00007000    0x00000000
C:\Users\Owner\Documents\GTA SA\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.18362.592_none_71d995095ae1acb5\COMCTL32.dll    568120    0x6F0A0000    0x0008D000    0x6F1071E0
C:\Users\Owner\Documents\GTA SA\CLEO.asi    264704    0x6E8A0000    0x0006B000    0x6E8AE484
C:\Users\Owner\Documents\GTA SA\BASS.dll    107584    0x11000000    0x0004D000    0x1104C036
C:\WINDOWS\SYSTEM32\MSACM32.dll    93680    0x6E880000    0x00019000    0x6E884420
C:\Users\Owner\Documents\GTA SA\cleo\FileSystemOperations.cleo    65024    0x6E860000    0x00014000    0x6E861203
C:\Users\Owner\Documents\GTA SA\cleo\IniFiles.cleo    81920    0x6D010000    0x00018000    0x6D0113AC
C:\Users\Owner\Documents\GTA SA\cleo\IntOperations.cleo    58368    0x6CFF0000    0x00013000    0x6CFF1181
C:\Users\Owner\Documents\GTA SA\modloader.asi    700928    0x6CF30000    0x000B2000    0x6CF84637
C:\WINDOWS\SYSTEM32\dbghelp.dll    1521664    0x704E0000    0x0018F000    0x7051AF50
C:\Users\Owner\Documents\GTA SA\VMPEditor.asi    145920    0x018A0000    0x0002C000    0x018B5294
Game terminated.

 

 

So can you help me?

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Nesthor

Hi @fastman92 a question, when I play GTA SA Mobile with some mods that use high-weight textures to drive and a ped is made driving the same mod that I load, I only see a white box approaching from afar, only when it is very close does it load the texture  , this error is solved with a Saaexten, but in Android 8 or higher it does not work well, I guess it has to do with the distance drawn, with the new FLA can be adjusted without a Cleo?

Edited by Nesthor

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China·XMDS

Earlier I sent a message on this topic and asked if you would like to make an Android version of FLA. Now I am a little excited to see that you are really developing, because this means that Android plug-in development will have a beginning.

————————————————————————

Another problem is my own question. I would like to ask you, in SA and VC, the drawing distance of the model is set in the objs section of the model's ide file, which is divided into a normal model and a lod vision model. The maximum of the ordinary model is 300, and more than 300 will become no col collision Lod prospect model. Can I increase the drawing distance of the ordinary model so that he can not ignore the collision, or let the lod vision model have a collision. I think that this can temporarily solve the problem of ide limitation on Android to reduce the definition of some lod vision models in the original game, so that there are redundant ids used.

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fastman92
8 hours ago, China·XMDS said:

Earlier I sent a message on this topic and asked if you would like to make an Android version of FLA. Now I am a little excited to see that you are really developing, because this means that Android plug-in development will have a beginning.

————————————————————————

Another problem is my own question. I would like to ask you, in SA and VC, the drawing distance of the model is set in the objs section of the model's ide file, which is divided into a normal model and a lod vision model. The maximum of the ordinary model is 300, and more than 300 will become no col collision Lod prospect model. Can I increase the drawing distance of the ordinary model so that he can not ignore the collision, or let the lod vision model have a collision. I think that this can temporarily solve the problem of ide limitation on Android to reduce the definition of some lod vision models in the original game, so that there are redundant ids used.

OTHER LIMITS -> LOD distance


This limit will not be implemented for GTA SA on ANDROID_ARM32 platform in the upcoming version.

The list of features has already been finalized and no more code should be added to the FLA at this moment.

I'm doing the other tasks for the project, which bring it closer to the release. 

 

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

I've been working on the database of commands recently:

f812401333025204.jpg 

GTA SA, 5 different versions: 

- COMMAND_CONFIGURATION_MOBILE (Android or iOS)

- COMMAND_CONFIGURATION_PC_STANDARD

- COMMAND_CONFIGURATION_PS2 (game version 1 on PS2)

- COMMAND_CONFIGURATION_REMASTERED

- COMMAND_CONFIGURATION_XBOX (game version 2 on PS2 or game on PS4 as well)

 

3d6e151333025297.jpg 

5 different games

Edited by fastman92
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_onyx_
On 1/27/2020 at 8:16 PM, fastman92 said:

It's unlikely.

 

----------------------------
I really hope to release the FLA this year!

I really hope to see special transport features, unlocked by procobj.dat, and correctly working tracks.dat off the map so that wagons don't accumulate at one point

Edited by _onyx_

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fastman92

fastman92 limit adjuster 5.0 is available for download
loading

 

It took a long a long time (almost 3 years), but finally it's getting released!

The new version is now available for multiple platforms, including games for Android.
Whether you're sitting at home with the computer or go outside with a small phone in hand, you can still use the FLA!

 

Documentation is also a part of it, so in case that some feature of the FLA is unclear, you can always look up the documentation.
 

The installation of the FLA on Android doesn't have to be hard, it should be simple.  Keeping that in mind an application 'Android plugin deployment solution' has been created, which allows to manage the FLA and other plugins as simple as possible.

 

For games on Android a plugin loader has been created. There is a sample plugin provided in the archive.

This essentially means that now anyone with the sufficient knowledge can create plugins for games on Android.

 

The FLA has got most features for GTA SA 2.0 on Android, adding vehicles is already possible.

Loading of CLEO by Alexander Blade and handling of newer game versions also implemented.

 

Lastly, the FLA still continues to support the platforms and games, that were supported in previous versions!

Full list of changes:

Quote

** 5.0, February 9, 2019
    - ANDROID_ARM32, global exception handler implemented
    - WIN, global exception handler improved to work properly, when more than one thread crashes in very similar time 
    - WIN_X64, GTA 5, global exception handler now working
    - WIN_X86, GTA VC 1.0, (IDE LIMITS -> Vehicle Models) implemented
    - ANDROID_ARM32, GTA SA 2.0, (IPL -> Buildings) implemented
    - ANDROID_ARM32, GTA SA 2.0, vehicle audio loader implemented
    - ANDROID_ARM32, GTA SA 2.0, (IDE LIMITS -> IDE Objects Type 1, Vehicle Models, Ped Models) implemented
    - WIN_X86, GTA SA 1.0 US compact, (IMG LIMITS -> Enable handling of new enhanced IMG archives) implemented
    - WIN_X86 -> GTA III 1.0 / ANDROID_ARM32->GTA III 1.8, (SPECIAL -> Enable loading text) implemented
    - ANDROID_ARM32, (PLUGIN PATCHES -> Enable CLEO loading, Enable CLEO patches) implemented.
        CLEO ANDROID (24 Mar 2015) can be patched by the FLA to support newer game versions. See the documentation. 
    - WIN, implemented online content possibility
    - ANDROID_ARM32, GTA SA 2.0, (SPECIAL -> Fix keyboard making bad mouse movement) implemented
    - ANDROID_ARM32, GTA SA 1.0.8, GTA SA 2.0, (SPECIAL -> Fix cheats typed by keyboard not working) implemented
    - ANDROID_ARM32, GTA SA 2.0, 'STREAMING -> Memory available' implemented
    - implemented the code to write the INI file. The INI files are not supplied anymore with the FLA.
        The INI file gets generated on user's computer, when it does not exist.
    - WIN_X86, implemented the code to write Documentation, an Excel file.
    - implemented the code for Excel/INI fields.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (ERROR REPORTING -> Requested file does not exist),
            model ID >= 374 && model ID <= 381 does not require a file and file is not required by the FLA anymore.
    - WIN_X86, GTA SA 1.0 HOODLUM, ([ADDONS] -> Enable model special feature loader) implemented
    - WIN_X86, GTA VC 1.0, [HANDLING.CFG LIMITS] implemented
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (IPL -> COccluder, apply coordinate limit patch) implemented.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (IPL -> Occluders) wouldn't adjust the limit. Fixed.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (OTHER LIMITS -> Set pieces, OTHER LIMITS -> Set pieces, apply coordinate limit patch) implemented.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (WEAPON LIMITS, Melee type loader) had got a parent melee combo type added in the DAT file. It should have fixed some bugs.
    - WIN_X86, GTA SA 1.0 HOODLUM, fixed bug in Paths map size, racing mission didn't work properly
    - global exception handler improved. It didn't work on some games, because of the exceptions being caught by the process itself.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (WATER LIMITS -> Blocks to be rendered outside world) implemented.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (SCM LIMITS -> Scripts for brains) implemented.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, Radar blip sprite filename loader improved. Now GXT fields added.
        It has backward compatibility with older configuration file as well.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (OTHER LIMITS -> Collision size) improved.
        Now loading of collisions from model files doesn't use a PC_Scratch, which still made a limit of 16384 bytes.
    - WIN_X86, Bully SE, (ID LIMITS -> NIF) fixed, now CModelInfo::ms_modelInfoFlags gets reallocated
    - WIN_X86, Bully SE, 'Not a prop ID range loader' fixed
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (SHADOW LIMITS -> Real time shadows) implemented
    - documentation.docx was made
    - WIN_X86, GTA IV, vehicle audio loader can load INI files from the DLCs such as
        DLC\TLAD\\content\pc\audio\config\TLAD_vehicleAudioSettings.ini
        or
        DLC\TBoGT\content\pc\\audio\config\TBoGT_vehicleAudioSettings.ini
        
        while EFLC the following would be loaded:
        TLAD\pc\\audio\\config\TLAD_vehicleAudioSettings.ini
        or 
        TBoGT\pc\audio\\config\TBoGT_vehicleAudioSettings.ini
        
    - WIN_X86, GTA IV 1.1.2.0, GTA IV 1.1.3.0, implemented DYNAMIC LIMITS -> VehicleStructs    
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (OTHER LIMITS -> Vehicle colors), 32-bit color ID implemented, now it's possible to have more than 255 colors.
    - WIN_X86, GTA SA 1.0 compact/HOODLUM, (MAP LIMITS -> Enable path debugging), now doesn't require 'Apply paths limit patch' to be enabled.
    - WIN_X86, GTA SA 1.0 HOODLUM, fixed some code related to 32-bit model IDs

 


I am putting a lot of effort making sure that my projects meet the high quality requirements.
That takes a significant amount of work.
If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring.

 

 

 

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

Edited by Spider-Vice
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Leinad

@fastman92 the new ini creates [OTHER LIMITS] twice (I´m using FLA for GTA SA PC version)

 

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

 

 

Edited by Leinad
.
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JV_Dark

I have a problem, by enabling the function (Enable weapon type loader) the missile launcher loses its animations, the strange thing is that the heat missile launcher does not lose them considering that they occupy the same animations, what can I do?

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fastman92
1 hour ago, JV_Dark said:

I have a problem, by enabling the function (Enable weapon type loader) the missile launcher loses its animations, the strange thing is that the heat missile launcher does not lose them considering that they occupy the same animations, what can I do?

What version of the FLA do you have?

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China·XMDS

Regarding the FLA of Android SA2.0, I modified the memory available in fastman92limitAdjuster_GTASA.ini to 2048, and the game is still locked to 50M

 

Modification of ini file seems unavailable?

 

GTASA 1.08 game still has white flickering issue

——————————————————————

; IDE Objects Type 1 (14000)

#IDE Objects Type 1 = 14000

 

; Vehicle Models (212)

#Vehicle Models = 212

 

; Ped Models (278)

#Ped Mode  = 278

 

Are IDE restrictions aware that you can add new vehicles, people, and new maps? For adding new vehicles, how is the ID range allocated, and how much should the new ID start from.

 

 

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fastman92
10 minutes ago, China·XMDS said:

Regarding the FLA of Android SA2.0, I modified the memory available in fastman92limitAdjuster_GTASA.ini to 2048, and the game is still locked to 50M

 

Modification of ini file seems unavailable?

 

GTASA 1.08 game still has white flickering issue

——————————————————————

; IDE Objects Type 1 (14000)

#IDE Objects Type 1 = 14000

 

; Vehicle Models (212)

#Vehicle Models = 212

 

; Ped Models (278)

#Ped Mode  = 278

 

Are IDE restrictions aware that you can add new vehicles, people, and new maps? For adding new vehicles, how is the ID range allocated, and how much should the new ID start from.

 

 

Show me your INI.

Flickering is caused by bug in game.

 

7 hours ago, Leinad said:

@fastman92 the new ini creates [OTHER LIMITS] twice (I´m using FLA for GTA SA PC version)

 

  Reveal hidden contents

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

 

 

I'll check it.

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China·XMDS
17 minutes ago, fastman92 said:

Show me your INI.

Flickering is caused by bug in game.

 

I'll check it.

Turned out #, it should be deleted

 

 

Edited by China·XMDS

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China·XMDS

What is the range of ids for adding a vehicle, and where should the new ID start?

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dot exe

Any tutorial to install this FLA on Android? To patch .so file inside the latest .apk? So it's need PC to running .exe file?

 

Ignore this

Edited by dot exe
I'am sorry for spammed, i've read the documentation file. Thanks for your hardwork sir :D

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China·XMDS

How do I add a vehicle? Can you describe the specific addition method

What is the range of ids for adding a vehicle, and where should the new ID start?

Was the added vehicle created in the game via a CLEO script

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JV_Dark
5 hours ago, fastman92 said:

What version of the FLA do you have?

If I remember correctly, it occupied version 4.3, until I saw version 5.0 and I asked about the subject

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China·XMDS

I have solved the problem of adding a car and the car was added successfully.  I should not bother you with this little thing.  Regarding your donation, I don't know where to donate. I can donate $ 50 first.  If you can, I hope you can add more limited types of SA for Android, and I hope that the next version can support GTAVC Android

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fastman92
32 minutes ago, China·XMDS said:

I have solved the problem of adding a car and the car was added successfully.  I should not bother you with this little thing.  Regarding your donation, I don't know where to donate. I can donate $ 50 first.  If you can, I hope you can add more limited types of SA for Android, and I hope that the next version can support GTAVC Android

Good to know that everything works as expected.

Regarding the donations: they are done by PayPal, which is available in multiple countries.

 

13 hours ago, Leinad said:

@fastman92 the new ini creates [OTHER LIMITS] twice (I´m using FLA for GTA SA PC version)

 

  Reveal hidden contents

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

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

; Collision size (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

; Object info entries (160)
; Max 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

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
#Vehicle colors = 128

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

 

 

Thanks for reporting.

 

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Saretto28
1 hour ago, fastman92 said:

Good to know that everything works as expected.

Regarding the donations: they are done by PayPal, which is available in multiple countries.

 

Thanks for reporting.

Do you know if it is possible to use Samp of version 1.08 for 2.00 like moving the lib file to the folder where all the lib files contain?

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fastman92
9 minutes ago, Saretto28 said:

Do you know if it is possible to use Samp of version 1.08 for 2.00 like moving the lib file to the folder where all the lib files contain?

I don't use SA:MP

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JV_Dark
I can't add weapons in the new version, any help? I must be doing something wrong.

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Saretto28
2 minuti fa, fastman92 ha detto:

Non uso SA: MP

Ah okay, anyway congratulations we can finally use the Cleo on GTA Sa :3 thanks!

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dot exe

Can a someone upload the modified apk? I've tried to create apk (modified) but always ended with error, the apk didn't appear in my custom directory :(

Thanks.

Edited by dot exe

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istap9

Somebody add the orignal fresh copies of all the three games (apk only) as i can't able to find them in the internet..

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kubikas33
6 hours ago, istap9 said:

Somebody add the orignal fresh copies of all the three games (apk only) as i can't able to find them in the internet..

I have only GTA SA v2.00 with cleo and FLA

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dot exe
2 hours ago, kubikas33 said:

Hi, thanks..

Am i need to use your gtasa.set file? To increase draw distance quality again?

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LCstuntman
11 hours ago, Saretto28 said:

Do you know if it is possible to use Samp of version 1.08 for 2.00 like moving the lib file to the folder where all the lib files contain?

No, the samp team will have to update the lib for 2.00

 

A look at the sample plugin in GTA3 Android (disables water rendering)

Screenshot-20200210-191413-GTA-III.png

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Dr.  Prakamya Khare

Anyone have any tutorial regarding add  cars in Android. 

Thanks in advance: v

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