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fastman92

fastman92 limit adjuster

Recommended Posts

Fenton

Any working new limits would be added on 1.6 or just a bug fix?

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fastman92

Any working new limits would be added on 1.6 or just a bug fix?

The limits will be added.

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NTAuthority

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.

a) there's 2 streaming memory 'limits'

b) one of them hardcoded, but is impossible to ever reach unless somehow having giant collision files and is not the one people typically end up 'reaching'

c) the other is dynamically assigned based on VRAM and can already be adjusted by a command-line parameter, though it's harder to use with 3GB+ VRAM as it will default to 700MB due to floating point overflow

d) even then, D3D managed resources will end up making it useless to increase beyond the maximum without parameters of 1.5GB with 2GB VRAM as >address space usage and >IV's address space monitoring which is again not a 'streaming memory "limit"'

 

also i was confused about world sectors when you asked me, as Max Payne 3 *does* use a tree of entities and I hadn't checked IV yet

Edited by NTAuthority

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Fenton

Uhm, By the way, How do I add more map objects to the game, I am managed to add two but cannot add more objects to game, Any tutorial to this or the limit is not hacked yet?

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fastman92

also i was confused about world sectors when you asked me, as Max Payne 3 *does* use a tree of entities and I hadn't checked IV yet

How is that possible? I think you hacked the map limits of GTA IV in your project named CitizenFx. If so, you must have looked into world sectors in GTA IV.

 

 

Uhm, By the way, How do I add more map objects to the game, I am managed to add two but cannot add more objects to game, Any tutorial to this or the limit is not hacked yet?

What do you mean by adding map objects to the game. How do you add them? Show me the line that makes objects "added" to game.

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Fenton

Thats simple, I just downloaded them from a site and add them in the game on unused IDs, They're working fine but when trying to add third object, The game is crashing on mid of loading, I don't know what causes crashed, I did install the new object properly, But when I removed the third new object, The game works fine again, TWO new objects can be added to the game but trying to add ONE more would be causing crashing, I don't know why.

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serke757

OMG! how to attach file in this topic? :blink:

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fastman92

Thats simple, I just downloaded them from a site and add them in the game on unused IDs, They're working fine but when trying to add third object, The game is crashing on mid of loading, I don't know what causes crashed, I did install the new object properly, But when I removed the third new object, The game works fine again, TWO new objects can be added to the game but trying to add ONE more would be causing crashing, I don't know why.

 

[iDE LIMITS]; IDE : objs section type 1 (14000)#IDE Objects Type 1 = 14000
Most likely this limit.

 

If not, post the content of .log file generated when the game crashes because of some limit.

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serke757

 

Starting fastman92 limit adjuster 1.5, compilation time: Mar 14 2015 13:53:30

 

Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global expection handler has been registered.

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

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

Number of memory changes made: 7

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

 

Game crashed unfortunately, here's a crash log:

Current process ID: 5692

Last file to be loaded: gta_sa.set

Last library loaded: d3d9.dll

Exception address: 0x006E3DA8 ("GTA_SA.EXE"+0x2E3DA8)

Exception code: 0xC0000005

Exception name: EXCEPTION_ACCESS_VIOLATION

Inaccessible memory address: 0xB0013

 

General registers:

EAX: 0x17200122 (387973410)

EBX: 0x0000000A (10)

ECX: 0x1790B244 (395358788)

EDX: 0x00000000 (0)

ESI: 0x000B000D (720909)

EDI: 0x00C20D98 (12717464)

EBP: 0x00000000 (0)

ESP: 0x0028FBD4 (2685908)

EIP: 0x006E3DA8 (7224744)

EFL: 0x00010246 (66118)

 

Segment registers:

CS: 0023

DS: 002B

ES: 002B

FS: 0053

GS: 002B

SS: 002B

 

FPU registers:

ST0: 1672.954102 bytes: 00 00 00 00 00 88 1E D1 09 40

ST1: 1.081600 bytes: 00 00 00 00 00 E0 71 8A FF 3F

ST2: 7.887573 bytes: 00 00 00 00 00 00 67 FC 01 40

ST3: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00

ST4: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00

ST5: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00

ST6: 8.000000 bytes: 00 00 00 00 00 00 00 80 02 40

ST7: -286594211037317530000000000000000000.000000 bytes: 00 00 00 00 00 BE C8 DC 74 C0

CTRL: 007F

STAT: 0122

TAGS: FFFF

 

MMX registers, 8 bytes:

MM0: 00 00 00 00 00 88 1E D1

MM1: 00 00 00 00 00 E0 71 8A

MM2: 00 00 00 00 00 00 67 FC

MM3: 00 00 00 00 00 00 00 00

MM4: 00 00 00 00 00 00 00 00

MM5: 00 00 00 00 00 00 00 00

MM6: 00 00 00 00 00 00 00 80

MM7: 00 00 00 00 00 BE C8 DC

 

XMM registers, 16 bytes:

XMM0: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM1: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM2: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM3: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM4: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM5: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM6: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

XMM7: 00 00 00 00 00 00 20 40 00 00 00 00 00 00 00 00

 

Module list

; Path Module file size Base Size of image Entry point

C:\Games\GTA San Andreas\GTA_SA.EXE 14383616 0x00400000 0x01177000 0x00824570

C:\Windows\SysWOW64\ntdll.dll 1292192 0x77AC0000 0x00180000 0x00000000

C:\Windows\syswow64\kernel32.dll 1114112 0x76190000 0x00110000 0x761A3293

C:\Windows\syswow64\KERNELBASE.dll 274944 0x765A0000 0x00047000 0x765A74C1

C:\Windows\system32\WINMM.dll 194048 0x74A60000 0x00032000 0x74A637F1

C:\Windows\syswow64\msvcrt.dll 690688 0x756D0000 0x000AC000 0x756DA472

C:\Windows\syswow64\USER32.dll 833024 0x77410000 0x00100000 0x7742B6ED

C:\Windows\syswow64\GDI32.dll 311808 0x75A40000 0x00090000 0x75A56343

C:\Windows\syswow64\LPK.dll 25600 0x756B0000 0x0000A000 0x756B36A0

C:\Windows\syswow64\USP10.dll 626688 0x766F0000 0x0009D000 0x767240EA

C:\Windows\syswow64\ADVAPI32.dll 640512 0x762A0000 0x000A0000 0x762B4965

C:\Windows\SysWOW64\sechost.dll 92160 0x77510000 0x00019000 0x77514975

C:\Windows\syswow64\RPCRT4.dll 664064 0x76600000 0x000F0000 0x76610569

C:\Windows\syswow64\SspiCli.dll 96768 0x75450000 0x00060000 0x7546A3B3

C:\Windows\syswow64\CRYPTBASE.dll 36864 0x75440000 0x0000C000 0x754410E1

C:\Games\GTA San Andreas\vorbisfile.dll 53760 0x6BDF0000 0x00011000 0x6BDF197B

C:\Windows\syswow64\WS2_32.dll 206848 0x75E60000 0x00035000 0x75E6145D

C:\Windows\syswow64\NSI.dll 8704 0x76490000 0x00006000 0x76491782

C:\Games\GTA San Andreas\EAX.DLL 188416 0x10000000 0x00030000 0x1001A472

C:\Windows\syswow64\ole32.dll 1414144 0x758E0000 0x0015C000 0x7592BA3D

C:\Windows\system32\apphelp.dll 295936 0x6B590000 0x0004C000 0x6B592C14

C:\Windows\AppPatch\AcGenral.DLL 2176512 0x67890000 0x00218000 0x6789220F

C:\Windows\syswow64\SHLWAPI.dll 350208 0x76390000 0x00057000 0x763A9BA6

C:\Windows\system32\UxTheme.dll 245760 0x710A0000 0x00080000 0x710B37C9

C:\Windows\system32\samcli.dll 51200 0x63EC0000 0x0000F000 0x63EC125E

C:\Windows\syswow64\OLEAUT32.dll 571904 0x75850000 0x0008F000 0x75853FB1

C:\Windows\system32\MSACM32.dll 72192 0x6D8A0000 0x00014000 0x6D8A1340

C:\Windows\system32\VERSION.dll 21504 0x75370000 0x00009000 0x75371220

C:\Windows\syswow64\SHELL32.dll 12875264 0x76790000 0x00C4B000 0x76811551

C:\Windows\system32\sfc.dll 2560 0x6D110000 0x00003000 0x00000000

C:\Windows\system32\sfc_os.DLL 40960 0x6BDE0000 0x0000D000 0x6BDE1392

C:\Windows\syswow64\USERENV.dll 81920 0x75DD0000 0x00017000 0x75DD1C9D

C:\Windows\syswow64\profapi.dll 31744 0x764A0000 0x0000B000 0x764A1992

C:\Windows\system32\dwmapi.dll 67072 0x70FD0000 0x00013000 0x70FD1D3F

C:\Windows\syswow64\SETUPAPI.dll 1667584 0x75EA0000 0x0019D000 0x75EA17E7

C:\Windows\syswow64\CFGMGR32.dll 145920 0x75AD0000 0x00027000 0x75AD58B9

C:\Windows\syswow64\DEVOBJ.dll 64512 0x75690000 0x00012000 0x75691441

C:\Windows\syswow64\urlmon.dll 1311232 0x76040000 0x0014B000 0x76042B30

C:\Windows\syswow64\api-ms-win-downlevel-ole32-l1-1-0.dll 5632 0x75E40000 0x00004000 0x00000000

C:\Windows\syswow64\api-ms-win-downlevel-shlwapi-l1-1-0.dll 9728 0x756C0000 0x00004000 0x00000000

C:\Windows\syswow64\api-ms-win-downlevel-advapi32-l1-1-0.dll 10752 0x75E50000 0x00005000 0x00000000

C:\Windows\syswow64\api-ms-win-downlevel-user32-l1-1-0.dll 4096 0x75E30000 0x00004000 0x00000000

C:\Windows\syswow64\api-ms-win-downlevel-version-l1-1-0.dll 3072 0x765F0000 0x00004000 0x00000000

C:\Windows\syswow64\api-ms-win-downlevel-normaliz-l1-1-0.dll 2560 0x76470000 0x00003000 0x00000000

C:\Windows\syswow64\normaliz.DLL 2048 0x76480000 0x00003000 0x00000000

C:\Windows\syswow64\iertutil.dll 2278400 0x75B00000 0x00232000 0x75B03B60

C:\Windows\syswow64\WININET.dll 1888256 0x754B0000 0x001D5000 0x754B2A30

C:\Windows\system32\MPR.dll 64000 0x706E0000 0x00012000 0x706E1200

C:\Windows\AppPatch\AcLayers.dll 561664 0x68DF0000 0x0008D000 0x68DF1FFF

C:\Windows\system32\WINSPOOL.DRV 320000 0x75310000 0x00051000 0x7533988C

C:\Windows\AppPatch\AcXtrnal.DLL 211968 0x66FB0000 0x00259000 0x66FC821B

C:\Windows\system32\SHUNIMPL.DLL 10752 0x6BDD0000 0x00006000 0x6BDD1093

C:\Windows\system32\SortServer2003Compat.dll 38400 0x6BDC0000 0x0000D000 0x6BDC7C69

C:\Windows\system32\IMM32.DLL 119808 0x764B0000 0x00060000 0x764C158F

C:\Windows\syswow64\MSCTF.dll 828928 0x75780000 0x000CC000 0x7578168B

C:\Games\GTA San Andreas\vorbishooked.DLL 51928 0x00380000 0x00010DBC 0x00384C98

C:\Games\GTA San Andreas\ogg.dll 36864 0x003A0000 0x00009000 0x003A302E

C:\Games\GTA San Andreas\vorbis.dll 1060864 0x03C70000 0x00108000 0x03C83F7C

C:\Games\GTA San Andreas\$fastman92limitAdjuster.asi 448000 0x66F30000 0x0007A000 0x66F70A84

C:\Windows\syswow64\PSAPI.DLL 6144 0x77A90000 0x00005000 0x77A91438

C:\Games\GTA San Andreas\DllTricks.dll 7680 0x6B710000 0x00006000 0x6B711593

C:\Windows\system32\MSVCR100.dll 773968 0x66E70000 0x000BF000 0x66E81DFC

C:\Games\GTA San Andreas\add_ramp_androm.asi 46080 0x6B5F0000 0x00010000 0x6B5F1485

C:\Games\GTA San Andreas\CLEO.asi 264704 0x66E00000 0x0006B000 0x66E0E3D4

C:\Games\GTA San Andreas\BASS.dll 107584 0x11000000 0x0004D000 0x1104C036

C:\Games\GTA San Andreas\cleo\FileSystemOperations.cleo 65024 0x66DE0000 0x00014000 0x66DE1203

C:\Games\GTA San Andreas\cleo\IniFiles.cleo 81920 0x66DC0000 0x00018000 0x66DC13AC

C:\Games\GTA San Andreas\cleo\IntOperations.cleo 58368 0x66DA0000 0x00013000 0x66DA1181

C:\Games\GTA San Andreas\cleo\newOpcodes.cleo 75264 0x66A30000 0x00361000 0x66A41262

C:\Games\GTA San Andreas\MSVCR100D.dll 1467200 0x64630000 0x0016A000 0x646789D0

C:\Games\GTA San Andreas\imfx.asi 97280 0x66A10000 0x0001D000 0x66A11B14

C:\Games\GTA San Andreas\plugin.dll 142336 0x669E0000 0x00026000 0x669EA2BE

C:\Games\GTA San Andreas\MoreVehicles5k.asi 29184 0x015B0000 0x00012000 0x015BF001

C:\Games\GTA San Andreas\reffix.asi 53248 0x669C0000 0x00011000 0x669C1D0B

C:\Games\GTA San Andreas\searchlights.asi 54784 0x669A0000 0x00012000 0x669A1596

C:\Games\GTA San Andreas\StreamMemFix.asi 27648 0x01620000 0x00011000 0x0162E001

C:\Games\GTA San Andreas\VehicleAudioLoader.asi 52224 0x016A0000 0x0001F000 0x016BC001

C:\Games\GTA San Andreas\VMPEditor.asi 145920 0x01880000 0x0002C000 0x01895294

C:\Windows\system32\nvspcap.dll 1278920 0x068C0000 0x0013A000 0x06966494

C:\Windows\system32\d3dx9_40.dll 4379984 0x61310000 0x0044A000 0x616F3F4E

C:\Windows\system32\DDRAW.dll 531968 0x642B0000 0x000E7000 0x642B1771

C:\Windows\system32\DCIMAN32.dll 10240 0x6AC10000 0x00006000 0x6AC11250

C:\Windows\system32\DSOUND.dll 453632 0x749B0000 0x00072000 0x749B1576

C:\Windows\system32\POWRPROF.dll 145408 0x74AA0000 0x00025000 0x74AA2B71

C:\Windows\syswow64\CLBCatQ.DLL 522240 0x75D40000 0x00083000 0x75D423D2

C:\Windows\System32\MMDevApi.dll 213504 0x6CA50000 0x00039000 0x6CA5E2DE

C:\Windows\System32\PROPSYS.dll 988160 0x70880000 0x000F5000 0x70890D9E

C:\Windows\system32\AUDIOSES.DLL 195584 0x6CA10000 0x00036000 0x6CA19DBE

C:\Windows\system32\DINPUT8.dll 145408 0x6AB30000 0x00030000 0x6AB4EC5C

C:\Windows\system32\HID.DLL 22016 0x6D800000 0x00009000 0x6D801120

C:\Windows\syswow64\WINTRUST.dll 179200 0x773E0000 0x0002F000 0x773E2A35

C:\Windows\syswow64\CRYPT32.dll 1174528 0x77530000 0x00121000 0x7753158E

C:\Windows\syswow64\MSASN1.dll 34304 0x75E20000 0x0000C000 0x75E2238E

C:\Games\GTA San Andreas\d3d9.dll 87552 0x06B00000 0x00043000 0x06B41670

C:\Windows\system32\d3d9.dll 1828352 0x711A0000 0x001C3000 0x711A1A45

C:\Windows\system32\d3d8thk.dll 11264 0x74A50000 0x00006000 0x74A511F0

C:\Windows\system32\nvd3dum.dll 14121624 0x5DDF0000 0x00D72000 0x5E480E50

C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll 1220312 0x68EC0000 0x0013A000 0x68F82AD5

C:\Windows\system32\nvapi.dll 2906928 0x63A00000 0x002E9000 0x63BE79E2

C:\Windows\SysWOW64\quartz.dll 1329664 0x637E0000 0x00177000 0x637E42CA

C:\Windows\SysWOW64\devenum.dll 66560 0x66980000 0x00014000 0x6698CE73

C:\Windows\system32\DShowRdpFilter.dll 252928 0x645E0000 0x00042000 0x645FDD94

C:\Windows\system32\WTSAPI32.dll 40448 0x74940000 0x0000D000 0x749411E0

C:\Windows\system32\WINSTA.dll 157696 0x71530000 0x00029000 0x71536B59

C:\Windows\system32\slc.dll 27136 0x6B5E0000 0x0000A000 0x6B5E4D20

C:\Windows\system32\D3DIM700.DLL 817664 0x64510000 0x000CC000 0x6451136A

C:\Windows\system32\wdmaud.drv 172032 0x644B0000 0x00030000 0x644B3C6B

C:\Windows\system32\ksuser.dll 4608 0x6AB20000 0x00004000 0x6AB21030

C:\Windows\system32\AVRT.dll 14336 0x69630000 0x00007000 0x696310C0

C:\Windows\system32\msacm32.drv 20992 0x66970000 0x00008000 0x66974119

C:\Windows\system32\midimap.dll 16896 0x66960000 0x00007000 0x669611D0

C:\Windows\system32\wmvcore.dll 2504192 0x63240000 0x00267000 0x6325F2C2

C:\Windows\system32\WMASF.DLL 237568 0x64470000 0x0003D000 0x644711E5

C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.7601.18455_none_72d576ad8665e853\gdiplus.dll 1625600 0x6CBD0000 0x00190000 0x6CC6D0A0

C:\Windows\system32\mlang.dll 177664 0x6B720000 0x0002E000 0x6B7216ED

C:\Windows\System32\dsdmo.dll 173568 0x6BD30000 0x0002D000 0x6BD47FC8

C:\Windows\System32\msdmo.dll 30720 0x6BD20000 0x0000B000 0x6BD239AB

Game terminated.

Edited by serke757

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fastman92
Can't figure out the limit.

 

Post the content of file that adds third object.

 

Read this post carefully.

Edited by fastman92
  • Like 1

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serke757
Can't figure out the limit.

 

Post the content of file that adds third object.

 

Read this post carefully.

Sorry, i don't understand what exactly should i post?

Third object?

Edited by serke757

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fastman92

 

Can't figure out the limit.

 

Post the content of file that adds third object.

 

Read this post carefully.

 

Sorry, i don't understand what exactly should i post?

Third object?

 

You should post the content of file that adds objects.

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serke757

 

 

 

Can't figure out the limit.

 

Post the content of file that adds third object.

 

Read this post carefully.

 

Sorry, i don't understand what exactly should i post?

Third object?

 

You should post the content of file that adds objects.

 

CHALLNG 1800.0 5000.0 1.2 0.0 -0.05 -0.1 77 0.67 0.72 0.5 4 180.0 21.0 33.0 R P 3.5 0.60 0 30.0 0.5 0.15 0.0 0.10 -0.09 0.52 0.0 0.10 0.50 30000 40222000 00004401 1 1 0

 

612, challng, challng, car, CHALLNG, CHALLNG, null, executive, 3, 0, 0, -1, 0.71, 0.71, 0

 

I tried to remove your files and result was the same. Looks like your plugin didn't even start. How to turn it on? How to make your plugin to work?

Edited by serke757

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_RJSingh_

I think fastman92 thought that he was talking to fenton.

Thats simple, I just downloaded them from a site and add them in the game on unused IDs, They're working fine but when trying to add third object, The game is crashing on mid of loading, I don't know what causes crashed, I did install the new object properly, But when I removed the third new object, The game works fine again, TWO new objects can be added to the game but trying to add ONE more would be causing crashing, I don't know why.

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serke757

 

Hi fastman. I added the new handling line right under ROLLER and it looks like this:

http://www.imagebam.com/image/bcfd12398569399

Post your .log file.

 

Where is the mistake?

Fastman! I still need your help!

Just trying to add one new handling line.

Is there a tutorial or instructions to your plugin?

Edited by serke757

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_RJSingh_

 

 

Hi fastman. I added the new handling line right under ROLLER and it looks like this:

http://www.imagebam.com/image/bcfd12398569399

Post your .log file.

 

Where is the mistake?

Fastman! I still need your help!

Just trying to add one new handling line.

Is there a tutorial or instructions to your plugin?

 

This is all you need

http://gtaforums.com/topic/753344-satuttoo-add-really-new-vehicles/

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fastman92

 

 

 

Hi fastman. I added the new handling line right under ROLLER and it looks like this:

http://www.imagebam.com/image/bcfd12398569399

Post your .log file.

 

Where is the mistake?

Fastman! I still need your help!

Just trying to add one new handling line.

Is there a tutorial or instructions to your plugin?

 

This is all you need

http://gtaforums.com/topic/753344-satuttoo-add-really-new-vehicles/

 

@serke757, sorry, I've mistaken you with Fenton who wants to add more than 2 objects to game.

 

Your .log clearly says you didn't enable handling.cfg patch.

So you shouldn't be adding any new handling lines.

Edited by fastman92

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dkluin

 

 

 

 

@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.

 

I don't need more then 20.000 for each city. VC and LC will use around 10.000 - 20.000.

LC and VC are both smaller then SA, and are using less models. We can set the DFF limit to 40.000 and VC, LC, and SA will be working with LODs. I have VC and SA working already, infact, VC uses up to 10.000 IDs. With the Stories version, the last DFF id used lays between 31.000 and 36.000.

I don't know the exact ID ranges, but it'll do.

42.000 DFF's if we want to add III/VC/LCS/VCS peds/vehicles.

The ID range limit is based on:

Fastman, correct me if I'm wrong on this

Like:

The 64 bit signed limit being 9,223,372,036,854,775,807

The 64 bit unsigned limit being 18,446,744,073,709,551,615

The 32 bit signed limit being 2,147,483,647

The 32 bit unsigned limit being 4,294,967,295

The 16 bit unsigned ID limit being 65,535 (Max ID limit assigned by fastman92's LA - Not just DFF ID limit)

The 16 bit signed ID limit being 32,768

 

int16_t -> uint16_t

Edited by dkluin

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fastman92

 

 

 

 

 

@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.

 

I don't need more then 20.000 for each city. VC and LC will use around 10.000 - 20.000.

LC and VC are both smaller then SA, and are using less models. We can set the DFF limit to 40.000 and VC, LC, and SA will be working with LODs. I have VC and SA working already, infact, VC uses up to 10.000 IDs. With the Stories version, the last DFF id used lays between 31.000 and 36.000.

I don't know the exact ID ranges, but it'll do.

42.000 DFF's if we want to add III/VC/LCS/VCS peds/vehicles.

The ID range limit is based on:

Fastman, correct me if I'm wrong on this

Like:

The 64 bit signed limit being 9,223,372,036,854,775,807

The 64 bit unsigned limit being 18,446,744,073,709,551,615

The 32 bit signed limit being 2,147,483,647

The 32 bit unsigned limit being 4,294,967,295

The 16 bit unsigned ID limit being 65,536 (Max ID limit assigned by fastman92's LA - Not just DFF ID limit)

The 16 bit signed ID limit being 32,768

 

int16_t -> uint16_t

 

Right.

However, max file ID is 65534 though. 65535 is reserved value, it means "undefined" ID.

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dkluin

 

 

 

 

 

 

@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.

 

I don't need more then 20.000 for each city. VC and LC will use around 10.000 - 20.000.

LC and VC are both smaller then SA, and are using less models. We can set the DFF limit to 40.000 and VC, LC, and SA will be working with LODs. I have VC and SA working already, infact, VC uses up to 10.000 IDs. With the Stories version, the last DFF id used lays between 31.000 and 36.000.

I don't know the exact ID ranges, but it'll do.

42.000 DFF's if we want to add III/VC/LCS/VCS peds/vehicles.

The ID range limit is based on:

Fastman, correct me if I'm wrong on this

Like:

The 64 bit signed limit being 9,223,372,036,854,775,807

The 64 bit unsigned limit being 18,446,744,073,709,551,615

The 32 bit signed limit being 2,147,483,647

The 32 bit unsigned limit being 4,294,967,295

The 16 bit unsigned ID limit being 65,536 (Max ID limit assigned by fastman92's LA - Not just DFF ID limit)

The 16 bit signed ID limit being 32,768

 

int16_t -> uint16_t

 

Right.

However, max file ID is 65534 though. 65535 is reserved value, it means "undefined" ID.

 

Aite. Is it possible to use 32 bit ID ranges instead of 16 bit unsigned ones?

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fastman92

 

 

 

 

 

 

 

@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.

 

I don't need more then 20.000 for each city. VC and LC will use around 10.000 - 20.000.

LC and VC are both smaller then SA, and are using less models. We can set the DFF limit to 40.000 and VC, LC, and SA will be working with LODs. I have VC and SA working already, infact, VC uses up to 10.000 IDs. With the Stories version, the last DFF id used lays between 31.000 and 36.000.

I don't know the exact ID ranges, but it'll do.

42.000 DFF's if we want to add III/VC/LCS/VCS peds/vehicles.

The ID range limit is based on:

Fastman, correct me if I'm wrong on this

Like:

The 64 bit signed limit being 9,223,372,036,854,775,807

The 64 bit unsigned limit being 18,446,744,073,709,551,615

The 32 bit signed limit being 2,147,483,647

The 32 bit unsigned limit being 4,294,967,295

The 16 bit unsigned ID limit being 65,536 (Max ID limit assigned by fastman92's LA - Not just DFF ID limit)

The 16 bit signed ID limit being 32,768

 

int16_t -> uint16_t

 

Right.

However, max file ID is 65534 though. 65535 is reserved value, it means "undefined" ID.

 

Aite. Is it possible to use 32 bit ID ranges instead of 16 bit unsigned ones?

 

No. It's hardly doable, if done it would cause huge incompatibilities with existing plugins.

 

What should done are the streamed IDs. That means IDs are loaded/unloaded when neccessary.

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serke757

 

 

 

 

Hi fastman. I added the new handling line right under ROLLER and it looks like this:

http://www.imagebam.com/image/bcfd12398569399

Post your .log file.

 

Where is the mistake?

Fastman! I still need your help!

Just trying to add one new handling line.

Is there a tutorial or instructions to your plugin?

 

This is all you need

http://gtaforums.com/topic/753344-satuttoo-add-really-new-vehicles/

 

@serke757, sorry, I've mistaken you with Fenton who wants to add more than 2 objects to game.

 

Your .log clearly says you didn't enable handling.cfg patch.

So you shouldn't be adding any new handling lines.

Finally I found the problem and solved it.

I was doing everything correctly but I forgot to REMOVE the symbol # :santa:

Now it works perfectly.

Fastman. One more question please.

There is an Alexander's plugin Vehicle Special Abilities Editor and there's a line called UP/DOWN_LIGHTS. There's a limit of 15 cars with UP/DOWN LIGHTS. If add 16 or more cars it will crash the game.

Can you break it?

Edited by serke757

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fastman92

 

 

 

 

 

Hi fastman. I added the new handling line right under ROLLER and it looks like this:

http://www.imagebam.com/image/bcfd12398569399

Post your .log file.

 

Where is the mistake?

Fastman! I still need your help!

Just trying to add one new handling line.

Is there a tutorial or instructions to your plugin?

 

This is all you need

http://gtaforums.com/topic/753344-satuttoo-add-really-new-vehicles/

 

@serke757, sorry, I've mistaken you with Fenton who wants to add more than 2 objects to game.

 

Your .log clearly says you didn't enable handling.cfg patch.

So you shouldn't be adding any new handling lines.

 

Finally I found the problem and solved it.

I was doing everything correctly but I forgot to REMOVE the symbol # :santa:

Now it works perfectly.

Fastman. One more question please.

There is an Alexander's plugin Vehicle Special Abilities Editor and there's a line called UP/DOWN_LIGHTS. There's a limit of 15 cars with UP/DOWN LIGHTS. If add 16 or more cars it will crash the game.

Can you break it?

 

Not at this time.

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serke757

Fastman, will the new 1.6 version support PAINTJOBS FOR ADDED VEHICLES?

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fastman92

Fastman, will the new 1.6 version support PAINTJOBS FOR ADDED VEHICLES?

I don't know. Maybe.
  • Like 1

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fastman92

Although the path limits were hacked completely, they are still useless unless we have tools to create paths or merge paths with the ones from different game...

 

925017400501573.jpg

I'm researching the paths currently.

 

Node points shown on the picture.

 

// Edit: I found a bug

- GTA SA, fixed CIDlimitManagerGeneral<eFileType>::IsAnyIDlimitIncreased()

 

Bad savefiles could have been created when some limits are increased.

 

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

30-03-2015 update:

4460f3400711103.jpg

 

red points - navi nodes

blue points - path nodes

Edited by fastman92
  • Like 5

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dkluin

Although the path limits were hacked completely, they are still useless unless we have tools to create paths or merge paths with the ones from different game...

 

925017400501573.jpg

I'm researching the paths currently.

 

Node points shown on the picture.

 

// Edit: I found a bug

- GTA SA, fixed CIDlimitManagerGeneral<eFileType>::IsAnyIDlimitIncreased()

 

Bad savefiles could have been created when some limits are increased.

 

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

30-03-2015 update:

4460f3400711103.jpg

 

red points - navi nodes

blue points - path nodes

I can't wait to see these tools tho.

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