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fastman92

fastman92 limit adjuster

Recommended Posts

fastman92

Here is my setting

; fastman92limitAdjuster_GTAIV.ini

[iD LIMITS]
#Apply ID limit patch = 0
; WDR / WFT / LOD / NTH
#FILE_TYPE_MODEL = 31000
; WTD (6000)
#FILE_TYPE_WTD = 6000
; IPL / WPL (500)
#FILE_TYPE_MAP_PLACEMENT = 500
; WAD (1500)
#FILE_TYPE_WAD = 1500
; RRR (2072)
#FILE_TYPE_RRR = 2072
[HANDLING.CFG LIMITS]
Apply handling.cfg patch = 1
; Number of standard lines (160)
Number of standard lines = 170
; Number of bike lines (40)
#Number of bike lines = 40
; Number of flying lines (40)
#Number of flying lines = 40
; Number of boat lines (40)
#Number of boat lines = 40
[MAIN]
author = fastman92
; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1

When I uncomment the two lines(like above) or until "number of boat lines", the game won't launch.

But, when I didn't uncomment in "number of standard lines", the game successfully launched and the log shows up properly but still has the limit at 160 standard lines. Am I wrong ?

PM sent.

 

 

 

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

limit adjuster for GTA IV is not working, it's because of ASLR, possible different image base where process gets loaded.

Wait for 1.9 release, it's going to be fixed.

Edited by fastman92
  • Like 1

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Lupin_III

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

Edited by Lupin_III

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fastman92

 

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

 

Limit adjuster 1.8 for GTA IV is badly written, it doesn't take ASLR into assumption.

Don't use a limit adjuster for GTA IV, until I release 1.9 version.

 

And yes, you should use a semicolon ;

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Lupin_III

 

 

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

 

Limit adjuster 1.8 for GTA IV is badly written, it doesn't take ASLR into assumption.

Don't use a limit adjuster for GTA IV, until I release 1.9 version.

 

And yes, you should use a semicolon ;

I tried these three semicolons and they didn't make a difference. Guess I'll have to wait until you improve it.

Edited by Lupin_III

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dkluin

 

 

 

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

 

Limit adjuster 1.8 for GTA IV is badly written, it doesn't take ASLR into assumption.

Don't use a limit adjuster for GTA IV, until I release 1.9 version.

 

And yes, you should use a semicolon ;

I tried these three semicolons and they didn't make a difference. Guess I'll have to wait until you improve it.

 

I don't think adding semicolons would fix anything at all. Compare your content with R* created ones and you might find the reason why.

I haven't read all posts, so I don't know what the exact issue is and/or how to solve it. And besides, I'm a RW modder.

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Concavax

 

** 1.8

 

- GTA SA, added a possibility to use __int32 base ID. Now you can have more than 65535 file IDs!

:O

!

Next, .dat files.

Bravo!

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Lupin_III

 

 

 

 

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

Limit adjuster 1.8 for GTA IV is badly written, it doesn't take ASLR into assumption.

Don't use a limit adjuster for GTA IV, until I release 1.9 version.

 

And yes, you should use a semicolon ;

I tried these three semicolons and they didn't make a difference. Guess I'll have to wait until you improve it.

I don't think adding semicolons would fix anything at all. Compare your content with R* created ones and you might find the reason why.

I haven't read all posts, so I don't know what the exact issue is and/or how to solve it. And besides, I'm a RW modder.

I added those so I could lengthen the space between the afflicted handling lines and the working handling lines without actually switching their positions to see if that would 'move' the handling bug or at least make one of the cars that were previously afflicted, driveable again. I was testing for any possible changes or effects it may have made, and the bug itself seems to affect certain positions of the handling file (hence me shifting them and not moving them), and consequently affecting those cars, because I switched a car and reused the original car's handling line position, and the bug also affected the switched car.

 

Maybe you should read my second post on the previous page.

Edited by Lupin_III

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dkluin

 

 

 

 

 

I checked how GTA V loads handling.dat. Empty lines will be considered as "standard handling line".

There's no check to exclude empty lines.

You should use a comment ; semicolon instead.

So basically:

2useb78.jpg

 

Is this what you want me to do?

 

And if the game crashes, then what?

Will the limit adjuster eventually support newhandling.dat?

Limit adjuster 1.8 for GTA IV is badly written, it doesn't take ASLR into assumption.

Don't use a limit adjuster for GTA IV, until I release 1.9 version.

 

And yes, you should use a semicolon ;

I tried these three semicolons and they didn't make a difference. Guess I'll have to wait until you improve it.

I don't think adding semicolons would fix anything at all. Compare your content with R* created ones and you might find the reason why.

I haven't read all posts, so I don't know what the exact issue is and/or how to solve it. And besides, I'm a RW modder.

I added those so I could lengthen the space between the afflicted handling lines and the working handling lines without actually switching their positions to see if that would 'move' the handling bug or at least make one of the cars that were previously afflicted, driveable again. I was testing for any possible changes or effects it may have made, and the bug itself seems to affect certain positions of the handling file (hence me shifting them and not moving them), and consequently affecting those cars, because I switched a car and reused the original car's handling line position, and the bug also affected the switched car.

 

Maybe you should read my second post on the previous page.

 

"I haven't read all posts, so I don't know what the exact issue is and/or how to solve it. And besides, I'm a RW modder."

 

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miclin

what are these ?

; Cover points (100)
#Cover points = 100
never seen that before^^
EDIT: got a crash :/
Starting fastman92 limit adjuster 1.8, compilation time: May  2 2015 17:08:23 UTCGame detected: GTA SA 1.0 HOODLUM 14383616 bytesGlobal expection handler has been registered.------------------------------------------------------------------------------------------Modified limit of rwObjectInstances to: 500000---------------------------------------------Modified limit of matrices to: 9000---------------------------------------------Modified limit of PtrNode Singles to: 700000---------------------------------------------Modified limit of PtrNode Doubles to: 6200---------------------------------------------Modified limit of IPL:inst, buildings to: 90000---------------------------------------------Modified limit of IPL:inst, dummies to: 50000---------------------------------------------Modified limit of IPL:occluders to: 10000---------------------------------------------Streaming memory available limit set to 943718400 bytes (900 MB)---------------------------------------------Modified limit of OTHER LIMITS: Object info entries to: 360---------------------------------------------Error reporting going to be applied.GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.Error reporting is applied now.---------------------------------------------Number of memory changes made: 83---------------------------------------------Game crashed unfortunately, here's a crash log:Current process ID: 823932Last file to be loaded: modloader\back to lc\base\models\player.imgLast library loaded: NOT SETException address: 0x0045BADD ("gta_sa.exe"+0x5BADD)Exception code: 0xC0000005Exception name: EXCEPTION_ACCESS_VIOLATIONInaccessible memory address: 0xF01F61CGeneral registers:EAX: 0x3F7FC4EF (1065338095)EBX: 0x0097FB64 (9960292)ECX: 0x0028F820 (2684960)EDX: 0xBD21733D (-1121881283)ESI: 0x0F01F608 (251786760)EDI: 0x00998294 (10060436)EBP: 0x00000000 (0)ESP: 0x0028F804 (2684932)EIP: 0x0045BADD (4569821)EFL: 0x00010206 (66054)Segment registers:CS: 0023DS: 002BES: 002BFS: 0053GS: 002BSS: 002BFPU registers:ST0: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3FST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3FST2: 0.040905 bytes: 00 00 00 00 00 C3 8B A7 FA 3FST3: -0.039417 bytes: 00 00 00 00 00 3D 73 A1 FA BFST4: 0.986160 bytes: 00 00 00 00 00 00 75 FC FE 3FST5: -0.165045 bytes: 00 00 00 00 00 83 01 A9 FC BFST6: -0.009017 bytes: 00 00 00 00 00 9D BC 93 F8 BFST7: 0.041479 bytes: 00 00 00 00 00 B4 E5 A9 FA 3FCTRL: 007FSTAT: 013BTAGS: FFFFMMX registers, 8 bytes:MM0: 00 00 00 00 00 00 00 80MM1: 00 00 00 00 00 00 00 80MM2: 00 00 00 00 00 C3 8B A7MM3: 00 00 00 00 00 3D 73 A1MM4: 00 00 00 00 00 00 75 FCMM5: 00 00 00 00 00 83 01 A9MM6: 00 00 00 00 00 9D BC 93MM7: 00 00 00 00 00 B4 E5 A9XMM registers, 16 bytes:XMM0: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM1: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM2: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM3: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM4: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM5: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM6: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM7: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00Module list; Path	Module file size		Base	Size of image	Entry pointE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\gta_sa.exe	14383616	0x00400000	0x01177000	0x00824570C:\Windows\SYSTEM32\ntdll.dll	1498872	0x775D0000	0x0016E000	0x00000000C:\Windows\SYSTEM32\KERNEL32.DLL	1040384	0x74E20000	0x00140000	0x74E37C90C:\Windows\SYSTEM32\KERNELBASE.dll	862720	0x77410000	0x000D7000	0x7741F6A0C:\Windows\system32\apphelp.dll	642560	0x6C140000	0x000A0000	0x6C143570C:\Windows\AppPatch\AcLayers.DLL	332800	0x60B40000	0x00277000	0x60B41E70C:\Windows\SYSTEM32\msvcrt.dll	800008	0x771E0000	0x000C3000	0x771EE140C:\Windows\SYSTEM32\USER32.dll	1376256	0x75090000	0x00153000	0x750A69B0C:\Windows\SYSTEM32\GDI32.dll	1096704	0x76FB0000	0x0010E000	0x76FB9090C:\Windows\SYSTEM32\SHELL32.dll	19731824	0x75700000	0x012AC000	0x7571A820C:\Windows\SYSTEM32\SHLWAPI.dll	278352	0x74FC0000	0x00045000	0x74FC6E80C:\Windows\SYSTEM32\OLEAUT32.dll	602776	0x75640000	0x00095000	0x75644CA0C:\Windows\SYSTEM32\MPR.dll	87224	0x63DD0000	0x00016000	0x63DD1270C:\Windows\SYSTEM32\SETUPAPI.dll	1782912	0x769B0000	0x001B1000	0x769B1F20C:\Windows\SYSTEM32\sfc.dll	3072	0x71600000	0x00003000	0x00000000C:\Windows\SYSTEM32\WINSPOOL.DRV	397824	0x71630000	0x00065000	0x71631CB0C:\Windows\SYSTEM32\RPCRT4.dll	747008	0x772B0000	0x000BA000	0x772DB240C:\Windows\SYSTEM32\combase.dll	1564464	0x75280000	0x0017D000	0x7528AC90C:\Windows\SYSTEM32\CFGMGR32.dll	241168	0x75570000	0x0003C000	0x755719E0C:\Windows\SYSTEM32\SspiCli.dll	104960	0x74DD0000	0x0001E000	0x74DDB290C:\Windows\SYSTEM32\sfc_os.DLL	42496	0x715F0000	0x0000F000	0x715F1160C:\Windows\SYSTEM32\CRYPTBASE.dll	30984	0x74DC0000	0x0000A000	0x74DC10D0C:\Windows\SYSTEM32\sechost.dll	257216	0x74F60000	0x00041000	0x74F613E0C:\Windows\SYSTEM32\bcryptPrimitives.dll	340848	0x74D60000	0x00054000	0x74D624F0C:\Windows\AppPatch\AcGenral.DLL	2488320	0x608D0000	0x00265000	0x608D59A0C:\Windows\SYSTEM32\UxTheme.dll	949760	0x71170000	0x000ED000	0x71179FD0C:\Windows\SYSTEM32\WINMM.dll	136840	0x74260000	0x00023000	0x74263B10C:\Windows\SYSTEM32\samcli.dll	64512	0x64720000	0x00013000	0x647213A0C:\Windows\SYSTEM32\ole32.dll	1209624	0x76C80000	0x00128000	0x76C845E0C:\Windows\SYSTEM32\MSACM32.dll	89816	0x64BE0000	0x00017000	0x64BE1350C:\Windows\SYSTEM32\VERSION.dll	26304	0x73ED0000	0x00008000	0x73ED1180C:\Windows\SYSTEM32\USERENV.dll	98152	0x71610000	0x0001B000	0x71611CA0C:\Windows\SYSTEM32\dwmapi.dll	102728	0x716B0000	0x0001A000	0x716B1EE0C:\Windows\SYSTEM32\urlmon.dll	1311232	0x706F0000	0x0014B000	0x706F2B30C:\Windows\SYSTEM32\ADVAPI32.dll	507152	0x75010000	0x0007C000	0x75011F10C:\Windows\SYSTEM32\WINMMBASE.dll	134280	0x73EA0000	0x00023000	0x73EA1570C:\Windows\SYSTEM32\profapi.dll	52152	0x73DD0000	0x0000F000	0x73DD11D0C:\Windows\SYSTEM32\iertutil.dll	2278400	0x704B0000	0x00232000	0x704B3B60C:\Windows\SYSTEM32\WININET.dll	1888256	0x6FF60000	0x001D5000	0x6FF62A30C:\Windows\SYSTEM32\DEVOBJ.dll	127552	0x73E70000	0x00021000	0x73E71370C:\Windows\SYSTEM32\SHCORE.DLL	560392	0x73DE0000	0x0008B000	0x73DE34D0C:\Windows\SYSTEM32\SortServer2003Compat.dll	40960	0x64710000	0x0000E000	0x64718E00C:\Windows\system32\IMM32.DLL	141312	0x74DF0000	0x00027000	0x74DF13A0C:\Windows\SYSTEM32\MSCTF.dll	1124352	0x770C0000	0x00112000	0x770C30C0E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbisfile.dll	53760	0x646F0000	0x00011000	0x646F197BC:\Windows\SYSTEM32\WS2_32.dll	321248	0x755B0000	0x00050000	0x755B15D0E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\EAX.DLL	188416	0x10000000	0x00030000	0x1001A472C:\Windows\SYSTEM32\NSI.dll	20120	0x774F0000	0x00007000	0x774F1660E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbishooked.DLL	65536	0x003D0000	0x00011000	0x003D4C98E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\ogg.dll	36864	0x003F0000	0x00009000	0x003F302EE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbis.dll	1060864	0x031F0000	0x00108000	0x03203F7CE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\$fastman92limitAdjuster.asi	492032	0x61770000	0x00083000	0x617B80AFE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\DllTricks.dll	7680	0x646E0000	0x00006000	0x646E1593C:\Windows\SYSTEM32\MSVCP120.dll	455328	0x616F0000	0x00071000	0x6172B707C:\Windows\SYSTEM32\MSVCR120.dll	970912	0x61600000	0x000EE000	0x61611A44C:\Windows\SYSTEM32\MSVCR100.dll	773968	0x718D0000	0x000BF000	0x718E1DFCE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\cleo.asi	264704	0x60860000	0x0006B000	0x6086E3D4E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\BASS.dll	107584	0x11000000	0x0004D000	0x1104C036E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\scripts\modloader.asi	643584	0x607B0000	0x000A4000	0x60804403C:\Windows\SYSTEM32\dbghelp.dll	1207296	0x709B0000	0x00141000	0x709DA570E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\modloader\.data\plugins\gta3\std.data.dll	2716672	0x60480000	0x0029E000	0x6063A471C:\Windows\SYSTEM32\DDRAW.dll	544256	0x67540000	0x000EC000	0x67541B70C:\Windows\SYSTEM32\DCIMAN32.dll	11776	0x691F0000	0x00007000	0x691F1180C:\Windows\SYSTEM32\kernel.appcore.dll	29920	0x724B0000	0x00009000	0x724B15A0C:\Windows\SYSTEM32\DSOUND.dll	517120	0x71350000	0x00081000	0x713523C0C:\Windows\SYSTEM32\POWRPROF.dll	255136	0x713E0000	0x00040000	0x713E2430C:\Windows\SYSTEM32\clbcatq.dll	569128	0x76B70000	0x0008D000	0x76B728D0C:\Windows\System32\MMDevApi.dll	331048	0x71480000	0x00053000	0x71482BD0C:\Windows\SYSTEM32\AUDIOSES.DLL	370424	0x71420000	0x00060000	0x7142F640C:\Windows\SYSTEM32\DINPUT8.dll	171520	0x640E0000	0x00036000	0x640ED940C:\Windows\SYSTEM32\HID.DLL	26624	0x715D0000	0x0000A000	0x715D1200C:\Windows\SYSTEM32\WINTRUST.dll	245296	0x75600000	0x0003D000	0x75602DB0C:\Windows\SYSTEM32\CRYPT32.dll	1612992	0x76E20000	0x00188000	0x76E22720C:\Windows\SYSTEM32\MSASN1.dll	51608	0x76C70000	0x0000E000	0x76C71280C:\Windows\SYSTEM32\d3d9.dll	1907384	0x6BEA0000	0x001D3000	0x6BEA3D50C:\Windows\SYSTEM32\aticfx32.dll	1134688	0x60050000	0x00117000	0x600E3CA3C:\Windows\SYSTEM32\atiu9pag.dll	100032	0x60030000	0x0001B000	0x6003A26CC:\Windows\SYSTEM32\atiumdag.dll	7077264	0x5F970000	0x006BA000	0x5F971060C:\Windows\SYSTEM32\atiumdva.dll	7559840	0x5F230000	0x0073E000	0x5F239FA0C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.17415_none_a9ed7f470139b3c1\comctl32.DLL	2105856	0x70DB0000	0x00206000	0x70DED320C:\Windows\SYSTEM32\quartz.dll	1500672	0x5F090000	0x0019F000	0x5F097210C:\Windows\SYSTEM32\devenum.dll	81008	0x5F070000	0x00014000	0x5F07E3E0C:\Windows\SYSTEM32\D3DIM700.DLL	887808	0x5EF90000	0x000DF000	0x5F033EA0C:\Windows\SYSTEM32\wdmaud.drv	197120	0x64C30000	0x00036000	0x64C3D2A0C:\Windows\SYSTEM32\ksuser.dll	19096	0x64C20000	0x00007000	0x64C210C0C:\Windows\SYSTEM32\AVRT.dll	31496	0x64C10000	0x0000A000	0x64C112A0C:\Windows\SYSTEM32\msacm32.drv	23040	0x64C00000	0x00009000	0x64C04050C:\Windows\SYSTEM32\midimap.dll	18944	0x64BD0000	0x00008000	0x64BD10D0C:\Windows\SYSTEM32\wmvcore.dll	2689392	0x5ECF0000	0x00291000	0x5ED32CD0C:\Windows\SYSTEM32\WMASF.DLL	245296	0x5ECB0000	0x0003D000	0x5ECB1140C:\Windows\system32\mlang.dll	192512	0x615A0000	0x00033000	0x615A18B0Game terminated.
Edited by miclin

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Lupin_III

"I haven't read all posts, so I don't know what the exact issue is and/or how to solve it. And besides, I'm a RW modder."

Maybe you should read my second post on the previous page.

Edited by Lupin_III
  • Like 1

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fastman92

what are these ?

 

; Cover points (100)

#Cover points = 100

 

never seen that before^^

 

 

EDIT: got a crash :/

 

Starting fastman92 limit adjuster 1.8, compilation time: May  2 2015 17:08:23 UTCGame detected: GTA SA 1.0 HOODLUM 14383616 bytesGlobal expection handler has been registered.------------------------------------------------------------------------------------------Modified limit of rwObjectInstances to: 500000---------------------------------------------Modified limit of matrices to: 9000---------------------------------------------Modified limit of PtrNode Singles to: 700000---------------------------------------------Modified limit of PtrNode Doubles to: 6200---------------------------------------------Modified limit of IPL:inst, buildings to: 90000---------------------------------------------Modified limit of IPL:inst, dummies to: 50000---------------------------------------------Modified limit of IPL:occluders to: 10000---------------------------------------------Streaming memory available limit set to 943718400 bytes (900 MB)---------------------------------------------Modified limit of OTHER LIMITS: Object info entries to: 360---------------------------------------------Error reporting going to be applied.GTA_ERROR_ATTEMPT_TO_LOAD_OBJET_INSTANCE_WITH_UNDEFINED_ID enabled.GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.Error reporting is applied now.---------------------------------------------Number of memory changes made: 83---------------------------------------------Game crashed unfortunately, here's a crash log:Current process ID: 823932Last file to be loaded: modloader\back to lc\base\models\player.imgLast library loaded: NOT SETException address: 0x0045BADD ("gta_sa.exe"+0x5BADD)Exception code: 0xC0000005Exception name: EXCEPTION_ACCESS_VIOLATIONInaccessible memory address: 0xF01F61CGeneral registers:EAX: 0x3F7FC4EF (1065338095)EBX: 0x0097FB64 (9960292)ECX: 0x0028F820 (2684960)EDX: 0xBD21733D (-1121881283)ESI: 0x0F01F608 (251786760)EDI: 0x00998294 (10060436)EBP: 0x00000000 (0)ESP: 0x0028F804 (2684932)EIP: 0x0045BADD (4569821)EFL: 0x00010206 (66054)Segment registers:CS: 0023DS: 002BES: 002BFS: 0053GS: 002BSS: 002BFPU registers:ST0: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3FST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3FST2: 0.040905 bytes: 00 00 00 00 00 C3 8B A7 FA 3FST3: -0.039417 bytes: 00 00 00 00 00 3D 73 A1 FA BFST4: 0.986160 bytes: 00 00 00 00 00 00 75 FC FE 3FST5: -0.165045 bytes: 00 00 00 00 00 83 01 A9 FC BFST6: -0.009017 bytes: 00 00 00 00 00 9D BC 93 F8 BFST7: 0.041479 bytes: 00 00 00 00 00 B4 E5 A9 FA 3FCTRL: 007FSTAT: 013BTAGS: FFFFMMX registers, 8 bytes:MM0: 00 00 00 00 00 00 00 80MM1: 00 00 00 00 00 00 00 80MM2: 00 00 00 00 00 C3 8B A7MM3: 00 00 00 00 00 3D 73 A1MM4: 00 00 00 00 00 00 75 FCMM5: 00 00 00 00 00 83 01 A9MM6: 00 00 00 00 00 9D BC 93MM7: 00 00 00 00 00 B4 E5 A9XMM registers, 16 bytes:XMM0: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM1: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM2: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM3: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM4: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM5: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM6: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00XMM7: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00Module list; Path	Module file size		Base	Size of image	Entry pointE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\gta_sa.exe	14383616	0x00400000	0x01177000	0x00824570C:\Windows\SYSTEM32\ntdll.dll	1498872	0x775D0000	0x0016E000	0x00000000C:\Windows\SYSTEM32\KERNEL32.DLL	1040384	0x74E20000	0x00140000	0x74E37C90C:\Windows\SYSTEM32\KERNELBASE.dll	862720	0x77410000	0x000D7000	0x7741F6A0C:\Windows\system32\apphelp.dll	642560	0x6C140000	0x000A0000	0x6C143570C:\Windows\AppPatch\AcLayers.DLL	332800	0x60B40000	0x00277000	0x60B41E70C:\Windows\SYSTEM32\msvcrt.dll	800008	0x771E0000	0x000C3000	0x771EE140C:\Windows\SYSTEM32\USER32.dll	1376256	0x75090000	0x00153000	0x750A69B0C:\Windows\SYSTEM32\GDI32.dll	1096704	0x76FB0000	0x0010E000	0x76FB9090C:\Windows\SYSTEM32\SHELL32.dll	19731824	0x75700000	0x012AC000	0x7571A820C:\Windows\SYSTEM32\SHLWAPI.dll	278352	0x74FC0000	0x00045000	0x74FC6E80C:\Windows\SYSTEM32\OLEAUT32.dll	602776	0x75640000	0x00095000	0x75644CA0C:\Windows\SYSTEM32\MPR.dll	87224	0x63DD0000	0x00016000	0x63DD1270C:\Windows\SYSTEM32\SETUPAPI.dll	1782912	0x769B0000	0x001B1000	0x769B1F20C:\Windows\SYSTEM32\sfc.dll	3072	0x71600000	0x00003000	0x00000000C:\Windows\SYSTEM32\WINSPOOL.DRV	397824	0x71630000	0x00065000	0x71631CB0C:\Windows\SYSTEM32\RPCRT4.dll	747008	0x772B0000	0x000BA000	0x772DB240C:\Windows\SYSTEM32\combase.dll	1564464	0x75280000	0x0017D000	0x7528AC90C:\Windows\SYSTEM32\CFGMGR32.dll	241168	0x75570000	0x0003C000	0x755719E0C:\Windows\SYSTEM32\SspiCli.dll	104960	0x74DD0000	0x0001E000	0x74DDB290C:\Windows\SYSTEM32\sfc_os.DLL	42496	0x715F0000	0x0000F000	0x715F1160C:\Windows\SYSTEM32\CRYPTBASE.dll	30984	0x74DC0000	0x0000A000	0x74DC10D0C:\Windows\SYSTEM32\sechost.dll	257216	0x74F60000	0x00041000	0x74F613E0C:\Windows\SYSTEM32\bcryptPrimitives.dll	340848	0x74D60000	0x00054000	0x74D624F0C:\Windows\AppPatch\AcGenral.DLL	2488320	0x608D0000	0x00265000	0x608D59A0C:\Windows\SYSTEM32\UxTheme.dll	949760	0x71170000	0x000ED000	0x71179FD0C:\Windows\SYSTEM32\WINMM.dll	136840	0x74260000	0x00023000	0x74263B10C:\Windows\SYSTEM32\samcli.dll	64512	0x64720000	0x00013000	0x647213A0C:\Windows\SYSTEM32\ole32.dll	1209624	0x76C80000	0x00128000	0x76C845E0C:\Windows\SYSTEM32\MSACM32.dll	89816	0x64BE0000	0x00017000	0x64BE1350C:\Windows\SYSTEM32\VERSION.dll	26304	0x73ED0000	0x00008000	0x73ED1180C:\Windows\SYSTEM32\USERENV.dll	98152	0x71610000	0x0001B000	0x71611CA0C:\Windows\SYSTEM32\dwmapi.dll	102728	0x716B0000	0x0001A000	0x716B1EE0C:\Windows\SYSTEM32\urlmon.dll	1311232	0x706F0000	0x0014B000	0x706F2B30C:\Windows\SYSTEM32\ADVAPI32.dll	507152	0x75010000	0x0007C000	0x75011F10C:\Windows\SYSTEM32\WINMMBASE.dll	134280	0x73EA0000	0x00023000	0x73EA1570C:\Windows\SYSTEM32\profapi.dll	52152	0x73DD0000	0x0000F000	0x73DD11D0C:\Windows\SYSTEM32\iertutil.dll	2278400	0x704B0000	0x00232000	0x704B3B60C:\Windows\SYSTEM32\WININET.dll	1888256	0x6FF60000	0x001D5000	0x6FF62A30C:\Windows\SYSTEM32\DEVOBJ.dll	127552	0x73E70000	0x00021000	0x73E71370C:\Windows\SYSTEM32\SHCORE.DLL	560392	0x73DE0000	0x0008B000	0x73DE34D0C:\Windows\SYSTEM32\SortServer2003Compat.dll	40960	0x64710000	0x0000E000	0x64718E00C:\Windows\system32\IMM32.DLL	141312	0x74DF0000	0x00027000	0x74DF13A0C:\Windows\SYSTEM32\MSCTF.dll	1124352	0x770C0000	0x00112000	0x770C30C0E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbisfile.dll	53760	0x646F0000	0x00011000	0x646F197BC:\Windows\SYSTEM32\WS2_32.dll	321248	0x755B0000	0x00050000	0x755B15D0E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\EAX.DLL	188416	0x10000000	0x00030000	0x1001A472C:\Windows\SYSTEM32\NSI.dll	20120	0x774F0000	0x00007000	0x774F1660E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbishooked.DLL	65536	0x003D0000	0x00011000	0x003D4C98E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\ogg.dll	36864	0x003F0000	0x00009000	0x003F302EE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\vorbis.dll	1060864	0x031F0000	0x00108000	0x03203F7CE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\$fastman92limitAdjuster.asi	492032	0x61770000	0x00083000	0x617B80AFE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\DllTricks.dll	7680	0x646E0000	0x00006000	0x646E1593C:\Windows\SYSTEM32\MSVCP120.dll	455328	0x616F0000	0x00071000	0x6172B707C:\Windows\SYSTEM32\MSVCR120.dll	970912	0x61600000	0x000EE000	0x61611A44C:\Windows\SYSTEM32\MSVCR100.dll	773968	0x718D0000	0x000BF000	0x718E1DFCE:\GTA Modding\Rockstar Games\IV to SA Reborn V2\cleo.asi	264704	0x60860000	0x0006B000	0x6086E3D4E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\BASS.dll	107584	0x11000000	0x0004D000	0x1104C036E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\scripts\modloader.asi	643584	0x607B0000	0x000A4000	0x60804403C:\Windows\SYSTEM32\dbghelp.dll	1207296	0x709B0000	0x00141000	0x709DA570E:\GTA Modding\Rockstar Games\IV to SA Reborn V2\modloader\.data\plugins\gta3\std.data.dll	2716672	0x60480000	0x0029E000	0x6063A471C:\Windows\SYSTEM32\DDRAW.dll	544256	0x67540000	0x000EC000	0x67541B70C:\Windows\SYSTEM32\DCIMAN32.dll	11776	0x691F0000	0x00007000	0x691F1180C:\Windows\SYSTEM32\kernel.appcore.dll	29920	0x724B0000	0x00009000	0x724B15A0C:\Windows\SYSTEM32\DSOUND.dll	517120	0x71350000	0x00081000	0x713523C0C:\Windows\SYSTEM32\POWRPROF.dll	255136	0x713E0000	0x00040000	0x713E2430C:\Windows\SYSTEM32\clbcatq.dll	569128	0x76B70000	0x0008D000	0x76B728D0C:\Windows\System32\MMDevApi.dll	331048	0x71480000	0x00053000	0x71482BD0C:\Windows\SYSTEM32\AUDIOSES.DLL	370424	0x71420000	0x00060000	0x7142F640C:\Windows\SYSTEM32\DINPUT8.dll	171520	0x640E0000	0x00036000	0x640ED940C:\Windows\SYSTEM32\HID.DLL	26624	0x715D0000	0x0000A000	0x715D1200C:\Windows\SYSTEM32\WINTRUST.dll	245296	0x75600000	0x0003D000	0x75602DB0C:\Windows\SYSTEM32\CRYPT32.dll	1612992	0x76E20000	0x00188000	0x76E22720C:\Windows\SYSTEM32\MSASN1.dll	51608	0x76C70000	0x0000E000	0x76C71280C:\Windows\SYSTEM32\d3d9.dll	1907384	0x6BEA0000	0x001D3000	0x6BEA3D50C:\Windows\SYSTEM32\aticfx32.dll	1134688	0x60050000	0x00117000	0x600E3CA3C:\Windows\SYSTEM32\atiu9pag.dll	100032	0x60030000	0x0001B000	0x6003A26CC:\Windows\SYSTEM32\atiumdag.dll	7077264	0x5F970000	0x006BA000	0x5F971060C:\Windows\SYSTEM32\atiumdva.dll	7559840	0x5F230000	0x0073E000	0x5F239FA0C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.17415_none_a9ed7f470139b3c1\comctl32.DLL	2105856	0x70DB0000	0x00206000	0x70DED320C:\Windows\SYSTEM32\quartz.dll	1500672	0x5F090000	0x0019F000	0x5F097210C:\Windows\SYSTEM32\devenum.dll	81008	0x5F070000	0x00014000	0x5F07E3E0C:\Windows\SYSTEM32\D3DIM700.DLL	887808	0x5EF90000	0x000DF000	0x5F033EA0C:\Windows\SYSTEM32\wdmaud.drv	197120	0x64C30000	0x00036000	0x64C3D2A0C:\Windows\SYSTEM32\ksuser.dll	19096	0x64C20000	0x00007000	0x64C210C0C:\Windows\SYSTEM32\AVRT.dll	31496	0x64C10000	0x0000A000	0x64C112A0C:\Windows\SYSTEM32\msacm32.drv	23040	0x64C00000	0x00009000	0x64C04050C:\Windows\SYSTEM32\midimap.dll	18944	0x64BD0000	0x00008000	0x64BD10D0C:\Windows\SYSTEM32\wmvcore.dll	2689392	0x5ECF0000	0x00291000	0x5ED32CD0C:\Windows\SYSTEM32\WMASF.DLL	245296	0x5ECB0000	0x0003D000	0x5ECB1140C:\Windows\system32\mlang.dll	192512	0x615A0000	0x00033000	0x615A18B0Game terminated.

 

Some objects lacks matrix for unknown reason.

 

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

416291410264385.jpg fec4af410264387.jpg

Today I got working enhanced IMG archives with compression.

The results are very good.

 

Screenshots show a comparison:

original IMG archive - 914 MB

enhanced IMG archive with the same all files compressed - 533 MB.

 

Thanks to Link2012, who explained me several CStreaming functions and shortened the amount of time it took me to implement compressed IMG archives in game.

Edited by fastman92
  • Like 7

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lsnoop

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

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fastman92

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

I don't know.

There are options that could fix it perhaps.

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miclin

 

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

I don't know.

There are options that could fix it perhaps.

 

Nope, not fixed...

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fastman92

 

 

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

I don't know.

There are options that could fix it perhaps.

 

Nope, not fixed...

 

I need a video.

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dkluin

 

 

 

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

I don't know.

There are options that could fix it perhaps.

 

Nope, not fixed...

 

I need a video.

 

fastman92, what about IV map bounds? Is it hacked yet? If you go out too far you can instantly die. We wouldn't want that, would we?

Redreaper666_ wants to port the Stories mod to GTA IV, we'll see if its really possible.

The model/texture limit is hacked too? I'm not used to GTA IV's file managing system, so I have to learn that too, besides RW file systems.

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miclin

 

 

 

Does the limit adjuster fix random white flickering (which occurs after a few hours of gameplay with HD models/textures) ?

I don't know.

There are options that could fix it perhaps.

 

Nope, not fixed...

 

I need a video.

 

....

Edited by miclin

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fastman92

Finally I got it working.

Decompression is independent of reading files now, working in separate thread.

If channel 0 still decompresses data, channel 1 may be already used to request and read files.

 

Beside compression, more features to IMG archive will still be implemented.

Edited by fastman92
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sinofff

Never thought that there is a limit cargrp.

That's why euros, emperor, phoenix is not present anywhere on the streets. Forgot to increase the limit. In some groups the limit is exceeded. It's just a shame for those who invented it.

Thank.

Edited by sinofff

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fastman92

Never thought that there is a limit cargrp.

That's why euros, emperor, phoenix is not present anywhere on the streets. Forgot to increase the limit. In some groups the limit is exceeded. It's just a shame for those who invented it.

Thank.

There's also pedgrp limit in game.

21 peds per group.

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miclin

Finally I got it working.

Decompression is independent of reading files now, working in separate thread.

If channel 0 still decompresses data, channel 1 may be already used to request and read files.

 

Beside compression, more features to IMG archive will still be implemented.

Is it possible to allow longer names for textures in a texture archive (for models, too of course)? maybe 32bit strings?

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fastman92

 

Finally I got it working.

Decompression is independent of reading files now, working in separate thread.

If channel 0 still decompresses data, channel 1 may be already used to request and read files.

 

Beside compression, more features to IMG archive will still be implemented.

Is it possible to allow longer names for textures in a texture archive (for models, too of course)? maybe 32bit strings?

 

Yes. It's possible.

The limit of filename length in IMG entry is going to be 40 bytes - 39 characters.

 

Although now some functions that read IDE/IPL entries need still to be patched to allow longer model / TXD name.

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sinofff

 

Never thought that there is a limit cargrp.

That's why euros, emperor, phoenix is not present anywhere on the streets. Forgot to increase the limit. In some groups the limit is exceeded. It's just a shame for those who invented it.

Thank.

There's also pedgrp limit in game.

21 peds per group.

 

 

It's a shame to say that.

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cj2000

 

 

Finally I got it working.

Decompression is independent of reading files now, working in separate thread.

If channel 0 still decompresses data, channel 1 may be already used to request and read files.

 

Beside compression, more features to IMG archive will still be implemented.

Is it possible to allow longer names for textures in a texture archive (for models, too of course)? maybe 32bit strings?

 

Yes. It's possible.

The limit of filename length in IMG entry is going to be 40 bytes - 39 characters.

 

Although now some functions that read IDE/IPL entries need still to be patched to allow longer model / TXD name.

 

But why 40 and not 56 bytes?

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fastman92

 

 

 

Finally I got it working.

Decompression is independent of reading files now, working in separate thread.

If channel 0 still decompresses data, channel 1 may be already used to request and read files.

 

Beside compression, more features to IMG archive will still be implemented.

Is it possible to allow longer names for textures in a texture archive (for models, too of course)? maybe 32bit strings?

 

Yes. It's possible.

The limit of filename length in IMG entry is going to be 40 bytes - 39 characters.

 

Although now some functions that read IDE/IPL entries need still to be patched to allow longer model / TXD name.

 

But why 40 and not 56 bytes?

 

Default limit is 24 bytes per filename.

 

So why 56 bytes and not 40 bytes?

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Silent

Why not just store filename hashes so you have no limits?

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fastman92

Why not just store filename hashes so you have no limits?

Don't forget about objects that aren't defined in IDE files, CStreaming::ms_pExtraObjectsDir for example.

 

I believe it's best to leave filenames in place. That makes it possible to see what's in downloaded IMG archive.

Edited by fastman92

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miclin

Are these cover points even used by the AI?

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little_idiot

Decided to try latest release of this adjuster but suddenly got an error "Procedure entry point K32EnumProcessModules not found in the DLL KERNEL32.DLL".

 

Clean game - only Silent ASI Loader installed;

gta_sa.exe size: 14 383 616 bytes;

 

Everything was OK with all set of previous versions (up to 1.6). Any ideas why 1.8 doesn't start?

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