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fastman92 limit adjuster


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Are you on drugs, man? Chill out.

He's not on drugs, the only drug he's taking is... Ignorance.

Or in other words, he never listens.

 

EDIT: Dont take this as an insult, because its not @ILOVEFOOTBALL95

Edited by dkluin
  • Like 2

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

 

 

ae2949419323493.jpga6afb3419327893.jpga10ed1419328233.jpg

Working on path debugging.

Edited by fastman92

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

 

 

ae2949419323493.jpga6afb3419327893.jpga10ed1419328233.jpg

Working on path debugging.

Path debugging is very useful...

Edited by dkluin
  • Like 1

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

But OLA :O

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

Now I want dynamic and static shadows limit as a next step.

FATALITY

  • Like 2

 

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

Now I want dynamic and static shadows limit as a next step.

FATALITY

 

I'll do that.

 

Camera testing:

f2515f419880799.jpg

My game looks like it never did before.

Edited by fastman92
  • Like 3

 

 

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

Now I want dynamic and static shadows limit as a next step.

FATALITY

 

I'll do that.

 

Camera testing:

f2515f419880799.jpg

My game looks like it never did before.

 

Insanity.

Here are another screenshots:

f755d3419940698.jpg

a99c98419941820.jpg

 

I had to kill CJ many times during testing.

Edited by fastman92
  • Like 2

 

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

But OLA :O

 

 

 

 

Sorry couldn't resist :lol:

 

 

Edited by ThirteenAG

 

 

Fixed the Coronas limit. Game wouldn't render more than 64 coronas.

But OLA :O

 

 

 

 

Sorry couldn't resist :lol:

 

 

lmao

- GTA SA, added IMG LIMITS -> Increase the IMG archive size limit

Now the limit is 32 GB for each IMG archive.

 

Default game limit: 4 GB for each IMG archive.

Edited by fastman92

- GTA SA, added IMG LIMITS -> Increase the IMG archive size limit

Now the limit is 32 GB for each IMG archive.

 

Default game limit: 4 GB for each IMG archive.

 

That's brilliant, unfortunately I just changed my 3,99 GB gta3.img so won't be able to test it (atleast not as quick).

Edited by Fireman

 

- GTA SA, added IMG LIMITS -> Increase the IMG archive size limit

Now the limit is 32 GB for each IMG archive.

 

Default game limit: 4 GB for each IMG archive.

 

That's brilliant, unfortunately I just changed my 3,99 GB gta3.img so won't be able to test it (atleast not as quick).

 

Why such a large gta3.img? Why not sort it into many IMG archives with IMG Organizer or something? It sure helps.

 

 

- GTA SA, added IMG LIMITS -> Increase the IMG archive size limit

Now the limit is 32 GB for each IMG archive.

 

Default game limit: 4 GB for each IMG archive.

 

That's brilliant, unfortunately I just changed my 3,99 GB gta3.img so won't be able to test it (atleast not as quick).

 

Why such a large gta3.img? Why not sort it into many IMG archives with IMG Organizer or something? It sure helps.

 

Or, y'know.. Mod Loader.

PlatinumSerb
Great work with the limit adjuster fastman! It works great and its extremely stable.
A while ago when I was still working on SOL and had much more free time I created a script to reconvert the .ipl and .ide files from SA
in order to fix the LOD problems in VC-SOL. With a few tweaks to that and a lot of messing around with the LC files, I was able to get
LC and VC into SA. Only issue I'm having now is that I cant seem to get all the generics for LC and VC to be loaded at the same time.
I've split generics into their own sperate .ipl files and currently I'm only loading 1 out of the 5 VC generics files that the script creates. If
I disable the LC generics files then I am able to load all the VC generics. So it seems to me that it might be a .ipl limit that I have
not adjusted. Here is the log file for the crash:
and here is my .ini file:
Here is a quick video of what I have so far:
Note: A good portion of the video is just flying from SA to VC and VC to LC. I did this just to show how far apart the cities are in game. If you want to skip to VC, I get there at about 1 min and I get to LC at about 5:30 mins. (I am using a cleo script by ZAZ to fly around.)
I'll be out of town this week, so I'll probably release what I have next week. I dont plan on doing much with it maybe just trying to get it more
stable.. I'll release it as a base for whoever wants to use it, preferaly anyone still involved with SOL. The VC files are from OPEN-VICE, and LC
is from the GTA-LC mod for VC.
As you might be able to see in the video some of the roads in LC are not loading right away, this is because I re-did/combined the roads and
I have not gotten around to making proper LODS for them. I've also fixed the COL brightness on the COLS for LC so CJ wont appear as
dark as he is in the video when walking around LC.
Once again great job fastman, keep it up!
Edited by PlatinumSerb

 

Great work with the limit adjuster fastman! It works great and its extremely stable.
A while ago when I was still working on SOL and had much more free time I created a script to reconvert the .ipl and .ide files from SA
in order to fix the LOD problems in VC-SOL. With a few tweaks to that and a lot of messing around with the LC files, I was able to get
LC and VC into SA. Only issue I'm having now is that I cant seem to get all the generics for LC and VC to be loaded at the same time.
I've split generics into their own sperate .ipl files and currently I'm only loading 1 out of the 5 VC generics files that the script creates. If
I disable the LC generics files then I am able to load all the VC generics. So it seems to me that it might be a .ipl limit that I have
not adjusted. Here is the log file for the crash:
and here is my .ini file:
Here is a quick video of what I have so far:

 

Note: A good portion of the video is just flying from SA to VC and VC to LC. I did this just to show how far apart the cities are in game. If you want to skip to VC, I get there at about 1 min and I get to LC at about 5:30 mins. (I am using a cleo script by ZAZ to fly around.)
I'll be out of town this week, so I'll probably release what I have next week. I dont plan on doing much with it maybe just trying to get it more
stable.. I'll release it as a base for whoever wants to use it, preferaly anyone still involved with SOL. The VC files are from OPEN-VICE, and LC
is from the GTA-LC mod for VC.
As you might be able to see in the video some of the roads in LC are not loading right away, this is because I re-did/combined the roads and
I have not gotten around to making proper LODS for them. I've also fixed the COL brightness on the COLS for LC so CJ wont appear as
dark as he is in the video when walking around LC.
Once again great job fastman, keep it up!

 

If not all objects are loading, be sure to check if they are duplicates.

They will cause the map to simply loose its collision and some specific models would never load.

Two models with the same name, two of 1 model defined in IDE, such things are duplicates.

 

Btw, you could try my LC port and see if that changes anything. If you're going to release something with my port, you can include it.

 

Please add me on Skype, I can further assist you there :p

Edited by dkluin

There still seems to be a limit for maximum amount of blips on the map (and thus blips becoming invisible after max is reached).

 

Or I don't understand where that falls under, that could be it as well :p

Edited by Fireman

There still seems to be a limit for maximum amount of blips on the map (and thus blips becoming invisible after max is reached).

 

Or I don't understand where that falls under, that could be it as well :p

this limit will get hacked perhaps

  • Like 2
PlatinumSerb

If not all objects are loading, be sure to check if they are duplicates.

They will cause the map to simply loose its collision and some specific models would never load.

Two models with the same name, two of 1 model defined in IDE, such things are duplicates.

 

Btw, you could try my LC port and see if that changes anything. If you're going to release something with my port, you can include it.

 

Please add me on Skype, I can further assist you there :p

 

I haven't noticed a problem with models not loading. The LC roads that didnt load right away in my video are custom models(without LODS right now) that I created because the previous LC road models were messing up the LOD checking part of my script. The script should also be taking care of any duplicates - models are either given a lc_ or vc_ prefix or they are ignored if they are a generic model already defined in SA.

 

I havent been on Skype in years, maybe I'll install it next week and we can talk.

 

Fastman, is the log file I posted any help as to why I am getting a crash when I try and add any more .ipl entries?

 

If not all objects are loading, be sure to check if they are duplicates.

They will cause the map to simply loose its collision and some specific models would never load.

Two models with the same name, two of 1 model defined in IDE, such things are duplicates.

 

Btw, you could try my LC port and see if that changes anything. If you're going to release something with my port, you can include it.

 

Please add me on Skype, I can further assist you there :p

 

I haven't noticed a problem with models not loading. The LC roads that didnt load right away in my video are custom models(without LODS right now) that I created because the previous LC road models were messing up the LOD checking part of my script. The script should also be taking care of any duplicates - models are either given a lc_ or vc_ prefix or they are ignored if they are a generic model already defined in SA.

 

I havent been on Skype in years, maybe I'll install it next week and we can talk.

 

Fastman, is the log file I posted any help as to why I am getting a crash when I try and add any more .ipl entries?

 

You need to increase the CPtrNodeDoubleLink limit.

 

 

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

Today a level limit was hacked.

More islands can be added and their vehicles and peds defined.

Police, ambulance, fire and taxi stuff.

Edited by fastman92
  • Like 2

 

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

Today a level limit was hacked.

More islands can be added and their vehicles and peds defined.

Police, ambulance, fire and taxi stuff.

 

Exciting times we live in...

It doesnt support police heli's, swat/fbi/army stuff sadly.

 

It should be added

 

Anyways it works fine now and its already a huge improvement for some mods like United.

 

 

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

Today a level limit was hacked.

More islands can be added and their vehicles and peds defined.

Police, ambulance, fire and taxi stuff.

 

Exciting times we live in...

It doesnt support police heli's, swat/fbi/army stuff sadly.

 

It should be added

 

Anyways it works fine now and its already a huge improvement for some mods like United.

 

There is only one police heli, swat, fbi, army, it's not dependent on level/island.

Making it dependent on level would require actually changing some functions a lot...

are you planning to fully hack weapon limits?

maybe

 

There still seems to be a limit for maximum amount of blips on the map (and thus blips becoming invisible after max is reached).

 

Or I don't understand where that falls under, that could be it as well :p

this limit will get hacked perhaps

 

 

I hope so, I've been restarting my game forever and skipping missions to prevent the marker dissappearing,but eventually, it always does.

 

It's like a horror game.

 

 

There still seems to be a limit for maximum amount of blips on the map (and thus blips becoming invisible after max is reached).

 

Or I don't understand where that falls under, that could be it as well :p

this limit will get hacked perhaps

 

 

I hope so, I've been restarting my game forever and skipping missions to prevent the marker dissappearing,but eventually, it always does.

 

It's like a horror game.

 

Waiting is key.

 

fastman92 told me that he wants to hack as much limits as possible.

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