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fastman92 limit adjuster


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Sorry for talking much and not contributing any research or code. Nevertheless, I write in the hope to prevent some misunderstanding. Correct me if I'm wrong but my impression is that we have waited 10 years for breaking the IDE and world limits and suddenly we have 3 or 4 different parties with a solution?

(chronologically (I think)): ntauthority, fastman, petka, link + thriteenAG. This is more than awesome but also not clear what's going on and if proper credit is given to everyone (in source code files, readmes, etc). I hope that all people that have somehow contributed to this incredible progress will be appreciated.

PetkaGTA made a simple fix for IPL block limit patch.

Link + ThirteenAG made limit adjuster for GTA, but there's no ID limit patch.

 

NTAuthority and me hacked the ID limit, although each of us did it with his own tools.

Edited by fastman92

Sadly doesn't seem to work with me.

You should better learn how to explain why something doesn't work.

It's simple, it doesn't. It doesn't get loaded by the game.

It's simple, it doesn't. It doesn't get loaded by the game.

Is there error message or not? Are you sure you put .asi in game directory?

Next time you should always reply these questions.

b73e45349862034.jpgaecc75350060773.jpg6ed932350060849.jpg2a9e06350063062.jpg

 

Looks like we may get unsigned ID (0-65535 file ID) soon.

Edited by fastman92

b73e45349862034.jpgaecc75350060773.jpg6ed932350060849.jpg2a9e06350063062.jpg

 

Looks like we may get unsigned ID (0-65535 file ID) soon.

Having unsigned IDs sounds good, but the pics look realy strange.

What does unsigned ID mean? I know I'm a stupid boy

0-65534 file ID

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased. Edited by fastman92

May sound dumb, but is there any way to make true stormy weather with fog, lightning heavy rain and so on with all these new limit adjusters? In short to make weather more versatile especially rainy, foggy, overcast weathers

Edited by Neddo

May sound dumb, but is there any way to make true stormy weather with fog, lightning heavy rain and so on with all these new limit adjusters? In short to make weather more versatile especially rainy, foggy, overcast weathers

Have people forgotten what limit adjusters are for? Because it sure seems like it.

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

 

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

 

DFF - models defined in .ide

TXD - texture archives, model should have assigned a TXD.

COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.

DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.

IFP - animation container, contains animations to peds. Different animations have different name.

RRR - car recordings, car will drive the way it's recorded.

SCM - scripts, usually stored in script.img

Loaded list - list of loaded models, internally used.

Requested list - list of requested models, internally used.

 

 

hoping I can get one with a Higher ped limit and ID limit to test out for my TCs I am working on (SALA is too unstable)

PM will be sent. Edited by fastman92
  • Like 2

 

 

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

 

DFF - models defined in .ide

TXD - texture archives, model should have assigned a TXD.

COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.

DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.

IFP - animation container, contains animations to peds. Different animations have different name.

RRR - car recordings, car will drive the way it's recorded.

SCM - scripts, usually stored in script.img

Loaded list - list of loaded models, internally used.

Requested list - list of requested models, internally used.

Thanks, but what I wanted to know is which models number can be increased. There are many ide files like default.ide, peds.ide and vehicles.ide, this are ide files I know. So in which of the files, mentioned by me, the number of models can be increased?

Edited by cj2000

 

 

 

 

Does this mean that we can add lots of more models, textures ingame? For example if we could add 20 thousands new objects to game map the game would still play like nothing has ever been done?

Yes. Read the first post to see what limits are increased.

 

This is an other dumb question, but can you explain what each of that limits mean for the game? dff limit says for me not realy much, as dff is just the format for all models used in GTA.

 

DFF - models defined in .ide

TXD - texture archives, model should have assigned a TXD.

COL - archive with collisions, where each of them has a model name and ID to which collision is assigned.

DAT - nodes*.dat files, one DAT file contains paths to 750.0 x 750.0 map block.

IFP - animation container, contains animations to peds. Different animations have different name.

RRR - car recordings, car will drive the way it's recorded.

SCM - scripts, usually stored in script.img

Loaded list - list of loaded models, internally used.

Requested list - list of requested models, internally used.

 

Thanks, but what I wanted to know is which models number can be increased. There are many ide files like default.ide, peds.ide and vehicles.ide, this are ide files I know. So in which of the files, mentioned by me, the number of models can be increased?

 

This question comes from your lack of understanding of what IDE files are.

What's the difference between one IDE file and another?

 

Does it ever matter what is name of IDE file?

Edited by fastman92

 

This question comes from your lack of understanding of what IDE files are.

What's the difference between one IDE file and another?

 

Does it ever matter what is name of IDE file?

 

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:

1. in the ide files the models are defined

2. ide file tells in which dff file to find the model and in which txd file to find the textures

3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.

So what I am interested is, can I add more vehicles, weapons and peds using your tool?

 

This question comes from your lack of understanding of what IDE files are.

What's the difference between one IDE file and another?

 

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:

1. in the ide files the models are defined

2. ide file tells in which dff file to find the model and in which txd file to find the textures

3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.

So what I am interested is, can I add more vehicles, weapons and peds using your tool?

 

Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

 

Items defined in .ide have another store (CStore) for every kind of section.

By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

 

You'll need to adjust IDE section limits (mlimits.ini)

 

 

; IDE : cars section (212)Vehicle Models=500; IDE : peds section ( 278 )#Ped Models = 278# IDE : weap section ( 51 )#Weapon Models = 51

 

 

This question comes from your lack of understanding of what IDE files are.

What's the difference between one IDE file and another?

 

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:

1. in the ide files the models are defined

2. ide file tells in which dff file to find the model and in which txd file to find the textures

3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.

So what I am interested is, can I add more vehicles, weapons and peds using your tool?

 

Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

 

Items defined in .ide have another store (CStore) for every kind of section.

By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

 

You'll need to adjust IDE section limits (mlimits.ini)

 

 

; IDE : cars section (212)Vehicle Models=500; IDE : peds section ( 278 )#Ped Models = 278# IDE : weap section ( 51 )#Weapon Models = 51

Thanks, so can I really increase now Vehicle Models to 500? If I set Weapon Models to 100 or more, will it worck?

 

 

 

This question comes from your lack of understanding of what IDE files are.

What's the difference between one IDE file and another?

 

Does it ever matter what is name of IDE file?

That is not a sicret, that my knowledge about ide files is not big. All I know about that files is fro experiencing with some of them. So this is what I know about ide file, but it could be wrong:

1. in the ide files the models are defined

2. ide file tells in which dff file to find the model and in which txd file to find the textures

3. in vehicle.ide the vehicles are defined, in peds.ide the peds are defined and in default.ide weapons and some other stuf are defined.

So what I am interested is, can I add more vehicles, weapons and peds using your tool?

 

Patched ID DFF limit basically means that ID for file defined in .ide doesn't have to be neccessarily 0-19999.

 

Items defined in .ide have another store (CStore) for every kind of section.

By default 'peds' section may have defined 278 entries, 'cars' section may have defined 212 entries. 'weap' section may have defined 51 entries.

 

You'll need to adjust IDE section limits (mlimits.ini)

 

 

; IDE : cars section (212)Vehicle Models=500; IDE : peds section ( 278 )#Ped Models = 278# IDE : weap section ( 51 )#Weapon Models = 51

 

Thanks, so can I really increase now Vehicle Models to 500? If I set Weapon Models to 100 or more, will it worck?

 

Yes, then 'IDE: cars' section will have a limit of 500 vehicles.

For weapons it's harder, when you adjust a limit of 'IDE: weap', it only means you can have n number of entries in that 'weap' section.

But the list of weapon names from weapon.dat is hardcoded. So, you can't add new weapons yet. You need something more than just 'IDE: weap' limit hacked.

Weapon limit adjuster?

Weapon limit adjuster?

but then he would need to add a whole lot for that weapon ( Icon . category . etc ). also other limits could show up f.e : adding cars and handling lines .

but nonetheless its a good idea .

 

EDIT : i would like to test the new ID limits adjuster aswell :p

 

 

GTAV PC DELAYED OMG ITS THE END OF THE WORLD !!!!11111 xD

 

Edited by AztecaEh

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