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# fastman92 limit adjuster

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fastman92 limit adjuster Like many other games, GTA has limits that may later need to be increased as the modding community grows. This limit adjuster gives you that opportunity. F

Hi all. All downloads of this mod will be suspended until further notice due to the existence of an opt-out only, unannounced telemetry element to the mod (which collects some data from you), unt

http://fastman92.com/15-fastman92-limit-adjuster-5-1 FLA 5.1 no longer has the telemetry elements as fastman92 is trying to find a better solution. We'd really recommend you make it option and

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wont do that

Edited by miclin
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Starting fastman92 limit adjuster 1.9, compilation time: Jun 21 2015 16:55:42Please visit http://fastman92.mlGame detected: GTA SA 1.0 HOODLUM 14383616 bytesGlobal expection handler has been registered.------------------------------------------------------------------------------------------Modified limit of rwObjectInstances to: 30000---------------------------------------------Modified limit of matrices to: 9000---------------------------------------------Modified limit of PtrNode Singles to: 90000---------------------------------------------Modified limit of PtrNode Doubles to: 30000---------------------------------------------Modified limit of EntryInfoNodes to: 1000---------------------------------------------Modified limit of QuadTreeNodes to: 800---------------------------------------------Modified limit of Collision links to: 100---------------------------------------------Modified limit of DYNAMIC LIMITS: ColModels to: 20150---------------------------------------------Modified limit of IPL:inst, buildings to: 90000---------------------------------------------Modified limit of IPL:inst, dummies to: 50000---------------------------------------------Modified limit of IPL: inst per file to: 9000---------------------------------------------Modified limit of IPL: entity index array to: 200---------------------------------------------Modified limit of IPL:occluders to: 3000---------------------------------------------Modified limit of IDE:objs:type1 section to 50000---------------------------------------------Modified limit of IDE:objs:type2 section to 120---------------------------------------------Modified limit of IDE:tobj section to 2000---------------------------------------------Modified max number of IMG archives to: 50---------------------------------------------Modified limit of WATER LIMITS -> Water triangles to: 6---------------------------------------------Modified limit of WATER LIMITS -> Water quads to: 501---------------------------------------------Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 900---------------------------------------------Streaming memory available limit set to 314572800 bytes (300 MB)---------------------------------------------Modified limit of RENDERER: Invisible entity pointers to: 500---------------------------------------------Modified limit of RENDERER: Visible super LOD pointers to: 200---------------------------------------------Modified limit of RENDERER: Visible LOD pointers to: 3000---------------------------------------------Modified limit of RENDERER: Visible entity pointers to: 3000---------------------------------------------Modified limit of VISIBILITY: Alpha list limit to: 200---------------------------------------------Modified limit of VISIBILITY: Alpha boat atomic list to: 200---------------------------------------------Modified limit of VISIBILITY: Alpha entity list limit to: 2000---------------------------------------------Modified limit of VISIBILITY: Alpha really draw last list limit to: 200---------------------------------------------Modified limit of VISIBILITY: Alpha really draw last list limit to: 200---------------------------------------------Modified limit of OTHER LIMITS: References to: 10000---------------------------------------------Modified limit of OTHER LIMITS: Object info entries to: 3000---------------------------------------------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: 273---------------------------------------------Game crashed unfortunately, here's a crash log:Current process ID: 22004Last file to be loaded: E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\audio/sfx/spc_gaLast library loaded: NOT SETException address: 0x007F05D8 ("gta_sa.exe"+0x3F05D8)Exception code: 0xC0000005Exception name: EXCEPTION_ACCESS_VIOLATIONInaccessible memory address: 0x19CGeneral registers:EAX: 0x314B565F (827020895)EBX: 0x08B73E28 (146226728)ECX: 0x00000100 (256)EDX: 0x00000000 (0)ESI: 0x0DE69C70 (233217136)EDI: 0x2D251C04 (757406724)EBP: 0x0DE69C70 (233217136)ESP: 0x0028F890 (2685072)EIP: 0x007F05D8 (8324568)EFL: 0x00010287 (66183)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: 208.986816 bytes: 00 00 00 00 00 A0 FC D0 06 40ST3: 4637.458984 bytes: 00 00 00 00 00 AC EB 90 0B 40ST4: 201.402405 bytes: 00 00 00 00 00 04 67 C9 06 40ST5: -5.026451 bytes: 00 00 00 00 00 B0 D8 A0 01 C0ST6: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00ST7: -13.165171 bytes: 00 00 00 00 00 8A A4 D2 02 C0CTRL: 007FSTAT: 0963TAGS: 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 A0 FC D0MM3: 00 00 00 00 00 AC EB 90MM4: 00 00 00 00 00 04 67 C9MM5: 00 00 00 00 00 B0 D8 A0MM6: 00 00 00 00 00 00 00 00MM7: 00 00 00 00 00 8A A4 D2XMM registers, 16 bytes:XMM0: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM1: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM2: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM3: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM4: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM5: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM6: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2XMM7: 60 16 28 40 60 16 28 40 B4 F0 0C C2 B4 F0 0C C2Module list; Path	Module file size		Base	Size of image	Entry pointE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\gta_sa.exe	14383616	0x00400000	0x01177000	0x00824570C:\Windows\SYSTEM32\ntdll.dll	1499920	0x772A0000	0x0016E000	0x00000000C:\Windows\SYSTEM32\KERNEL32.DLL	1040384	0x76BA0000	0x00140000	0x76BB7C90C:\Windows\SYSTEM32\KERNELBASE.dll	862720	0x75220000	0x000D7000	0x7522F6A0C:\Windows\system32\apphelp.dll	642560	0x719B0000	0x000A0000	0x719B3570C:\Windows\AppPatch\AcLayers.DLL	332800	0x70BB0000	0x00277000	0x70BB1E70C:\Windows\SYSTEM32\msvcrt.dll	800008	0x74DB0000	0x000C3000	0x74DBE140C:\Windows\SYSTEM32\USER32.dll	1376256	0x75020000	0x00153000	0x750369B0C:\Windows\SYSTEM32\GDI32.dll	1097216	0x76FA0000	0x0010F000	0x76FA9090C:\Windows\SYSTEM32\SHELL32.dll	19734960	0x75720000	0x012AD000	0x7573A810C:\Windows\SYSTEM32\SHLWAPI.dll	278352	0x76B50000	0x00045000	0x76B56E80C:\Windows\SYSTEM32\OLEAUT32.dll	602776	0x76D40000	0x00095000	0x76D44CA0C:\Windows\SYSTEM32\MPR.dll	87224	0x71970000	0x00016000	0x71971270C:\Windows\SYSTEM32\SETUPAPI.dll	1782912	0x75330000	0x001B1000	0x75331F20C:\Windows\SYSTEM32\sfc.dll	3072	0x727F0000	0x00003000	0x00000000C:\Windows\SYSTEM32\WINSPOOL.DRV	397824	0x72780000	0x00065000	0x72781CB0C:\Windows\SYSTEM32\RPCRT4.dll	747520	0x74B50000	0x000BA000	0x74B7B240C:\Windows\SYSTEM32\combase.dll	1564464	0x769D0000	0x0017D000	0x769DAC90C:\Windows\SYSTEM32\CFGMGR32.dll	241168	0x75660000	0x0003C000	0x756619E0C:\Windows\SYSTEM32\SspiCli.dll	104960	0x74AA0000	0x0001E000	0x74AAB290C:\Windows\SYSTEM32\sfc_os.DLL	42496	0x72770000	0x0000F000	0x72771160C:\Windows\SYSTEM32\CRYPTBASE.dll	30984	0x74A90000	0x0000A000	0x74A910D0C:\Windows\SYSTEM32\sechost.dll	257216	0x77180000	0x00041000	0x771813E0C:\Windows\SYSTEM32\bcryptPrimitives.dll	340848	0x74A30000	0x00054000	0x74A324F0C:\Windows\SYSTEM32\SortServer2003Compat.dll	40960	0x71960000	0x0000E000	0x71968E00C:\Windows\system32\IMM32.DLL	141312	0x75300000	0x00027000	0x753013A0C:\Windows\SYSTEM32\MSCTF.dll	1124352	0x76E80000	0x00112000	0x76E830C0C:\Windows\SYSTEM32\WINMM.dll	136840	0x73F30000	0x00023000	0x73F33B10E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\vorbisfile.dll	53760	0x71940000	0x00011000	0x7194197BC:\Windows\SYSTEM32\WS2_32.dll	321248	0x76DE0000	0x00050000	0x76DE15D0E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\EAX.DLL	188416	0x10000000	0x00030000	0x1001A472C:\Windows\SYSTEM32\ADVAPI32.dll	507152	0x756A0000	0x0007C000	0x756A1F10C:\Windows\SYSTEM32\ole32.dll	1212248	0x74EF0000	0x00129000	0x74EF45E0C:\Windows\SYSTEM32\WINMMBASE.dll	134280	0x73B70000	0x00023000	0x73B71570C:\Windows\SYSTEM32\NSI.dll	20120	0x76E70000	0x00007000	0x76E71660C:\Windows\SYSTEM32\DEVOBJ.dll	127552	0x73B40000	0x00021000	0x73B41370E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\vorbishooked.DLL	65536	0x003A0000	0x00011000	0x003A4C98E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\ogg.dll	36864	0x003C0000	0x00009000	0x003C302EE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\vorbis.dll	1060864	0x030E0000	0x00108000	0x030F3F7CE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\\$fastman92limitAdjuster.asi	546816	0x716E0000	0x00091000	0x7172F291C:\Windows\SYSTEM32\PSAPI.DLL	16504	0x74E80000	0x00006000	0x74E810E0E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\DllTricks.dll	7680	0x71930000	0x00006000	0x71931593E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\zlib1.dll	107520	0x62E80000	0x00022000	0x62E81440C:\Windows\SYSTEM32\MSVCP120.dll	455328	0x70B30000	0x00071000	0x70B6B707C:\Windows\SYSTEM32\MSVCR120.dll	970912	0x70A40000	0x000EE000	0x70A51A44C:\Windows\SYSTEM32\MSVCR100.dll	773968	0x72C50000	0x000BF000	0x72C61DFCE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\03_weaponlimitUS.asi	552960	0x707C0000	0x000C1000	0x707F5BEAE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\cleo.asi	264704	0x70750000	0x0006B000	0x7075E3D4E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\BASS.dll	107584	0x11000000	0x0004D000	0x1104C036C:\Windows\SYSTEM32\MSACM32.dll	89816	0x716C0000	0x00017000	0x716C1350E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\GTASA_widescreen_fix.asi	100352	0x70710000	0x0001E000	0x70715CB4E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\limit_adjuster_gta3vcsa.asi	403456	0x706A0000	0x00069000	0x706DE8FEE:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\modloader.asi	643584	0x705F0000	0x000A4000	0x70644403C:\Windows\SYSTEM32\dbghelp.dll	1207296	0x72070000	0x00141000	0x7209A570E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\SilentPatchSA.asi	231424	0x705B0000	0x0003E000	0x705CD639E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\skygfx.asi	123392	0x70580000	0x00024000	0x705884B5E:\GTA Modding\Rockstar Games\IV to SA Reborn V3\scripts\wshps.asi	48640	0x70570000	0x0000F000	0x7057A6E4C:\Windows\SYSTEM32\SHCORE.dll	560392	0x73AB0000	0x0008B000	0x73AB34D0C:\Windows\SYSTEM32\profapi.dll	52152	0x73AA0000	0x0000F000	0x73AA11D0C:\Windows\system32\uxtheme.dll	949760	0x721C0000	0x000ED000	0x721C9FD0C:\Windows\SYSTEM32\DDRAW.dll	544256	0x6FF50000	0x000EC000	0x6FF51B70C:\Windows\SYSTEM32\DCIMAN32.dll	11776	0x6FF40000	0x00007000	0x6FF41180C:\Windows\SYSTEM32\kernel.appcore.dll	29920	0x736F0000	0x00009000	0x736F15A0C:\Windows\SYSTEM32\dwmapi.dll	102728	0x72B20000	0x0001A000	0x72B21EE0C:\Windows\SYSTEM32\DSOUND.dll	517120	0x724B0000	0x00081000	0x724B23C0C:\Windows\SYSTEM32\POWRPROF.dll	255136	0x72A20000	0x00040000	0x72A22430C:\Windows\SYSTEM32\clbcatq.dll	569128	0x74AC0000	0x0008D000	0x74AC28D0C:\Windows\System32\MMDevApi.dll	331048	0x72AC0000	0x00053000	0x72AC2BD0C:\Windows\SYSTEM32\AUDIOSES.DLL	370424	0x72A60000	0x00060000	0x72A6F640C:\Windows\SYSTEM32\DINPUT8.dll	171520	0x6FF00000	0x00036000	0x6FF0D940C:\Windows\SYSTEM32\HID.DLL	26624	0x725B0000	0x0000A000	0x725B1200C:\Windows\SYSTEM32\WINTRUST.dll	245296	0x76E30000	0x0003D000	0x76E32DB0C:\Windows\SYSTEM32\CRYPT32.dll	1612992	0x74C10000	0x00188000	0x74C12720C:\Windows\SYSTEM32\MSASN1.dll	51608	0x75180000	0x0000E000	0x75181280C:\Windows\SYSTEM32\d3d9.dll	1907384	0x6FD20000	0x001D3000	0x6FD23D50C:\Windows\SYSTEM32\VERSION.dll	26304	0x73BA0000	0x00008000	0x73BA1180C:\Windows\SYSTEM32\aticfx32.dll	1191320	0x6FBF0000	0x00125000	0x6FC8E2D3C:\Windows\SYSTEM32\atiu9pag.dll	102616	0x6FBD0000	0x0001C000	0x6FBDAAC8C:\Windows\SYSTEM32\atiumdag.dll	7407400	0x6F4C0000	0x0070C000	0x6F4C1060C:\Windows\SYSTEM32\atiumdva.dll	7927568	0x6ED20000	0x00799000	0x6ED2A4E0C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.17810_none_a9edf09f013934e0\comctl32.DLL	2105856	0x72810000	0x00206000	0x7284DC40C:\Windows\SYSTEM32\quartz.dll	1500672	0x6EB80000	0x0019F000	0x6EB87210C:\Windows\SYSTEM32\devenum.dll	81008	0x6EB60000	0x00014000	0x6EB6E3E0C:\Windows\SYSTEM32\ntmarta.dll	154392	0x73A70000	0x00028000	0x73A761D0C:\Windows\SYSTEM32\msdmo.dll	39720	0x6EB50000	0x0000B000	0x6EB534B0C:\Windows\SYSTEM32\D3DIM700.DLL	887808	0x6EA70000	0x000DF000	0x6EB13EA0C:\Windows\SYSTEM32\wdmaud.drv	197120	0x6EA30000	0x00036000	0x6EA3D2A0C:\Windows\SYSTEM32\ksuser.dll	19096	0x6EA20000	0x00007000	0x6EA210C0C:\Windows\SYSTEM32\AVRT.dll	31496	0x6EA10000	0x0000A000	0x6EA112A0C:\Windows\SYSTEM32\msacm32.drv	23040	0x6EA00000	0x00009000	0x6EA04050C:\Windows\SYSTEM32\midimap.dll	18944	0x6E9F0000	0x00008000	0x6E9F10D0C:\Windows\SYSTEM32\wmvcore.dll	2689392	0x6E750000	0x00291000	0x6E792CD0C:\Windows\SYSTEM32\WMASF.DLL	245296	0x6E710000	0x0003D000	0x6E711140C:\Windows\system32\mlang.dll	192512	0x6E6D0000	0x00033000	0x6E6D18B0Game terminated.

No idea about it.

Looks like a pointer to model frame became a NULL for some reason.

miclin, please update into 2.0

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

COL ID limit got hacked.

Now CColModel items can have unsigned __int16 exCOL_file_ID;

which basically means that more than 256 COL slots may be used.

There could have been bugs if game used COL slots with ID over 255 until now.

Finally, been waiting for this limit to be hacked since youve discovered it. Now I can be sure that collisions now work properly.
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Sorry if this has been asked before...but any chance of compact EXE support for SA?

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Sorry if this has been asked before...but any chance of compact EXE support for SA?

No chance.

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

Today

- GTA SA, level limits fixed, CStreaming__GetDefaultCabDriverModel had an infinite loop freezing the game.

Edited by fastman92
• 1
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Question—in the other thread you said that the game will “assign the sound to [the] vehicle by its model name,” (written in the IDE), so theoretically added cars' names can now be customized, and not adhere to the ones linked to the vehicle's model/game names in the vehicle.ide file.

Since replaced vehicles' names can already be customized properly by editing the .gxt file, why doesn't this support custom vehicle.ide files for added vehicles so their names can be individually customized yet?

Unless you were implying it did when you said that:

“Any GXT name can be used, when limit adjuster is installed and vehicle audio loader enabled.

Vehicle audio loader will assign the sound to vehicle by its model name, not by Game name anymore.”

Edited by Lupin_III
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Question—in the other thread you said that the game will “assign the sound to [the] vehicle by its model name,” (written in the IDE), so theoretically added cars' names can now be customized, and not adhere to the ones linked to the vehicle's model/game names in the vehicle.ide file.

Since replaced vehicles' names can already be customized properly by editing the .gxt file, why doesn't this support custom vehicle.ide files for added vehicles so their names can be individually customized yet?

Unless you were implying it did when you said that:

“Any GXT name can be used, when limit adjuster is installed and vehicle audio loader enabled.

Vehicle audio loader will assign the sound to vehicle by its model name, not by Game name anymore.”

It solves the problem.

Now Game name will only be used a GXT label.

Just see the file pc\audio\Config\gtaiv_vehicleAudioSettings.ini from limit adjuster.

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Question—in the other thread you said that the game will “assign the sound to [the] vehicle by its model name,” (written in the IDE), so theoretically added cars' names can now be customized, and not adhere to the ones linked to the vehicle's model/game names in the vehicle.ide file.

Since replaced vehicles' names can already be customized properly by editing the .gxt file, why doesn't this support custom vehicle.ide files for added vehicles so their names can be individually customized yet?

Unless you were implying it did when you said that:

“Any GXT name can be used, when limit adjuster is installed and vehicle audio loader enabled.

Vehicle audio loader will assign the sound to vehicle by its model name, not by Game name anymore.”

It solves the problem.

Now Game name will only be used a GXT label.

Just see the file pc\audio\Config\gtaiv_vehicleAudioSettings.ini from limit adjuster.

Then, essentially, we can customize added cars' names now?

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Question—in the other thread you said that the game will “assign the sound to [the] vehicle by its model name,” (written in the IDE), so theoretically added cars' names can now be customized, and not adhere to the ones linked to the vehicle's model/game names in the vehicle.ide file.

Since replaced vehicles' names can already be customized properly by editing the .gxt file, why doesn't this support custom vehicle.ide files for added vehicles so their names can be individually customized yet?

Unless you were implying it did when you said that:

“Any GXT name can be used, when limit adjuster is installed and vehicle audio loader enabled.

Vehicle audio loader will assign the sound to vehicle by its model name, not by Game name anymore.”

It solves the problem.

Now Game name will only be used a GXT label.

Just see the file pc\audio\Config\gtaiv_vehicleAudioSettings.ini from limit adjuster.

Then, essentially, we can customize added cars' names now?

Yes.

You need to enable a vehicle audio loader.

know that pc\audio\Config\gtaiv_vehicleAudioSettings.ini will control the vehicle audio.

GXT name of vehicle - depends on Game name parameter from IDE:cars line for that vehicle.

You might need to edit GXT file and add GXT entry.

Edited by fastman92
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Thank you. I guess I can get started doing that now.

I have another question though—for added cars, we have to specify their own source of audio?

For example:

aspen, aspen, car, ASPEN, EMPEROR, [email protected], [email protected]_LO4_LO4, 100, 6, 0.2003, 0.2003, 0.5, 1, 1.0 ,2, -

In this added car handling line, I can change EMPEROR to ASPEN and then specify the Emperor's sounds for the Vehicle Audio Loader in the gtaiv_vehicleAudioSettings.ini file?

And I guess I would have to make my own entry for ASPEN in the .gxt file.

Edited by Lupin_III
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Thank you. I guess I can get started doing that now.

I have another question though—for added cars, we have to specify their own source of audio?

For example:

aspen, aspen, car, ASPEN, EMPEROR, [email protected], [email protected]_LO4_LO4, 100, 6, 0.2003, 0.2003, 0.5, 1, 1.0 ,2, -

In this added car handling line, I can change EMPEROR to ASPEN and then specify the Emperor's sounds for the Vehicle Audio Loader in the gtaiv_vehicleAudioSettings.ini file?

And I guess I would have to make my own entry for ASPEN in the .gxt file.

Assuming that vehicle audio loader is enabled:

EMPEROR here indicates here the GXT entry.

aspen is the model name and by this name the sounds will be assigned to vehicle according to gtaiv_vehicleAudioSettings.ini.

gtaiv_vehicleAudioSettings.ini should have [aspen] section.

If you want to assign the emperor sounds to newly added vehicle aspen

You need to find in .ini the sounds of [emperor].

Copy all settings of [emperor] and paste them for for [aspen].

There need to be settings for your vehicle [aspen].

Have you modded GTA SA or older GTA games?

Now with vehicle audio loader, the audio setttings for vehicles in GTA IV work in the same way. Settings are configured for models.

Edited by fastman92
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Yes, I've modded SA and III, but nothing as in-depth as adding vehicles to the game and changing vehicle sounds. Just simple things.

Alright, thanks.

I just added an entry for [aspen] with the Empreror's settings beneath [ambulance], and they are exactly the same.

It works, but there is no sound—and I have enabled the vehicle audio loader from the .ini file.

Is this because the added vehicle's vehicle line is inside of my custom IDE file—newveh.ide?

Edit: It's not me—it's the audio loader itself.

I added a new entry for a vehicle whose vehicle.ide line was listed in vehicles.ide, and the sounds for that vehicle do not play at all, either. I double-checked every entry inside of the vehicleaudiosettings.ini, and everything appears to be totally fine. The proper names of the vehicles appeared, only neither of them had sound. Is there an additional file I have to download for the Vehicle Audio Editor, or did the entire add-on come with your limit adjuster?

Edited by Lupin_III
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Yes, I've modded SA and III, but nothing as in-depth as adding vehicles to the game and changing vehicle sounds. Just simple things.

Alright, thanks.

I just added an entry for [aspen] with the Empreror's settings beneath [ambulance], and they are exactly the same.

It works, but there is no sound—and I have enabled the vehicle audio loader from the .ini file.

Is this because the added vehicle's vehicle line is inside of my custom IDE file—newveh.ide?

Edit: It's not me—it's the audio loader itself.

I added a new entry for a vehicle whose vehicle.ide line was listed in vehicles.ide, and the sounds for that vehicle do not play at all, either. I double-checked every entry inside of the vehicleaudiosettings.ini, and everything appears to be totally fine. The proper names of the vehicles appeared, only neither of them had sound. Is there an additional file I have to download for the Vehicle Audio Editor, or did the entire add-on come with your limit adjuster?

Custom neveh.ide or not - it's not a problem.

The log won't say anything about vehicle audio loader, because I forgot to add a message about vehicle audio loader.

Show me the fastman92limitAdjuster_GTAIV.ini

Edited by fastman92
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I'd send a log, but for some reason it's missing?

I installed the adjuster correctly—I do know that for a fact.

The .asi and other accompanying files are in /Rockstar Games/Grand Theft Auto IV/ where they belong.

The vehicle audio loader .ini file is in pc/audio/Controi/ where it belongs as well.

I wonder why the log isn't generating?

Edited by Lupin_III
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I'd send a log, but for some reason it's missing?

I installed the adjuster correctly—I do know that for a fact.

The .asi and other accompanying files are in /Rockstar Games/Grand Theft Auto IV/ where they belong.

The vehicle audio loader .ini file is in pc/audio/Controi/ where it belongs as well.

I wonder why the log isn't generating?

I only wrote that a log won't say anything about vehicle audio loader, because I forgot to add a message about that.

(Log works, but not for vehicle audio loader).

Show me the fastman92limitAdjuster_GTAIV.ini

Edited by fastman92
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I'd send a log, but for some reason it's missing?

I installed the adjuster correctly—I do know that for a fact.

The .asi and other accompanying files are in /Rockstar Games/Grand Theft Auto IV/ where they belong.

The vehicle audio loader .ini file is in pc/audio/Controi/ where it belongs as well.

I wonder why the log isn't generating?

I only wrote that a log won't say anything about vehicle audio loader, because I forgot to add a message about that.

(Log works, but not for vehicle audio loader).

Show me the fastman92limitAdjuster_GTAIV.ini

; fastman92limitAdjuster_GTAIV.ini[iD LIMITS]#Apply ID limit patch = 1; 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 = 0; Number of standard lines (160)#Number of standard lines = 160; 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[ADDONS]#Enable vehicle audio loader = 1[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
Edited by Lupin_III
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Make it

[ADDONS]Enable vehicle audio loader = 1

Remove a hash character.

Edited by fastman92
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Oh—does the # character mean it's commented out, or ignored?

Thanks.

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Oh—does the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

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Oh—does the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

Thanks for that vital piece of info, I guess.

So I uncommented the line,

[ADDONS]Enable vehicle audio loader = 1

And restarted IV—still no results. There's always a problem...

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Ohdoes the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

Thanks for that vital piece of info, I guess.

So I uncommented the line,

[ADDONS]Enable vehicle audio loader = 1
And restarted IVstill no results. There's always a problem... Ah, well are you sure that the new vehicle audio is at the right place? There may be a requirement to have the vehicle audio loader alphabetically sorted. I dont know for sure though, you will have to wait oj fastman92.
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Oh—does the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

Thanks for that vital piece of info, I guess.

So I uncommented the line,

[ADDONS]Enable vehicle audio loader = 1
And restarted IV—still no results. There's always a problem...
Ah, well are you sure that the new vehicle audio is at the right place? There may be a requirement to have the vehicle audio loader alphabetically sorted. I dont know for sure though, you will have to wait oj fastman92.

Well, yes. Did you see the screenshot of the .ini file I took in Notepad++? You can see that the audio settings I added are consistent with the order they were in.

I was speaking to Fastman a few minutes ago via Skype about it, and apparently my copy of IV has to be debugged since the log won't generate.

Everything else was fine, however. We'll see tomorrow.

Edited by Lupin_III
##### Share on other sites

Oh—does the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

Thanks for that vital piece of info, I guess.

So I uncommented the line,

[ADDONS]Enable vehicle audio loader = 1
And restarted IV—still no results. There's always a problem...
Ah, well are you sure that the new vehicle audio is at the right place? There may be a requirement to have the vehicle audio loader alphabetically sorted. I dont know for sure though, you will have to wait oj fastman92.

Well, yes. Did you see the screenshot of the .ini file I took in Notepad++? You can see that the audio settings I added are consistent with the order they were in.

I was speaking to Fastman a few minutes ago via Skype about it, and apparently my copy of IV has to be debugged since the log won't generate.

Everything else was fine, however. We'll see tomorrow.

Solved.

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Oh—does the # character mean it's commented out, or ignored?

Thanks.

Yes.

; or # indicates a comment

Thanks for that vital piece of info, I guess.

So I uncommented the line,

[ADDONS]Enable vehicle audio loader = 1
And restarted IV—still no results. There's always a problem...
Ah, well are you sure that the new vehicle audio is at the right place? There may be a requirement to have the vehicle audio loader alphabetically sorted. I dont know for sure though, you will have to wait oj fastman92.

Well, yes. Did you see the screenshot of the .ini file I took in Notepad++? You can see that the audio settings I added are consistent with the order they were in.

I was speaking to Fastman a few minutes ago via Skype about it, and apparently my copy of IV has to be debugged since the log won't generate.

Everything else was fine, however. We'll see tomorrow.

Solved.

Fastman and I were working on the debugging process of the limit adjuster this afternoon, and we discovered that installing the Microsoft C++ Redistributable (x86) with the included DLLs would help solve the issue of the limit adjuster unloading immediately after loading the game due to the missing DLL (msvcp140.dll)'s dependencies—which are installed once the Redistributable is installed. Once those were successfully installed, the limit adjuster loaded correctly for IV.

A note from Fastman:

• Don't install a single .DLL to your directory; download the MSFT C++ Redistributable (x86), (x64 for GTA V possibly) in order for the proper dependencies for msvcp140.dll to be installed, and then the limit adjuster should load properly.

You can find those Redistributables here.

Edited by Lupin_III

> not using /MT

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> not using /MT

Thanks, I changed the compiler's option.

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

Today FXT loader for GTA IV was made.

common\text\FXT will contain FXT files.

Like CLEO\CLEO_TEXT in older games.

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

FXT loader for GTA V was made. Should work with any GTA V version.

Edited by fastman92
• 2
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> not using /MT

Thanks, I changed the compiler's option.

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

Today FXT loader for GTA IV was made.

common\text\FXT will contain FXT files.

Like CLEO\CLEO_TEXT in older games.

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

FXT loader for GTA V was made. Should work with any GTA V version.

What about IMG inside IMG feature you told me about?

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> not using /MT

Thanks, I changed the compiler's option.

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

Today FXT loader for GTA IV was made.

common\text\FXT will contain FXT files.

Like CLEO\CLEO_TEXT in older games.

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

FXT loader for GTA V was made. Should work with any GTA V version.

What about IMG inside IMG feature you told me about?

Recursive IMG archives are working.

You could have map.img

Then los_santos.img inside, then groove_street.img inside.

Edited by fastman92
• 1
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Recursive IMG archives are working.

Can fastman92 be recursive too?

• 1
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Recursive IMG archives are working.

Can fastman92 be recursive too?

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New idea:

GTA SA RPF archives.

Like in GTA V.

• 1

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