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fastman92 limit adjuster


fastman92
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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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fastman92

hey fastman92, can i test out the ID limit adjuster :D you know test for crashes and that :)

PM sent.
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  • 2 weeks later...
fastman92

f2ccc3360304754.jpg

handling.cfg limits hacked.

 

It took me 2 days.

Edited by fastman92
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fastman92

Holy,Thanks to Fastman92 so, when this HANDLING Limit adjuster released?

Wait a week or so.

 

Finally cars can be added easier. Also what else holds back adding besides now hacked handling limit?

IDE: cars limit hacked.

cargrp.dat 23 vehicles per group, limit hacked. Now it could be max 63 vehicles per group, might be possible to do max 65554 vehicles per group later.

Vehicle Audio Loader - audio settings for each vehicle, done. Refer to vehicleAudioSettings.cfg

handling.cfg limits hacked. Any handling line may be loaded now.

 

 

But we can't still add new sounds to GTA SA, we can't add new sounds for vehicles.

There is no good audio editor.

Edited by fastman92
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I think that in order to test this limit adjuster some test mods should be made too (for example small island far away from map, new car and so on)

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fastman92

I think that in order to test this limit adjuster some test mods should be made too (for example small island far away from map, new car and so on)

My fellow modder works on total conversion and uses ID limit adjuster.

 

 

"for example small island far away from map"

Map bound limit patch is not yet implemented.

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C4rl_J0hns0n

 

 

But we can't still add new sounds to GTA SA, we can't add new sounds for vehicles.

There is no good audio editor.

So, is this a limit which can not be hacked?

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fastman92

 

But we can't still add new sounds to GTA SA, we can't add new sounds for vehicles.[/size]

There is no good audio editor.[/size]

 

So, is this a limit which can not be hacked?

 

I'd rather say, there's no good audio editor, we only have SAAT.

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Been wondering,is there actually a limit for sound banks? and if there is,are you planning on expanding the limit?

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fastman92

Can we add more PEDs too now?

Yes, IDE: peds limit is hacked.

 

But there's another limit you should be aware of - pedgrp.dat, 21 peds per group.

 

@Danikov, unlikely, not only it would probably require patching limits in memory, but also making a new tool for editing GTA SA audio files properly.

 

So as long as we have no appropriate tools, added vehicles need to share sound IDs with other vehicles.

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Link2012

Mod Loader has a open issue to be able to add new banks, it's not done yet because I'm out of time, but I'm probably back to work in two weeks or so.

It's not hard to do there since I rewrote a part of the bank loader, so it has more control over the process, so hum, it may help you until someone finds the time to work on a proper audio tool (or modify SAAT) which will still be harder to make things dynamic because of the naturity of the default bank system.

Edited by LINK/2012
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YoungDragonSD

Sorry, if I'm not mistaken, wasn't the pedgrp limit 32? not 21 right?
Also, which IDs are available to use when adding more peds



Modloader says it compiles and work out differences with .dat files.. Would it then be true that if i had added multiple pedgrp.dats, each group (32 or 21) were all different sets, they would all load? or they would just take similar peds from each or only the different ones?

@Link/2012 but anyone can answer that last paragraph

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Another thing that have forgotten to ask in my previous reply,I remember that something related to vehicle types(police car,ambulance,etc...) is hardcoded or limited,would it be possible to define added vehicles as a police car for example and allow them to use sirens?

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fastman92

Sorry, if I'm not mistaken, wasn't the pedgrp limit 32? not 21 right?

Also, which IDs are available to use when adding more peds

 

 

 

Modloader says it compiles and work out differences with .dat files.. Would it then be true that if i had added multiple pedgrp.dats, each group (32 or 21) were all different sets, they would all load? or they would just take similar peds from each or only the different ones?

 

@Link/2012 but anyone can answer that last paragraph

It's 21 peds per group in pedgrp.dat.

 

http://pastebin.com/qsH0gryn

 

Which IDs? Any ID that's in range of DFF ID limit and not used by anything else.

 

 

Whether are any progress about wapon limit?

I'm not working on it.

 

 

Another thing that have forgotten to ask in my previous reply,I remember that something related to vehicle types(police car,ambulance,etc...) is hardcoded or limited,would it be possible to define added vehicles as a police car for example and allow them to use sirens?

It would certainly be possible, the question should rather be will it and when it be done.
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fastman92,I want to test ID LIMIT ADJUSTER!plz

Calm down. If he doesn't want to give it to you he doesn't have to. You'll have to wait like the majority of people.

 

Another post like this and it'll be considered spam.

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Silent

Is this tool also increase Weapons limit?

Reading is a hard thing.

 

 

 

 

Whether are any progress about wapon limit?

I'm not working on it.

 

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ghost of delete key

Some very interesting work you guys got going here :)

Just an offtopic note though;

Sadly, Im unable to install my visual studio again. (always get a framework error fuuuuuuu). Hope I can fix this :D

 

I had a very similar situation, and the following has fixed the trouble I had with the dotHell Framework:

dotNET Framework Cleanup Tool

And another helpful article:
4 Ways to Repair or Remove Microsoft .NET Framework

It seems to be one of Microsoft's best-kept secrets... read the accompanying KB article and try it out.

I would have just PM'd this, but I think it should be visible to others who might experience mysterious dotNet related troubles.
PM me if this works for you.

Back on topic:
Not being snarky, but are modders seriously having an issue hitting the ceiling? I know the game uses a ton of assets, but I thought you'd need a lot of additional assets to get that bump on the head.

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