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fastman92 limit adjuster


fastman92
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Well, it is very symbolic - the reason was "Paintjobs for added vehicles fix.asi" - thing which lead me to this topic). Just forgot to delete this plugin. BTW, is it possible to use paintjobs for added vehs?

 

So I got following plugins and adjuster works fine with them:

 

- modloader.asi

- shell.asi (by Ryosuke);

- bullethole.asi (by Ryosuke);

- ImVehFt.asi;

- MoreVehicles.asi (but I tried to add new cars without this - works too with this Limit Adjuster);

- Multi-Sampling Fix (by DK22Pac);

- SCRLog.asi;

- Vehicles Audio Loader.asi.

 

Just if you're interesting in this information.

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Well, it is very symbolic - the reason was "Paintjobs for added vehicles fix.asi" - thing which lead me to this topic). Just forgot to delete this plugin. BTW, is it possible to use paintjobs for added vehs?

 

So I got following plugins and adjuster works fine with them:

 

- modloader.asi

- shell.asi (by Ryosuke);

- bullethole.asi (by Ryosuke);

- ImVehFt.asi;

- MoreVehicles.asi (but I tried to add new cars without this - works too with this Limit Adjuster);

- Multi-Sampling Fix (by DK22Pac);

- SCRLog.asi;

- Vehicles Audio Loader.asi.

 

Just if you're interesting in this information.

Well, it is very symbolic - the reason was "Paintjobs for added vehicles fix.asi" - thing which lead me to this topic). Just forgot to delete this plugin. BTW, is it possible to use paintjobs for added vehs?

 

So I got following plugins and adjuster works fine with them:

 

- modloader.asi

- shell.asi (by Ryosuke);

- bullethole.asi (by Ryosuke);

- ImVehFt.asi;

- MoreVehicles.asi (but I tried to add new cars without this - works too with this Limit Adjuster);

- Multi-Sampling Fix (by DK22Pac);

- SCRLog.asi;

- Vehicles Audio Loader.asi.

 

Just if you're interesting in this information.

Thank you.

 

Actually it's the ID limits that make a lot of ASI plugins compatible.

Especially when file ID is unsigned (count of IDs >= 32768)

 

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

I found an address responsible for bug with reverse speed.

There's a check for bike handling ID.

I will fix it.

Edited by fastman92
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I've added over 20 new handling lines, no problems so far. The random crashes I mentioned decreased dramatically and haven't had any since (the only issue I still have is the IDE/IPL one, but I'm too happy with the handling adder I can live with that). Thanks fastman for your excellent work, with this and your vehicle audio plugin adding new cars is very fun and not frustrating!

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@meineliebe do cars spawn in public? I mean do peds drive them and parkings have them?

 

Only the ones added from IDs 612-614, with other IDs they have to be spawned with CLEO scripts. Putting them in the cargrp file will only generate the added car for the entire group and won't spawn on parking spots by itself.

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Maybe for you it was obvious but I was surprised - adjuster makes possible to add damageable tuning parts like one from ThirteenAG did. And it's possible not only for native IDs but for added also.

So now we had three option for adding tuning parts:

- adjuster by Sacky;

- adjuster by ThirteenAG;

- adjuster by fastman92.

Not bad I think!

 

fastman, maybe you can try to increase the amount of tuning parts (of each group - like front\rear bumpers and so on) that can be signed for one adjacent car? As far as I know now it not more, than 6. And as far as I know, not more than 21 parts can be signed totally for one car. If more - then new parts will replace old ones, so amount of tuning parts will remain constant.

 

Car ID - 18113; only fastman adjuster - no SALA.

QWy4.jpg

Edited by little_idiot
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@meineliebe do cars spawn in public? I mean do peds drive them and parkings have them?

Only the ones added from IDs 612-614, with other IDs they have to be spawned with CLEO scripts. Putting them in the cargrp file will only generate the added car for the entire group and won't spawn on parking spots by itself.

 

Don't forget about IPL files, they have 'cars' section.

http://www.gtamodding.com/?title=Item_Placement

I'll also make it possible to add parked generator with any ID.

 

 

Maybe for you it was obvious but I was surprised - adjuster makes possible to add damageable tuning parts like one from ThirteenAG did. And it's possible not only for native IDs but for added also.

So now we had three option for adding tuning parts:

- adjuster by Sacky;

- adjuster by ThirteenAG;

- adjuster by fastman92.

Not bad I think!

 

fastman, maybe you can try to increase the amount of tuning parts (of each group - like front\rear bumpers and so on) that can be signed for one adjacent car? As far as I know now it not more, than 6.

 

Car ID - 18113; only fastman adjuster - no SALA.

QWy4.jpg

I'll think about tuning parts later. I'm currently working on handling.cfg patch.

 

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

handling.cfg bike problem fixed.

Release tommorow.

 

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

Anyone tried the ID limits?

We're no longer bound to 0-19999 DFF ID.

Edited by fastman92
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Only the ones added from IDs 612-614, with other IDs they have to be spawned with CLEO scripts. Putting them in the cargrp file will only generate the added car for the entire group and won't spawn on parking spots by itself.

 

 

 

So If I add ex. Ferrari Enzo to cargroup, which features supercars like Turismo, Infernus and so on, then I will be able to find Enzo driven by other peds and steal it for a ride (only in area which covers that certain group, for example Las Venturas strip)?

Edited by Neddo
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Only the ones added from IDs 612-614, with other IDs they have to be spawned with CLEO scripts. Putting them in the cargrp file will only generate the added car for the entire group and won't spawn on parking spots by itself.

 

 

So If I add ex. Ferrari Enzo to cargroup, which features supercars like Turismo, Infernus and so on, then I will be able to find Enzo driven by other peds and steal it for a ride (only in area which covers that certain group, for example Las Venturas strip)?

Yes, that's what cargrp.dat is made for.

I have no access to PC right now, but I remember there are some cheat car groups too. These car groups are used only when appropriate cheat is enabled.

 

 

 

 

 

Only the ones added from IDs 612-614, with other IDs they have to be spawned with CLEO scripts. Putting them in the cargrp file will only generate the added car for the entire group and won't spawn on parking spots by itself.

 

 

So If I add ex. Ferrari Enzo to cargroup, which features supercars like Turismo, Infernus and so on, then I will be able to find Enzo driven by other peds and steal it for a ride (only in area which covers that certain group, for example Las Venturas strip)?

Yes, that's what cargrp.dat is made for.

I have no access to PC right now, but I remember there are some cheat car groups too. These car groups are used only when appropriate cheat is enabled. Keep that in mind.

 

Plese read this topic:

http://gtaforums.com/topic/618278-opcode-0767;-setting-zones-for-peds-and-cars/

Edited by fastman92
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can groups be added?

No. Pehaps later it will become possible.
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I think that there are like 7-8 groups and you can add a at least 300 different cars. I think it's amazing! But I think that adding is still very complicated even impossible for vehicles with function ( taxis, cops and so on). Adding special cars needs more limit breaking but you already made it easier for ordinary rides and to me it's enough. I just can't wait to add (and replace boring SA cars) with HD ones

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Next update of Limit Aduster released tommorow?

Today.

 

 

I think that there are like 7-8 groups and you can add a at least 300 different cars. I think it's amazing! But I think that adding is still very complicated even impossible for vehicles with function ( taxis, cops and so on). Adding special cars needs more limit breaking but you already made it easier for ordinary rides and to me it's enough. I just can't wait to add (and replace boring SA cars) with HD ones

cargrp.dat limit was cracked.

Max limit may be defined as 63 cars per group.

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In my game added vehicles also park at certain locations (by peds)Without using any cleo script,

Like here i added car in my game ID is 18631 and then put the name of vehicle to cargrp.dat Casual_Poor section(without increasing any limit in Limit adjuster)and the vehicle spawn at LS stadium:

ipwis1.jpg

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In my game added vehicles also park at certain locations (by peds)Without using any cleo script,

Like here i added car in my game ID is 18631 and then put the name of vehicle to cargrp.dat Casual_Poor section(without increasing any limit in Limit adjuster)and the vehicle spawn at LS stadium:

ipwis1.jpg

That's correct.

You edited cargrp.dat

 

That's a parked generator with random ID (-1).

In this case car generator does a CLoadedCarGroup::PickRandomCar to find a random appropriate vehicle depending on currently used car group which depends on zone (zone depends on player coordinates).

Edited by fastman92
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I forgot to ask:

 

1-Is the "Streaming_DesiredNumberOfVehiclesLoaded" setting to make the traffic more varied as defined by cargrp.dat?

 

2-Speaking of which, is there a limit that can be changed to prevent ped clumping? Sometimes it gets so bad you'll see 5 peds using the same model at the same street.

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I forgot to ask:

 

1-Is the "Streaming_DesiredNumberOfVehiclesLoaded" setting to make the traffic more varied as defined by cargrp.dat?

 

2-Speaking of which, is there a limit that can be changed to prevent ped clumping? Sometimes it gets so bad you'll see 5 peds using the same model at the same street.

1. That should make more cars in traffic.

 

  if ( CStreaming::StreamingVehiclesCounter >= 0 )  {    --CStreaming::StreamingVehiclesCounter;  }  else  {    if ( CLoadedCarGroup::CountMembers(&CStreaming::ms_vehiclesLoaded) <= CStreaming::desiredNumVehiclesLoaded      && pCurrentZoneInfo )    {      CStreaming::StreamOneNewCar();      CStreaming::StreamingVehiclesCounter = 350;    }  }
if(CLoadedCarGroup::CountMembers(&CStreaming::ms_vehiclesLoaded) <= CStreaming::desiredNumVehiclesLoaded), then it will stream one new car.

 

2. No.

 

 

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

 

Version 1.2 released. Download link in the first page.

 

***** Changes

** 1.2,

- fixed bike handling bug caused by not applying to different calculations to bikes.

- added ([sTREAMING] Memory available) limit

- added a check to Streaming_DesiredNumberOfVehiclesLoaded value, it must be higher than cargrp.dat limit.

- added a check to Cargrp cars per group value of limit.

- fixed log messages of IDE limits, they were missing a value of limit.

Edited by fastman92
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Thanks, fastman!

 

Just a question below.

 

Correct me if I wrong - to extend traffic options (make it more variable) it is not enough just to add few new groups in cargrp.dat - one have to define the map area, allocated for that new group. Is this true statement? How I can define that area?

Edited by little_idiot
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Thanks, fastman!

 

Just a question below.

 

Correct me if I wrong - to extend traffic options (make it more variable) it is not enough just to add few new groups in cargrp.dat - one have to define the map area, allocated for that new group. Is this true statement? How I can define that area?

http://gtaforums.com/topic/618278-opcode-0767;-setting-zones-for-peds-and-cars/?p=1063643736

 

I have no more time today.

 

Enjoy adding handling lines for new cars, planes, helicopters or boats! Bugless now.

 

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

I'm working on patch for SA Handling Reloader.

Edited by fastman92
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Well, it is very symbolic - the reason was "Paintjobs for added vehicles fix.asi" - thing which lead me to this topic). Just forgot to delete this plugin. BTW, is it possible to use paintjobs for added vehs?

 

So I got following plugins and adjuster works fine with them:

 

- modloader.asi

- shell.asi (by Ryosuke);

- bullethole.asi (by Ryosuke);

- ImVehFt.asi;

- MoreVehicles.asi (but I tried to add new cars without this - works too with this Limit Adjuster);

- Multi-Sampling Fix (by DK22Pac);

- SCRLog.asi;

- Vehicles Audio Loader.asi.

 

Just if you're interesting in this information.

This plugin dint crash with this limit adjuster? Because for me the plugin crash my game. I think is because my video card is ATI.

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This plugin dint crash with this limit adjuster? Because for me the plugin crash my game. I think is because my video card is ATI.

 

 

I have an ATI card, the bullethole plugin and the limit adjuster installed, no crashes with them here.

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This plugin dint crash with this limit adjuster? Because for me the plugin crash my game. I think is because my video card is ATI.

Well, mine GeForce 460 and I have no crashes with this two plugins, when I use them together. Perharps, other people with ATI graphic cards can just try to use Limit Adjuster with Bulletholes to make sure that they really have any incompatibilities.

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MoreVehicles.asi- hacks the same limit, IDE:cars VehicleModels as limit adjuster.

 

I'll see why Bullet holes is incompatible.

It's certainly not because of ATI card. Some limit patch enabled by that user may overwrite the same memory addresses.

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[sTREAMING]

; Memory available, in MB unit (megabytes)

#Memory available = 50


What is streaming meemory?How it affect gameplay?Please describe in detail!

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[sTREAMING]

; Memory available, in MB unit (megabytes)

#Memory available = 50

 

What is streaming meemory?How it affect gameplay?Please describe in detail!

It's widely known as "Streaming memory fix".

 

memory512.cs, memory1024.cs and so on.

Edited by fastman92
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I'm working on patch for SA Handling Reloader.[/size]

you said above,what patch?

Patch for this EXE: http://www.gtagarage.com/mods/show.php?id=11882

It needs to be made compatible with my handling.cfg limit adjuster.

Edited by fastman92
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