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fastman92 limit adjuster


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Tested 1.1 version today. Much more stability than I had before. Also, got rid of memory2048, that seemed to help a lot.

One q, though. Do I need yacl.asi (corona limit) and flickr.asi (came with 2dfx if I recall correctly) with 1.1 installed? Thaks in advance, and greatest work I've seen on limit adjusters. God knows I've tried all of them.. :D

Tested 1.1 version today. Much more stability than I had before. Also, got rid of memory2048, that seemed to help a lot.

 

One q, though. Do I need yacl.asi (corona limit) and flickr.asi (came with 2dfx if I recall correctly) with 1.1 installed? Thaks in advance, and greatest work I've seen on limit adjusters. God knows I've tried all of them.. :D

There is 1.2 released.

 

flickr.asi

[DYNAMIC LIMITS]; rwObjectInstances (1000)#rwObjectInstances = 1000

It's the amount of objects that can be rendered per frame. If limit is too low and there are too many objects to render, the objects will appear and disappear all the time.

 

StreamMemoryFix.asi or memoryXXX.cs

[sTREAMING]; Memory available, in MB unit (megabytes)#Memory available = 50

The amount of memory for loading textures currently used.

Edited by fastman92

I finally figured out what was causing the crashes after installing map mods; it wasn't the IDE/IPL entries, it was the .col files!

 

Looks like this is it: http://gtaforums.com/topic/456237-gta-san-andreas-254-col-files-limit/

 

Can this limit adjuster break that limit? If so, which settings should I use?

I finally figured out what was causing the crashes after installing map mods; it wasn't the IDE/IPL entries, it was the .col files!

 

Looks like this is it: http://gtaforums.com/topic/456237-gta-san-andreas-254-col-files-limit/

 

Can this limit adjuster break that limit? If so, which settings should I use?

Yes, but beware it makes lots of ASI plugins incompatible because they still point to old constant memory addresses.

 

btw. it took over 5000 lines of code to hack ID limits.

 

It was made very carefully and probably has no errors at all.

 

 

[iD LIMITS]#Apply ID limit patch = 0#I want to increase the IPL limit and I know it may cause bugs = 0#FILE_TYPE_DFF = 20000#FILE_TYPE_TXD = 5000#FILE_TYPE_COL = 255#FILE_TYPE_IPL = 256#FILE_TYPE_DAT = 64#FILE_TYPE_IFP = 180#FILE_TYPE_RRR = 475#FILE_TYPE_SCM = 82#FILE_TYPE_LOADED_START = 2#FILE_TYPE_REQUESTED_START = 2
Please set

 

Apply ID limit patch = 1
Uncomment the FILE_TYPE_COL = 255 and increase it.

 

SilentPatch is currently incompatible with limit adjuster and ID limits.

Edited by fastman92
Please set

Apply ID limit patch = 1

Uncomment the FILE_TYPE_COL = 255 and increase it.

 

 

I did that but still crashed on load. Here's the log:

Starting fastman92 limit adjuster 1.2At least one ID limit is changed. ModelIDlimit::PatchModelPtrsLimit will do a job.New ID limits:0 - 19999 (20000) - DFF models defined within IDE files20000 - 24999 (5000) - TXD archives.25000 - 25256 (257) - COL collision archives.25257 - 25512 (256) - IPL Binary IPL files.25513 - 25576 (64) - DAT files limited to nodes*.dat25577 - 25756 (180) - IFP animation archives.25757 - 26231 (475) - RRR car recordings, carrec*.rrr files26232 - 26313 (82) - SCM scripts26314 - 26315 (2) - Loaded list26316 - 26317 (2) - Requested list26318 - count of all file IDsAddresses:CStreaming__ms_modelInfoPtrs: 0xA9B0C8CStreaming__ms_aInfoForModel: 0x3250020CAnimManager__ms_aAnimBlocks: 0xB5D4A0CVehicleRecording__StreamingArray: 0x97D880CTheScripts__StreamedScripts: 0xA47B60Format of new savefiles will be different: patch for enhanced format of model flags block is applied!Format of new savefiles will be different: patch for save game of variable length is applied!---------------------------------------------Enabling handling.cfg limit adjuster.New limits:Number of standard lines = 910Number of bike lines = 16Number of flying lines = 24Number of boat lines = 12mod_HandlingManager = 0x3EB0048sizeof(tHandlingData_extended) = 0xFB---------------------------------------------Modified limit of VehicleStructs to: 50Modified limit of rwObjectInstances to: 4200Modified limit of IPL:inst section to: 43000Modified limit of IPL: inst per file to: 9096Format of new savefiles will be different: patch for save game of variable length is applied!Modified limit of IPL:map zones to: 200Format of new savefiles will be different: patch for save game of variable length is applied!Modified limit of IPL:navigation zones to: 480Modified limit of IPL:interior occluders to: 200Modified limit of IPL:occluders to: 3500Modified limit of ColModels to: 18150Modified limit of IDE:objs:type1 section to 30000Modified limit of IDE:objs:type2 section to 270Modified limit of IDE:hier section to 200Modified limit of IDE:tobj section to 269Modified limit of IDE:cars section to 912Modified limit of IDE:peds section to 478Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 22Streaming memory available limit set to -1673527296 bytes (2500 MB)

It happens after adding a 4th .col file, removing it the game loads just fine.

@meineliebe, your log seems OK.

Please respond to PM.

 

 

Streaming memory available limit set to -1673527296 bytes (2500 MB)
Max value should be 2047 MB. Edited by fastman92

Parked car generator doesn't work for me for added vehicls,Here log file:

 

Starting fastman92 limit adjuster 1.2

Format of new savefiles will be different: patch for car generators with unsigned DFF model IDs is applied!

Format of new savefiles will be different: patch for save game of variable length is applied!

Modified limit Car generators to: 501 Number of counter passes = 4 Is CCarGenerator_extended structure used: 1

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

Enabling handling.cfg limit adjuster.

New limits:

Number of standard lines = 221

Number of bike lines = 13

Number of flying lines = 24

Number of boat lines = 12

 

mod_HandlingManager = 0x2BB0048

sizeof(tHandlingData_extended) = 0xFB

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

Modified limit of VehicleStructs to: 50

Modified limit of IDE:cars section to 222

Modified limit of IDE:peds section to 280

Streaming memory available limit set to -2147483648 bytes (2048 MB)

Game closed

Edited by RJSanModder

Parked car generator doesn't work for me for added vehicls,Here log file:

 

Starting fastman92 limit adjuster 1.2

Format of new savefiles will be different: patch for car generators with unsigned DFF model IDs is applied!

Format of new savefiles will be different: patch for save game of variable length is applied!

Modified limit Car generators to: 501 Number of counter passes = 4 Is CCarGenerator_extended structure used: 1

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

Enabling handling.cfg limit adjuster.

New limits:

Number of standard lines = 221

Number of bike lines = 13

Number of flying lines = 24

Number of boat lines = 12

 

mod_HandlingManager = 0x2BB0048

sizeof(tHandlingData_extended) = 0xFB

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

Modified limit of VehicleStructs to: 50

Modified limit of IDE:cars section to 222

Modified limit of IDE:peds section to 280

Streaming memory available limit set to -2147483648 bytes (2048 MB)

Game closed

That's normal.

I haven't made a patch to make it possible to add vehicle with any ID.

So it's the parked generators for vehicles that meet this condition will only be added:

 

if ( modelId == -1 || (modelId >= 400 && modelId <= 630 ))

So,Please Patch it with any ID

also,In Next version,include that Carcols Limit,Carmods Limit,Paintjobs for added vehicles

It will come, perhaps not everything at once.

 

 

Streaming memory available limit set to -2147483648 bytes (2048 MB)
2048 MB is too much.

2047 MB is the highest valid value.

@DjCraig34, it seems as if .ini wasn't loaded.

Ill tell you more about it few hours later.

When Next version Release?

I'm working on lots of options at the moment.

It's a matter of week or two.

  • Like 2

Hey fastman92,I want your help

OG Loc missions not started even i passed all other missions when go to marker it didn't start,I tested it on a modded as well fully clean game,i use the savefiles of modded game on clean game so i think its because of : Silentpatch or limit adjuster or my save game is corrupt

can you tell me what is this issue?

Hey fastman92,I want your help

OG Loc missions not started even i passed all other missions when go to marker it didn't start,I tested it on a modded as well fully clean game,i use the savefiles of modded game on clean game so i think its because of : Silentpatch or limit adjuster or my save game is corrupt

can you tell me what is this issue?

That will require a debugging session.

I told you to install Skype, but you didn't do it.

Edited by fastman92

 

Hey fastman92,I want your help

OG Loc missions not started even i passed all other missions when go to marker it didn't start,I tested it on a modded as well fully clean game,i use the savefiles of modded game on clean game so i think its because of : Silentpatch or limit adjuster or my save game is corrupt

can you tell me what is this issue?

That will require a debugging session.

I told you to install Skype, but you didn't do it.

 

so fastman92,it is because of limit adjuster?

if you want my save file then i send a mail to you!

Edited by RJSanModder

RJSanModderat this point it's too early to conclude that it's because of limit adjuster or not.

Send me that savefile.

 

So, the problem is the savefile is loaded correctly, but marker does not work?

i delete my save game and settings then started playing missions again and now og loc mssion works and game works fine! :santa:

Please check what CLEO scripts you have.

Some of them may be badly written and corrupt OG loc missions, because of possibly overwritten global variables.

Edited by fastman92

r8hvyh.png

tell me what can cause it ,i don't want that bug again in any mission

I can't reply this question.

I don't know these scripts and have not installed any new CLEO script for a long time.

Edited by fastman92

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