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nWo51289

SA_LODless

Recommended Posts

Guest Member6813571


Where can I download IDE_DD_Tweaker & Draw Distance Changer?

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Natasha

I've not saw this before, gonna have a go at this sometime soon hopefully! It's got the adverse effect (personally speaking) of making San Andreas seem exceptionally small!

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SilverRST

Junior already created a small script to only load whole map. I still have it if you need it.

Edited by SilverRST

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Stoopid Stuff

And now, GTA SA map looks very small without the lods

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SilverRST

And now, GTA SA map looks very small without the lods

Not really. Just lower the distance so you have that fog in the distance which makes SA look big.

Without fog, yes it looks small. Lods or no lods, it's the same except the quality.

Edited by SilverRST

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Grinch_

It will be awesome if u guys fully succeed but won't lod less create any problems...I tried in GTA VC HQ mod...It was also lod less....It was working fine....Till...I increased it's draw distance using 2dfx ...Then it started flicking....Aobjects closer to me was not visible...So did u guys think of something to prevent this type of bugs???

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M U N D U

tXOgLos.jpg

 

Has anyone managed to fix this issue? The game runs fine until I trying flying and it just completely freezes after 30 seconds or so.

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nWo51289

Please check below for Update


Edited by nWo51289

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Gramps

Guess whos back .. Back again ..

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lostmeogaccnt04

I looked and I can't find temp\scripts\SA_LODless.ims location. Help!

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lostmeogaccnt04

I looked and I can't find temp\scripts\SA_LODless.ims location. Help!

Never mind, found it.

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spartaque12

its so annoying how damn long texures appearing , is possible 2 fix that , i tried Load Whole Map (Junior_Djjr) and FullStreamRadar , nothing helped :(

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nWo51289

spartaque12 - As a matter of fact.....yes finally :)




SA_LODless 1.1.6

Download https://www.dropbox.com/s/f2w68ntjj5nmcwy/SA_LODless%201.1.6.zip?dl=0


Do I need any additional plugins to make this work?

- You will need Fastman92 Limit Adjuster & SALodLights.asi from Project2DFX
- Open fastman92limitAdjuster_GTASA.ini and SALodLights.ini and make the following amendments:



fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]; rwObjectInstances (1000)rwObjectInstances = 2000; Matrices (900)Matrices = 1800; PtrNode Singles (70000)PtrNode Singles = 140000; PtrNode Doubles (3200)PtrNode Doubles = 6400[iPL]; IPL : inst section, buildings (13000)Buildings = 26000; IPL: inst section, dummies (2500)Dummies = 5000[MAP LIMITS]; World sector size (50)World sector size = 3000[sTREAMING]; Memory available, in MB unit (megabytes), default value 50Memory available = 1000[RENDERER LIMITS]; Invisible entity pointers (150)Invisible entity pointers = 300; Visible entity pointers (1000)Visible entity pointers = 2000



SALodLights.ini

[iDETweaker]TimedObjectsDrawDistance = 1500.0   // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.NeonsDrawDistance = 2000.0LODObjectsDrawDistance = 2000.0GenericObjectsDrawDistance = 800.0AllNormalObjectsDrawDistance = 1500.0VegetationDrawDistance = 800.0LoadAllBinaryIPLs = 1PreloadLODs = 0


Are there any bugs?
- While loading the game, when the loading bar reaches the end there will be a few seconds of waiting before entering in game. This will take longer if you have texture mods installed.
- When entering a interior and the game plays the animation of entering through the door, you won't see any buildings as LODs are by default loaded. Hopefully sorting this problem will be as simple as _DK's binthesky.cs script along with the problem above.

What's fixed since last version?
- Fixed missing texture in countryW.ide
- Fixed slow loading of models

How do I install this?
- Extract the files in put_to_root_of_gta_sa to your game directory
- Double click on SA_LODless.bat and let it do its job! It will only transfer LODS to SAMPCOL.img for compatibility with SAMP if the SAMP folder exists
- Done!

- NOTE: You need to install this on a clean copy of GTA SA!

Can I install this using Modloader?
Yes!
- Create a folder in Modloader and copy gta3.img from your models folder to the newly created folder for this mod
- Follow the steps above

LODless 1.1.6 + SRT 2014 1.7
GTA_%20San%20Andreas%2023_09_2017%2013_3

Is this version as buggy as the last one? Why has it taken so long for new version?
Majority of freezing/crashing has been fixed as well as the slow loading of models. It's taken this long because.... I've been busy with life and had no time for this :)

Credits
UZI-I - Binary IPL Manager
ThirteenAG & Link2012 - Project2DFX
_DK - binthesky
fastman92 - fastman92 IMG Console & fastman92 Limit Adjuster
Igor Pavlov - 7zip

Edited by nWo51289

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Grinch_

Bro why not provide the Fla and p2dfx settings adjusted with the mod files?And is the size just 2.2mb?

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spartaque12

nWo51289

u put wrong link

Edited by spartaque12

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nWo51289

spartaque12 Sorry, link now fixed

 

Inan-Ahammad Mods and configs are constantly updated so this way users can just need to copy/paste the correct values than copy/paste a whole .ini file. This mod is small as all it is basically is a script to delete LODs

Edited by nWo51289

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zmudziak32

Can you do same for GTA Vice City and GTA III?

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LaDiDa

Removing lods is a bad thing to do though since some places only use lods and no high quality model to replace it with leaving a hole in the map.

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Importunus

Problem :/
Please help, I really need this mod.
Stuck in 50% loading screen

Edited by Importunus

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Importunus

Stuck in the middle, then stop the loading music, if I click, I hear the music again but the game doesn't loading.

---------------------------
fastman92 limit adjuster 4.3 for WIN_X86, compilation time: Jun 19 2017 19:00:45
---------------------------
Error 0x5380C3, trying to load object instance with undefined ID: 3896
---------------------------

Global exception handler has been registered.
---------------------------------------------
World sector size set to 3000 x 3000
World map info info:
World map size: 6000 x 6000
World sectors:
CWorld::ms_aSectors
type: buildings, dummies
count: 2 * 2 = 4
sector area: 3000 x 3000
CWorld::ms_aLodPtrLists
type: lod
count: 30 * 30 = 900
sector area: 200 x 200
CWorld::ms_aRepeatSectors
type: vehicles, peds, object
count: 16 * 16 = 256
---------------------------------------------
Modified limit of rwObjectInstances to: 2000
---------------------------------------------
Modified limit of matrices to: 1800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 140000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 6400
---------------------------------------------
Modified limit of IPL:inst, buildings to: 26000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 5000
---------------------------------------------
Streaming memory available limit set to 1048576000 bytes (1000 MB)
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 300
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 2000
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
Edited by Importunus

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Soul_Hunter

The Memory 8GB.cs helped me with blank lods, textures and models on the distance.

Edited by Soul_Hunter

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dxivilea

Can someone help me? It works fine if I use SA III VS Limit Adjuster but if I try to make it work with FLA it always crashes around 80%

 

Gives me this error which isn't present anywhere

 

Loading custom scene "modloader\sa lodless\data\maps\interior\savehous.ipl"
Loading custom scene "modloader\sa lodless\data\maps\leveldes\levelmap.ipl"
Loading custom scene "modloader\sa lodless\data\maps\leveldes\seabed.ipl"
Loading default scene "data\maps\paths.ipl"
Loading default scene "data\maps\paths2.ipl"
Loading default scene "data\maps\paths3.ipl"
Loading default scene "data\maps\paths4.ipl"
Loading default scene "data\maps\paths5.ipl"
Loading default scene "data\maps\cull.ipl"
Loading default scene "data\maps\tunnels.ipl"
Loading default scene "data\maps\occlusf.ipl"
Loading default scene "data\maps\occluveg.ipl"
Loading default scene "data\maps\occlula.ipl"
Loading default scene "data\maps\occluint.ipl"
Loading default scene "data\maps\audiozon.ipl"



Game version: GTA SA 1.0 US
Unhandled exception at 0x00552D06 in gta_sa.exe (+0x152d06): 0xC0000005: Access violation writing location 0x00000004.
    Register dump:
        EAX: 0x00000000  EBX: 0x1595B2D8  ECX: 0x042741C8  EDX: 0x0EF342B0  
        EDI: 0x00000003  ESI: 0x0B1CBC40  EBP: 0x1595B2D8  EIP: 0x00552D06  
        ESP: 0x0177F228  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177F228:  0B1CBBF0 44BB8000 450CA000 453B8000 44BB8000 00552E3B
        0x0177F240:  1595B2D8 1595B2D8 00000001 1595B2D8 0B1CB470 00000000
        0x0177F258:  453B8000 453B8000 44BB8000 00552E3B 1595B2D8 1595B2D8
        0x0177F270:  00000001 1595B2D8 0B1C8900 C53B8000 453B8000 453B8000
        0x0177F288:  00000000 00552E3B 1595B2D8 1595B2D8 0177F2C0 00001C30
        0x0177F2A0:  1595B304 00000000 00000000 00000000 00000000 00410F5B
        0x0177F2B8:  1595B2D8 1595B2D8 0177F3AC 0177F370 0177F324 FFFFFFFF
        0x0177F2D0:  000000A4 005B9319 00000000 61746164 70616D5C 75615C73
        0x0177F2E8:  7A6F6964 692E6E6F 65006C70 70692E64 006C006C 00000000
        0x0177F300:  0177F3BC 6B60B228 0177F398 0177F3AC 0177F370 0177F388
        base: 0x01580000   top: 0x0177F228   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x00552D06 in gta_sa.exe (+0x152d06) (0x0177F238) 
          0x00552E3B in gta_sa.exe (+0x152e3b) (0x0177F260) 
          0x00552E3B in gta_sa.exe (+0x152e3b) (0x0177F288) 
          0x00552E3B in gta_sa.exe (+0x152e3b) 
Starting fastman92 limit adjuster 4.3 for WIN_X86, compilation time: Jun 19 2017 19:00:46
Please visit http://fastman92.com

Solution platform: WIN_X86
Game detected: GTA SA 1.0 HOODLUM 14383616 bytes

Global exception handler has been registered.
---------------------------------------------
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Number of memory changes made: 26
---------------------------------------------

Game crashed unfortunately, here's a crash log:
Current process ID: 14880
Current thread ID: 576
Last file to be loaded: data\maps\audiozon.ipl
Last library loaded: NOT SET
Exception address: 0x00552D06 ("gta_sa.exe"+0x152D06)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x4

General registers:
EAX: 0x00000000 (0)
EBX: 0x13AFB2D8 (330281688)
ECX: 0x041F4048 (69156936)
EDX: 0x0EEE82B0 (250512048)
ESI: 0x0B1CBC40 (186432576)
EDI: 0x00000003 (3)
EBP: 0x13AFB2D8 (330281688)
ESP: 0x0177F228 (24637992)
EIP: 0x00552D06 (5582086)
EFL: 0x00010246 (66118)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 95236.093750 bytes: 00 00 00 00 00 0C 02 BA 0F 40
ST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST2: -29761.906250 bytes: 00 00 00 00 00 D0 83 E8 0D C0
ST3: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST4: -0.000000 bytes: 00 00 00 00 00 00 00 00 00 80
ST5: 2522.152344 bytes: 00 00 00 00 00 70 A2 9D 0A 40
ST6: 2250.000000 bytes: 00 00 00 00 00 00 A0 8C 0A 40
ST7: 2250.000000 bytes: 00 00 00 00 00 00 A0 8C 0A 40
CTRL: 007F
STAT: 0030
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 0C 02 BA
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 D0 83 E8
MM3: 00 00 00 00 00 00 00 80
MM4: 00 00 00 00 00 00 00 00
MM5: 00 00 00 00 00 70 A2 9D
MM6: 00 00 00 00 00 00 A0 8C
MM7: 00 00 00 00 00 00 A0 8C

XMM registers, 16 bytes:
XMM0: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 04 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Module list
; Path	Module file size		Base	Size of image	Entry point
D:\Games\GTA San Andreas\gta_sa.exe	14383616	0x00400000	0x01177000	0x00824570
C:\WINDOWS\SYSTEM32\ntdll.dll	1620472	0x76FC0000	0x00190000	0x00000000
C:\WINDOWS\System32\KERNEL32.DLL	607840	0x76910000	0x000E0000	0x769206A0
C:\WINDOWS\System32\KERNELBASE.dll	1980776	0x73C50000	0x001E4000	0x73D3F350
C:\WINDOWS\SYSTEM32\apphelp.dll	627712	0x73770000	0x0009D000	0x737A81B0
C:\WINDOWS\SYSTEM32\AcLayers.DLL	373248	0x6FEE0000	0x00281000	0x6FEFB450
C:\WINDOWS\System32\msvcrt.dll	774288	0x769F0000	0x000BF000	0x76A25660
C:\WINDOWS\System32\USER32.dll	1626656	0x76B40000	0x0018D000	0x76B70110
C:\WINDOWS\System32\win32u.dll	86840	0x76AB0000	0x00017000	0x00000000
C:\WINDOWS\System32\GDI32.dll	134936	0x765B0000	0x00022000	0x765B6CE0
C:\WINDOWS\System32\gdi32full.dll	1454648	0x76D60000	0x00164000	0x76E1B110
C:\WINDOWS\System32\msvcp_win.dll	504168	0x761A0000	0x0007D000	0x761B6920
C:\WINDOWS\System32\ucrtbase.dll	1174448	0x765E0000	0x0011E000	0x76610480
C:\WINDOWS\System32\SHELL32.dll	20383832	0x74E50000	0x0134A000	0x74FC5650
C:\WINDOWS\System32\cfgmgr32.dll	228864	0x738C0000	0x00039000	0x738CD080
C:\WINDOWS\System32\shcore.dll	553248	0x73910000	0x00088000	0x73952C20
C:\WINDOWS\System32\RPCRT4.dll	785760	0x76850000	0x000C0000	0x76869660
C:\WINDOWS\System32\SspiCli.dll	123424	0x73880000	0x00020000	0x7388CA20
C:\WINDOWS\System32\CRYPTBASE.dll	31592	0x73870000	0x0000A000	0x73872A20
C:\WINDOWS\System32\bcryptPrimitives.dll	356864	0x73A40000	0x00058000	0x73A6F690
C:\WINDOWS\System32\sechost.dll	269104	0x74840000	0x00044000	0x7484AF90
C:\WINDOWS\System32\combase.dll	2478872	0x73E40000	0x0025C000	0x73F6D7B0
C:\WINDOWS\System32\windows.storage.dll	6043496	0x74890000	0x005BA000	0x74AC0690
C:\WINDOWS\System32\advapi32.dll	481880	0x74760000	0x00078000	0x7477E740
C:\WINDOWS\System32\shlwapi.dll	278960	0x747F0000	0x00045000	0x74809500
C:\WINDOWS\System32\kernel.appcore.dll	50208	0x747E0000	0x0000F000	0x747E4260
C:\WINDOWS\System32\profapi.dll	89440	0x738A0000	0x00018000	0x738A7BD0
C:\WINDOWS\System32\powrprof.dll	274352	0x740A0000	0x00045000	0x740A79A0
C:\WINDOWS\System32\FLTLIB.DLL	27936	0x73900000	0x00008000	0x73902E60
C:\WINDOWS\System32\OLEAUT32.dll	606448	0x739A0000	0x00096000	0x739CB680
C:\WINDOWS\System32\SETUPAPI.dll	4403720	0x740F0000	0x0042B000	0x7411CC70
C:\WINDOWS\SYSTEM32\MPR.dll	90464	0x71E10000	0x00018000	0x71E12660
C:\WINDOWS\SYSTEM32\sfc.dll	2560	0x66680000	0x00003000	0x00000000
C:\WINDOWS\SYSTEM32\WINSPOOL.DRV	423936	0x70920000	0x0006D000	0x70936DF0
C:\WINDOWS\SYSTEM32\PROPSYS.dll	1584128	0x704D0000	0x00180000	0x7053C810
C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL	190136	0x73710000	0x00030000	0x7371CC00
C:\WINDOWS\SYSTEM32\bcrypt.dll	97176	0x70890000	0x00019000	0x70899630
C:\WINDOWS\SYSTEM32\sfc_os.DLL	47104	0x6FED0000	0x00010000	0x6FED6AD0
C:\WINDOWS\SYSTEM32\AcGenral.DLL	2405888	0x730C0000	0x00253000	0x730F17A0
C:\WINDOWS\System32\ole32.dll	1027000	0x76220000	0x000FC000	0x76252620
C:\WINDOWS\SYSTEM32\UxTheme.dll	485888	0x71E60000	0x0007C000	0x71E9A5C0
C:\WINDOWS\SYSTEM32\WINMM.dll	134920	0x71DE0000	0x00024000	0x71DE4E30
C:\WINDOWS\SYSTEM32\samcli.dll	70656	0x71D90000	0x00015000	0x71D95910
C:\WINDOWS\SYSTEM32\MSACM32.dll	94080	0x71D60000	0x00019000	0x71D64440
C:\WINDOWS\SYSTEM32\VERSION.dll	27424	0x73760000	0x00008000	0x737617E0
C:\WINDOWS\SYSTEM32\USERENV.dll	128672	0x724A0000	0x00021000	0x724A82A0
C:\WINDOWS\SYSTEM32\dwmapi.dll	124824	0x71E30000	0x00023000	0x71E34E80
C:\WINDOWS\SYSTEM32\urlmon.dll	1627648	0x70650000	0x0019C000	0x706E42F0
C:\WINDOWS\SYSTEM32\WINMMBASE.dll	131776	0x71DB0000	0x00023000	0x71DB8820
C:\WINDOWS\SYSTEM32\iertutil.dll	2253184	0x70170000	0x00228000	0x7032CB70
C:\WINDOWS\System32\IMM32.DLL	147288	0x76D30000	0x00026000	0x76D348A0
C:\WINDOWS\System32\WS2_32.dll	412792	0x76AD0000	0x00067000	0x76AE6690
D:\Games\GTA San Andreas\vorbisfile.dll	53760	0x6EE20000	0x00011000	0x6EE21A0B
D:\Games\GTA San Andreas\EAX.DLL	188416	0x10000000	0x00030000	0x1001A472
D:\Games\GTA San Andreas\vorbishooked.DLL	65536	0x033A0000	0x00011000	0x033A4C98
D:\Games\GTA San Andreas\ogg.dll	36864	0x001F0000	0x00009000	0x001F302E
D:\Games\GTA San Andreas\vorbis.dll	1060864	0x03B80000	0x00108000	0x03B93F7C
D:\Games\GTA San Andreas\CLEO.asi	264704	0x6E9C0000	0x0006B000	0x6E9CE484
D:\Games\GTA San Andreas\BASS.dll	107584	0x11000000	0x0004D000	0x1104C036
D:\Games\GTA San Andreas\cleo\FileSystemOperations.cleo	65024	0x6E9A0000	0x00014000	0x6E9A1203
D:\Games\GTA San Andreas\cleo\IniFiles.cleo	81920	0x6E980000	0x00018000	0x6E9813AC
D:\Games\GTA San Andreas\cleo\IntOperations.cleo	58368	0x6E930000	0x00013000	0x6E931181
D:\Games\GTA San Andreas\modloader.asi	700928	0x6C230000	0x000B2000	0x6C284637
C:\WINDOWS\SYSTEM32\dbghelp.dll	1435648	0x663E0000	0x00182000	0x664188C0
D:\Games\GTA San Andreas\noDEP.asi	69632	0x6D420000	0x00016000	0x6D4211A3
D:\Games\GTA San Andreas\SilentPatchSA.asi	238080	0x6D3E0000	0x0003E000	0x6D3FDC24
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.asi.dll	285184	0x6C1E0000	0x0004A000	0x6C1FF29F
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.bank.dll	293888	0x6C190000	0x0004F000	0x6C1AE5D7
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.data.dll	3527680	0x6B9C0000	0x00364000	0x6BBE3D47
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.fx.dll	399872	0x6C120000	0x00067000	0x6C14E370
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.movies.dll	174080	0x6D100000	0x00030000	0x6D10F2F3
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.scm.dll	174080	0x6B990000	0x00030000	0x6B99F18D
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.sprites.dll	482304	0x6B910000	0x0007B000	0x6B94014A
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.stream.dll	584192	0x6B870000	0x00094000	0x6B8B6ECA
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.text.dll	206336	0x6B830000	0x00037000	0x6B842BCE
D:\Games\GTA San Andreas\modloader\.data\plugins\gta3\std.tracks.dll	212992	0x6B7F0000	0x00039000	0x6B8052EA
D:\Games\GTA San Andreas\modloader\ginput\ginputsa.asi	241664	0x6B7A0000	0x00041000	0x6B7B7C5B
C:\WINDOWS\SYSTEM32\XINPUT1_3.dll	81768	0x03CC0000	0x00016000	0x03CC801F
D:\Games\GTA San Andreas\modloader\sa lodless\$fastman92limitadjuster.asi	5919744	0x6B1E0000	0x005B5000	0x6B28E3FE
C:\WINDOWS\System32\PSAPI.DLL	17104	0x745B0000	0x00006000	0x745B1470
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.17134.472_none_4102c1a8450eed42\COMCTL32.dll	573848	0x6B150000	0x0008F000	0x6B1B8550
D:\Games\GTA San Andreas\zlib1.dll	107520	0x62E80000	0x00022000	0x62E81440
D:\Games\GTA San Andreas\DllTricks.dll	33792	0x6E970000	0x0000D000	0x6E97147F
D:\Games\GTA San Andreas\MinHook.x86.dll	14848	0x6D3D0000	0x00007000	0x00000000
D:\Games\GTA San Andreas\modloader\sa lodless\salodlights.asi	361984	0x6B0E0000	0x00063000	0x6B0FA2F7
C:\WINDOWS\SYSTEM32\DDRAW.dll	533504	0x6AFF0000	0x000EA000	0x6B003030
C:\WINDOWS\SYSTEM32\dxgi.dll	613144	0x6A8D0000	0x00098000	0x6A8FFEB0
C:\WINDOWS\SYSTEM32\DCIMAN32.dll	11776	0x6D0F0000	0x00007000	0x6D0F2020
C:\WINDOWS\System32\crypt32.dll	1658024	0x745C0000	0x00196000	0x74619D90
C:\WINDOWS\System32\MSASN1.dll	49656	0x76330000	0x0000E000	0x76335400
C:\WINDOWS\System32\WINTRUST.DLL	286200	0x76CD0000	0x00047000	0x76CEA4D0
C:\WINDOWS\System32\imagehlp.dll	95584	0x76340000	0x00019000	0x763464C0
C:\WINDOWS\SYSTEM32\CRYPTSP.dll	68264	0x703D0000	0x00013000	0x703D6C10
C:\WINDOWS\system32\rsaenh.dll	183992	0x703A0000	0x0002F000	0x703AE260
C:\WINDOWS\system32\nvspcap.dll	2249072	0x6A530000	0x0022A000	0x6A531CD5
C:\WINDOWS\SYSTEM32\ntmarta.dll	154016	0x6F270000	0x00029000	0x6F277FA0
C:\WINDOWS\SYSTEM32\gpapi.dll	111632	0x6EEB0000	0x0001E000	0x6EEB8C70
C:\WINDOWS\SYSTEM32\cryptnet.dll	135680	0x6EE80000	0x00026000	0x6EE8DE60
C:\WINDOWS\SYSTEM32\DSOUND.dll	502272	0x6AF60000	0x00081000	0x6AF8F290
C:\WINDOWS\System32\clbcatq.dll	526848	0x767C0000	0x00083000	0x767E0620
C:\WINDOWS\System32\MMDevApi.dll	360104	0x6AF00000	0x0005C000	0x6AF22EE0
C:\WINDOWS\System32\DEVOBJ.dll	133824	0x6EDF0000	0x00022000	0x6EDF9B40
C:\WINDOWS\SYSTEM32\AUDIOSES.DLL	1011872	0x6AE00000	0x000FB000	0x6AE40270
C:\WINDOWS\SYSTEM32\wintypes.dll	880248	0x6BD30000	0x000D6000	0x6BDA72B0
C:\WINDOWS\SYSTEM32\AVRT.dll	27416	0x6C6D0000	0x00008000	0x6C6D1A70
C:\WINDOWS\System32\MSCTF.dll	1322376	0x73AA0000	0x00143000	0x73AFDDD0
C:\WINDOWS\SYSTEM32\DINPUT8.dll	178688	0x6ADC0000	0x00039000	0x6ADCBCA0
C:\WINDOWS\SYSTEM32\inputhost.dll	364200	0x6A4C0000	0x0005A000	0x6A507690
C:\WINDOWS\SYSTEM32\CoreMessaging.dll	567256	0x6BE10000	0x0008B000	0x6BE669C0
C:\WINDOWS\SYSTEM32\CoreUIComponents.dll	2487088	0x6BEA0000	0x0025D000	0x6BF01690
C:\WINDOWS\SYSTEM32\HID.DLL	25600	0x64EC0000	0x0000A000	0x64EC21B0
C:\WINDOWS\SYSTEM32\d3d9.dll	1490144	0x6A350000	0x0016F000	0x6A3C7F30
C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_f4187dc256a67a6b\nvldumd.dll	798760	0x6A280000	0x000C6000	0x6A2823E0
C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_f4187dc256a67a6b\nvd3dum.dll	17505464	0x68460000	0x01081000	0x68C91810
C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll	641336	0x6A1D0000	0x000AA000	0x6A207C00
C:\WINDOWS\System32\TextInputFramework.dll	505616	0x6D130000	0x0007D000	0x6D1601E0
C:\Program Files (x86)\Steam\steamclient.dll	12097312	0x69610000	0x00BBB000	0x69D92C7B
C:\Program Files (x86)\Steam\tier0_s.dll	315680	0x683C0000	0x00099000	0x683DBBB8
C:\WINDOWS\SYSTEM32\MSWSOCK.dll	341920	0x70470000	0x00056000	0x7047D1D0
C:\Program Files (x86)\Steam\vstdlib_s.dll	314144	0x6AD60000	0x0005D000	0x6AD7A6E1
C:\WINDOWS\SYSTEM32\Secur32.dll	23040	0x708B0000	0x0000A000	0x708B1800
C:\Program Files (x86)\Steam\steam.dll	419616	0x682F0000	0x000C2000	0x68318DBC
C:\WINDOWS\SYSTEM32\dcomp.dll	1286624	0x6ABD0000	0x0013C000	0x6AC4D2B0
C:\Windows\System32\quartz.dll	1509888	0x68140000	0x001A4000	0x6816C000
C:\Windows\System32\devenum.dll	82672	0x6C100000	0x00015000	0x6C10E870
C:\Program Files (x86)\K-Lite Codec Pack\Filters\DirectVobSub\vsfilter.dll	1615872	0x67F90000	0x001A7000	0x6809389B
C:\WINDOWS\SYSTEM32\WININET.dll	4514816	0x6FA70000	0x00454000	0x6FD9C210
C:\WINDOWS\SYSTEM32\OLEACC.dll	334336	0x67F30000	0x00056000	0x67F4F000
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\LAVVideo.ax	1065472	0x67E20000	0x00108000	0x67EC31CA
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.17134.472_none_42ecd1cc44e43e73\COMCTL32.dll	2099216	0x70B10000	0x00204000	0x70B62750
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\swscale-lav-4.dll	531968	0x67D80000	0x00093000	0x67D81400
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avutil-lav-55.dll	551936	0x66CE0000	0x000A2000	0x66CE1400
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avfilter-lav-6.dll	182272	0x66CA0000	0x00034000	0x66CA1400
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avcodec-lav-57.dll	10740736	0x66D90000	0x00FE4000	0x66D91400
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avresample-lav-3.dll	154624	0x66C70000	0x0002E000	0x66C71400
C:\WINDOWS\SYSTEM32\D3DIM700.DLL	436736	0x66C00000	0x00070000	0x66C4F9D0
C:\WINDOWS\SYSTEM32\wdmaud.drv	219648	0x66BC0000	0x0003B000	0x66BCD2C0
C:\WINDOWS\SYSTEM32\ksuser.dll	20728	0x6C6C0000	0x00007000	0x6C6C1F00
C:\WINDOWS\SYSTEM32\msacm32.drv	24576	0x6A520000	0x0000A000	0x6A524320
C:\WINDOWS\SYSTEM32\midimap.dll	18944	0x69600000	0x00008000	0x69601970
C:\Windows\System32\Windows.UI.dll	886400	0x66AE0000	0x000D9000	0x66B39080
C:\WINDOWS\SYSTEM32\wmvcore.dll	2206528	0x668C0000	0x0021D000	0x66904600
C:\WINDOWS\SYSTEM32\WMASF.DLL	254680	0x66880000	0x0003F000	0x668B7670
C:\WINDOWS\SYSTEM32\mfperfhelper.dll	1079000	0x66770000	0x00106000	0x6685C5D0
C:\WINDOWS\system32\mlang.dll	201728	0x66730000	0x00035000	0x66742A40
Game terminated.

My FLA and LodLights are edited as in the readme.

 

Please help me I really want to use this wonderful mod... What a shame

 

I also use memory512(2048).cs , Load whole map ,4GB Ram exe fix and NoDep by Junior_Djiir and SilentPatch

 

 

When I delete FLA.asi and Put III VS CA LA it works.

 

 

It's like FLA doesn't even work at all, because I get the absolute same error without any limit adjuster installed as I get with fastman limit adjuster installed.... It only works with the IIIVCSALA that comes with 2dfx... Please help ma make this mod work with FLA.

Edited by dxivilea

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nWo51289

@dxivilea- Give this a try. Why are you using memory512(2048).cs when you can set the streaming limit in FLA?

 

Spoiler

; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
ColModels = 50150

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
#VehicleStructs = 50

; rwObjectInstances (1000)
rwObjectInstances = 60000

; Matrices (900)
Matrices = 5000

; PtrNode Singles (70000)
PtrNode Singles = 280000

; PtrNode Doubles (3200)
PtrNode Doubles = 12800

; EntryInfoNodes (500)
EntryInfoNodes = 1000

; Peds (140)
#Peds = 280

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (32)
#PointRoute = 32

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
QuadTreeNodes = 800

; Collision links (50)
Collision links = 200

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 32768

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 16384

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 32768

[IPL]
; IPL : inst section, buildings (13000)
Buildings = 105000

; IPL: inst section, dummies (2500)
Dummies = 40000

; IPL : inst entries per file (4096)
#Inst entries per file = 8192

; IPL: entity index array (40)
Entity index array = 160

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256

; IPL: enex (400)
#Entry exits = 400

; IPL: auzo zone boxes (158)
#Auzo zone boxes = 158

; IPL: auzo zone boxes coordinate (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; IPL: auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch
#Enable pickup limit patch = 0

; IPL: pickups, coordinate limit will be hacked as well (620)
#Pickups = 620

; Pickup collected
#Pickup collected = 20

[IDE LIMITS]
; IDE : objs section type 1 (14000)
IDE Objects Type 1 = 32000

; IDE : objs section type 2 (70)
IDE Objects Type 2 = 140

; IDE : tobj section (169)
Timed Objects = 676

; IDE : hier (92)
Hier Objects = 184

; IDE : cars section (212)
#Vehicle Models = 212

; IDE : peds section ( 278 )
#Ped Models = 556

# IDE : weap section ( 51 )
#Weapon Models = 51

# IDE: 2dfx section (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch
#Apply tracks.dat coordinate limit patch = 0

; tracks.dat file size limit 
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enables track config loader
#Enable track config loader = 0

; Apply paths limit patch
#Apply paths limit patch = 0

; Enables path debugging
#Enable path debugging = 0

; Paths map size (6000)
; This option requires new set of files if map size is changed!!!
#Paths map size = 24000

; Radar map size (6000)
; This option requires new set of files if map size is changed!!!
#Radar map size = 24000

; Enables frontend map different, using fradar**.txd files
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 24000

; Renderware world map size (10000)
#Renderware world map size = 28000

; World map size (6000)
#World map size = 24000

; World sector size (50)
#World sector size = 100

; World LOD sector size (200)
#World LOD sector size = 300

[LEVEL LIMITS]
; Level limits are enabled if you uncomment 'Number of levels'

; Currently it's only possible to put the default car/ped IDs for levels.
; Random IDs won't work

#Number of levels = 4

; Cop car IDs for levels
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop bike = 523

; Cop ped IDs for levels
Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped bike = 284

; Ambulance IDs for levels
Ambulance level 1 = 416
Ambulance level 2 = 416
Ambulance level 3 = 416

; Medic IDs for levels
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276

; Fire engine IDs for levels
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407

; Fireman IDs for levels
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278

; Cab driver IDs for levels
Number of cab drivers for level 0 = 0

Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261

Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234

Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206

; Item price multipliers for levels
Item price multiplier 0 = 1.0
Item price multiplier 1 = 1.0
Item price multiplier 2 = 1.0
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
#Enable special features = 0

Number of hydra vehicles = 1
Hydra 1 = 520

Number of ZR350 vehicles = 1
ZR350 1 = 477

[RESTARTS]
#Max number of hospital restarts = 10
#Max number of police restarts = 10

LIMITS
; Max number of IMG archives (8)
Max number of IMG archives = 300

; Enable handling of new enhanced IMG archives
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (max limit 32 GB)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
Extra objects directory = 928750

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 24

; Water quads (301)
#Water quads = 2500

; Water quads and triangles list (701)
#Water quads and triangles list = 3505

; Water vertices (1021)
#Water vertices = 9856

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
#Cargrp cars per group = 23

; Streaming : DesiredNumberOfVehiclesLoaded (22)
; This limit must be lower than a number of members per car group.
; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Should CCarGenerator_extended be used?
#Use extended format for car generators = 0

; Accept any ID for car generator?
#Accept any ID for car generator = 0

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
Memory available = 2000

; Max number of stream handles (32)
Max number of stream handles = 400

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 2000

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 15

[RENDERER LIMITS]
; Invisible entity pointers (150)
Invisible entity pointers = 57500

; Visible super LOD pointers (50)
#Visible super LOD pointers = 50

; Visible LOD pointers (1000)
#Visible LOD pointers = 15000

; Visible entity pointers (1000)
Visible entity pointers = 57500

[VISIBILITY LIMITS]
; Alpha list limit (20)
Alpha list limit = 1750

; Alpha boat atomic list limit (20)
Alpha boat atomic list limit = 1750

; Alpha entity list limit (200)
Alpha entity list limit = 5575

; Alpha underwater entity list limit (100)
Alpha underwater entity list limit = 250

; Alpha really draw last list limit (50)
Alpha really draw last list limit = 2500

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 250

[ID LIMITS]
Apply ID limit patch = 0

; ------- Information:
; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
; ---- Total number of file IDs virtually unlimited (__int32)

; DFF (20000)
#FILE_TYPE_DFF = 20000

; TXD (5000)
FILE_TYPE_TXD = 7000

; COL (255)
#FILE_TYPE_COL = 400

; IPL (256)
#FILE_TYPE_IPL = 300

; IFP (180)
#FILE_TYPE_IFP = 180

; RRR (475)
#FILE_TYPE_RRR = 475

; SCM (82)
#FILE_TYPE_SCM = 82

; LOADED_START (2)
#FILE_TYPE_LOADED_START = 2

; REQUESTED_START (2)
#FILE_TYPE_REQUESTED_START = 2

; different limits below
; These limits don't require 'ID limit patch' to be enabled.

; Count of killable model IDs (vehicles/peds) (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; In short, this value will affect the max possible ID for ped/vehicle.
#Count of killable model IDs = 800

[HANDLING.CFG LIMITS]
#Apply handling.cfg patch = 0

; Number of standard lines (210)
#Number of standard lines = 210

; Number of bike lines (13)
#Number of bike lines = 13

; Number of flying lines (24)
#Number of flying lines = 24

; Number of boat lines (12)
#Number of boat lines = 12

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; max size in bytes of MAIN segment from main.scm (200000)
#Max size of MAIN segment = 200000

# max mission size from main.scm (69000)
#Max mission size = 69000

; Running scripts (96)
Running scripts = 196

; Mission cleanup array limit (75)
#Mission cleanup = 75

; Used object array (395)
Max number of used objects = 1395

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Max size of single collision from .col archive (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance = 300.0
#LOD distance = 1500.0

# Max number of particles active (1000)
#Max number of particles active = 1000

; Limit for number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 6000

; Vehicle colors (128)
#Vehicle colors = 128

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

[WEAPON LIMITS]
; Enable weapon type loader
#Enable weapon type loader = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

; Enable melee combo type loader
#Enable melee combo type loader = 0

; Max number of melee combos (17)
#Max number of melee combos = 17

[SPECIAL]
; Disables radar rotation
#Disable radar rotation = 0

; Disables 270 km\h plane speed limit.
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled
#Make helicopters land on water when cars on water cheat enabled = 1

; Make save of variable size
#Make save of variable size = 0

; Make paintjobs work for any ID
#Make paintjobs work for any ID = 0

[ERROR REPORTING]
Enable error reporting = 1

#Attempt to load object instance with undefined ID = 0
#Car generator limit exceeded = 0
Car generator with invalid model ID is getting registered = 1
IMG archive needs rebuilding = 1
Model does not have collision loaded = 1
#Model has collision already set up = 0
#Model name is declared on multiple IDs = 0
#Requested file does not exist = 0
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded
#Enable logging of files loaded = 0

[DEBUGGING]
; Makes pad 1 act like pad 0
#Copy info to pad 1 from pad 0 = 0

[PLUGIN PATCHES]
; Enables plugin patches.
Enable plugin patches = 0

[ADDONS]
#Enable cheat string loader = 0
#Enable vehicle audio loader = 0

#Enable train type carriages loader = 0

; Train carriage loader, max number of vehicles (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 66

[MAIN]
author = fastman92
donation window disable code =

; 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
#Disable music on global exception handler = 0

 

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dxivilea

With these settings I get a crash when I hit new game. Completely stock SA + SilentPatch/NoDEP/Modloader.asi

 

Even when I remove 2dfx+SALodless I get same crash...

 

Spoiler

Game crashed unfortunately, here's a crash log:
Current process ID: 5248
Current thread ID: 7368
Last file to be loaded: DATA\ANIMGRP.DAT
Last library loaded: NOT SET
Exception address: 0x004C686D ("gta_sa.exe"+0xC686D)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x18

 

animgrp.dat is completely stock, there is zero mods

 

 

 

After testing I got it working, it seems that the crash is caused by these lines

 

; IDE : objs section type 1 (14000)
IDE Objects Type 1 = 32000

; IDE : objs section type 2 (70)
IDE Objects Type 2 = 140

; IDE : tobj section (169)
Timed Objects = 676

; IDE : hier (92)
Hier Objects = 184

 

If I revert them to default values the game works, if I change it even a little more than the default value the game crashes? Do I play the game without changing those values?

It always crashes while loading .ide files while I was testing these values for example latest crash changing objs type 2 to 80

 

 

Spoiler

Game crashed unfortunately, here's a crash log:
Current process ID: 12400
Current thread ID: 9824
Last file to be loaded: D:\Games\GTA San Andreas\modloader\sa lodless\data\maps\generic\vegepart.ide
Last library loaded: NOT SET
Exception address: 0x004C666A ("gta_sa.exe"+0xC666A)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x18

 

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dxivilea

Also crashes everytime I load a save, even if I do Big Smoke and save, it still crashes.

 

Obviously my american.gxt is unmodified

 

Game crashed unfortunately, here's a crash log:
Current process ID: 784
Current thread ID: 8412
Last file to be loaded: AMERICAN.GXT
Last library loaded: NOT SET
Exception address: 0x0053368B ("gta_sa.exe"+0x13368B)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0x8

 

Sorry for double post, thought it would be added to last post.

 

I would really appreciate it if you can help me make this run with FLA, since I can't use the mods I want to without FLA and overall I like FLA better

Edited by dxivilea

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nWo51289

@dxivilea- That crash refers to PtrNode Doubles. Set it to 140000 and see if that works when loading saves.

 

Ignore and make sure those IDE limits are disabled as they are not needed for LODless. I forgot to disable them when I posted, my bad.

Edited by nWo51289

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dxivilea

@nWo51289 Thanks

 

For anyone having similar problems.. FLA 4.3

 

Spoiler

; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
ColModels = 50150

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
#VehicleStructs = 50

; rwObjectInstances (1000)
rwObjectInstances = 60000

; Matrices (900)
Matrices = 5000

; PtrNode Singles (70000)
PtrNode Singles = 140000

; PtrNode Doubles (3200)
PtrNode Doubles = 140000

; EntryInfoNodes (500)
EntryInfoNodes = 1000

; Peds (140)
#Peds = 280

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (32)
#PointRoute = 32

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
QuadTreeNodes = 800

; Collision links (50)
Collision links = 200

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 32768

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 16384

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 32768

[IPL]
; IPL : inst section, buildings (13000)
Buildings = 105000

; IPL: inst section, dummies (2500)
Dummies = 40000

; IPL : inst entries per file (4096)
#Inst entries per file = 8192

; IPL: entity index array (40)
Entity index array = 160

; IPL: map zones (39)
#Map zones = 39

; IPL: navigation zones (380)
#Navigation zones = 380

; IPL: occl for interiors (40)
#Interior occluders = 40

; IPL: occl for map (1000)
#Occluders = 1000

; IPL: tcyc (32)
#Timecycle modifiers = 32

; IPL: cull mirror attribute zones (72)
#CULL mirror attribute zones = 72

; IPL: cull tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; IPL: cull attribute zones (1300)
#CULL attribute zones = 1300

; IPL: jump (256)
#Stunt jumps = 256

; IPL: enex (400)
#Entry exits = 400

; IPL: auzo zone boxes (158)
#Auzo zone boxes = 158

; IPL: auzo zone boxes coordinate (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; IPL: auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch
#Enable pickup limit patch = 0

; IPL: pickups, coordinate limit will be hacked as well (620)
#Pickups = 620

; Pickup collected
#Pickup collected = 20

[IDE LIMITS]
; IDE : objs section type 1 (14000)
#IDE Objects Type 1 = 32000

; IDE : objs section type 2 (70)
IDE Objects Type 2 = 70

; IDE : tobj section (169)
#Timed Objects = 676

; IDE : hier (92)
#Hier Objects = 184

; IDE : cars section (212)
#Vehicle Models = 212

; IDE : peds section ( 278 )
#Ped Models = 556

# IDE : weap section ( 51 )
#Weapon Models = 51

# IDE: 2dfx section (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch
#Apply tracks.dat coordinate limit patch = 0

; tracks.dat file size limit 
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enables track config loader
#Enable track config loader = 0

; Apply paths limit patch
#Apply paths limit patch = 0

; Enables path debugging
#Enable path debugging = 0

; Paths map size (6000)
; This option requires new set of files if map size is changed!!!
#Paths map size = 24000

; Radar map size (6000)
; This option requires new set of files if map size is changed!!!
#Radar map size = 24000

; Enables frontend map different, using fradar**.txd files
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 24000

; Renderware world map size (10000)
#Renderware world map size = 28000

; World map size (6000)
#World map size = 24000

; World sector size (50)
#World sector size = 100

; World LOD sector size (200)
#World LOD sector size = 300

[LEVEL LIMITS]
; Level limits are enabled if you uncomment 'Number of levels'

; Currently it's only possible to put the default car/ped IDs for levels.
; Random IDs won't work

#Number of levels = 4

; Cop car IDs for levels
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop bike = 523

; Cop ped IDs for levels
Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped bike = 284

; Ambulance IDs for levels
Ambulance level 1 = 416
Ambulance level 2 = 416
Ambulance level 3 = 416

; Medic IDs for levels
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276

; Fire engine IDs for levels
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407

; Fireman IDs for levels
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278

; Cab driver IDs for levels
Number of cab drivers for level 0 = 0

Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261

Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234

Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206

; Item price multipliers for levels
Item price multiplier 0 = 1.0
Item price multiplier 1 = 1.0
Item price multiplier 2 = 1.0
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
#Enable special features = 0

Number of hydra vehicles = 1
Hydra 1 = 520

Number of ZR350 vehicles = 1
ZR350 1 = 477

[RESTARTS]
#Max number of hospital restarts = 10
#Max number of police restarts = 10

LIMITS
; Max number of IMG archives (8)
Max number of IMG archives = 300

; Enable handling of new enhanced IMG archives
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (max limit 32 GB)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
Extra objects directory = 928750

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 24

; Water quads (301)
#Water quads = 2500

; Water quads and triangles list (701)
#Water quads and triangles list = 3505

; Water vertices (1021)
#Water vertices = 9856

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
#Cargrp cars per group = 23

; Streaming : DesiredNumberOfVehiclesLoaded (22)
; This limit must be lower than a number of members per car group.
; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Should CCarGenerator_extended be used?
#Use extended format for car generators = 0

; Accept any ID for car generator?
#Accept any ID for car generator = 0

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
Memory available = 2000

; Max number of stream handles (32)
Max number of stream handles = 400

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 2000

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 15

[RENDERER LIMITS]
; Invisible entity pointers (150)
Invisible entity pointers = 57500

; Visible super LOD pointers (50)
#Visible super LOD pointers = 50

; Visible LOD pointers (1000)
#Visible LOD pointers = 15000

; Visible entity pointers (1000)
Visible entity pointers = 57500

[VISIBILITY LIMITS]
; Alpha list limit (20)
Alpha list limit = 1750

; Alpha boat atomic list limit (20)
Alpha boat atomic list limit = 1750

; Alpha entity list limit (200)
Alpha entity list limit = 5575

; Alpha underwater entity list limit (100)
Alpha underwater entity list limit = 250

; Alpha really draw last list limit (50)
Alpha really draw last list limit = 2500

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 250

[ID LIMITS]
Apply ID limit patch = 0

; ------- Information:
; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
; ---- Total number of file IDs virtually unlimited (__int32)

; DFF (20000)
#FILE_TYPE_DFF = 20000

; TXD (5000)
FILE_TYPE_TXD = 7000

; COL (255)
#FILE_TYPE_COL = 400

; IPL (256)
#FILE_TYPE_IPL = 300

; IFP (180)
#FILE_TYPE_IFP = 180

; RRR (475)
#FILE_TYPE_RRR = 475

; SCM (82)
#FILE_TYPE_SCM = 82

; LOADED_START (2)
#FILE_TYPE_LOADED_START = 2

; REQUESTED_START (2)
#FILE_TYPE_REQUESTED_START = 2

; different limits below
; These limits don't require 'ID limit patch' to be enabled.

; Count of killable model IDs (vehicles/peds) (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; In short, this value will affect the max possible ID for ped/vehicle.
#Count of killable model IDs = 800

[HANDLING.CFG LIMITS]
#Apply handling.cfg patch = 0

; Number of standard lines (210)
#Number of standard lines = 210

; Number of bike lines (13)
#Number of bike lines = 13

; Number of flying lines (24)
#Number of flying lines = 24

; Number of boat lines (12)
#Number of boat lines = 12

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; max size in bytes of MAIN segment from main.scm (200000)
#Max size of MAIN segment = 200000

# max mission size from main.scm (69000)
#Max mission size = 69000

; Running scripts (96)
Running scripts = 196

; Mission cleanup array limit (75)
#Mission cleanup = 75

; Used object array (395)
Max number of used objects = 1395

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Max size of single collision from .col archive (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance = 300.0
#LOD distance = 1500.0

# Max number of particles active (1000)
#Max number of particles active = 1000

; Limit for number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 6000

; Vehicle colors (128)
#Vehicle colors = 128

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

[WEAPON LIMITS]
; Enable weapon type loader
#Enable weapon type loader = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

; Enable melee combo type loader
#Enable melee combo type loader = 0

; Max number of melee combos (17)
#Max number of melee combos = 17

[SPECIAL]
; Disables radar rotation
#Disable radar rotation = 0

; Disables 270 km\h plane speed limit.
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled
#Make helicopters land on water when cars on water cheat enabled = 1

; Make save of variable size
#Make save of variable size = 0

; Make paintjobs work for any ID
#Make paintjobs work for any ID = 0

[ERROR REPORTING]
Enable error reporting = 1

#Attempt to load object instance with undefined ID = 0
#Car generator limit exceeded = 0
Car generator with invalid model ID is getting registered = 1
IMG archive needs rebuilding = 1
Model does not have collision loaded = 1
#Model has collision already set up = 0
#Model name is declared on multiple IDs = 0
#Requested file does not exist = 0
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded
#Enable logging of files loaded = 0

[DEBUGGING]
; Makes pad 1 act like pad 0
#Copy info to pad 1 from pad 0 = 0

[PLUGIN PATCHES]
; Enables plugin patches.
Enable plugin patches = 0

[ADDONS]
#Enable cheat string loader = 0
#Enable vehicle audio loader = 0

#Enable train type carriages loader = 0

; Train carriage loader, max number of vehicles (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 66

[MAIN]
author = fastman92
donation window disable code =

; 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
#Disable music on global exception handler = 0

 

2DFX settings 8320FX GTX760 no lag.

Spoiler

[LodLights]
RenderLodLights = 1
MaxNumberOfLodLights = 25000
CoronaRadiusMultiplier = 0.75
SlightlyIncreaseRadiusWithDistance = 1
CoronaFarClip = auto
CustomCoronaTexturePath = .\\corona.png

[StaticShadows]
RenderStaticShadowsForLODs = 0 //may reduce performance
StaticShadowsIntensity = 2.0
StaticShadowsDrawDistance = 200.0

[SearchLights]
RenderSearchlightEffects = 1
RenderOnlyDuringFoggyWeather = 1
SearchlightEffectVisibilityFactor = 0.4
SmoothEffect = 1

[DrawDistanceChanger]
Enable = 1
MinDrawDistanceOnTheGround = 2800.0
Factor1 = 1.0
Factor2 = 1.0
StaticSunSize = 20.0

[AdaptiveDrawDistance]
Enable = 0 // Works only with DrawDistanceChanger enabled
MinFPSValue = 30 // Plugin will decrease draw distance (far clip) if FPS value is less than this
MaxFPSValue = 55 // Plugin will increase draw distance (far clip) if FPS value is greater than this
MaxPossibleDrawDistance = 2500.0 // Plugin will stop increasing draw distance if it reaches this value

[IDETweaker]
TimedObjectsDrawDistance = 1500.0   // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.
NeonsDrawDistance = 1500.0
LODObjectsDrawDistance = 0.0
GenericObjectsDrawDistance = 2800.0
AllNormalObjectsDrawDistance = 2800.0
VegetationDrawDistance = 2000.0
LoadAllBinaryIPLs = 1
PreloadLODs = 0

[Misc]
FestiveLights = 0

 

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nWo51289

SA_LODless 1.1.7

 

Download

 

gallery111.jpg?raw=1
 

Do I need any additional plugins to make this work?

- You will need Fastman92 Limit Adjuster & SALodLights.asi from Project2DFX
- Open fastman92limitAdjuster_GTASA.ini and SALodLights.ini and make the following amendments: (Do NOT just copy and paste the whole thing!!)

fastman92limitAdjuster_GTASA.ini

Spoiler
[DYNAMIC LIMITS]
; ColModels (10150)
ColModels = 140000

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 140000

; rwObjectInstances (1000)
rwObjectInstances = 30000

; Matrices (900)
Matrices = 140000

; PtrNode Singles (70000)
PtrNode Singles = 140000

; PtrNode Doubles (3200)
PtrNode Doubles = 140000

; EntryInfoNodes (500)
EntryInfoNodes = 140000

; Peds (140)
Peds = 280

; Vehicles (110)
Vehicles = 220

; Objects (350)
Objects = 10000

; Tasks (500)
Tasks = 1000

; Events (200)
Events = 400

; PointRoute (32)
PointRoute = 64

; PatrolRoute (32)
PatrolRoute = 64

; NodeRoute (64)
NodeRoute = 128

; TaskAllocator (16)
TaskAllocator = 32

; PedIntelligence (140)
PedIntelligence = 280

; PedAttractors (64)
PedAttractors = 128

[IPL]
; IPL : inst section, buildings (13000)
Buildings = 140000

; IPL: inst section, dummies (2500)
Dummies = 140000

; IPL: entity index array (40)
Entity index array = 140000

[STREAMING]
; Memory available, in MB unit (megabytes), default value 50
Memory available = 1024

[RENDERER LIMITS]
; Invisible entity pointers (150)
Invisible entity pointers = 900000

; Visible super LOD pointers (50)
Visible super LOD pointers = 900000

; Visible LOD pointers (1000)
Visible LOD pointers = 900000

; Visible entity pointers (1000)
Visible entity pointers = 900000

[VISIBILITY LIMITS]
; Alpha list limit (20)
Alpha list limit = 900000

; Alpha boat atomic list limit (20)
Alpha boat atomic list limit = 900000

; Alpha entity list limit (200)
Alpha entity list limit = 900000

; Alpha underwater entity list limit (100)
Alpha underwater entity list limit = 900000

; Alpha really draw last list limit (50)
Alpha really draw last list limit = 900000

[SCM LIMITS]
; Used object array (395)
Max number of used objects = 140000

[OTHER LIMITS]
; References (3000)
References = 140000

 


SALodLights.ini

Spoiler
[DrawDistanceChanger]
Enable = 1
MinDrawDistanceOnTheGround = 600.0
Factor1 = 8.0
Factor2 = 3.0
StaticSunSize = 20.0

[IDETweaker]
TimedObjectsDrawDistance = 1000.0   // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.
NeonsDrawDistance = 1000.0
LODObjectsDrawDistance = 0.0
GenericObjectsDrawDistance = 100.0
AllNormalObjectsDrawDistance = 1000.0
VegetationDrawDistance = 100.0
LoadAllBinaryIPLs = 1
PreloadLODs = 0

 


Are there any bugs?
- While loading the game, when the loading bar reaches the end there will be a few seconds of waiting before entering in game. This will take longer if you have texture mods installed.
- When entering a interior and the game plays the animation of entering through the door, you won't see any buildings as LODs are by default loaded. Hopefully sorting this problem will be as simple as _DK's binthesky.cs script along with the problem above.

What's fixed since last version?
- Added missing sbcw_seabed01.dff to seabed.ipl
- Added LoadMap Cleo Script
- Added Missing Four Seasons Props
- Added missing SFSETREEBIT.dff & lod_sfse3.txd
- Fixed numerous incorrect IDE flags in countn2.ide
- Added missing trees in LA
- Increased Draw Distances in effects.fxp
- Transfered numerous entries from Binary to normal IPL
- Fixed missing collision for Lae2_roads41.dff in LAe2.ipl

- Fixed slow loading of models

How do I install this?
- Extract the files in put_to_root_of_gta_sa to your game directory
- Double click on SA_LODless.bat and let it do its job! It will only transfer LODS to SAMPCOL.img for compatibility with SAMP if the SAMP folder exists
- Done!

- NOTE: You need to install this on a clean copy of GTA SA!

Can I install this using Modloader?
Yes!
- Create a folder in Modloader and copy gta3.img from your models folder to the newly created folder for this mod
- Follow the steps above

 

Notes

What is 'LoadMap.cs'?

LoadMap is a cleo script which includes the binthesky fix by @DK22Pac, increases ped/vehicle LOD distances & preloads the map before you spawn. If you want more control over these, download LoadWholeMap & MixSets by @Junior_Djjr

 

Are there grass on the roads which was reported here?

That was caused by increasing 'World sector size' in fastman92 Limit Adjuster. While this fixed the slow loading of models issue, problem was all the roads had grass on them. This version does not have this issue!

Credits
@ThirteenAG & @LINK/2012 - Project2DFX
@DK22Pac - binthesky
@fastman92 - fastman92 IMG Console, fastman92 Limit Adjuster & fastman92 processor
Igor Pavlov - 7zip

Edited by nWo51289

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