Guest Member6813571 Posted March 6, 2017 Where can I download IDE_DD_Tweaker & Draw Distance Changer? Quote Share this post Link to post Share on other sites
Natasha 1,001 Posted March 7, 2017 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! Quote Share this post Link to post Share on other sites
SilverRST 3,794 Posted March 20, 2017 (edited) Junior already created a small script to only load whole map. I still have it if you need it. Edited March 20, 2017 by SilverRST Quote Share this post Link to post Share on other sites
Stoopid Stuff 28 Posted April 3, 2017 And now, GTA SA map looks very small without the lods Quote Share this post Link to post Share on other sites
SilverRST 3,794 Posted April 6, 2017 (edited) 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 April 6, 2017 by SilverRST Quote Share this post Link to post Share on other sites
Grinch_ 528 Posted April 9, 2017 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??? Quote Share this post Link to post Share on other sites
M U N D U 66 Posted May 21, 2017 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. Quote Share this post Link to post Share on other sites
nWo51289 633 Posted June 27, 2017 (edited) Please check below for Update Edited September 20, 2017 by nWo51289 Quote Share this post Link to post Share on other sites
Gramps 773 Posted June 29, 2017 Guess whos back .. Back again .. Quote Share this post Link to post Share on other sites
lostmeogaccnt04 21 Posted July 24, 2017 I looked and I can't find temp\scripts\SA_LODless.ims location. Help! Quote Share this post Link to post Share on other sites
lostmeogaccnt04 21 Posted July 24, 2017 I looked and I can't find temp\scripts\SA_LODless.ims location. Help! Never mind, found it. Quote Share this post Link to post Share on other sites
spartaque12 199 Posted September 3, 2017 its so annoying how damn long texures appearing , is possible 2 fix that , i tried Load Whole Map (Junior_Djjr) and FullStreamRadar , nothing helped Quote Share this post Link to post Share on other sites
nWo51289 633 Posted September 20, 2017 (edited) 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 modelsHow 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 aboveLODless 1.1.6 + SRT 2014 1.7Is 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 CreditsUZI-I - Binary IPL ManagerThirteenAG & Link2012 - Project2DFX_DK - bintheskyfastman92 - fastman92 IMG Console & fastman92 Limit AdjusterIgor Pavlov - 7zip Edited September 24, 2017 by nWo51289 Quote Share this post Link to post Share on other sites
Grinch_ 528 Posted September 20, 2017 Bro why not provide the Fla and p2dfx settings adjusted with the mod files?And is the size just 2.2mb? Quote Share this post Link to post Share on other sites
spartaque12 199 Posted September 20, 2017 (edited) nWo51289 u put wrong link Edited September 20, 2017 by spartaque12 Quote Share this post Link to post Share on other sites
nWo51289 633 Posted September 20, 2017 (edited) 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 September 20, 2017 by nWo51289 Quote Share this post Link to post Share on other sites
zmudziak32 337 Posted September 22, 2017 Can you do same for GTA Vice City and GTA III? Quote Share this post Link to post Share on other sites
LaDiDa 713 Posted September 23, 2017 http://gtaforums.com/topic/503246-relvc-gta-vice-city-lod-mod/ Already been done. Quote Share this post Link to post Share on other sites
zmudziak32 337 Posted September 23, 2017 http://gtaforums.com/topic/503246-relvc-gta-vice-city-lod-mod/ Already been done. It replace Lods, but don't remove it. Quote Share this post Link to post Share on other sites
LaDiDa 713 Posted September 23, 2017 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. Quote Share this post Link to post Share on other sites
Importunus 0 Posted September 25, 2017 (edited) Problem Please help, I really need this mod. Stuck in 50% loading screen Edited September 25, 2017 by Importunus Quote Share this post Link to post Share on other sites
Importunus 0 Posted September 25, 2017 (edited) 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 September 25, 2017 by Importunus Quote Share this post Link to post Share on other sites
Soul_Hunter 0 Posted November 20, 2018 (edited) The Memory 8GB.cs helped me with blank lods, textures and models on the distance. Edited November 20, 2018 by Soul_Hunter Quote Share this post Link to post Share on other sites
dxivilea 262 Posted December 26, 2018 (edited) 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 December 26, 2018 by dxivilea Quote Share this post Link to post Share on other sites
nWo51289 633 Posted December 26, 2018 @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 ; 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 Quote Share this post Link to post Share on other sites
dxivilea 262 Posted December 27, 2018 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 Quote Share this post Link to post Share on other sites
dxivilea 262 Posted December 27, 2018 (edited) 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 December 27, 2018 by dxivilea Quote Share this post Link to post Share on other sites
nWo51289 633 Posted December 27, 2018 (edited) @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 December 27, 2018 by nWo51289 Quote Share this post Link to post Share on other sites
dxivilea 262 Posted December 27, 2018 @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 ; 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 Quote Share this post Link to post Share on other sites
nWo51289 633 Posted December 28, 2018 (edited) SA_LODless 1.1.7 Download 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 modelsHow 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 December 28, 2018 by nWo51289 Quote Share this post Link to post Share on other sites