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LINK/2012

Open Limit Adjuster

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ThirteenAG

I'm pretty sure crashlog would be pretty helpful.

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nyolc8

With modloader's crash logger? Or just paste here the message that appears on the crash?

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ThirteenAG

With modloader's crash logger?

For instance, yeah.

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Gramps

I've already mentioned this to Link, but thought I would post it here before everyone posts the same thing..

 

The latest version crashes for me when using it in the scripts folder. Works fine for me when the .asi and .ini are in the root folder of the game (same folder as the gta_sa.exe).

 

Not sure about using it with ModLoader

Very weird. After testing a few things with Link, it turns out that the v1.4.2 I downloaded might of been corrupted somehow.

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MrMateczko

I have "unlimited" set, and everything works fine.

No more disappearing windows bug or any other bugs. Works well with the Project_2dfx_sa v2.2. I don't like the 2.3 version.

Edited by MrMateczko

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KawakSallas

; ### StreamingObjectInstancesList
; List of streamed in entities RwObjects (dff models)
; Fixes buildings flickering when seeing too many of them

 

Correct me if I'm wrong (I probably am) but it's a fix for this?

 

 

Sometimes I have this huge flicker all over the screen, any idea of what it could be?

 

v4rqVpc.jpg

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TJGM

Nope. I'm pretty sure that limit is what the 'flicker.asi' used to be. No longer needed with this limit adjuster though.

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ThirteenAG

No, that's previously known as flickr.asi.

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KawakSallas

Oh.. ok..

 

Any idea for a fix to the problem I showed then?
BTW I have a issue with ide dd tweaker, will report in p2dfx thread later
Edited by KawakSallas

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MrMateczko

This is caused by memory2048.cs

With memory512.cs this doesn't happen.

I might be wrong, but that's my best bet.

 

A question, if I want to use this Limit Adjuster with P2DFX, is yacl.asi or sshadnolimitsa.asi needed as well?

Edited by MrMateczko

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TJGM

This is caused by memory2048.cs

With memory512.cs this doesn't happen.

 

A question, if I want to use this Limit Adjuster with P2DFX, is yacl.asi or sshadnolimitsa.asi needed as well?

yacl.asi is the corona limit, I believe its meant to be part of this limit adjuster soon, so yes, its needed for now.

 

The second one is the limit for shadows, I'm not sure if its meant to be part of this adjuster anytime soon, but if you're using 2.3 then its required or you'll have bugs with corona shadows.

Edited by TJGM

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MrMateczko

I don't want to use 2.3, I want to use the 2.2 version, it gives me near 0FPS drop, and I've heard 2.3 drops FPS a lot.

So sshadnolimitsa.asi only is needed for 2.3?

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TJGM

So sshadnolimitsa.asi only is needed for 2.3?

Purrrtttyy much.

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El Dorado

Ped limit already patched?

 

EDIT - Yes, thanks.

Edited by format c:

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Reyks

With memory512.cs this doesn't happen.

It does happen with memory512.cs, basically when the game uses too much memory. If only there was a way to make it unlimited or at least some way to decrease the streaming memory usage since it never stops increasing.

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Silent

But making it unlimited will make it never stop increasing as you said. Limit IS needed so the game knows when to free some memory.

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Reyks

@Up

 

Sure but there should be a way to make the Streaming memory usage decrease somehow, it makes no sense for it to increase infinitely, i wonder if the same thing happens in the ps2 and mobile versions of the game.

 

But really we need a better Stream Memory Fix that doesn't cause those weird bugs, especially with the crazy amount of mods out there. Mods that require the use of more memory such as .LOD Mod or HRT, you can play fine for a few minutes before the bugs start to pop up right on your face, it's really annoying.

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Silent

Then just use something which gives less than 512mb

Edited by Silent

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TJGM

But really we need a better Stream Memory Fix that doesn't cause those weird bugs, especially with the crazy amount of mods out there. Mods that require the use of more memory such as .LOD Mod or HRT, you can play fine for a few minutes before the bugs start to pop up right on your face, it's really annoying.

The current stream memory fixes do what they're supposed to do, they increase the limit. Something needs to be done about stream memory itself causing bugs when too much of it is being used.

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Reyks

SilentPatch it? :whistle:

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Silent

I dunno what's the reason. Also you got me an idea...

 

EDIT: And I'd need to have an overmodded game and I have none.

Edited by Silent

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El Dorado

If it helps, I have, I can test things

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LINK/2012

Sure but there should be a way to make the Streaming memory usage decrease somehow, it makes no sense for it to increase infinitely, i wonder if the same thing happens in the ps2 and mobile versions of the game.

It actually makes sense.

 

The streaming memory doesn't start at it's maximum, because, well, you've just started the game, but it's supposed to be always there at the limit.

When something needs to be loaded, the game tris to fit the resource in the available streaming memory, if not possible it will remove some resources there until the resource fit in the streaming memory. It'd make less sense to remove resources to have the streaming memory at half for no reason.

 

and...

I don't think one ever needs more than 1024mb

Edited by LINK/2012

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Silent

This, and I don't think one ever needs more than 512mb

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TJGM

This, and I don't think one ever needs more than 512mb

You'd be surprised.. editing text out because science.

Edited by TJGM

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El Dorado

"When something needs to be loaded, the game tris to fit the resource in the available streaming memory, if not possible it will remove some resources there until the resource fit in the streaming memory"

 

 

This is R* vision or the way it's SUPPOSED to work?

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LINK/2012

"When something needs to be loaded, the game tris to fit the resource in the available streaming memory, if not possible it will remove some resources there until the resource fit in the streaming memory"

 

 

This is R* vision or the way it's SUPPOSED to work?

both? y' know, R* was (and still is) the pioneer in open world games. So it's vision is dat eagle vision.

Edited by LINK/2012

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El Dorado

Let me rephrase

 

"When something needs to be loaded, the game tris to fit the resource in the available streaming memory, if not possible it will remove some resources there until the resource fit in the streaming memory"

 

... are you discounting the bugs? Both known and unknown?

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LINK/2012

... are you discounting the bugs? Both known and unknown?

Ah yeah, that weird bug is another story.

I'd also like to know why the game rendering gets totally messed up when you have some wrong handling value.

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Silent

Some coordinates ending up being NaN?

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