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Open Limit Adjuster


Link2012

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And how many limits are left to "break"?

 

Well anyone can contribute and there is a lot of limits in SA (a whole whole lot).. so I guess its a never ending cycle of what the community really wants and who's willing to do it.

 

EDIT: Jeansowaty, not at the moment no. It's the same limit adjuster that Project 2dfx uses except this one is slightly updated, you could always request a limit to be broken and maybe someone will do it and contribute to the project.

Edited by TJGM
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And how many limits are left to "break"?

 

Well anyone can contribute and there is a lot of limits in SA (a whole whole lot).. so I guess its a never ending cycle of what the community really wants and who's willing to do it.

 

EDIT: Jeansowaty, not at the moment no. It's the same limit adjuster that Project 2dfx uses except this one is slightly updated, you could always request a limit to be broken and maybe someone will do it and contribute to the project.

 

OK, thx. I always wanted to add more gangs to VC or SA, so that's why I'm asking.

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Lots of things assume SA has 10 gangs, it'd be damn annoying to change. Going VC way with its 'Streetwannabes' being in fact different gangs would be easier.

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Lots of things assume SA has 10 gangs, it'd be damn annoying to change. Going VC way with its 'Streetwannabes' being in fact different gangs would be easier.

Hmm... I'm not sure but I think that the "Streetwannabees" are specified to be such a gang, that will change models each time they are spawned in a different area. Am I right?

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Yep.

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This is crashing my game after a few seconds when using sa_draw_distance_changer.asi or when increasing some values in the IDE_DD_Tweaker. Anyone having the same problem?

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Great Limit Adjuster, but it would be better if they added a IDEs limit. It is static limit, which originally is set to 14000.

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This is crashing my game after a few seconds when using sa_draw_distance_changer.asi or when increasing some values in the IDE_DD_Tweaker. Anyone having the same problem?

Getting crashes here too, but I wasn't sure if it was caused by this plugin.

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Pretty sure they'll expand modelinfo stores soon.

 

Linky boy, did I ever send you VCSPC's CDynamicStore? I'm considering ditching it from the mod, but here it'll work great.

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Pretty sure they'll expand modelinfo stores soon.

 

Linky boy, did I ever send you VCSPC's CDynamicStore? I'm considering ditching it from the mod, but here it'll work great.

You did some months ago (but I don't have it anymore), but by coincidence I kinda of reimplemented it yesterday.

Did your use a linked-list method or vector-like? As far as I can remember it was linked-list? I'm doing it vector-like so it can be compatible with other mods.

Plus reflecting what's going in CDynamicStore in the original CStore (until of course the default one cannot store anything else).

 

Anyway if you have any suggestion to improve mine:

https://dl.dropboxusercontent.com/u/35476123/DynamicStore.hpp

 

 

This is crashing my game after a few seconds when using sa_draw_distance_changer.asi or when increasing some values in the IDE_DD_Tweaker. Anyone having the same problem?

SA? 'kay we'll see Edited by LINK/2012
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i had crashes when i increased some values in IDE_Tweaker too, but VisibleEntityPtrs and VisibleLodPtrs which were set to unlimited were too low and i set a limit to 100000 and there were no crashes. Maybe there are more of these limits that are set to unlimited and are too low

here's my config and with this config I don't have crashes anymore:

[sALIMITS]PtrNodeSingle = 100000PtrNodeDouble = 10000EntryInfoNode = 1000Peds = 1000PedIntelligence = 1000Vehicles = 1000Buildings = 100000Objects = 50000Dummys = 50000ColModel = 100000Task = 1000Event = 1000PointRoute = 1000PatrolRoute = 1000NodeRoute = 1000TaskAllocator = 1000PedAttractors = 1000MatrixList = 10000OutsideWorldWaterBlocks = 500AlphaEntityList = 50000VisibleEntityPtrs = 100000VisibleLodPtrs = 50000StreamingObjectInstancesList = 100000TimeModels = 50000
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Yeah, it's just a singly linked list. You could even remove any links and just allocate modelinfo if you don't care about freeing the memory on shutdown.

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My code - somewhat smaller as I didn't need backwards compatibility:

 

http://pastebin.com/vcav4Mb7

 

I also had to hook Add*Model functions but they're tiny:

 

http://pastebin.com/hgSASQHT

 

+ CModelInfo::ShutDown extension:

 

 

auto		pEntry = ms_atomicModelStore.GetFirstEntry();while ( pEntry ){	pEntry->m_entry.Shutdown();	pEntry = pEntry->m_pPrev;}
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Right, reproduced and fixed the issue with VisibleEntityPtrs / VisibleLodPtrs not growing correctly, let's see if we can release it together unlimited CStore today.

@Silent
me hooks at call CModelInfo::AddAtomicModel and checks if can store another element :p

but ya, wouldn't be that simple if CStore was reimplemented into a linked list

i had crashes when i increased some values in IDE_Tweaker too, but VisibleEntityPtrs and VisibleLodPtrs which were set to unlimited were too low and i set a limit to 100000 and there were no crashes. Maybe there are more of these limits that are set to unlimited and are too low
here's my config and with this config I don't have crashes anymore:

lol, I think you didn't got the unlimited thing correctly.
It's not supposed to set the limit to a surprisingly high limit like our blind little humans do in the hope that it'll work, it's supposed to increase the limit dynamically when the limit reaches it's maximum capacity.

Edited by LINK/2012
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I can confirm that setting VisibleEntityPtrs and VisibleLodPtrs to unlimited, causes the game to crash when using the plugins i mentioned before.

Look above your post bruv..

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@link I know what unlimited means. I just thought that my maximum capacity was too low for some limits and if I increase that limit beyond my max capacity by setting a very high value which the game will never reach it will fix the crashes. But I see now that is a bug with the plugin. It's good that it's fixed now :D

Edited by d3jan
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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

Edited by Methical
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