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Open Limit Adjuster


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What are the advantages of this limit adjuster to the other ones? Which limits can be hacked and which not?

other ones -> I can only think of Sacky's one?

First of all, Sacky's is unstable as hell, they don't patch many of the stuff properly, I don't blame him but the time it was written.

and from the first post, mainly the bold part, which means limits are not limites, i.e. they're unlimited

Goals

  • Bring limit adjusters back to the scene, but not totally centralized into one person.
  • Avoid little limit adjusters here and there.
  • Be an extremely stable limit adjuster.
  • Purge out limits from the face of the community, we are in a dynamic world!

 

Which limits -> check the ini

thought it is a near infinite line, this is not complete and never will.

 

@AboutTheProblems,Concavax,Ss4

We're not with the time to look at it at the moment but providing the crash log (either from modloader.log or crashdump.asi) would be very useful.

Also changing Peds limit has no actual relation with the amount of peds, but PedModels does (which is unlimited no need to worry).

Edited by LINK/2012

 

What are the advantages of this limit adjuster to the other ones? Which limits can be hacked and which not?

other ones -> I can only think of Sacky's one?

First of all, Sacky's is unstable as hell, they don't patch many of the stuff properly, I don't blame him but the time it was written.

and from the first post, mainly the bold part, which means limits are not limites, i.e. they're unlimited.

There are exe limitadjuster by Alexander Blade and an exclusive limitadjuster for United, there is also a weapon limit adjuster.

 

 

What are the advantages of this limit adjuster to the other ones? Which limits can be hacked and which not?

other ones -> I can only think of Sacky's one?

First of all, Sacky's is unstable as hell, they don't patch many of the stuff properly, I don't blame him but the time it was written.

and from the first post, mainly the bold part, which means limits are not limites, i.e. they're unlimited.

 

There are exe limitadjuster by Alexander Blade and an exclusive limitadjuster for United, there is also a weapon limit adjuster.

 

Oh yea, about Alexander's one I never looked into it so I cant say anything.

United is just a Sacky's with some fixes, but still have some of the 'no proper patching' issues.

weapon limit adjuster -> avoid little limit adjusters here and there.

but ya, I don't think we'll have something like^ unless some one else wants to remake it (not necessary IMO).

 

 

 

What are the advantages of this limit adjuster to the other ones? Which limits can be hacked and which not?

other ones -> I can only think of Sacky's one?

First of all, Sacky's is unstable as hell, they don't patch many of the stuff properly, I don't blame him but the time it was written.

and from the first post, mainly the bold part, which means limits are not limites, i.e. they're unlimited.

 

There are exe limitadjuster by Alexander Blade and an exclusive limitadjuster for United, there is also a weapon limit adjuster.

 

Oh yea, about Alexander's one I never looked into it so I cant say anything.

United is just a Sacky's with some fixes, but still have some of the 'no proper patching' issues.

weapon limit adjuster -> avoid little limit adjusters here and there.

but ya, I don't think we'll have something like^ unless some one else wants to remake it (not necessary IMO).

 

United 1.2 uses some kind of exe limit adjuster, I think it´s made by Aschratt. The weapon limit adjuster is the only one, I know, alowing to add new weapons to the game without crashes. Increasing only the limit of weapon models is not enough. There is also a handlinglineadder whicincreases the number of handling lines. In the moment there seems to be some tools in worck alowing to increase the map limit.

Task = unlimited crashes the game

 

Home Coming cutscene, when Sweet and CJ arrive at Grove St.

 

 

Game version: GTA SA 1.0 US
Unhandled exception at 0x0061A4D0 in gta_sa.exe (+0x21a4d0): 0xC0000005: Access violation reading location 0x0B1EFFFF.
Register dump:
EAX: 0x0B1F0000 EBX: 0x01000000 ECX: 0x9006E295 EDX: 0x8F800000
EDI: 0x00000000 ESI: 0x0B350118 EBP: 0x098FCBD4 EIP: 0x0061A4D0
ESP: 0x0028FA19 EFL: 0x00010206 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B

Stack dump:
0x0028FA1C: 00632E00 0B350B18 098FCBD4 00000003 00000001 006818BB
0x0028FA34: 09876A20 00000002 00000000 00000000 098FCBD0 00000001
0x0028FA4C: 00601761 00000001 00000000 09876A20 76916C30 0B350E98
0x0028FA64: FFFFFFFF 0B351098 098FCBD0 0028FC80 0083E826 FFFFFFFF
0x0028FA7C: 00482F09 00000001 00A8E290 00A8FE90 76916C30 00000001
0x0028FA94: 451CA913 C4D0C6C9 41461D7E 00000000 00000000 00000000
0x0028FAAC: 00000000 3F800000 00000000 00000000 00000000 00000000
0x0028FAC4: 3F800000 00000000 451CCA8D 00000000 00000000 3F800000
0x0028FADC: C4D06BC8 451CC8F3 C4D06EFB 4170577C C4D06BC8 00000000
0x0028FAF4: 00000000 0028FBFC 0083CCF3 FFFFFFFF 00569FD6 00B99AE0
base: 0x00090000 top: 0x0028FA19 bottom: 0x00290000

Backtrace:
=>0x0061A4D0 in gta_sa.exe (+0x21a4d0) (0x0028FA15)
0x00C09950 in gta_sa.exe (+0x809950) (0x0028FA19)
0x1800632E in unknown (+0x1800632e) (0x0028FA1D)
0xD40B350B in unknown (+0xd40b350b) (0x0028FA21)
0x03098FCB in unknown (+0x3098fcb) (0x0028FA25)
0x01000000 in unknown (+0x1000000) (0x0028FA29)
0xBB000000 in unknown (+0xbb000000) (0x0028FA2D)
0x20006818 in unknown (+0x20006818) (0x0028FA31)
0x0209876A in unknown (+0x209876a) (0x0028FA35)

 

 

Task = 500 solve it.

So this means i would be able to create custom objects on lets say samp which can go over id 19999 in the custom.ide/custom.img file ?

Cause this would suit me fine

http://www.pic-upload.de/view-24648928/Unbenannt.jpg.html

Edited by Redreaper666

Are you guys going to add "Streaming Vehicles" -Limit?

They can't add it unless they're also going to hack cargrp.dat 23 vehicles per group limit.

The number of desirable vehicles has to be smaller than cargrp.dat limit.

I hacked this limit.

Edited by fastman92

 

Are you guys going to add "Streaming Vehicles" -Limit?

They can't add it unless they're also going to hack cargrp.dat 23 vehicles per group limit.

The number of desirable vehicles has to be smaller than cargrp.dat limit.

I hacked this limit.

 

hmm k.. Are you going to add your Limits to this adjuster?

 

Are you guys going to add "Streaming Vehicles" -Limit?

They can't add it unless they're also going to hack cargrp.dat 23 vehicles per group limit.

The number of desirable vehicles has to be smaller than cargrp.dat limit.

I hacked this limit.

 

This is not supposed to be mine nor TAG.... Any you guys, we, etc on this thread (as for now ssshhhh) should mean everyone out there :)

 

 

So this means i would be able to create custom objects on lets say samp which can go over id 19999 in the custom.ide/custom.img file ?

Cause this would suit me fine

http://www.pic-upload.de/view-24648928/Unbenannt.jpg.html

You are on the same spot as @miclin

Edited by LINK/2012

getting crashes when trying to add more peds using ID's 18000+

 

changed number of peds to 600...

 

 

So...have you got it ???

 

(have you created more peds than those 2 extra peds allowed for Peds.IDE file ???)

 

Do they spawn regularly ? I mean...do they work if you put those peds in pedgrp.dat ???

 

 

Thanks.

Edited by pep legal

 

 

getting crashes when trying to add more peds using ID's 18000+

 

changed number of peds to 600...

 

So...have you got it ???

 

(have you created more peds than those 2 extra peds allowed for Peds.IDE file ???)

 

Do they spawn regularly ? I mean...do they work if you put those peds in pedgrp.dat ???

 

 

Thanks.

The game doesn't even load when I try to add 3... with 2 it loads just fine... not sure if windows 8.1 is the problem (Sackys LA won't even work on 8.1 while the same settings work fine on an XP machine) or ped limit specifically

I upped the ped limit using this, and added new peds to peds/pedgrp.dat, the game loaded fine but I never saw any ped I added.

The values for ped limits are fine, pay attention to the ID's you are using. I restored some and all of them are spawning

 

http://gtaforums.com/topic/714017-fixes-improvements-to-vanilla-san-andreas/?p=1066186562

btw the contributors list has grown

That's a very good move to treat everyone equally and name the contributions. It would be great if fastman and NTAuthority would join with their IDE and IPL hacks---that is, if this framework is appropriate for their hacks.

  • Like 3

LINK was trying to add my streaming entry extension, but he somehow stopped doing so even though the existing index counts in my code worked perfectly fine :(

LINK was trying to add my streaming entry extension, but he somehow stopped doing so even though the existing index counts in my code worked perfectly fine :(

Not sure what you mean (in normal people language)...but any streaming memory improvement would be very welcome for heavily modded game (like mine one).

 

Putting together : SRT textures + HQ trees + HQ cars + HQ Peds + 2dfx + LOD only after 900mt ===> A lot of holes and artifacts in game.

 

There is no "cure" for that so far, not even Unlimited Adjuster, or memory2048.cs, or binthesky.cs, or anything.

 

 

EDIT : List is almost complet now.

Edited by pep legal

The values for ped limits are fine, pay attention to the ID's you are using. I restored some and all of them are spawning

 

http://gtaforums.com/topic/714017-fixes-improvements-to-vanilla-san-andreas/?p=1066186562

I use ID's 18000-18900

 

those work fine in SALA on XP... not sure why its not working on Win 8.1

Memory streaming limit for III/VC would be very much appreciated... Having texture-loading issues with Vice Cry & high-poly car mods. I've used the old-fashioned limit adjuster as temporary solution, but 2048mb (as high as you can get with that old tool) is still not enough.

Just pointing out some observations.

 

The dynamic increase of some limits seems to not be working properly...I'm having to put them in "manual".

 

An example : MatrixList (there are others).

 

During the gameplay, Matrixlist was stuck at 899/900. As soon as I changed from "unlimited" to 5000, then that paremeter went to more reasonable values (floating between 3400~3800).

 

 

One question : Is there any engine limit for model' Polycount or Texture Size ? If so then this tool could extend that limit as well.

 

Great tool anyway...absolutely indispensable.

 

Thank you so much !

.

Edited by pep legal

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