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Open Limit Adjuster


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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 manually changed from "unlimited" to 5000, then that paremeter went to more reasonable values (floating between 3400~3800).

.

Maybe it was stuck at 899/900 because that's all it needed? If it needed to increase anymore it would've done so.

 

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 manually changed from "unlimited" to 5000, then that paremeter went to more reasonable values (floating between 3400~3800).

.

Maybe it was stuck at 899/900 because that's all it needed? If it needed to increase anymore it would've done so.

 

 

Kindly disagreeing of you...For me, at least, it seemed 899/900 was not a steady condition. Two facts support this view.

 

1 - As soon as I changed it, that parameter found its "confortable" condition very far away from original one (899 -> 3800).

 

2 - 899 value was being stuck, but after "releasing" it, this parameter went crazy...you know, when looking at certain direction, it got ~3800, looking at oposite direction, suddenly dropped to ~1900.

 

That second fact clearly shows that parameter was under "pressure" when in unlimited (900) condition.

 

Thanks for your attention anyway.

.

Edited by pep legal

 

 

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 manually changed from "unlimited" to 5000, then that paremeter went to more reasonable values (floating between 3400~3800).

.

Maybe it was stuck at 899/900 because that's all it needed? If it needed to increase anymore it would've done so.

 

 

Kindly disagreeing of you...For me, at least, it seemed 899/900 was not a steady condition. Two facts support this view.

 

1 - As soon as I changed it, that parameter found its "confortable" condition very far away from original one (899 -> 3800).

 

2 - 899 value was being stuck, but after "releasing" it, this parameter went crazy...you know, when looking at certain direction, it got ~3800, looking at oposite direction, suddenly dropped to ~1900.

 

That second fact clearly shows that parameter was under "pressure" when in unlimited (900) condition.

 

Thanks for your attention anyway.

.

 

It's fine. It's by the nature of some limits that store something even if it's not needed to be stored, in MatrixList case, when it gets 900/900 and asks for another, the adjuster tries to find a unecessary matrix used there and remove it from the list to give space for another one.

 

If you want to see it actually needing more than 900, you should use something that let the entire map loaded (bnaryipl.cs, not recommended), then you'll notice that after some pressure it won't find another 'unecessary matrix' and give up to increase the limit.

 

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.

That's the maximum you can get, I even think 2048mb might get the game unstable. That because the maximum amount of memory a tipical 32bit application can get is ~2GB.

 

Link/2012 what about adding a IMG limit? :D and is there a img limit?

Additional img files or...?

btw you shouldn't ask specifically for me

Edited by LINK/2012

VCSPC has the limit increased too. More so, ditching the limit should be easy as I think std::vector would work here just fine (maybe even could free it after loading to save RAM).

I'd like to contribute my sources for vice city's path limit adjuster and paths "outside" the bounds hack. What I actually did for the paths was, I changed the CPathNode structure's member which holds the position by increasing the short data type to integer. I accomplished this by almost reverse engineering all of the CPathFind functions and adding hooks to several places that references those CPathNode's members. I also changed the pathnode index from short to integer data type and again added several hooks for those.

 

There are a few hooks remaining to complete but it should work without any problems.

 

Then there is also water boundaries hack I was working on for SOL which is uncompleted.

 

Also I did the game boundaries hack, which actually increases the sector count (80 * 80 * MUlTIPLIER * MULTIPLIER) unlike andy's version which just changes the sector length multiplier.

 

I know its very very messy, so please don't comment me on that. But I don't think I will continue working towards finishing it anymore as I have lost interest. My lack of motivation was that very few people who got "things" done were actually willing to share some of their code for my curiosity, and reverse engineering is a very painful task to do it by yourself. I had a very few people that would actually share their documentation (reversed structures, classes, functions and example codes). And most of the time, you'd just have to research things that were already done by someone (Not mentioning names here).

 

But I like your idea of open source where everyone can contribute and benefits everyone. And hence I hope my work adds up to making other people happy :)

 

If anyone plans to implement it to the open source adjuster, feel free to ask me lots of questions. :)

 

Following is the link to source code

https://github.com/Swoorup/gta-maxout

Edited by Swoorup

...My lack of motivation was that very few people who got "things" done were actually willing to share some of their code for my curiosity, and reverse engineering is a very painful task to do it by yourself. I had a very few people that would actually share their documentation (reversed structures, classes, functions and example codes). And most of the time, you'd just have to research things that were already done by someone (Not mentioning names here).

 

Let's celebrate your kindness of sharing your knowledge. That's the spirit on which this community was built.

 

Indeed, there are very few GTA scientists with disposition to share their researches.

 

Thats the reason I'm a big fan of LINK's work...most of his works is Open Source...and I don't like some "experts" out there, who intend to carry their "wisdom" to the grave. You know...people with big Egos and huge necessity of being adulated. Collecting Function Addresses as Gold....keeping their discoveries only for themselves.

 

 

I'm not a modder, not even a programmer, but as an Engineer I know how valuable is this kind of work you've done.

 

Great job.

Edited by pep legal

I just put this and I finally could install several map mods without SA crashing at the loading screen. THANK YOU! :catloaf:

 

Now the only thing that would make this even better would be a way to make added handling lines work.

Edited by meineliebe

is there a way to implement the dynamic vegetation (grass, cactuses, smal trees, small rocks) limit adjusting? In the project 2dfx topic, there is a cleo script which changes the distance of this vegatation, but it said there it's not properly working because of the "limits". So... is this limit can be extended?

  • Like 2

AFAIK that limit has something to do with the 'nodes' ..

Same thing for the vehicles/peds draw distance. The SA Traffic mod extends the limit, but the limit is limited by the 'nodes'.

Hopefully Wesser will be able to tell us which functions/addresses are responsible. :^:

Edited by Methical
  • 3 weeks later...

Would be interesting for OLA to incorporate its own Weapon Limit Adjuster... just sayin..

 

Someone should try to continue ryosukes work in that respect.. he did release the source to his wla

Edited by Ss4gogeta0

Hey i was not sure if it was better to post this in the SilentPatch thread or here, but anyways this is something that really bothered me:

Gta Wiki: "There is a limit on the amount of satchel charges that can be placed in the game: 32. After the limit is reached, any further placement of the charges won't appear in the game"

Yeah, just imagine the possibilities if that limit was hacked.

Edited by StrafeBolt
  • 2 weeks later...

umm, i got a problem here...

 

it crash, at loading, almost finished loading.. maybe 95% at loading and it crashed

the fact about it, that I'm installing this on very clean gta sa with CLEO 4.3 + Silent's Loader :(

 

Same here but without CLEO. Tried removing all other .asis and game itself should be clean.

 

Using 1.0 .EXE of 14,384,954 bytes with md5 170b3a9108687b26da2d8901c6948a18

 

 

Unhandled exception: page fault on write access to 0x00221000 in 32-bit code (0x004692f1).

Register dump:

CS:001b SS:0023 DS:0023 ES:0023 FS:1007 GS:000f

EIP:004692f1 ESP:0177fc70 EBP:42f85540 EFLAGS:00010297( R- -- I S -A-P-C)

EAX:00220ff4 EBX:00000000 ECX:00000000 EDX:ffffffff

ESI:ffffffff EDI:00a44a30

Stack dump:

0x0177fc70: 00000001 00863b10 00000000 ffe1e1e1

0x0177fc80: 80808080 ffffffff 00000000 00000000

0x0177fc90: 00000000 005ba345 00863a6c 0086a534

0x0177fca0: 00000000 00000000 00000000 00000000

0x0177fcb0: 00000000 00000000 00000000 00000000

0x0177fcc0: 00000000 00000000 00000000 00000000

0200: sel=1007 base=7ffc0000 limit=00000fff 32-bit rw-

Backtrace:

=>0 0x004692f1 in gta_sa (+0x692f1) (0x42f85540)

1 0xfff0e483 (0x04244c8d)

0x004692f1: movl %ebx,0xc(%eax)

Modules:

Module Address Debug info Name (26 modules)

PE 230000- 260000 Deferred eax

PE 370000- 381000 Deferred vorbishooked

PE 390000- 399000 Deferred ogg

PE 3a0000- 400000 Deferred limit_adjuster_gta3vcsa.asi

PE 400000- 1577000 Export gta_sa

PE 1ab0000- 1bb8000 Deferred vorbis

PE 10000000-10011000 Deferred vorbisfile

PE 40510000-40514000 Deferred msvfw32

PE 405a0000-405ab000 Deferred winmm

PE 42f00000-42f2e000 Deferred user32

PE 43050000-43054000 Deferred gdi32

PE 43160000-43164000 Deferred advapi32

PE 431e0000-431e4000 Deferred version

PE 431f0000-431f8000 Deferred ole32

PE 43340000-43344000 Deferred rpcrt4

PE 433d0000-433d4000 Deferred msacm32

PE 433f0000-433f4000 Deferred ws2_32

PE 434b0000-434b3000 Deferred winemac

PE 43550000-43554000 Deferred shlwapi

PE 4b110000-4b113000 Deferred msacm32

PE 4b5f0000-4b5f3000 Deferred wmvcore

PE 4bc30000-4bc33000 Deferred midimap

PE 4e210000-4e418000 Deferred quartz

PE 4e210000-4e418000 Deferred quartz

PE 7b810000-7b866000 Deferred kernel32

PE 7bc10000-7bc14000 Deferred ntdll

Threads:

process tid prio (all id:s are in hex)

00000008 (D) C:\Program Files\Rockstar Games\GTA San Andreas\GTA_SA.EXE

00000036 0

00000035 0

00000034 15

0000002f 0

0000002e 0

00000029 0

00000028 0

00000027 0

00000026 0

00000025 0

00000023 0

00000022 0

00000009 0 <==

0000000e services.exe

0000001d 0

0000001c 0

00000014 0

00000010 0

0000000f 0

00000012 winedevice.exe

0000001b 0

00000018 0

00000017 0

00000013 0

00000019 plugplay.exe

0000001f 0

0000001e 0

0000001a 0

00000020 explorer.exe

00000021 0

System information:

Wine build: wine-1.7.29

Platform: i386

Host system: Darwin

Host version: 14.0.0

 

 

Edited by Nem Wan

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