TJGM Posted October 14, 2014 Share Posted October 14, 2014 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. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066316797 Share on other sites More sharing options...
pep legal Posted October 14, 2014 Share Posted October 14, 2014 (edited) 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 October 14, 2014 by pep legal Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066316865 Share on other sites More sharing options...
Link2012 Posted October 15, 2014 Author Share Posted October 15, 2014 (edited) 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? and is there a img limit? Additional img files or...? btw you shouldn't ask specifically for me Edited October 15, 2014 by LINK/2012 miclin 1 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066319625 Share on other sites More sharing options...
Gramps Posted October 15, 2014 Share Posted October 15, 2014 Hasn't Fastman already cracked that limit? He may one day contribute to the project, and adding that cracked limit into this Limit Adjuster is up to him. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066320499 Share on other sites More sharing options...
Silent Posted October 15, 2014 Share Posted October 15, 2014 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). Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066320607 Share on other sites More sharing options...
Swoorup Posted October 15, 2014 Share Posted October 15, 2014 (edited) 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 October 15, 2014 by Swoorup Tadzik, uokka, ThirteenAG and 4 others 7 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066321517 Share on other sites More sharing options...
miclin Posted October 15, 2014 Share Posted October 15, 2014 Maybe adding the limit for coronashadowsdistance: 0x6FD3A6 [float] Can't do it by myself, cause the installation of visual studio doesn't work on my win8.1 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066322103 Share on other sites More sharing options...
pep legal Posted October 15, 2014 Share Posted October 15, 2014 (edited) ...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 October 15, 2014 by pep legal YoungDragonSD, Neddo, Concavax and 2 others 5 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066322380 Share on other sites More sharing options...
meineliebe Posted October 16, 2014 Share Posted October 16, 2014 (edited) I just put this and I finally could install several map mods without SA crashing at the loading screen. THANK YOU! Now the only thing that would make this even better would be a way to make added handling lines work. Edited October 17, 2014 by meineliebe Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066326646 Share on other sites More sharing options...
killer_bigpoint Posted October 19, 2014 Share Posted October 19, 2014 (edited) @Link/2012 Yes additional img files' (question: What is the current img limit AND the ipl/ide limit just asking) Edited October 19, 2014 by killer_bigpoint Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066335166 Share on other sites More sharing options...
meineliebe Posted October 21, 2014 Share Posted October 21, 2014 Also, is there an option to up the limit of IPL/IDE files on the gta.dat? After trying to add more than 3 additional IPL lines the game crashes. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066343131 Share on other sites More sharing options...
Gramps Posted October 21, 2014 Share Posted October 21, 2014 Try and find Ryosuke's MapLimit ASI mod (it did come bundled with one of the previous versions of SRT) Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066346330 Share on other sites More sharing options...
nyolc8 Posted October 21, 2014 Share Posted October 21, 2014 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? Neddo and Gramps 2 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066346565 Share on other sites More sharing options...
Gramps Posted October 22, 2014 Share Posted October 22, 2014 (edited) 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 October 22, 2014 by Methical Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066348220 Share on other sites More sharing options...
meineliebe Posted October 22, 2014 Share Posted October 22, 2014 Try and find Ryosuke's MapLimit ASI mod (it did come bundled with one of the previous versions of SRT) Can't find it anywhere, only dead links. Anyone has it? Thanks. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066348612 Share on other sites More sharing options...
Androll Posted October 26, 2014 Share Posted October 26, 2014 Here you go https://www.mediafire.com/?db71ym0iyej7k71 Concavax 1 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066365707 Share on other sites More sharing options...
killer_bigpoint Posted November 10, 2014 Share Posted November 10, 2014 (edited) Here you go https://www.mediafire.com/?db71ym0iyej7k71 Is it unstable? (you know crashing) Edited November 10, 2014 by killer_bigpoint Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066451261 Share on other sites More sharing options...
Ss4gogeta0 Posted November 14, 2014 Share Posted November 14, 2014 (edited) 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 November 14, 2014 by Ss4gogeta0 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066475129 Share on other sites More sharing options...
meineliebe Posted November 14, 2014 Share Posted November 14, 2014 Here you go https://www.mediafire.com/?db71ym0iyej7k71 Thanks. Unfortunately it didn't worked, still got a crash after adding the extra map. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066476763 Share on other sites More sharing options...
Concavax Posted November 16, 2014 Share Posted November 16, 2014 (edited) Here you go https://www.mediafire.com/?db71ym0iyej7k71 Is it unstable? (you know crashing) No, i try the plugin and no crashes from here. This plugin aint bad. Edited November 16, 2014 by Concavax Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066488967 Share on other sites More sharing options...
Androll Posted November 16, 2014 Share Posted November 16, 2014 Is it unstable? (you know crashing) Don't know, sorry. I just find this stuff on my hdd, so i posted it here for this dude above who requested it. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066489207 Share on other sites More sharing options...
meineliebe Posted November 16, 2014 Share Posted November 16, 2014 I hope IPL and IDE limits are supported on a next version, Sacky's old limit adjuster had these options but it's very buggy. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066493860 Share on other sites More sharing options...
reyks Posted November 17, 2014 Share Posted November 17, 2014 (edited) 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 November 17, 2014 by StrafeBolt Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066503323 Share on other sites More sharing options...
ThirteenAG Posted November 17, 2014 Share Posted November 17, 2014 (edited) It would be a nice slideshow Edited November 17, 2014 by ThirteenAG Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066504010 Share on other sites More sharing options...
reyks Posted November 18, 2014 Share Posted November 18, 2014 Yeah setting that too high would probably be overkill, and many PC's would turn to ashes, maybe a maximum of 64 or 128 idk. I just fell like 32 is too low, ya know you gotta blow some sh*t up sometimes . Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066505979 Share on other sites More sharing options...
El Dorado Posted November 18, 2014 Share Posted November 18, 2014 25 hydras and 25 hunters, each one with two satchel charges all over gant bridge It's so beautiful. Neddo 1 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066506139 Share on other sites More sharing options...
killer_bigpoint Posted November 19, 2014 Share Posted November 19, 2014 ThirteenAg when do you release the next version? just asking Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066519657 Share on other sites More sharing options...
ThirteenAG Posted November 19, 2014 Share Posted November 19, 2014 What for? Nothing was updated, except a few small things. Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066519882 Share on other sites More sharing options...
bravemanray7 Posted December 1, 2014 Share Posted December 1, 2014 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 Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066587460 Share on other sites More sharing options...
Magic_Al Posted December 2, 2014 Share Posted December 2, 2014 (edited) 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 December 2, 2014 by Nem Wan Link to comment https://gtaforums.com/topic/736512-open-limit-adjuster/page/5/#findComment-1066589768 Share on other sites More sharing options...
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