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[REL|IV] RIL.Budgeted - population budget adjuster/taxi bug fix


NTAuthority

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So while I was looking into why ViIV wouldn't spawn any pedestrians even though I made navigation meshes (.wnv files) that had a higher-than-zero probability of ped spawning on them (aka what Alexander Blade has called 'pedgen flags', although they're not flags), I had to find the function that spawned random pedestrians first.

While doing so, I found a function that would be called any time a vehicle/pedestrian loaded, which incremented a global counter with what I had earlier documented to be the size of the current vehicle/pedestrian, including its textures. Checking this counter's references, I found that it in fact was referenced before the game attempted to load a new vehicle/pedestrian from the population cycle files!

Therefore, this is the taxi bug fix the game has needed for all those years.

That is, this plugin attacks the taxi bug right at its source, rather than working around the bug by loading models forcibly, it allows you to change the maximum size in bytes the game will allow automatically-loaded vehicles to take up! Isn't that fun?

It currently only works on 1.0.4.0 and 1.0.7.0 (and now 1.1.2.0 thanks to ThirteenAG).

One can download the fix and its .ini file (which you'll have to edit to contain a suitable limit - currently it contains the default limits) at http://refint.org/files/RIL.Budgeted.zip :)

Also, source code is available at http://tohjo.eu/ntauthority/budgeted and can be compiled as desired.

Have fun!

Edited by NTAuthority
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F*CK NO! That's epic!

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I'm guessing you still need to be careful with file sizes? (IE don't have a bunch of optimized models and then 9mb police vehicles?)

 

Awesome work. Funny you fixed it unintentionally from the sounds of it!

 

I'll be testing on a steam copy and let you know how it works (what car pack and whatnot) and can post specs and settings for anyone who wonders.

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This is great! Much better than my flimsy workaround, which I happen to be making less of a mess right now.

 

In-game, the variety of vehicles is more like stock though, with lots of recurring vehicles, even with a 1GB limit instead of 40MB streaming limit. I suppose this is because of the popcycle and such?

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In-game, the variety of vehicles is more like stock though, with lots of recurring vehicles, even with a 1GB limit instead of 40MB streaming limit. I suppose this is because of the popcycle and such?

The game still loads models in batches of ~3-4 every minute/two minutes or so in a fixed order based on the relevant cargrp entries for the specified popcycle groups - I'll see at a later time if I can add an additional setting to reduce this delay/increase the batch size so the population gets more varied faster.
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Works great! I noticed especially on vanilla IV it causes vehicles to load which didnt normally load though (Bus. Sultan RS..ect)

 

With for example a 300mb vehicle.img should it be set to like 150mb or 300mb or more?

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I have a few questions. :)

 

1) Does this work work EFLC

2) Can custom cars be loaded, if so, do they have to be in the cargrp?

 

Thanks for helping me. :)

Edited by Rich246
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Will this help the traffic and peds if used on the recent release of ViIV?

 

Don't they already load fine? Anyway, this should affect other players on the network too if the person in control for said traffic zone uses this modification - loading of models for cloned entities is not restricted by the game.

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A small installation guide would be extremely appreciated! Just a few tips how to adjust the values, if possible... Thanks!

 

Set the vehicle count to the size in bytes of your vehicles.img, if you have sufficient VRAM to fit such.

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Do you mean that I can use a lot of 4MB HD texturized vehicles mods without worrying about the game suddenly start spawning a lot of yellow cars due to the game keeping struggling to load the same car as the custom one I'm using?

 

When this mod work on EFLC, it'll make my f*cking day :D

 

I'll test it right now

 

TESTED: After 10~20 seconds riding a car (custom or vanilla), the game crashes and give me the fatal error: SMPA60 (Unrecoverable fault - Please restart the game). I've put the size of the vehicles file on the .ini file in bytes. After reentering the game due to a fatal error, I could see that the mod seems to random spawn the stored vehicles on the garages sometimes, it has turned my unique orange infernus given to me as a gift into a orange badass intruder and a white sultan I was storing on my garage for racing into a sh*tty rekt white sabre. The mod random spawn'd my stored cars on the parking spot, but it's maintained their colors.

 

10411253_653056474815492_903745984065167

Luckily, I've modded a backup copy of the game :)

 

EDIT 2: I did used a backupd copy of the game but I didn't used a backup save, so I f*cked up. Anyway, the solution for this error is empty our garages.

 

I'm playing for awhile in a car that both files sums 4MB and no signal of the taxi glitch. Noice uorque Eni Ti Êi. Do it for EFLC, do it for the best GTA protagonist Luis Fernando Lopez.

 

Someone give this guy a medal for fixing the most annoying bug of the GTA IV modding.

Edited by fefenc
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  • 3 weeks later...

My vehicles.img is 99,382 KB.

 

I right click vehicles.img, click Properties, and get

 

Size: 97.0 MB (101,767,168 bytes)

Size on disk: 97.0 MB (101,769,216 bytes)

 

Is this the one I use?

 

101,767,168 aka 101767168

 

VehicleBudget=101767168

Edited by glenster
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Yes, that seems like it should fit your vehicles (assuming you have over 1.5 GB of system RAM, and therefore the amount doesn't get divided by 3).

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Thanks! I was a little confused about a previous post. Is there a concern it will change the cars in parking spaces in my save game files?

 

 

 

v yay!

Edited by glenster
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Thanks! I was a little confused about a previous post. Is there a concern it will change the cars in parking spaces in my save game files?

That's probably an unfortunate side effect of something else, as cars from parking areas should not even take this limit into account - only use up the space this limit gets checked against.

 

Also, slightly unrelated: love your primary works (i.e. your GTA guides and associated materials) - they really provide a perspective into the background of... whatever. :p

Edited by NTAuthority
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NTA, do I install this script into the scripts folder or the root file?

Drop it into the root folder of the game. Make sure you're using an ASI loader of course.
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NTA, do I install this script into the scripts folder or the root file?

Drop it into the root folder of the game. Make sure you're using an ASI loader of course.

 

Thanks NG. I found that out myself whilst installing this. So far so good. I am finally seeing some vehicles from my secondary vehicles archive appear. :)

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  • 2 weeks later...

NT will this taxi bug script work with online on viiv online on citizen.fx?

So while I was looking into why ViIV wouldn't spawn any pedestrians even though I made navigation meshes (.wnv files) that had a higher-than-zero probability of ped spawning on them (aka what Alexander Blade has called 'pedgen flags', although they're not flags), I had to find the function that spawned random pedestrians first.

While doing so, I found a function that would be called any time a vehicle/pedestrian loaded, which incremented a global counter with what I had earlier documented to be the size of the current vehicle/pedestrian, including its textures. Checking this counter's references, I found that it in fact was referenced before the game attempted to load a new vehicle/pedestrian from the population cycle files!

Therefore, this is the taxi bug fix the game has needed for all those years.

That is, this plugin attacks the taxi bug right at its source, rather than working around the bug by loading models forcibly, it allows you to change the maximum size in bytes the game will allow automatically-loaded vehicles to take up! Isn't that fun?

It currently only works on 1.0.4.0 and 1.0.7.0, however support for 1.1.2.0 may or may not be added once I get confirmation that it works.

One can download the fix and its .ini file (which you'll have to edit to contain a suitable limit - currently it contains the default limits) at http://refint.org/files/RIL.Budgeted.zip :)

Also, source code is available at http://tohjo.eu/ntauthority/budgeted and can be compiled as desired.

Have fun!

 

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Well can we have a confirmation for EFLC compatibiliy to be done or not? I really do like this mod, just wondering this bit since EFLC, especially TBoGT has a lot of extra features that I would use. Also, thank you for finally properly fixing this annoying bug. If you can't or don't want to do the compatibility, at least let us know which parts of the script code needs to be adjusted, provided you don't have a problem for that.(You WILL be credited properly of course)

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Well can we have a confirmation for EFLC compatibiliy to be done or not? I really do like this mod, just wondering this bit since EFLC, especially TBoGT has a lot of extra features that I would use. Also, thank you for finally properly fixing this annoying bug. If you can't or don't want to do the compatibility, at least let us know which parts of the script code needs to be adjusted, provided you don't have a problem for that.(You WILL be credited properly of course)

RIL.Budgeted with EFLC 1.1.2.0 support (though it's untested)

Happy New Year everyone!

Edited by ThirteenAG
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EFLC 1.0.7.0

 

ikr

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