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SkyGfx: PS2, Xbox and Mobile graphics for PC


The Hero
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SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III  

Xbox-like code is implemented and seems to be working perfectly finally!!

Version 3.1 turned out to be bigger than I had thought. See OP for the link to the release. The first two inis are PS2 and PC like config as before. The third ini has some custom settings like the ne

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28 minutes ago, Lucasykpza said:

My SA is crashing in specific points on the map, and I check that the SkyGfx 4.0 is the cause of my problem, and idk why, It's not the first time.

Btw, I try with the Open Limit Adjuser and fix my problem but is there another solution?

I have installed only: 

ASI Loader

Silent's Patch

GTASA.WidescreenFix

Fastman92limitAdjuster_GTASA

 

Crash Log: 

 

Use the latest version and try again.

Edited by The Lucky Mole
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5 hours ago, Lucasykpza said:

My SA is crashing in specific points on the map, and I check that the SkyGfx 4.0 is the cause of my problem, and idk why, It's not the first time.

Btw, I try with the Open Limit Adjuser and fix my problem but is there another solution?

I have installed only: 

ASI Loader

Silent's Patch

GTASA.WidescreenFix

Fastman92limitAdjuster_GTASA

 

Crash Log: 

 

Isn't related to SkyGFX, look

 

Error: 0x00544BC8  or  0x00542721 , possibly also  0x00542830
Type:  Crash (after creating many vehicles in the game?)
Problem:  vehicle limit the pool, or physical entities (which includes vehicles and other physical things)
Solution:  Download and install the  Open Limit Adjuster , if you have already installed and continue the mistakes, go in .ini HELLO, if case the "EntryInfoNode" is disabled, enable it by removing the "#" and allow "unlimited"
Solution 2:   (Luiz Felipe) If you are already using Open Limit Adjuster and this crash happens when using cheat exploding all vehicles (CPKTNWT), go in the .ini HELLO, look for the function "EntryInfoNode" remove "= unlimited "and put" = 750 "(or more). If you are using mods maps that add models or anything like that , let "= 1500" to ensure.

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15 hours ago, Brookin said:

How put shadows or something black on the tree?

fansite_exclusive_1.jpg

What? If you're talking about those black-looking trees, maybe zwriteThreshold does it.

Edited by The Lucky Mole
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2 hours ago, The Lucky Mole said:

What? If you're talking about those black-looking trees, maybe zwriteThreshold does it.

Yes please exactly what I'm talking about but it looks similar in the beta you tested?

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18 hours ago, Leinad said:

Isn't related to SkyGFX, look

 

Error: 0x00544BC8  or  0x00542721 , possibly also  0x00542830
Type:  Crash (after creating many vehicles in the game?)
Problem:  vehicle limit the pool, or physical entities (which includes vehicles and other physical things)
Solution:  Download and install the  Open Limit Adjuster , if you have already installed and continue the mistakes, go in .ini HELLO, if case the "EntryInfoNode" is disabled, enable it by removing the "#" and allow "unlimited"
Solution 2:   (Luiz Felipe) If you are already using Open Limit Adjuster and this crash happens when using cheat exploding all vehicles (CPKTNWT), go in the .ini HELLO, look for the function "EntryInfoNode" remove "= unlimited "and put" = 750 "(or more). If you are using mods maps that add models or anything like that , let "= 1500" to ensure.

Thx, It works for me in a clean game without any add-on vehicles. 

And that solution It could work for a game with these add-on? Because I have some knowledge that the Open Limit Adjuster doesn't work with Fastman92 Limit Adjuster (if the fastman92 is modified)

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7 hours ago, Maks_Grain4 said:

Author, do I need to use timecyc.dat from ps2 - in GTA SA, using SkyGFX?

You can use either the PC or the PS2 one, just adjust the SkyGFX ini to denote which one you're using.

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Can somebody help me? My GTA VC PS2 color's aren't changing when I installed the mods.

 

Testing with clean GTA VC's, it changed the visual's with the YCbCr and the TRAIL effects though, but still won't change the colors. Should I need to replace the timecyc.dat with the original PS2's? 

 

EDIT : Turns out, SkyGfx has a problem and doesn't looks so great on my weak PC. I don't know what causes the problem's, but when i uses Silent's Vice City Trails mod, the game looks a lot like PS2 than SkyGfx. Does anybody experiences this problem or is it just me?

Edited by NoReplys
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7 minutes ago, DALAMAR23666 said:

Hi,

 

Dis this patch fix this rendering issue in the original Vice City where high polygon cars caused the graphics to be all distorted?

That's related to a memory issue, SilentPatch will fix that.

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1 minute ago, Ash_735 said:

That's related to a memory issue, SilentPatch will fix that.

Thanks for the quick reply!!  I will test this out tomorrow!!!

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You also need to use Open Limit Adjuster and set a higher stream memory value there (or leave it as is, because it's already should work).

Silent patch actually fixes extended stream memory bugs, but has nothing to do when memory value is default

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This worked great!!!   Now the background is not distorted when too many high polygon cars are there.  Thank you Marsi4eg and Ash_735.

 

One last question about something I have found kind of interesting.  There area few cars that render differently far off than when I am in them.  For example I have one high polygon car that when I am in it and there is another one in the distance I see the wheels and inside part of the model and then when I get closer the car renders.  In other vehicles, I only see the wheels and then when I get closer the car renders.  Sometimes I need to get about 20 feet away before I see the wheels.  I set my Frames to 105.

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I think these are model issues. Authors of your vehicle models were so lazy that they haven't modelled a chassis_vlo component which is actually a lod model of a car. When the chassic_vlo is empty then your vehicle will not render at high distances

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I think it was the way things were being done back then too.  These are original downloads from when like sin5k4 first released them to the community.  As well as Silver007 conversions etc.

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"SkyGfx cannot be loaded by the default Mss32 ASI Loader" whenever I try to play GTA III.

 

Can someone please help me with this? I have the Ultimate ASI Loader and everything.

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I noticed that even if i installed DLL loader or Ultimate ASI Loader, SkyGFX refuses to load and acts as if i'm trying to load it via the Mss32.dll which won't work. This happens on both GTA 3 and Vice City, i only started getting this problem on my current PC as i don't recall such things on my older laptop oddly enough. Similar problem happens to with Modloader and Sharptrails not working in Vice City.

And yes, i'm only using either skygfx.dll or skygfx.asi for respective loader rather than both at the same time.

EDIT: I don't think i'm getting any more "SkyGFX cannot be loaded through the Mss32.dll" but i'm not sure if i fixed the problem or not.

Edited by FalconKing
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  • 3 weeks later...
AddictionToGaming
On 8/12/2020 at 5:46 PM, The Lucky Mole said:

Of course. Can anyone else confirm the crash in "Explosive Situation"?

I have the same issue even on a clean game with SkyGFX only. It initially drove me crazy for a bit since my game is heavily modded and I change the save files & main.scm every now and then - thought my savegame was corrupt. I had these settings at the time.

Spoiler

 

;; Render Pipelines
buildingPipe=PS2        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=0            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Env         ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=1024          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
envShininessMult=0.2    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=15.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.1          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1     ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0     ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=1            ; Enable dynamic ped shadows
stencilShadows=0        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2         ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   0           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    0           ;  to disable blur set these to 0
blurRight=  0
blurBottom= 0
;; Radiosity
doRadiosity=0           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
radiosity=Shader        ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1            ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
coronaZtest=0            ; z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0    ; turns this on or off (default 0)
; lumaScale=0.8588    ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627    ; this is added to Y (default 0.0627)
; CbScale=1.22        ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0        ; (default 0.0)
; CrScale=1.22        ; (default 1.22)
; CrOffset=0.0        ; (default 0.0)

;;;;;
;;;;; Advanced fine tuning
;;;;;

; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128        ; Set to 255 to get Silent's dual pass effect (default 128)

;; PostFX
; These three are tied to colorFilter if not explicitly set:
infraredVision=PC      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
nightVision=PC         ; Select the night vision
;                         ;  values: "PS2", "PC"
grainFilter=PC         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

 

 

The weird thing is the crash doesn't happen if you start the mission in the same session right after you complete Fender Ketchup. You can save the game after FK and you're still safe but as soon as you load that save file and attempt to start ES, the game crashes. I think it probably applies for the rest of the casino missions as well.

 

Edit: Just to be clear, this occurs on v4.2a

I had to downgrade to 4.2 to fix the issue.

Edited by AddictionToGaming
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On 10/6/2020 at 4:06 AM, AddictionToGaming said:

I have the same issue even on a clean game with SkyGFX only. It initially drove me crazy for a bit since my game is heavily modded and I change the save files & main.scm every now and then - thought my savegame was corrupt. I had these settings at the time.

  Reveal hidden contents

 

;; Render Pipelines
buildingPipe=PS2        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=0            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Env         ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=1024          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
envShininessMult=0.2    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=15.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.1          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1     ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0     ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=1            ; Enable dynamic ped shadows
stencilShadows=0        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2         ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   0           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    0           ;  to disable blur set these to 0
blurRight=  0
blurBottom= 0
;; Radiosity
doRadiosity=0           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
radiosity=Shader        ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1            ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
coronaZtest=0            ; z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0    ; turns this on or off (default 0)
; lumaScale=0.8588    ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627    ; this is added to Y (default 0.0627)
; CbScale=1.22        ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0        ; (default 0.0)
; CrScale=1.22        ; (default 1.22)
; CrOffset=0.0        ; (default 0.0)

;;;;;
;;;;; Advanced fine tuning
;;;;;

; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128        ; Set to 255 to get Silent's dual pass effect (default 128)

;; PostFX
; These three are tied to colorFilter if not explicitly set:
infraredVision=PC      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
nightVision=PC         ; Select the night vision
;                         ;  values: "PS2", "PC"
grainFilter=PC         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

 

 

The weird thing is the crash doesn't happen if you start the mission in the same session right after you complete Fender Ketchup. You can save the game after FK and you're still safe but as soon as you load that save file and attempt to start ES, the game crashes. I think it probably applies for the rest of the casino missions as well.

 

Edit: Just to be clear, this occurs on v4.2a

I had to downgrade to 4.2 to fix the issue.

Very interesting. @The Hero , I'd put that in high priority since people can't complete the game. I tried living without SkyGFX but I just can't 😁. At least it's nice to hear that the issue doesn't exist on 4.2.

Edited by The Lucky Mole
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What about specular map for player & cars ? In original PS2 have it .

Spoiler

zD3Yvtt.png

Spoiler

PlqGOGo.png

 

And maybe add ColorSaturation value at skygfx ini ? Because need desaturate ...

Spoiler

VorWQeu.png

 

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Im too lazy to check all the pages of the conversation,and you probably got this question before,but on the PS2 preset,my fps gets locked to 30,is there a way i can set it to 60?when i play with console and pc graphics its normally 60,how do i fix this?

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On 10/6/2020 at 4:06 AM, AddictionToGaming said:

I have the same issue even on a clean game with SkyGFX only. It initially drove me crazy for a bit since my game is heavily modded and I change the save files & main.scm every now and then - thought my savegame was corrupt. I had these settings at the time.

  Reveal hidden contents

 

;; Render Pipelines
buildingPipe=PS2        ; Select the building pipeline settings to be used, they only differ in reflection and lighting
                        ;  values: "PS2", "Xbox"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
detailMaps=0            ; Enable mobile detail maps (needs texdb files)
vehiclePipe=Env         ; Select the vehicle pipeline to be used
                        ;  values: "PS2", "PC", "Xbox", "Spec" (like PS2 but with specular lighting), "Neo" (like III/VC Xbox), "LCS", "VCS", "Mobile", "Env"
                        ;  otherwise the pipeline will not be hooked (in this case this setting cannot be changed at runtime)
envMapSize=1024          ; Size of the reflection map used for Neo and Mobile car reflections (rounded up to next power of 2).
leedsShininessMult=1.0  ; Leeds reflection intensity multiplier
neoShininessMult=1.0    ; Neo reflection intensity multiplier
neoSpecularityMult=1.0  ; Neo specular light intensity multiplier
envShininessMult=0.2    ; Env reflection intensity multiplier
envSpecularityMult=1.0  ; Env specular light intensity multiplier
envPower=15.0           ; Env specular light power (the higher the smaller the highlight)
envFresnel=0.1          ; Env fresnel strength
sunGlare=0              ; Sun glare on cars like in VC

;; Grass
grassAddAmbient=1       ; Add current ambient light to grass color like on the PS2
grassFixPlacement=1     ; Fix the grass placement bug in the PC version. There is hardly a reason to disable this
grassBackfaceCull=0     ; Enable or disable backface culling for grass. PS2 has it disabled, PC has it enabled. This could affect performance

;; Shadows (if unset game settings will be used)
pedShadows=1            ; Enable dynamic ped shadows
stencilShadows=0        ; Enable stencil shadows (vehicles and poles)

;; Color filter
colorFilter=PS2         ; Select the color filter
                        ;  values: "PS2", "PC", "Mobile", (needs colorcycle.dat), "None"
; usePCTimecyc=1        ; Uncomment this if you use a PC timecyc.dat instead of a PS2 timecyc.dat or any timecycp.dat
blurLeft=   0           ; Override PS2 color filter blur offset from stream.ini (comment out to use values from stream.ini)
blurTop=    0           ;  to disable blur set these to 0
blurRight=  0
blurBottom= 0
;; Radiosity
doRadiosity=0           ; Enable or disable radiosity (comment out to use pe_bRadiosity from stream.ini)
radiosity=Shader        ; Select implementation. values: "Shader", "PS2"
;; Misc
disableClouds=0         ; Disable the far clouds on the horizon. They're bugged on the PS2. (cannot be toggled at runtime)
disableGamma=0          ; Brightness slider doesn't change gamma (cannot be toggled at runtime)
neoWaterDrops=0         ; Use Neo water drops on screen (cannot be toggled at runtime)
neoBloodDrops=0         ; Use Neo water drops on screen (requires neoWaterDrops)
transparentLockon=1     ; Use transparent rocket lock on like on PS2 (cannot be toggled at runtime)
lightningIlluminatesWorld=1    ; Lightning flash only illuminates the sky on PS2 but world geometry too on PC
fixPcCarLight=1            ; removes fixed PC car diffuse and ambient light (cannot be toggled at runtime)
coronaZtest=0            ; z-test on coronas. 0 to disable (PS2), 1 to enable (PC) (overrides SilentPatch)
fixShadows=0            ; fix z-problems with shadows as on PS2. tends to break with high far clip plane (cannot be toggled at runtime)

;; Modify final colors in YCbCr space
; YCbCrCorrection=0    ; turns this on or off (default 0)
; lumaScale=0.8588    ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627    ; this is added to Y (default 0.0627)
; CbScale=1.22        ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0        ; (default 0.0)
; CrScale=1.22        ; (default 1.22)
; CrOffset=0.0        ; (default 0.0)

;;;;;
;;;;; Advanced fine tuning
;;;;;

; When disabled, don't hook. Attach building pipe on all models with two sets of vertex colours (this breaks the parachute animation)
; When 0, like above but don't override explicitly set pipelines
; When 1, only attach building pipe when explicitly set by dff (like Xbox and PS2)
explicitBuildingPipe=0
;; PS2 texture modulation, these override ps2Modulate
; ps2ModulateBuilding=1
; ps2ModulateGrass=1
;; Dual pass, these override dualPass
; dualPassBuilding=1
; dualPassVehicle=1
; dualPassGrass=1
; dualPassPed=1
; dualPassDefault=1       ; everything else
;; This value controls the threshold of the dual pass below which Z is not written
; zwriteThreshold=128        ; Set to 255 to get Silent's dual pass effect (default 128)

;; PostFX
; These three are tied to colorFilter if not explicitly set:
infraredVision=PC      ; Select the infrared vision
;                         ;  values: "PS2", "PC"
nightVision=PC         ; Select the night vision
;                         ;  values: "PS2", "PC"
grainFilter=PC         ; Select the grain filter for infrared, night vision and rain
;                         ;  values: "PS2", "PC"

;; Radiosity settings
; radiosityFilterPasses=0      ; How often the frame will be downsampled (dimensions are halved each time) (default 2)
; radiosityRenderPasses=0      ; How often the radiosity effect will be applied to the frame (default 1)
; radiosityIntensity=35        ; Multiplier for radiosity intensity (default 35)

 

 

The weird thing is the crash doesn't happen if you start the mission in the same session right after you complete Fender Ketchup. You can save the game after FK and you're still safe but as soon as you load that save file and attempt to start ES, the game crashes. I think it probably applies for the rest of the casino missions as well.

 

Edit: Just to be clear, this occurs on v4.2a

I had to downgrade to 4.2 to fix the issue.

Even in 4.2, I still have the issue.

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