danielmarta1000 Posted June 25, 2015 Share Posted June 25, 2015 Hi, I being maked a mod named Vice Ultimate for GTA SA.It's add VC map beside SA Map.Initially I put two objects from GTA VC for GTA SA, and opened GTA SA to test whether it works, .. And it worked ... But, something happened after I put about 15 objects from GTA Vice City to GTA SA. The game crashes at 50% loading. I use the ID 15100-15500 and if full I will jump to 19000. If I remove some object, the game does not crash and starts normally. Please help me ... Here my Fastman92 Limit Adjuster config : ; fastman92limitAdjuster_GTASA.ini[DYNAMIC LIMITS]; ColModels (10150)ColModels = 30150; VehicleStructs (50); Max number of vehicles with different IDs loaded.#VehicleStructs = 50; rwObjectInstances (1000)#rwObjectInstances = 1000; Matrices (900)#Matrices = 900; PtrNode Singles (70000)#PtrNode Singles = 70000; PtrNode Doubles (3200)#PtrNode Doubles = 3200; EntryInfoNodes (500)#EntryInfoNodes = 500; QuadTreeNodes (400)#QuadTreeNodes = 400; Collision links (50)#Collision links = 50; CustomEnvMapPipeMatDataPool (4096)#CustomEnvMapPipeMatDataPool = 4096; CustomEnvMapPipeAtmDataPool (1024)#CustomEnvMapPipeAtmDataPool = 1024; CustomSpecMapPipeMaterialDataPool (4096)#CustomSpecMapPipeMaterialDataPool = 4096[iPL]; IPL : inst section, buildings (13000)Buildings = 300000; IPL: inst section, dummies (2500)Dummies = 300000; IPL : inst entries per file (4096)Inst entries per file = 300000; IPL: entity index array (40)#Entity index array = 40; IPL: map zones (50)Map zones = 100; IPL: navigation zones (380)#Navigation zones = 380; IPL: occl for interiors (40)#Interior occluders = 40; IPL: occl for map (1000)#Occluders = 1000[iDE LIMITS]; IDE : objs section type 1 (14000)#IDE Objects Type 1 = 14000; IDE : objs section type 2 (70)#IDE Objects Type 2 = 70; IDE : tobj section (169)#Timed Objects = 169; IDE : hier (92)#Hier Objects = 92; IDE : cars section (212)#Vehicle Models=212; IDE : peds section ( 278 )#Ped Models = 278# IDE : weap section ( 51 )#Weapon Models = 51[MAP LIMITS]; Apply paths limit patchApply paths limit patch = 0; Paths map size (6000); This option requires new set of files if map size is changed!!!#Paths map size = 6000; Radar map size (6000); This option requires new set of files if map size is changed!!!Radar map size = 384000; Water map size (6000)Water map size = 384000; Renderware world map size (10000)Renderware world map size = 400000; World map size (6000)World map size = 384000; World sector size (50)#World sector size = 50; World LOD sector size (200)#World LOD sector size = 200; Max number of IMG archives (8)Max number of IMG archives = 400[WATER LIMITS]; Water triangles (6)#Water triangles = 6; Water quads (301)#Water quads = 301; Water quads and triangles list (701)#Water quads and triangles list = 701[CAR STREAMING]; Cargrp cars per group (23); Max number you can put is 63.; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.; Remember to increase a limit of VehicleStructs appropriately!; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.#Cargrp cars per group = 23; Streaming : DesiredNumberOfVehiclesLoaded (22); This limit must be lower than a number of members per car group.; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.#Streaming_DesiredNumberOfVehiclesLoaded = 22; Car generators (500)#Car generators = 500; Number of process counter passes for car generators (4)#Number of process counter passes for car generators = 4; Should CCarGenerator_extended be used?#Use extended format for car generators = 0; Accept any ID for car generator?#Accept any ID for car generator = 0[sTREAMING]; Memory available, in MB unit (megabytes), default value 50#Memory available = 50[RENDERER LIMITS]; Invisible entity pointers (150)#Invisible entity pointers = 150; Visible super LOD pointers (50)#Visible super LOD pointers = 50; Visible LOD pointers (1000)#Visible LOD pointers = 1000; Visible entity pointers (1000)#Visible entity pointers = 1000[VISIBILITY LIMITS]; Alpha list limit (20)#Alpha list limit = 20; Alpha boat atomic list limit (20)#Alpha boat atomic list limit = 20; Alpha entity list limit (200)#Alpha entity list limit = 200; Alpha underwater entity list limit (100)#Alpha underwater entity list limit = 100; Alpha really draw last list limit (50)#Alpha really draw last list limit = 50[iD LIMITS]Apply ID limit patch = 1#I want to increase the IPL limit and I know it may cause bugs = 0; DFF (20000)FILE_TYPE_DFF = 40000; TXD (5000)FILE_TYPE_TXD = 10000; COL (255)FILE_TYPE_COL = 4000; IPL (256)#FILE_TYPE_IPL = 256; IFP (180)#FILE_TYPE_IFP = 180; RRR (475)#FILE_TYPE_RRR = 475; SCM (82)#FILE_TYPE_SCM = 82; LOADED_START (2)#FILE_TYPE_LOADED_START = 2; REQUESTED_START (2)#FILE_TYPE_REQUESTED_START = 2; different limits below; These limits don't require 'ID limit patch' to be enabled.; Count of killable model IDs (vehicles/peds) (800); In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.; Model IDs that may be killed are vehicles/peds.; Default value of 800, means that 0-799 is valid ID for ped/vehicle.;; In short, this value will affect the max possible ID for ped/vehicle.#Count of killable model IDs = 800[HANDLING.CFG LIMITS]#Apply handling.cfg patch = 0; Number of standard lines (210)#Number of standard lines = 210; Number of bike lines (13)#Number of bike lines = 13; Number of flying lines (24)#Number of flying lines = 24; Number of boat lines (12)#Number of boat lines = 12; Number of animation groups (30)#Number of animation groups = 30[sCM LIMITS]; max size in bytes of MAIN segment from main.scm (200000)#Max size of MAIN segment = 200000# max mission size from main.scm (69000)#Max mission size = 69000; Running scripts (96)#Running scripts = 96; Mission cleanup array limit (75)#Mission cleanup = 75[OTHER LIMITS]; Coronas (64)#Coronas = 64; Max size of single collision from .col archive (32768)#Collision size = 32768; Cover points (100)#Cover points = 100; References (3000)#References = 3000[sPECIAL]; Disables 270 km\h plane speed limit.Disable plane speed limit = 1; Make helicopters land on water when cars on water cheat enabled#Make helicopters land on water when cars on water cheat enabled = 1; Make save of variable size#Make save of variable size = 0[ERROR REPORTING]Enable error reporting = 1Attempt to load object instance with undefined ID = 1#Car generator limit exceeded = 0Model does not have collision loaded = 1[DEBUG OUTPUT]; Enables debug output from sprintf and printf functions.Enable debug output = 1[PLUGIN PATCHES]; Enables plugin patches.#Enable plugin patches = 0[MAIN]author = fastman92 Link to comment Share on other sites More sharing options...
Beckerbrasil Posted June 26, 2015 Share Posted June 26, 2015 You have skype? danielmarta1000 1 Link to comment Share on other sites More sharing options...
danielmarta1000 Posted July 1, 2015 Author Share Posted July 1, 2015 You have skype? Unfortunely,not..I only had a facebook account Link to comment Share on other sites More sharing options...
Tabris666 Posted July 2, 2015 Share Posted July 2, 2015 Either is your game,windows or something you ommited. Now why i said that i have added to my gta sa konoha gakure full map wich in size is almost as los santos and las venturas and besides that i added akihabara city,amegakure high poly,and as the last because i reached the limit of the engine in mapping the cityscape of tokio so i have in my gta sa a map twice bigger then original plus i replaced all the road textures by the gta V converted road textures ,plus all the peds replaced by high poly version (because i dont like the originals they are ugly so i use high poly of dead or alive and more),and i dont have any problem and my game is quite big my gta3.img is 1.9gb plus all the others my game is around 6 to 7 gb and my game wont crash. So you have to check because is normal to make a mistake that you didnt notice. Link to comment Share on other sites More sharing options...
Gramps Posted July 2, 2015 Share Posted July 2, 2015 Maybe try another limit adjuster? I haven't tried Fastman's myself, but i know that Open Limit Adjuster dynamically adjusts the limits for you. Helped me when I added in 30+ objects to SA. Either that, or you're doing something wrong when adding the models. Link to comment Share on other sites More sharing options...
zmudziak32 Posted July 2, 2015 Share Posted July 2, 2015 Are you put properly objects to GTA? Link to comment Share on other sites More sharing options...
Beckerbrasil Posted July 4, 2015 Share Posted July 4, 2015 pass me your facebook think I can help Link to comment Share on other sites More sharing options...
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