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El Dorado

SA - Streaming memory problem

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El Dorado

I'm creating this topic hoping to get the attention of someone capable of looking into this issue.

 

What's happening: When setting the amount of streaming memory of GTA San Andreas using one of the various ways of doing it to a number above 256 MB, after some gameplay time the game starts behaving strangely. Following in the spoiler are screenshots and a video of the problem

 

 

 

 



J6AkIG2.png
ckopzM0.png
gl1clTt.jpg

 

 

 

As we can see, there are various artifacts flickering all over the screen.

 

All the information we get so far comes from a PIX Frame... maybe it's not useful, but still better than nothing

 

PIX Frame download - https://www.sendspace.com/file/n845ly

And a analysis done by The Hero regarding a mesh from the PIX Frame - http://aap.papnet.eu/gta/f*cked_mesh.csv

 

Any help is greatly appreciated

 

  • Like 6

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Reyks

I already contacted @The_GTA regarding this issue and he said he will try to fix it later, he's busy with something else at the moment, so it's just a matter of time...

 

But ofc if anyone's interested on taking a look into it, feel free to do so.

 

Like I said many many times the only way to fix this bug is to get a good scripter to reproduce it in his own game, seriously it's not hard, it happens in every single copy of the game you just need a little bit of patience.

 

Here's a few simple steps to reproduce this bug in your game:

 

1) Use 1024mb of streaming memory (can be done with Open Limit Adjuster, MixSets or fastman92 limit adjuster).

 

2)Use these settings for Project 2DFX (you will need a limit adjuster otherwise your game will crash):

 

 

 

[LodLights]RenderLodLights = 0CoronaRadiusMultiplier = 1.0SlightlyIncreaseRadiusWithDistance = 0CoronaFarClip = autoCustomCoronaTexturePath = .\\corona.png[staticShadows]RenderStaticShadowsForLODs = 0 //may reduce performance#StaticShadowsIntensity = 1.0#StaticShadowsDrawDistance = 300.0[searchLights]RenderSearchlightEffects = 0SearchlightEffectVisibilityFactor = 0.2SmoothEffect = 0[DrawDistanceChanger]Enable = 0MinDrawDistanceOnTheGround = 1500.0Factor1 = 8.0Factor2 = 3.0StaticSunSize = 40.0[AdaptiveDrawDistance]Enable = 0 // Works only with DrawDistanceChanger enabledMinFPSValue = 30 // Plugin will decrease draw distance (far clip) if FPS value is less than thisMaxFPSValue = 55 // Plugin will increase draw distance (far clip) if FPS value is greater than thisMaxPossibleDrawDistance = 5000.0 // Plugin will stop increasing draw distance if it reaches this value[iDETweaker]TimedObjectsDrawDistance = 2.0  // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.LODObjectsDrawDistance = 1500.0GenericObjectsDrawDistance = 1500.0AllNormalObjectsDrawDistance = 1500.0VegetationDrawDistance = 1500.0LoadAllBinaryIPLs = 1PreloadLODs = 1

 

 

 

3) Go in-game and try to fill up the streaming memory by flying around loading stuff.

 

4)The artifacts come from peds and vehicles apparently, so you need to stay near them, eventually the bug will show up, it may take a while but trust me it will happen, they key word here is patience.

Edited by Reyks
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Ezekiel

nightmare for INSANITY........can't Sleep....can't Work.

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YOEL_44

I did also experienced this bug in the past, now it simply crashes the game, kind of anoying but I can play like 2 hours or so before the crash

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Andromeda-J

so many peeps with mod problem when downgrading, apparently the downgrader isn't doing the job then or what! only working way is to find the actual v1 disc from someone, people sell them on internet auction sites

Edited by Jaanus949

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Reyks

so many peeps with mod problem when downgrading, apparently the downgrader isn't doing the job then or what! only working way is to find the actual v1 disc from someone, people sell them on internet auction sites

wat?

 

Dude this has nothing to do with the downgrader, I have the original 1.0 version of SA on disk, this bug happens on every version of the game.

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YOEL_44

 

 

so many peeps with mod problem when downgrading, apparently the downgrader isn't doing the job then or what! only working way is to find the actual v1 disc from someone, people sell them on internet auction sites

 

 

I've got the 1.0 US and I use the HOODLUM exe (the most stable and mod friendly), don't be a downgrade hater :pp

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Andromeda-J

wait a second, i have mistaken a topic, i don't even remember where i wanted to post my previous comment before actually, even i had this until i removed memfix completely, then just threw away mods that didn't let world to load, and incase i want to add little heavier mods i added 2dfx kit, then looked for best working settings in other threads and finally it's ok, btw other limit adjusters with actual streaming memory setting get rid of the problem the OP has but game lags as hell and map loads way too slowly when turning camera in moving vehicle, and in worst case some limit values downright crash the game in some point not very much time past starting the game!

Edited by Jaanus949

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gtafan2u

I never experienced this I had setted my streaming memory to 500. Are you sure streaming memory is causing this problem? Another thing is if you set the streaming memory very much or very less than required then the game crashes like that.

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Andromeda-J

gtafan2u, it is streaming memory issue but only the bad limit adjusters or cleo memory fixes can cause this to happen

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gtafan2u

Ya that's true. If a limit adjuster is bad then it is and Cleo fixes will not work since it needs to load first before the game loads and Cleo loads after it.

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Link2012

I've never got it with the stock game. By using Project Liberty, however, it happens as soon as I go to the main streets (i.e. less than 1 minute free roaming).

 

Yes, it comes from peds, if I NOP CPed::Render there's no artifact. So, I think it has something to do with the ped vertex skinning code. It's weird, though, that it happens only with high memory usage.

 

Just something: Try removing ped mods, I don't think it'll solve it, but try it.

Edited by LINK/2012
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El Dorado

I tried using default peds.ide and pedgrp,dat, the problem still shows up. Interesting things is, I disable all the traffic via this cleo, set the streaming memory to 1024, driving and flying all around the map, get the memory usage up to 800MB and no sign of the bug after more than 40 minutes.

 

 

Maybe traffic and peds have their own streaming values? I mean, apart from map rendering...

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gtafan2u

Whoo 1024 mb streaming memory. Its a lot more than needed even for a heavily modded game.

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Andromeda-J

quess what, my game lost the lag when going well over 2 gigabytes and it has big draw distance and some heavy vehilces in it! (limitadjuster has been set for 45% out of 6 gigs)

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gtafan2u

Well that big draw distance is keeping your game stable otherwise it should crash with that streaming memory.

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Junior_Djjr

This script will load A LOT of models, then, forcing the bug.

 

 

{$cleo}0000:while true    wait 0    if 0ADC: test_cheat "streamtest"    then        for [email protected] = 1 to 10000            if 07DE:   model [email protected] exists            then                model.Load([email protected])            end        end    endend
Just type "streamtest", if you want, try to change 10000 up to 20000 to load all models of the game.

(your game will not explode, the models will be loading slowly, but can cause freezes, just wait for process)

 

 

And, yes, the problem is really in the ped rendering

 

 

 

 

Here's a mod to show the actual memory usage:

http://juniordjjr.blogspot.com/2015/01/down-stream-usage-counter-mostrar-o-uso.html

 

 

edit: I never saw the bug from the heads, only the legs and the body rarely, sometimes, getting close, the legs appear and do not return to disappear.

Edited by Junior_Djjr
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fastman92

This script will load A LOT of models, then, forcing the bug.

 

{$cleo}0000:while true    wait 0    if 0ADC: test_cheat "streamtest"    then        for [email protected] = 1 to 10000            if 07DE:   model [email protected] exists            then                model.Load([email protected])            end        end    endend
Just type "streamtest", if you want, try to change 10000 up to 20000 to load all models of the game.

(your game will not explode, the models will be loading slowly, but can cause freezes, just wait for process)

 

 

And, yes, the problem is really in the ped rendering

 

 

 

 

Here's a mod to show the actual memory usage:

http://juniordjjr.blogspot.com/2015/01/down-stream-usage-counter-mostrar-o-uso.html

 

 

edit: I never saw the bug from the heads, only the legs and the body rarely, sometimes, getting close, the legs appear and do not return to disappear.

 

This code will force loading of more than 50 different vehicle models and will make a game crash.

 

FLA:

 

[DYNAMIC LIMITS]; VehicleStructs (50); Max number of vehicles with different IDs loaded.#VehicleStructs = 50
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Junior_Djjr

I forgot to tell about this detail.

I'm using Open Limit Adjuster that always leaves unlimited. :p

 

VehicleStructs = unlimited

 

 

 


Ok, let's go:

 

-- Test A

Pack of highpoled cars = No

Models loaded = 1 to 10000

Memory Usage = 650 MB

Bug = Legs and torso disappearing, constantly, very common artifacts in the screen. Usually blue.

 

-- Test B

Pack of highpoled cars = Yes

Models loaded = 1 to 612

Memory Usage = 1030 MB

Bug = Rarely, sometimes a pedestrian without legs but still without bugs, hardly causes some quick artifact in 1 frame.

 

 

 

Now I ask, what is the explanation for less memory cause more problems than high memory?

Please test this also to make sure that it is not only here.

 

I've tested a lot of times, only once the TEST B demonstrated larger and blue artifacts as TEST A. Had always been rare artifacts and with ped colors.

 

 


Also:

 

1030 f*cking Megabytes.

More than 80 f*cking pedestrians created by script (and without references).

And no f*cking bug.

mod-4.jpg

Then I re-activated the random peds and traffic, and the f*cking bug returns, but again, less common than Test A.

Edited by Junior_Djjr
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fastman92

I'm going to find the root cause of this problem, if successful, the fix will be implemented in FLA 2.2

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SilverRST

I'm going to find the root cause of this problem, if successful, the fix will be implemented in FLA 2.2

If you'll release FLA 2.2, please make sure it's SALodLights.asi compatible.

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El Dorado

I'm going to find the root cause of this problem, if successful, the fix will be implemented in FLA 2.2

 

Thanks... but I don't want to sound like a dick or nothing, but maybe you can share the code when you done? I mean, your la is only compatible with hoodlum exe and there's the problem with salodlights and there are additional dll's needed for it to work and all

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fastman92

 

I'm going to find the root cause of this problem, if successful, the fix will be implemented in FLA 2.2

Thanks... but I don't want to sound like a dick or nothing, but maybe you can share the code when you done? I mean, your la is only compatible with hoodlum exe and there's the problem with salodlights and there are additional dll's needed for it to work and all

 

FLA beggining from version 2.1 is open source project.
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Reyks

This script will load A LOT of models, then, forcing the bug.

 

{$cleo}0000:while true    wait 0    if 0ADC: test_cheat "streamtest"    then        for [email protected] = 1 to 10000            if 07DE:   model [email protected] exists            then                model.Load([email protected])            end        end    endend

Dude thank you so much for this!

 

Finally we have a way for anyone to easily reproduce this bug in their own game, hopefully now this f*cking bug will be fixable.

 

FLA beggining from version 2.1 is open source project.

Awesome! Then this fix should be implemented in Open Limit Adjuster as well for people who use the compact EXE, if you manage to find the cause of this bug ofc.

Edited by Reyks

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fastman92

 

This script will load A LOT of models, then, forcing the bug.

 

{$cleo}0000:while true    wait 0    if 0ADC: test_cheat "streamtest"    then        for [email protected] = 1 to 10000            if 07DE:   model [email protected] exists            then                model.Load([email protected])            end        end    endend

 

Dude thank you so much for this!

 

Finally we have a way for anyone to easily reproduce this bug in their own game, hopefully now this f*cking bug will be fixable.

 

FLA beggining from version 2.1 is open source project.

Awesome! Then this fix should be implemented in Open Limit Adjuster as well for people who use the compact EXE, if you manage to find the cause of this bug ofc.

 

Why is it important for you to use a compact EXE?

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Reyks
Why is it important for you to use a compact EXE?

No SecuROM stuff and the game starts instantly when you click the EXE, wich is not the case with Hoodlum (at least in my PC) it takes a few seconds to launch.

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fastman92

 

Why is it important for you to use a compact EXE?

No SecuROM stuff and the game starts instantly when you click the EXE, wich is not the case with Hoodlum (at least in my PC) it takes a few seconds to launch.

 

You have Win7, I guess.

You might need to remove C:\Windows\AppPatch

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Reyks
You have Win7, I guess.

You might need to remove C:\Windows\AppPatch

Nope, Windows 10 64bit.

 

It's not really a big deal, I have both EXEs in my SA directory so it doesn't matter, i'm just more used to the compact EXE :p

 

I just hope you can find a way to fix the streaming bug.

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fastman92

 

You have Win7, I guess.

You might need to remove C:\Windows\AppPatch

Nope, Windows 10 64bit.

 

It's not really a big deal, I have both EXEs in my SA directory so it doesn't matter, i'm just more used to the compact EXE :p

 

I just hope you can find a way to fix the streaming bug.

 

I'll try my best. Maybe I'll find the reason of bug, maybe I will not.
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