Junior_Djjr Posted October 27, 2018 Author Share Posted October 27, 2018 (edited) As I said, it could be another car of yours that I do not have installed. I already did a total of 1 and a half hours of tests without crashes. Is testing with low stream memory? Did you tried Vehicles Test mod? Edited October 27, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070508602 Share on other sites More sharing options...
Avant_SA Posted October 27, 2018 Share Posted October 27, 2018 (edited) 2 hours ago, Junior_Djjr said: As I said, it could be another car of yours that I do not have installed. I already did a total of 1 and a half hours of tests without crashes. Is testing with low stream memory? Did you tried Vehicles Test mod? 2048 Stream memory I can send you mine gta3.img, if it's needed. Done VehTest before crash, and it was on tug, which is stock. Reinstalled it, deleted from cargrp, still crashes. That the only cars, that have Vehfuncs, installed. Crashed again, now on copbike, model is stock. Here is log: Spoiler ========================== Mod Loader 0.3.7 ========================== Game version: GTA SA 1.0 US Loading basic config file modloader/.data/config.ini Parsing command line Loaded fallback menu fxt Looking for plugins... Reading plugins.ini Loading plugin module "gta3\std.asi.dll" Plugin module "gta3\std.asi.dll" loaded as gta3.std.asi Jan 16 2018 17:44:17 by LINK/2012 Starting up plugin "gta3.std.asi" CLEO library version 4031300 found at "CLEO.asi" Loading plugin module "gta3\std.bank.dll" Plugin module "gta3\std.bank.dll" loaded as gta3.std.bank Nov 12 2016 18:52:34 by LINK/2012 Starting up plugin "gta3.std.bank" Loading plugin module "gta3\std.data.dll" Plugin module "gta3\std.data.dll" loaded as gta3.std.data Nov 12 2016 18:52:35 by LINK/2012 Starting up plugin "gta3.std.data" Loading plugin module "gta3\std.fx.dll" Plugin module "gta3\std.fx.dll" loaded as gta3.std.fx Nov 12 2016 18:52:38 by LINK/2012 Starting up plugin "gta3.std.fx" Loading plugin module "gta3\std.movies.dll" Plugin module "gta3\std.movies.dll" loaded as gta3.std.movies Nov 12 2016 18:52:50 by LINK/2012 Starting up plugin "gta3.std.movies" Loading plugin module "gta3\std.scm.dll" Plugin module "gta3\std.scm.dll" loaded as gta3.std.scm Nov 12 2016 18:53:09 by LINK/2012 Starting up plugin "gta3.std.scm" Loading plugin module "gta3\std.sprites.dll" Plugin module "gta3\std.sprites.dll" loaded as gta3.std.sprites Nov 12 2016 18:53:10 by LINK/2012 Starting up plugin "gta3.std.sprites" Loading plugin module "gta3\std.stream.dll" Plugin module "gta3\std.stream.dll" loaded as gta3.std.stream Jan 16 2018 17:44:17 by LINK/2012 Starting up plugin "gta3.std.stream" Loading plugin module "gta3\std.text.dll" Plugin module "gta3\std.text.dll" loaded as gta3.std.text Nov 12 2016 18:52:34 by LINK/2012 Starting up plugin "gta3.std.text" Loading plugin module "gta3\std.tracks.dll" Plugin module "gta3\std.tracks.dll" loaded as gta3.std.tracks Nov 12 2016 18:52:33 by LINK/2012 Starting up plugin "gta3.std.tracks" Reading profile named "Default" at "modloader.ini". Using profile named "Default". Using profile named "Default" Scanning mods at "modloader\"... Updating gta3.std.data state... Done updating gta3.std.data state. Starting up filesystem watcher... Mod Loader has started up! Opening file for streaming "MODELS\GTA3.IMG" Loading default font values "DATA\FONTS.DAT" Loading default vehicles handling "HANDLING.CFG" Loading default surface adhesion limits "data\surface.dat" Loading default surface infos "data\surfinfo.dat" Loading default surface audio infos "data\surfaud.dat" Loading default ped stats "DATA\PEDSTATS.DAT" Loading default decision maker "RANDOM.ped" Loading default decision maker "m_norm.ped" Loading default decision maker "m_plyr.ped" Loading default decision maker "RANDOM.grp" Loading default decision maker "MISSION.grp" Loading default decision maker "GangMbr.ped" Loading default decision maker "Cop.ped" Loading default decision maker "R_Norm.ped" Loading default decision maker "R_Tough.ped" Loading default decision maker "R_Weak.ped" Loading default decision maker "Fireman.ped" Loading default decision maker "m_empty.ped" Loading default decision maker "Indoors.ped" Loading default decision maker "RANDOM.grp" Loading default decision maker "RANDOM2.grp" Loading default time cycle properties "TIMECYC.DAT" Loading default population cycle properties "POPCYCLE.DAT" Loading default plants surface properties "PLANTS.DAT" Loading default anim association "DATA\ANIMGRP.DAT" Opening file for streaming "MODELS\GTA3.IMG" Opening file for streaming "MODELS\GTA_INT.IMG" Loading default stream config "stream.ini" Loading default fighting data "DATA\melee.dat" Preloading level file "DATA\DEFAULT.DAT" Loading default level file "DATA\DEFAULT.DAT" Preloading level file "DATA\GTA.DAT" Loading default level file "DATA\GTA.DAT" Loading preloaded level entries... Opening file for streaming "data\paths\carrec.img" Opening file for streaming "data\script\script.img" Opening file for streaming "models\cutscene.img" Loading default object types "data\default.ide" Loading default object types "data\vehicles.ide" Loading default object types "data\peds.ide" Loading default object types "data\maps\generic\vegepart.ide" Loading default object types "data\maps\generic\barriers.ide" Loading default object types "data\maps\generic\dynamic.ide" Loading default object types "data\maps\generic\dynamic2.ide" Loading default object types "data\maps\generic\multiobj.ide" Loading default object types "data\maps\generic\procobj.ide" Loading default object types "data\maps\la\lan.ide" Loading default object types "data\maps\la\lan2.ide" Loading default object types "data\maps\la\las.ide" Loading default object types "data\maps\la\las2.ide" Loading default object types "data\maps\la\lae.ide" Loading default object types "data\maps\la\lae2.ide" Loading default object types "data\maps\la\law2.ide" Loading default object types "data\maps\la\law.ide" Loading default object types "data\maps\la\lawn.ide" Loading default object types "data\maps\la\lahills.ide" Loading default object types "data\maps\la\laxref.ide" Loading default object types "data\maps\sf\sfn.ide" Loading default object types "data\maps\sf\sfs.ide" Loading default object types "data\maps\sf\sfse.ide" Loading default object types "data\maps\sf\sfe.ide" Loading default object types "data\maps\sf\sfw.ide" Loading default object types "data\maps\sf\sfxref.ide" Loading default object types "data\maps\vegas\vegasn.ide" Loading default object types "data\maps\vegas\vegass.ide" Loading default object types "data\maps\vegas\vegase.ide" Loading default object types "data\maps\vegas\vegasw.ide" Loading default object types "data\maps\vegas\vegaxref.ide" Loading default object types "data\maps\country\countryn.ide" Loading default object types "data\maps\country\countn2.ide" Loading default object types "data\maps\country\countrys.ide" Loading default object types "data\maps\country\countrye.ide" Loading default object types "data\maps\country\countryw.ide" Loading default object types "data\maps\country\counxref.ide" Loading default object types "data\maps\interior\int_la.ide" Loading default object types "data\maps\interior\int_sf.ide" Loading default object types "data\maps\interior\int_veg.ide" Loading default object types "data\maps\interior\int_cont.ide" Loading default object types "data\maps\leveldes\levelmap.ide" Loading default object types "data\maps\leveldes\levelxre.ide" Loading default object types "data\maps\interior\gen_int1.ide" Loading default object types "data\maps\interior\gen_int2.ide" Loading default object types "data\maps\interior\gen_intb.ide" Loading default object types "data\maps\interior\gen_int3.ide" Loading default object types "data\maps\interior\gen_int4.ide" Loading default object types "data\maps\interior\gen_int5.ide" Loading default object types "data\maps\interior\savehous.ide" Loading default object types "data\maps\interior\stadint.ide" Loading default object types "data\maps\leveldes\seabed.ide" Loading default object types "data\maps\interior\props.ide" Loading default object types "data\maps\interior\props2.ide" Loading default object types "data\maps\interior\propext.ide" Loading default object types "data\maps\veh_mods\veh_mods.ide" Loading default object types "data\txdcut.ide" Loading default object data "DATA\OBJECT.DAT" Loading default vehicle colours "DATA\CARCOLS.DAT" Loading default vehicle upgrades "DATA\CARMODS.DAT" Initializing the streaming... Loading abstract cd directory... Abstract cd directory has been loaded. Loading default scene "data\map.zon" Loading default scene "data\info.zon" Loading default scene "data\maps\la\lan.ipl" Loading default scene "data\maps\la\lan2.ipl" Loading default scene "data\maps\la\las.ipl" Loading default scene "data\maps\la\las2.ipl" Loading default scene "data\maps\la\lae.ipl" Loading default scene "data\maps\la\lae2.ipl" Loading default scene "data\maps\la\law.ipl" Loading default scene "data\maps\la\lawn.ipl" Loading default scene "data\maps\la\law2.ipl" Loading default scene "data\maps\la\lahills.ipl" Loading default scene "data\maps\sf\sfn.ipl" Loading default scene "data\maps\sf\sfs.ipl" Loading default scene "data\maps\sf\sfse.ipl" Loading default scene "data\maps\sf\sfe.ipl" Loading default scene "data\maps\sf\sfw.ipl" Loading default scene "data\maps\vegas\vegasn.ipl" Loading default scene "data\maps\vegas\vegass.ipl" Loading default scene "data\maps\vegas\vegase.ipl" Loading default scene "data\maps\vegas\vegasw.ipl" Loading default scene "data\maps\country\countryn.ipl" Loading default scene "data\maps\country\countn2.ipl" Loading default scene "data\maps\country\countrys.ipl" Loading default scene "data\maps\country\countrye.ipl" Loading default scene "data\maps\country\countryw.ipl" Loading default scene "data\maps\interior\int_la.ipl" Loading default scene "data\maps\interior\int_sf.ipl" Loading default scene "data\maps\interior\int_veg.ipl" Loading default scene "data\maps\interior\int_cont.ipl" Loading default scene "data\maps\interior\gen_int1.ipl" Loading default scene "data\maps\interior\gen_int2.ipl" Loading default scene "data\maps\interior\gen_intb.ipl" Loading default scene "data\maps\interior\gen_int3.ipl" Loading default scene "data\maps\interior\gen_int4.ipl" Loading default scene "data\maps\interior\gen_int5.ipl" Loading default scene "data\maps\interior\stadint.ipl" Loading default scene "data\maps\interior\savehous.ipl" Loading default scene "data\maps\leveldes\levelmap.ipl" Loading default scene "data\maps\leveldes\seabed.ipl" Loading default scene "data\maps\paths.ipl" Loading default scene "data\maps\paths2.ipl" Loading default scene "data\maps\paths3.ipl" Loading default scene "data\maps\paths4.ipl" Loading default scene "data\maps\paths5.ipl" Loading default scene "data\maps\cull.ipl" Loading default scene "data\maps\tunnels.ipl" Loading default scene "data\maps\occlusf.ipl" Loading default scene "data\maps\occluveg.ipl" Loading default scene "data\maps\occlula.ipl" Loading default scene "data\maps\occluint.ipl" Loading default scene "data\maps\audiozon.ipl" Loading default train track "data\paths\tracks.dat" Loading default train track "data\paths\tracks3.dat" Loading default train track "data\paths\tracks2.dat" Loading default train track "data\paths\tracks4.dat" Opening file for streaming "MODELS\PLAYER.IMG" Loading default clothes rules "DATA\CLOTHES.DAT" Loading default water level "DATA\water.dat" Loading default ped relationship data "DATA\PED.DAT" Loading default weapon data "DATA\WEAPON.DAT" Loading default ped groups "PEDGRP.DAT" Loading default car groups "CARGRP.DAT" Starting injected cleo script search 0D7E8BD8 for version '0'... Finishing injected cleo script search 0D7E8BD8... Starting injected cleo script search 0D7E8BD8 for version '4'... Finishing injected cleo script search 0D7E8BD8... Starting injected cleo script search 0D7E8BD8 for version '3'... Finishing injected cleo script search 0D7E8BD8... Loading default action reaction stats "DATA\AR_STATS.DAT" Loading default stat update conditions "DATA\STATDISP.DAT" Loading default shopping data "data\shopping.dat" Removing imported model file at index 0 Loading default furniture data "data\furnitur.dat" Loading default procedural objects "data\procobj.dat" Loading default time cycle properties "TIMECYC.DAT" Loading default population cycle properties "POPCYCLE.DAT" Loading default ped relationship data "DATA\PED.DAT" Loading default weapon data "DATA\WEAPON.DAT" Loading default ped groups "PEDGRP.DAT" Loading default car groups "CARGRP.DAT" Starting injected cleo script search 0D7E8E78 for version '0'... Finishing injected cleo script search 0D7E8E78... Starting injected cleo script search 0D7E8E78 for version '4'... Finishing injected cleo script search 0D7E8E78... Starting injected cleo script search 0D7E8E78 for version '3'... Finishing injected cleo script search 0D7E8E78... Loading default action reaction stats "DATA\AR_STATS.DAT" Loading default stat update conditions "DATA\STATDISP.DAT" Loading default furniture data "data\furnitur.dat" Loading default procedural objects "data\procobj.dat" Starting injected cleo script search 0D7E8958 for version '0'... Finishing injected cleo script search 0D7E8958... Starting injected cleo script search 0D7E8958 for version '4'... Finishing injected cleo script search 0D7E8958... Starting injected cleo script search 0D7E8958 for version '3'... Finishing injected cleo script search 0D7E8958... Removing imported model file at index 20000 Removing imported model file at index 20001 Removing imported model file at index 20002 Removing imported model file at index 20003 Removing imported model file at index 20000 Removing imported model file at index 20001 Removing imported model file at index 20002 Removing imported model file at index 20003 Removing imported model file at index 20000 Removing imported model file at index 20001 Removing imported model file at index 20002 Removing imported model file at index 20003 Removing imported model file at index 384 Removing imported model file at index 385 Removing imported model file at index 385 Removing imported model file at index 386 Removing imported model file at index 386 Removing imported model file at index 387 Removing imported model file at index 387 Removing imported model file at index 388 Removing imported model file at index 388 Removing imported model file at index 389 Removing imported model file at index 389 Removing imported model file at index 390 Removing imported model file at index 390 Removing imported model file at index 391 Removing imported model file at index 391 Game version: GTA SA 1.0 US Unhandled exception at 0x0059BD39 in gta_sa.exe (+0x19bd39): 0xC0000005: Access violation reading location 0x00000010. Register dump: EAX: 0x00000010 EBX: 0x1421BE68 ECX: 0x00000000 EDX: 0x3E183C68 EDI: 0x1804F168 ESI: 0x0028F4E0 EBP: 0x00000000 EIP: 0x0059BD39 ESP: 0x0028F4A8 EFL: 0x00210246 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0028F4A8: 0B905160 006BDC82 00000010 00000000 019BF110 00000003 0x0028F4C0: 0028F69C FFFFFFFF 41600000 00000000 3E183C68 BEB1BDB9 0x0028F4D8: 3E01276B 3F350A79 3F800000 00000000 00000000 00000001 0x0028F4F0: 00000000 3F7FFFFB 3A4E5D94 052EC408 00000000 BA4E5D94 0x0028F508: 3F7FFFFB 3EB93046 00000000 3E183C68 BEB1BDB9 0041006B 0x0028F520: 00000010 00000000 29741591 B9A887ED 3A1DCBC7 1421BE68 0x0028F538: 29741591 B9A887ED 3A1DCBC7 41A2196E 0000BA20 43960000 0x0028F550: 00000000 3E8D2057 BF76153F 0E22E6A8 18800000 3F7FFFFE 0x0028F568: BA128C76 0028F5B4 0028F5B4 0000000D 18800000 3F7FFFFE 0x0028F580: BA128C76 80000000 BB450C90 3C2BCC46 3F7FFC1A 3F7FF067 base: 0x00090000 top: 0x0028F4A8 bottom: 0x00290000 Backtrace (may be wrong): =>0x0059BD39 in gta_sa.exe (+0x19bd39) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. WIth noDEP.asi also crashes, so it's not DEP. Edited October 27, 2018 by Avant_SA Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070508689 Share on other sites More sharing options...
Junior_Djjr Posted October 27, 2018 Author Share Posted October 27, 2018 17 minutes ago, Avant_SA said: 2048 Stream memory As I said, this makes crashes more difficult to reproduce. Here is a stress test to automate the test: https://drive.google.com/file/d/1j2_PUGYlXyMc2dzyXLqxIHdQOibF9pTB/view?usp=sharing Type "STRESS" and CJ will be flying around the map randomly (you can choose which local on .ini file, as so the camera rotating and speed). Try using fastman92 limit adjuster to have a different log, it can help with something. So you can remove the cars until you find which one is causing the problem, the tests should be faster and you do not have to be driving around wasting your time. In fact this mod may be useful for several cases, I'll try to improve it soon. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070508726 Share on other sites More sharing options...
Avant_SA Posted October 27, 2018 Share Posted October 27, 2018 Is it any other way to detect car, that cause crash? Stress test crashes after-5-10 mins, with 0x004C53A6. Fastman limit Adjuster don't give log, idk why. Settled in ini file logging, but nothing. Deleting each vehicle is long way, i will try to reinstall mine cars on clear gta3.img later, if nothing will help. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070508819 Share on other sites More sharing options...
Junior_Djjr Posted October 28, 2018 Author Share Posted October 28, 2018 (edited) 23 hours ago, Avant_SA said: i will try to reinstall mine cars on clear gta3.img later Why you use gta3.img instead of ModLoader? It does not seem to me time consuming, as you said, in the worst case, 10 minutes, if you have 10 cars, you do the first test with 5 cars, if crashes, the problem is in these 5, otherwise the problem is in the other 5... The next test will be with 2 or 3 cars, and in the next you find out which car. Remembering that with ModLoader install and uninstall just move the folder or put a ". " on the start of folder name, super fast. Edited October 28, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070510158 Share on other sites More sharing options...
Mysterdogg Posted October 28, 2018 Share Posted October 28, 2018 Hey Junior! hope not to be the wrong moment for this but Could it be possible for having the 4th body color feature available on every car? if I'm not wrong, it doesn't even work in the stock models, I've made some tests for corroborating that and in fact, the vehicles set by default with a fourth color doesn't even use it and also while checking it in Zmodeler or 3DS Max the result will be a spec-only material losing the 4th color configuration. I think that it could be directly related to a specific material color perhaps. But well, that's my suggestion it could be really useful for making colorable calipers instead of using textures, also good for tinted windows or painted engine blocks. ImVehFt has something similar but as always, it needs a lot of work by the modder to make it work. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070510372 Share on other sites More sharing options...
Junior_Djjr Posted October 29, 2018 Author Share Posted October 29, 2018 3 hours ago, Mysterdogg said: Hey Junior! hope not to be the wrong moment for this but Could it be possible for having the 4th body color feature available on every car? if I'm not wrong, it doesn't even work in the stock models, I've made some tests for corroborating that and in fact, the vehicles set by default with a fourth color doesn't even use it and also while checking it in Zmodeler or 3DS Max the result will be a spec-only material losing the 4th color configuration. I think that it could be directly related to a specific material color perhaps. But well, that's my suggestion it could be really useful for making colorable calipers instead of using textures, also good for tinted windows or painted engine blocks. ImVehFt has something similar but as always, it needs a lot of work by the modder to make it work. It works, Tuning Mod uses it like a charm. Here is the material colors: 1st: 60 255 0 2nd: 255 0 175 3th: 0 255 255 4th: 255 0 255 Mysterdogg 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070510546 Share on other sites More sharing options...
Mysterdogg Posted October 29, 2018 Share Posted October 29, 2018 (edited) 33 minutes ago, Junior_Djjr said: It works, Tuning Mod uses it like a charm. That's great! I will give it a look right now! that's a good reason for using Tuning Mod besides the obviously feature of unlimited tuning Talking about that, I've seen that TM has a function for changing headlight's colors, could it be possible for having it as an independent feature or being part of mods like Mixsets or Enhanced Classic Graphics? so we could set it for NPCs vehicles. Edited October 29, 2018 by Mysterdogg Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070510562 Share on other sites More sharing options...
Junior_Djjr Posted October 30, 2018 Author Share Posted October 30, 2018 On 10/29/2018 at 12:53 AM, Mysterdogg said: That's great! I will give it a look right now! that's a good reason for using Tuning Mod besides the obviously feature of unlimited tuning Talking about that, I've seen that TM has a function for changing headlight's colors, could it be possible for having it as an independent feature or being part of mods like Mixsets or Enhanced Classic Graphics? so we could set it for NPCs vehicles. It works by just installing TM.asi, I don't know if will be available with separated .asi. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070512059 Share on other sites More sharing options...
Junior_Djjr Posted November 4, 2018 Author Share Posted November 4, 2018 First version os PedFuncs: http://www.mixmods.com.br/2018/11/PedFuncs.html I'll post it here soon. Ndukong, ural, Mysterdogg and 4 others 7 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070518635 Share on other sites More sharing options...
xXKenBlockXx Posted November 19, 2018 Share Posted November 19, 2018 (edited) This mod breaks Al_Planes. Which is a mod that is used in a lot of if not most of the high quality aircraft mods. I guess it's kind of like VehFuncs for airplanes? There are two versions of Al_Planes, I don't know what the first version is called, or even where to get it as a standalone, but it is a script called Al_Planes.cs that comes with several plane mods. For example: "B-2A Spirit Stealth Bomber" by SkylineGTRFreak (one of the best mods he released for SA imo): https://www.gtainside.com/en/sanandreas/airplanes/82082-b-2a-spirit-stealth-bomber/ As far as I can tell I think the spinning landing gear is all that is broken on this one. The B-2A comes with Al_Planes. Some planes come with Al_Planes, and some planes come with Al_Planes 1.1. And even some newer planes released don't use 1.1 they use what i think is an old version? I hope I don't sound like some idiot using 2 versions of the same mod. The planes that use the first version wont work without the first version and the planes that use 1.1 wont work without 1.1 so I keep them both installed and haven't noticed any problems. An example of a plane that uses Al_Planes_1.1.cs: "Lockheed Martin F-35B Lighting II" by 2668441938 on GTAInside (btw this is the best mod for hydra in GTA SA that I've come across): https://www.gtainside.com/en/sanandreas/airplanes/116004-lockheed-martin-f-35b-lighting-ii/ It's harder to tell in this image. VehFuncs installed with Al_Planes (both versions) causes some parts to behave strangely on the planes Al_planes is used on. on the F-35B it causes the front landing gear to spin in circles parallel to CJ, and also causes the fan of the F-35B to - instead of spinning normally - to spin like how a coin spins on a table when its almost done spinning. I hope I don't sound ungrateful coming up in here and saying this after never posting in here. Vehfuncs is SO COOL. I had my eye on it since I starting modding SA again like a month ago after being away since I was like 15 so... 2012? I've been trying to make a Mona Lisa build that is faithful to the original game and doesn't ever crash (I think the latest model year car I have installed is Mad Driver's Diablo SV '95, I've replaced pretty much every car in the game that has a quality mod that is usually similar to the car it replaces). Today Mad Driver Uploaded his '78 Fury LAPD and it has VehFunc support and I was like f*ck I have to try VehFuncs. Edit: i also found mixmods today and found like 10 mods I didn't know I needed lol. My favorite being Ambient taxi, even though that's a small one. Edited November 19, 2018 by xXKenBlockXx Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070536132 Share on other sites More sharing options...
JoelRamirez Posted November 29, 2018 Share Posted November 29, 2018 Question with Using VehFuncs, Are they controls for using it on Adapted cars? Like Imvehft was, If so what are they Thanks in advance. And my game keeps crashing when having both VehFuncs and imvehft in Modloader folder, Am i missing other files to run Both of them? .-. Its been years since i've last added mods for GTA SA :/ Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070549260 Share on other sites More sharing options...
LaDiDa Posted November 29, 2018 Share Posted November 29, 2018 VehFuncs does not have the functions from ImVehFt! It only fixes the off coloured lights when using adapted cars without having ImVehFt installed. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070549482 Share on other sites More sharing options...
Mysterdogg Posted November 29, 2018 Share Posted November 29, 2018 @LaDiDa, I doubt that that's what he was asking. 15 hours ago, JoelRamirez said: Are they controls for using it on Adapted cars? No, there are no controls for any of the current functions. 15 hours ago, JoelRamirez said: my game keeps crashing when having both VehFuncs and imvehft in Modloader folder, Am i missing other files to run Both of them? Have you tried placing them in the game directory instead of inside Modloader? ImVehFt is really unstable with highly modded games but since we don't know which version you are using (2.0.2 or 2.1.1) helping you fix those issues is harder. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070550312 Share on other sites More sharing options...
Junior_Djjr Posted November 29, 2018 Author Share Posted November 29, 2018 @xXKenBlockXx this also happens with ImVehFt? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070550985 Share on other sites More sharing options...
xXKenBlockXx Posted November 30, 2018 Share Posted November 30, 2018 (edited) 20 hours ago, Junior_Djjr said: @xXKenBlockXx this also happens with ImVehFt? Not sure if you're asking if it happens with IVF installed without having VehFuncs installed too or if it happens as a result of having both IVF and VehFuncs installed. But it does not happen when only IVF is installed and it does happen when only VehFuncs is installed and when VehFuncs and IVF are installed at the same time. Also I have encountered this issue twice (Avant's screenshot): Spoiler I see car with 2D engine floating in the air and then within a minute - crash. I don't have a log. I know perhaps I'm not being very helpful. I'm still new to using modloader log and MixMods' Crash List. Btw this is a completely separate issue from Al_planes. I have that mod uninstalled along with all the plane mods. Happened with Avant's Prelude both times. But I won't lay the blame at that particular car because I only have a handful of VehFuncs cars installed and I replaced the bravura which is f*cking everywhere. Again not trying to be THAT guy here. I'm very grateful for VehFuncs. Just letting you know what's up. Edited November 30, 2018 by xXKenBlockXx Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070552289 Share on other sites More sharing options...
Junior_Djjr Posted December 1, 2018 Author Share Posted December 1, 2018 5 hours ago, xXKenBlockXx said: I'm still new to using modloader log and MixMods' Crash List. But you just had to send the file to me. When the issue happened, where did the car come from? Were you driving it for a long time? How long was in the game? Was it a newly created NPC? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070552792 Share on other sites More sharing options...
Junior_Djjr Posted December 1, 2018 Author Share Posted December 1, 2018 6 hours ago, xXKenBlockXx said: I see car with 2D engine floating in the air and then within a minute - crash Maybe fixed. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070552863 Share on other sites More sharing options...
xXKenBlockXx Posted December 1, 2018 Share Posted December 1, 2018 54 minutes ago, Junior_Djjr said: But you just had to send the file to me. When the issue happened, where did the car come from? Were you driving it for a long time? How long was in the game? Was it a newly created NPC? I was not clear. The first crash happened at Otto's Autos in SF (I replaced the Bravura with the Prelude). The car spawned on the top floor, I drove it out of the window onto the street and then within a minute my game crashed. I was just sitting there, looking at the glitched 2D engine. I did not think the crash was related to the car at this time as I was just driving around waiting for a crash from other mods so I could check the log and see what's up. I have about 15 logs on my desktop right now. I just started keeping track the other day and I haven't done a good job of keeping track of what happened what the circumstances were. I don't have the log for the dealership crash. The second crash happened here: Spoiler An NPC was driving the car south down the highway. I noticed the 2D engine glitch, stopped the driver, got in, and was looking at the glitch, tried to take a couple screenshots, and then my game crashed. When I exited the game I noticed my screenshot hotkey wasn't what I thought it was. At the time I wasn't aware of Avant screenshot on here so I really wanted to get a screenshot of it. I didn't even think about the log. I launched the game again, spawned the car about 40 times with Call Vehicle by Image 1.7 - nothing. Drove around for 25 minutes - nothing. I saw the car driving around but not with the glitch. I got frustrated and just uninstalled the car. I was or maybe am getting some crashes that I don't think are related to this issue but I'm going to list them in case of the possibility it is related and sounds familiar. THIS IS NOT FOR YOU TO FIGURE OUT FOR ME IF IT'S NOT RELATED. I'm just posting this in case maybe this helps something make sense. Quote Error: 0x004C7DAD Type: Crash Problem: Already reported with the Tuning Mod. Solution: Update it . But I did not, and never have had Tuning Mod installed. I thought it was maybe noDEP or IndieVehHandling because I downloaded Tuning mod and noticed it came with those - but even removing those two I still got the crash. I installed Tuning mod and havent gotten the crash since. It was only the other day, so it may be luck that i haven't gotten the crash again, but I think I'm in the clear. I can not say the circumstances where this crash happened. I was getting this crash frequently before installing Tuning mod. Quote Error: 0x004C53A6 Type: Crash Problem: Apparently some buggy vehicle. Solution 1: Check your vehicles, Test Car Load can help. Use it by unloading the vehicles as many times as necessary. A 4 times already should help, but there are cars that are hard to crash, there have been reports of cars that only caused crash only twice in 60 shipments! Solution 2: If you use AVP Reborn: Found by Luiz Felipe: Remove or replace Police Rancher (copcarru.dff and txd) from AVP Reborn. Remembering that AVP Reborn has been upgraded to fix crashes on other cars too, so download it if it did not download. Solution 3: It was reported to have used two handlings at the same time, it was sufficient to delete one of them and to continue with the other. That is, it may be related to misconfiguration of handling lines. I got this crash a few times randomly driving around. I ran Vehicles Test about 120 times and got one copcarsf crash and two hpv1000 crashes. I am using MAD MAX GCU's SFPD Impala and Improved SA Default Cars v0.7.2 HPV-1000. I uninstalled the Prelude and ran Vehicles test over 80 times and no crash. It may be luck but I think there is a relationship. Again if this doesn't make sense my crash is mine to figure out but I wanted to post in case there is a relationship. I'm going to test your fix right now. I'll report back later tonight or tomorrow. I'll message Avant too. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070552920 Share on other sites More sharing options...
Junior_Djjr Posted December 1, 2018 Author Share Posted December 1, 2018 (edited) That "0x004C7DAD" crash is related to the wheel model. Probably simply a modeling problem in some vehicle... ...but could also be a problem with VehFuncs' wheels? It would be better for you to send the log, because only the address does not say much. I think if the person does not install a "normal" wheel (even if it is just a placeholder, like a triangle inside the dummy) and install the wheels entirely with the VehFuncs, the vehicle will be considered "without wheels" and will cause this crash. If this is true, I don't know if I should try to do something with the VehFuncs to "workaround" this or simply just warn the creators of the cars to consider this. Edited December 1, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070552961 Share on other sites More sharing options...
xXKenBlockXx Posted December 1, 2018 Share Posted December 1, 2018 (edited) I've done a lot of testing. Last night I played with a heavily modded build and got 3 crashes over an hour and 15 minute period. But none of them seemed related, so I wont deliberate on these. This morning was perhaps useful. Clean install then lightly modded. Although I still have more testing to do. I have not encountered the engine glitch at all. Just crashes. All of these builds have following Directory mods: GTA SA 1.0 US 1.0 US Hoodlum Largeaddress patched. CLEO 4.3.23 Silent's ASI Loader ImVehFT 2.1.1 Improved Fastloader Moonloader Moonloader Additions (in moonloader) ImGUI (in moonloader) Call Vehicle by Image (in moonloader) ----------------- ----------------- Attempt #1 - Crash #1: Modloader mods: Spoiler modloader.log: If you need more information, like the whole log or something let me know. If you do need it let me know how I should post it but I think this is all you need: Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C53A6 in gta_sa.exe (+0xc53a6): 0xC0000005: Access violation writing location 0xCC6DDDD0. Register dump: EAX: 0x70000000 EBX: 0x004C5390 ECX: 0x0C6DDDD0 EDX: 0x30C53DB0 EDI: 0x0C6DDDD0 ESI: 0x47E86BE8 EBP: 0x47E86A58 EIP: 0x004C53A6 ESP: 0x0177F364 EFL: 0x00210206 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F364: 47E86B20 007F0DE4 47E86BE8 0C6DDDD0 0C6DDDD0 47E86A58 0x0177F37C: 30C54260 004C5390 004C53B5 47E86A58 004C5390 0C6DDDD0 0x0177F394: 47E86800 007F0DE4 47E86A58 0C6DDDD0 0C6DDDD0 30C54260 0x0177F3AC: 30C54198 004C5390 004C53B5 30C54260 004C5390 0C6DDDD0 0x0177F3C4: 00000000 007F0DE4 30C54260 0C6DDDD0 0C6DDDD0 30C54198 0x0177F3DC: 30C53DB0 004C5390 004C53B5 30C54198 004C5390 0C6DDDD0 0x0177F3F4: 30C540D0 007F0DE4 30C54198 0C6DDDD0 0C6DDE34 0C6DD788 0x0177F40C: 00B33AAC 00000000 004C5457 30C53DB0 004C5390 0C6DDDD0 0x0177F424: 006B0B97 1FDCB8C8 0C6DDDD0 00000002 000001FB 000001FB 0x0177F43C: 000000FC 45186804 40CC8945 00533522 0000004E 0C76422C base: 0x01580000 top: 0x0177F364 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C53A6 in gta_sa.exe (+0xc53a6) (0x0177F364) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) (0x0177F380) 0x004C53B5 in gta_sa.exe (+0xc53b5) (0x0177F394) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) (0x0177F3B0) 0x004C53B5 in gta_sa.exe (+0xc53b5) (0x0177F3C4) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. Circumstances: King of San Andreas 100% save drove from sf safehouse to lv. messing around a bit from point a to b. started driving in Avant's Prelude crashed in LV in Mad Driver's Carrera northeast of the Strip. start to finish: 25 minutes ----------------- ----------------- Attempt #2 - Crash #2: Modloader mods: Differences: addition of Tractor Valtra 685, Plymouth Fury LSPD (Mad Driver), and Fixed Pre-Lighting (which i wanted to try and figured it wouldn't affect anything) Spoiler modloader.log: Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C53A6 in gta_sa.exe (+0xc53a6): 0xC0000005: Access violation writing location 0x4FD783C0. Register dump: EAX: 0x50000000 EBX: 0x004C5390 ECX: 0x0FD783C0 EDX: 0x1A0C2728 EDI: 0x0FD783C0 ESI: 0x26B5E228 EBP: 0x26B5D8C8 EIP: 0x004C53A6 ESP: 0x0177F394 EFL: 0x00210206 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F394: 00000000 007F0DE4 26B5E228 0FD783C0 0FD783C0 26B5D8C8 0x0177F3AC: 1A0C2980 004C5390 004C53B5 26B5D8C8 004C5390 0FD783C0 0x0177F3C4: 27994458 007F0DE4 26B5D8C8 0FD783C0 0FD783C0 1A0C2980 0x0177F3DC: 1A0C2728 004C5390 004C53B5 1A0C2980 004C5390 0FD783C0 0x0177F3F4: 00000000 007F0DE4 1A0C2980 0FD783C0 0FD78424 0FD77D78 0x0177F40C: 00B39EB4 00000000 004C5457 1A0C2728 004C5390 0FD783C0 0x0177F424: 006B0B97 1A250A18 0FD783C0 00000003 0000021C 0000021C 0x0177F43C: 000000B8 44AD69C5 41258488 00533522 00000064 0FDCF890 0x0177F454: 0177F458 0FD77D78 00000000 00000000 4500F0E1 44AD69C5 0x0177F46C: 41258488 0053426F 0177F47C 00968E08 4500F0E1 44AD69C5 base: 0x01580000 top: 0x0177F394 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C53A6 in gta_sa.exe (+0xc53a6) (0x0177F394) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. Circumstances: MixMods' 100% save (yours Junior) Started by spawning Avant's Belvedere with Call Vehicle by Image Stole Junior's Valtra 685 from NPC on way to LV Spawned Mad Driver's LSPD Fury after driving in LV for a bit. Crashed almost 40 minutes in, in the LSPD Fury ----------------- ----------------- Attempt #3 - NO CRASH: Modloader mods: This is a much more minimal build: Spoiler Circumstances: Okay I did not log this one for some reason. I know I used Junior's save. I drove around for I want to say 35 minutes. Went between Mad Driver's Mercury and Junior's Valtra 685. No crash. ----------------- ----------------- Attempt #4 - Crash #3: Modloader mods: More mods, less cars: Spoiler modloader.log: Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C53A6 in gta_sa.exe (+0xc53a6): 0xC0000005: Access violation writing location 0x51FA8F0C. Register dump: EAX: 0x50000015 EBX: 0x004C5390 ECX: 0x11FA8EB8 EDX: 0x6D9148B8 EDI: 0x11FA8EB8 ESI: 0x243A7330 EBP: 0x6D914980 EIP: 0x004C53A6 ESP: 0x0177F3C4 EFL: 0x00210202 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F3C4: 243A7268 007F0DE4 243A7330 11FA8EB8 11FA8EB8 6D914980 0x0177F3DC: 6D9148B8 004C5390 004C53B5 6D914980 004C5390 11FA8EB8 0x0177F3F4: 00000000 007F0DE4 6D914980 11FA8EB8 11FA8F1C 11FA8870 0x0177F40C: 00B3ED84 00000000 004C5457 6D9148B8 004C5390 11FA8EB8 0x0177F424: 006B0B97 1FE6A3D0 11FA8EB8 00000002 00000236 00000236 0x0177F43C: 00000038 C4EBA2CE 416D369E 00533522 0000007B 10FF02C4 0x0177F454: 0177F458 11FA8870 3FAE3410 3F188C46 44D09445 C4EBA2CE 0x0177F46C: 416D369E 0053426F 0177F47C 112FBD48 44D09445 C4EBA2CE 0x0177F484: 416D369E 00565046 0177F4A0 0177F5B4 00B997D4 41000000 0x0177F49C: 00000000 44D09445 C4EBA2CE 416D369E 00568D3E 00B997D8 base: 0x01580000 top: 0x0177F3C4 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C53A6 in gta_sa.exe (+0xc53a6) (0x0177F3C4) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) (0x0177F3E0) 0x004C53B5 in gta_sa.exe (+0xc53b5) (0x0177F3F4) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. Circumstances: Again I did not log for some reason. Junior's save. Drove around in Mercury. Crashed 15 minutes in. ----------------- ----------------- Next attempt will be less mods, more cars. I'll start running Vehicles Test a ton. Then I'll do the same with more more mods. See if I can't find out if it's the mods causing the crash or the cars. I have full modloader.log and VehFuncs.log. Let me know if you care to see anything else. Edit: Attempt #5 - Crash #4: Modloader mods: Less mods, more cars. Spoiler modloader.log: Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C53A6 in gta_sa.exe (+0xc53a6): 0xC0000005: Access violation writing location 0xF21D71B0. Register dump: EAX: 0x38000000 EBX: 0x004C5390 ECX: 0x121D71B0 EDX: 0x19F6A958 EDI: 0x121D71B0 ESI: 0x19F88828 EBP: 0x19F6AAE8 EIP: 0x004C53A6 ESP: 0x0177F3E4 EFL: 0x00210206 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F3E4: 19F51778 007F0DE4 19F88828 121D71B0 121D71B0 19F6AAE8 0x0177F3FC: 19F6A958 004C5390 004C53B5 19F6AAE8 004C5390 121D71B0 0x0177F414: 00000000 007F0DE4 19F6AAE8 121D71B0 121D7214 121D6B68 0x0177F42C: 00B3C61C 00000000 004C5457 19F6A958 004C5390 121D71B0 0x0177F444: 006B0B97 1A06B6A0 121D71B0 0177F624 00000229 121D6B68 0x0177F45C: 00000001 00000000 00190D08 00000000 000000C2 FFFFFFFE 0x0177F474: 0177F494 121D6B68 777EACD8 01820000 00000000 0184B900 0x0177F48C: 0177F49C 778020A7 0184B900 00000000 0177F4CC 775C43E2 0x0177F4A4: 0177F4C4 0177F500 00220021 0177F500 00040003 0177F4E0 0x0177F4BC: 00000000 00000000 00000000 00000000 0177F4E4 60FF517B base: 0x01580000 top: 0x0177F3E4 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C53A6 in gta_sa.exe (+0xc53a6) (0x0177F3E4) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) (0x0177F400) 0x004C53B5 in gta_sa.exe (+0xc53b5) (0x0177F414) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) Shutting down Mod Loader... Shutting down filesystem watcher... Shutting down menu... Unloading plugin "gta3.std.fx" Unloading plugin "gta3.std.asi" Unloading plugin "gta3.std.bank" Unloading plugin "gta3.std.data" Unloading plugin "gta3.std.movies" Unloading plugin "gta3.std.scm" Unloading plugin "gta3.std.text" Unloading plugin "gta3.std.tracks" Unloading plugin "gta3.std.sprites" Unloading plugin "gta3.std.stream" Mod Loader has been shutdown. Circumstance: Loaded MixMods' save. immediately launched vehicles test (VEHT) ran 8 or 9 cycles crashed on Nevada (553) Obviously the Nevada didn't cause this, but the game crashed due to something else. Also in case you're wondering my modloader doesn't have any duplicates of anything. No duplicate handling lines or anything like that. Gonna wait to continue testing till' I get some feedback. Don't want to be digging in the wrong direction. Thanks for the fix by the way. I know you're busy with Tuning Mod v3 too. Edited December 2, 2018 by xXKenBlockXx Junior_Djjr 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070554225 Share on other sites More sharing options...
Junior_Djjr Posted December 2, 2018 Author Share Posted December 2, 2018 (edited) Very good tests, and there is all the same. But are you sure it does not happen without VehFuncs installed? As I said a while ago, this crash happened to me after a few minutes, and after a fix it never happened to me even after hours testing ← everything here lasted more than 1 week. And this crash was already reported when VehFuncs did not exist yet, so it may have no relation to it. Or it's in some very specific car that I had not installed here. Edited December 2, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070554684 Share on other sites More sharing options...
xXKenBlockXx Posted December 2, 2018 Share Posted December 2, 2018 (edited) 10 minutes ago, Junior_Djjr said: Very good tests, and there is all the same. But are you sure it does not happen without VehFuncs installed? As I said a while ago, this crash happened to me after a few minutes, and after a fix it never happened to me even after hours testing ← everything here lasted more than 1 week. And this crash was already reported when VehFuncs did not exist yet, so it may have no relation to it. Or it's in some very specific car that I had not installed here. Great! Yeah I think you're right. Now that I think about it, I don't think it's VehFuncs causing it. Plus I tested for another 2 hours tonight on a heavily modded build (110+ including cars and weapons). No crashes at all. I think we're in the clear! Edited December 2, 2018 by xXKenBlockXx Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070554689 Share on other sites More sharing options...
Junior_Djjr Posted December 2, 2018 Author Share Posted December 2, 2018 13 hours ago, xXKenBlockXx said: Great! Yeah I think you're right. Now that I think about it, I don't think it's VehFuncs causing it. Plus I tested for another 2 hours tonight on a heavily modded build (110+ including cars and weapons). No crashes at all. I think we're in the clear! But did you test without it, with the same cars, and didn't cause the crash? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070555580 Share on other sites More sharing options...
xXKenBlockXx Posted December 3, 2018 Share Posted December 3, 2018 (edited) On 12/2/2018 at 12:43 PM, Junior_Djjr said: But did you test without it, with the same cars, and didn't cause the crash? Did more testing tonight. No driving around tonight. Just Vehicles Test mod. Made some significant discoveries I think. Used my test build from the other night not my 110+ mod build. Same directory mods: GTA SA 1.0 US 1.0 US Hoodlum Largeaddress patched. CLEO 4.3.23 Silent's ASI Loader ImVehFT 2.1.1 Improved Fastloader Moonloader Moonloader Additions (in moonloader) ImGUI (in moonloader) Call Vehicle by Image (in moonloader) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Attempt #1 - Crash #1: This attempt was just to replicate the crash. Modloader mods: Spoiler modloader.log (same crash): Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C53A6 in gta_sa.exe (+0xc53a6): 0xC0000005: Access violation writing location 0x711158F4. Register dump: EAX: 0x58000017 EBX: 0x004C5390 ECX: 0x11115898 EDX: 0x497ECC60 EDI: 0x11115898 ESI: 0x453349E8 EBP: 0x497ECC60 EIP: 0x004C53A6 ESP: 0x0177F414 EFL: 0x00210206 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F414: 45334218 007F0DE4 453349E8 11115898 111158FC 11115250 0x0177F42C: 00B35F0C 00000000 004C5457 497ECC60 004C5390 11115898 0x0177F444: 006B0B97 1956A810 11115898 0177F624 00000207 11115250 0x0177F45C: 00000001 00000000 00190D08 00000000 000000C0 FFFFFFFE 0x0177F474: 0177F494 11115250 7707ACD8 017E0000 00000000 0180BB70 0x0177F48C: 0177F49C 770920A7 0180BB70 00000000 0177F4CC 768A43E2 0x0177F4A4: 0177F4C4 0177F500 00220021 0177F500 00040003 0177F4E0 0x0177F4BC: 00000000 00000000 00000000 00000000 0177F4E4 6E6A517B 0x0177F4D4: 0177F4E0 0177F500 00000105 003A433D 0177F60C 6E6A5117 0x0177F4EC: 00000000 00000000 095DD300 6E6A5127 660037BC 475C3A43 base: 0x01580000 top: 0x0177F414 bottom: 0x01780000 Backtrace (may be wrong): =>0x004C53A6 in gta_sa.exe (+0xc53a6) (0x0177F414) 0x007F0DE4 in gta_sa.exe (+0x3f0de4) (0x0177F430) 0x004C5457 in gta_sa.exe (+0xc5457) Circumstances: MixMods 100% save immediately launched Vehicles Test ran for about 20 minutes until round 67 or 68 crashed on 519 (shamal) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Attempt #2 - NO CRASH: Only difference in build from attempt #1 is that I removed VehFuncs. Circumstances: MixMods 100% save Immediately launched Vehicles Test. Ran 160 times so probably about 45 minutes from beginning to end No crash -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Attempt #3 - NO CRASH: Okay. So let me explain my logic behind this test. I found the modloader log from my second encounter with the glitched engine. Here it is: Spoiler Game version: GTA SA 1.0 US Unhandled exception at 0x004C7DAD in gta_sa.exe (+0xc7dad): 0xC0000005: Access violation reading location 0x00000040. Register dump: EAX: 0x00000000 EBX: 0x00000040 ECX: 0x00000000 EDX: 0x9322DCD8 EDI: 0x19E9ABC8 ESI: 0x00B3E164 EBP: 0x00000000 EIP: 0x004C7DAD ESP: 0x0177F26C EFL: 0x00010297 CS: 0x00000023 SS: 0x0000002B GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B Stack dump: 0x0177F26C: 9348D510 19E9B448 006A6655 00000002 0177F2A8 00000000 0x0177F284: 3F800000 19E9ABC8 00000232 00000000 00E9B210 00B3E164 0x0177F29C: 00000002 00000002 0D556E30 BF56F637 BFA60552 BF418D95 0x0177F2B4: 7739CC59 007F0DE4 C3F58F68 FFFFFFFF 0177F2D8 73BEE9E3 0x0177F2CC: C3F58F78 73BEE9F0 00000001 00827BA9 00000000 19E9ABC8 0x0177F2E4: 00000000 00821B23 006B0EBB 006B11A3 00C281F0 0000000A 0x0177F2FC: 00000005 00000000 00000000 00000000 BE19999A 00000BE3 0x0177F314: 3E19999A 19E9ABC8 00000004 00001E8C 3A508299 00567607 0x0177F32C: 00B8C518 00B993A8 0177F378 0177F41C 0177F3E4 00000001 0x0177F344: 00000000 00000000 00000000 00000000 00000000 00000000 base: 0x01580000 top: 0x0177F26C bottom: 0x01780000 Backtrace (may be wrong): =>0x004C7DAD in gta_sa.exe (+0xc7dad) It is Tuning Mod crash! So I did a test with the same build as #1 but this time with Tuning Mod 2.1.1 installed! Modloader mods: Same as Attempt #1 only with addition of Tuning Mod. Circumstances: MixMods 100% save Immediately launched Vehicles Test ran 180 times - so for about an hour No crash So maybe VehFuncs is either reliant on Tuning Mod in some way or Tuning Mod fixes the crash somehow? I know one run may not be enough to be definitive. Let me know if you want me to replicate these tests or do anything different. Edited January 3, 2019 by xXKenBlockXx fixed link Junior_Djjr 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070556280 Share on other sites More sharing options...
Junior_Djjr Posted December 3, 2018 Author Share Posted December 3, 2018 (edited) Interesting, but the list of your mods is not showing up. I'd like to reproduce this, I need the list of which cars you're using, I've already downloaded 20 from Avant and no crashes... If we can figure out exactly which car(s) would be great, so I can filter the features and test it faster (maybe just create and delete that problematic car will crash in few minutes or seconds). Edited December 3, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070557562 Share on other sites More sharing options...
Mysterdogg Posted December 6, 2018 Share Posted December 6, 2018 Hey @Junior_Djjr, hoping it's not the wrong moment to ask this but, are you in for some suggestions? I know that you're busy, as always, with the rest of your projects but could be great to have animated parts at will (...) since the function for rotating parts is already possible, a great addition could be to use it for toggleable/controllable parts. And the possibilities for such function are not just that, you could eventually use it to animate parts between certain grades like how doors or pop-up parts do, and if someone's enough smart can use that function to mimick, for example, a convertible roof, secret compartments, etc. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070561749 Share on other sites More sharing options...
Junior_Djjr Posted December 7, 2018 Author Share Posted December 7, 2018 13 hours ago, Mysterdogg said: Hey @Junior_Djjr, hoping it's not the wrong moment to ask this but, are you in for some suggestions? I know that you're busy, as always, with the rest of your projects but could be great to have animated parts at will (...) since the function for rotating parts is already possible, a great addition could be to use it for toggleable/controllable parts. And the possibilities for such function are not just that, you could eventually use it to animate parts between certain grades like how doors or pop-up parts do, and if someone's enough smart can use that function to mimick, for example, a convertible roof, secret compartments, etc. Other people said the same thing, try to make any relation of command and reaction, be it speed, angle, order etc within the .dff should be horrible. A single node rotating may be acceptable, but it would not do much to do more than this, link a relationship between one and another and create an order of animations (eg a dvd player first goes forward, rotates, and then goes backwards) would be a lot of headache. It is better to create each independent function, so I can also have the freedom to add features (for example an animation on the screen of the DVD, not that I think at the moment, but it is an example). Including, if anyone has some well-adapted convertible car mod for me to use as a base to make the folding roof (preferably hard-top), send it. Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070562741 Share on other sites More sharing options...
_keegan_ Posted December 22, 2018 Share Posted December 22, 2018 With this mod i can create moved belt ammo and enhanced rockets in Hunter like in gta V ? Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070587467 Share on other sites More sharing options...
Junior_Djjr Posted January 2, 2019 Author Share Posted January 2, 2019 (edited) Trying to fix 0x004C7DAD crash, and bugs (and crash?) caused by f_shake parts (after a long time I noticed this bug happening again). Also fixed IVF incompatibility and some other bugs of extras. Test it. edit: new version released now Edited January 2, 2019 by Junior_Djjr -Anti- 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/page/6/#findComment-1070600175 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now