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FusionFix


El Dorado

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"We are very excited to be releasing the PC version of Grand Theft Auto IV" said Sam Houser, Founder of Rockstar Games. "The whole team is dedicated to bringing an amazing gaming experience to the PC. The game looks and plays beautifully on PC and we can't wait for people to play it"

 

 

 

 

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Grand Theft Auto IV & Episodes From Liberty City, great games for sure, but the PC port is held together by withered old rope and random luck. The purpose of this mod is to fix some of its many issues.

 

 

 

Main Features:

 

  • Fixed Z Fighting
  • Fixed emissive shaders (Rotterdam Tower, Comrades Bar)
  • Fixed TBOGT vehicle headlights and taillights, also other vehicle model fixes for IV and TLAD
  • Previously a TLAD exclusive, Niko and Luis will use their leg to balance when using a phone on a stationary bike
  • Restored transparency effects on pool minigame
  • Various scripting fixes such as FBI cars arriving early on the cutscene of "To Live and Die in Alderney", buskers running away from Luis, gun vendor dialogue;

 

And plenty more, check the full changelog on github

 

This mod also includes the shaders from the excellent Console Visuals mod, bringing many fixes and improvements to the game, such as:

 

  • Remade bloom shader with proper resolution scaling
  • Fixed LOD fading that was broken since patch 6
  • Fixed volumetric light shafts
  • Anti Aliasing and shadow filtering improvements
  • Fixed textureless water on AMD graphics cards
  • Improved rain visibility and fixing black water droplets on screen
  • Fixed distorted projection on mirrors

 

And much more, check the original topic and the github page for more info

 

    

Brief explanation of the various .ini settings:

 

  • RecoilFix = Recoil and bullet spread behaves differently between controller and mouse, now weapons will have proper recoil/spreading when firing with mouse.
  • AimingZoomFix = The max aiming zoom was forced on TBOGT, this is not the case on IV or TLAD. Now the game remembers the last state of zoom and uses that for next zoom activation across all games. (Setting a value of 2 in this setting will make IV and TLAD behave like TBOGT originally)
  • FlickeringShadowsFix = Fixes some flickering with night shadows (known issue: disables player shadow from vehicle headlights)
  • ExtraDynamicShadows = Restores some missing shadows absent since patch 8, like the train tracks on Hove Beach. Setting this to 2 will also enable some missing shadows from vegetation (bushes). Setting to 3 will force all objects to cast shadows.
  • DynamicShadowForTrees = Removes the fake imposter shadow from trees, now their leaves cast real, dynamic shadows. This WILL impact game performance in areas with lots of trees.
  • FixCascadedShadowMapResolution = The game downsamples the intended shadow map resolution to half it's size (Rendering it on 4096 x 4096 but drawing them at 2048 x 2048 on the very high setting). Setting this to 1 will make it use the original value. Small performance hit.
  • DefaultCameraAngleInTLAD = The Lost And Damned uses a different camera angle for bikes, this option forces the original IV camera angle.
  • PedDeathAnimFixFromTBOGT = When you perform a counter kill after a dodge in IV & TLAD, the ped after falling down and dying performs an additional death animation, which doesn't happen in TBOGT. Now all games have the proper behaviour.
  • FixRainDrops = Restores the rain drops effects on the screen to the same way it was on consoles.
  • RainDropsBlur = The blur intensity of the rain drop effects on the screen, 2 is the default value to match the way it was on consoles.
  • WalkKey = You can assign a different key used by the Always Run option, default is Alt. See the virtual keys table for reference.

     

 

Some other features can be enabled or disabled directly from in-game menus

 

       Controls Menu

  • Raw Input = Raw mouse input.
  • Always Run = With this option on, Niko/Johnny/Luis will jog instead of slowly walk when pressing the walk button. It's the equivalent of holding A/X on controller. On keyboard, press ALT (configurable on .ini) to walk slowly. On controller no need to smash A/X to sprint, just holding the button will do.
  • Cover Centering = On/Off toggle to disable camera centering when in cover.
  • Gamepad Icons = Allows to select various controller icon styles (Xbox 360, Xbox One, PS3, PS4, PS5, Nintendo Switch, Steam Controller and Steam Deck)

 

 

      Display Menu

  • Motion Blur = On/Off toggle for motion blur when driving at high speeds.
  • Bloom = On/Off toggle for the bloom effect.
  • Console Gamma = On/Off toggle for the gamma value used on consoles (blacks will be darker)
  • Screen Filter = Cycles through the screen filters used between the games (you can disable the sepia tone in TLAD or use that effect on IV for example)
  • Depth Of Field = Options to adjust the quality of the dof effect, or to disable it.
  • TreeFX = Cycles through lighting modes for trees;

            PC = Vanilla PC/PS3 style lighting, with fixed orange glow
            PC+ = The above but with vertex AO, this is intended for tree mods with more complex models and it looks great for some vanilla trees, but pretty bad for others
            Console = X360 lighting, it adds a "translucency" or "subsurface scattering" effect to the leaves and makes them really pop. This works best with vanilla & console trees.

  • Definition = Cycles through the filters for dithering/stippled objects;

            Classic = Filter affects the entire screen and acts just like on consoles, so everything is a bit fuzzy, but still sharper than vanilla "Definition Off".
            Improved = Filter affects only stippled objects, so anything transparent like vegetation, fences and faded objects. Everything else stays perfectly sharp.
            Extra = Same as Improved, but stippled transparency is removed from vegetation and fences, so they stay sharp too. This is closest to how GTA V works and is the sharpest mode.

 

 

      Graphics Menu

  • Shadow Filter = Various options for shadow softness, following GTA V naming: Sharp (Vanilla), Soft, Softer, Softest (more or less the way it was on patch 4) and PCSS (performance hit)
  • Console Shadows = Enable some shadows present on consoles but missing on PC (Booth Tunnel). Requires Night Shadows to be enabled. known Issue: Damage vehicle parts do not cast shadows correctly.
  • Anti Aliasing = Options for anti aliasing; Off, FXAA and SMAA.
  • FPS Limiter = Self explanatory, limits the fps.
  • FOV = Adjusts the Field of View.

 

 

      Game Menu

  • Skip Intro = Disables the rockstar logos and legal screens when booting the game, getting to the main menu faster.
  • Skip Menu = This also skips the main menu, it then loads the last save directly.
  • Borderless = Force borderless windowed mode. (Requires -windowed commandline)
  • LightSyncRGB = Some rgb features for Logitech keyboards (video)
  • FPS Counter = Display the current fps on the screen.
  • Alt. Dialogues = Enables the alternative dialogues in some missions.
  • Letterbox = Draws cutscene borders on top and bottom of the screen.
  • Pillarbox = Draws cutscene borders on the sides of the screen.
  • SSAA = Enables Super-Sampling Anti-Aliasing, can be combined with FXAA or SMAA. Requires game restart.

 

 

 

There are also some fps limiting features that are self explanatory, but worth of mention:

  • CutsceneFpsLimit = Cutscenes have a zoom bug if your framerate exceeds 30 fps, this can be seen even on xbox series backwards compatibility mode where the framerate is unlocked. You may want to limit them to 30 fps to avoid this, or;
  • ScriptCutsceneFovLimit = Set this to 30 if you don't want to lock your framerate on cutscenes - this is a wip workaround, but good enough for now.

 

  • [BudgetedIV] section

       A fix for the infamous taxi bug by NTA, related to modding/adding vehicles to the game, more info can be found in the original thread

 

If you're not using any vehicle mods you shouldn't need to mess around with that, but the rule of thumb is = size of your vehicles.img in bytes.

Of course with the new .img loading feature there's no need to edit said file directly anymore but the adjusted value is still needed. The suggested value in the .ini is a good starting point, then tweak it to your needs - but going too high may cause instability.

 

 

 

Speaking of img. loading...

 

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...the what now?

 

This is a feature intended to be used by mod developers for easy, 'drag & drop' install mod distribution, but users can greatly benefit from it too, in special Rockstar Games Launcher users.

This is done via Fusion Fix adapting the “update” folder method from the console version of the game (the PlayStation 3 version to be specific - internally called overload folder) and expanding upon it, originally the game would only load one IMG called “update.IMG” but now the game can load multiple IMG regardless of their name and as an added benefit you can now split mods up to load specifically in just GTA IV, TLAD, TBOGT or ALL by simply organising them inside "IV" "TLAD" or "TBOGT" subfolders.

 

update> my mod> your mod.img, or
update> IV> your mod.img

 

Anything that was already inside an .img in the original game can be repacked into a new .img. Textures, models, animations, scripts. For "loose" files (timecyc for example) you'll need to follow the general file/folder structure of the game. For .rpf files (playerped.rpf, for protagonist clothing mods for example), you still need to copy the whole .rpf over, again following the file/folder structure.

 

Reminder that currently there is a limit of how much .img files the game can load at once: 255. For comparison, here's how much .imgs are loaded by the vanilla game and it's episodes

 

IV - 129

TLAD - 180

TBOGT - 202

 

Check this video from @TJGM about Fusion Overloader

 

 

 

 

 

 

 

DOWNLOAD HERE

 

 

Install instructions: just drag contents from zip and drop into main game folder, where the .exe is

 

Note about game versions: This mod is primarly designed the work with THE COMPLETE EDITION of the game, version 1.2.0.59 on Steam and Rockstar Games launcher.  While it also works with patch 7 and 8, some features may be limited. Not compatible with ENB's of any kind.

 

Want to report an issue? Head over here, please be detailed as possible in your explanation, also note that this is a list to document VANILLA GAME BUGS only.

 

 

 

Disclaimer: This forum link and github link are the only ones officially affiliated to the Fusion Fix team. All other forks and links are not official, not supported, and for all we know might even contain malware.

 

 

Check some before/after screenshots, also a video made by TGJM

 

Spoiler

 

 

 

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Recommended mods: Radio DowngraderAsh_735's Workshop, Console Visuals, Various Fixes

 

Credits: @ThirteenAG, @_CP_, @Tomas., @Sneed, @ermaccer, @Parallellines, @akifIe47, @robi29, @RaphaelK12, @Attramet, @Ash_735, @Magic_Al

 

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108633054-2ed23d00-7483-11eb-8b6a-2d04e1ac138d.png

Max Payne 3 FusionFix

This is a small project intended to add ability to hide skip button in Max Payne 3. Additionally, added an option to increase the size of subtitle text outlines and prevent Hoboken Alleys coop map from crashing the game.

Installation:

Download: MaxPayne3.FusionFix.zip

This requires ASI Loader.

Unpack the content of archives to your Max Payne 3 directory.

 

Spoiler

Before: 68747470733a2f2f692e696d6775722e636f6d2f

After: 68747470733a2f2f692e696d6775722e636f6d2f

 

Edited by El Dorado
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  • 5 months later...
TWIST_OF_HATE

Nice to see that this finally got a thread 😎

I hope we will celebrate more fixes in the near (or even far 🥺) future !

Edited by TWIST_OF_HATE
FUTURE !
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That's nice! I'll install this soon in my build.

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Igor Bogdanoff

>doesnt have p2dfx
literally silent tier trash mod 0/10 needs more outlines.

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Now, I've never played IV, but this surely some really nice progress here! Good work, @El Dorado, I wish you good luck with it.

I'd really love to see some fixes for the continuity errors and ret-cons in the story too.:)

Edited by The Eddo
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Good to see that someone was able to fix the handbrake camera. Going to try this later. Good work. :^:

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Nice work!

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4 hours ago, JoeVK78 said:

@El Dorado Ignore these sh*t talking fools. Keep up the great work. The trees fix is especially nice. The sh*t shadows drive me nuts every time i see them.

Dude, if you say this due @George Costanza's reply and mine one as well, you didn't get the joke. Those two comments are full of sarcasm lol.

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15 minutes ago, Inadequate said:

Dude, if you say this due @George Costanza's reply and mine one as well, you didn't get the joke. Those two comments are full of sarcasm lol.

Oh, lol. My bad then man.

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1 hour ago, JoeVK78 said:

Oh, lol. My bad then man.

No, not your bad.

You couldn't know that insulting each other is an inside "joke" of them.

 

  • Like 3
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25 minutes ago, B Dawg said:

Love the mod name.

Same here.

___

By the way, this fixes the z-fightining over the map? On the lods models... I'm really happy that this project is happening. I thought something like this was really hard to achieve for GTA4 but isn't.

Edited by gts.
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1 hour ago, gts. said:

Same here.

___

By the way, this fixes the z-fightining over the map? On the lods models... I'm really happy that this project is happening. I thought something like this was really hard to achieve for GTA4 but isn't.

It looks like a few lines of code, but I can't even describe the amount of effort it takes to do something like this.

Z-fighting is tricky, because on Xbox you either see a lod model, or normal model, but on PC depending on draw distance slider, both appear at the same time. You can literally find a model with z-fighting, open menu and adjust that distance slider, which will make z-fighting appear or disappear for this particular model. There's probably multiple ways to solve this, for example by making lods smaller so they kinda exist inside normal models without overlapping each other, but that doesn't look doable. Other way would be to adjust draw distances in ide files, maybe that will help. So at the moment nobody knows how to solve this particular problem.

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Don't know if y'all ever noticed this on EFLC (not a problem with IV + DLCs, but that's not an option when it comes to Multiplayer), but some particle effects are broken/bad (fog, drizzle rain, etc...), and it's not shader file related (I copied all the ones from IV over just to test). They look like squares/rectangles.

Spoiler

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LAieMQN.png

 

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Broken textures maybe?

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I don't think so, I think I looked through those too but they all looked the same as IV's, so I don't know.

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6 hours ago, TheBadZero said:

I can load this file on other sites?

I don't think so, it only can be loaded on IV and/or EFLC.

 

Spoiler

/s


EDIT:

@ThirteenAG aw, sh*t. I hope something can be done to fix the z-fightning, it's so bad in IV and EFLC? I think.

Edited by gts.
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16 hours ago, gts. said:

I don't think so, it only can be loaded on IV and/or EFLC.

 

  Reveal hidden contents

/s


EDIT:

@ThirteenAG aw, sh*t. I hope something can be done to fix the z-fightning, it's so bad in IV and EFLC? I think.

what?
too late...

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Great work guys, thanks a lot! 

I didn't have much time to test properly the mod, but I noticed 2 things in particular:

1. This is probably related to the "Z-Fighting issue" that has already been reported. When in the FusionFix.ini the Handbrake Cam is enabled, you're in a vehicle and you're playing with a controller, the camera moves very vey fast... With mouse and keyboard everything seems to be fine tho.

2. Regarding the zooming-in problem that occurs in some cutscenes at high FPS, on GitHub you reported that the problem "went away" after you started a new game twice from a save file. In my case I got it normal after just one attempt, the cutscene was running at 90FPS even though it feeled choppy, surely far from smooth... But that's probably because cutscenes are supposed to run at max 50 FPS.

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3 hours ago, Wolver_321 said:

When in the FusionFix.ini the Handbrake Cam is enabled, you're in a vehicle and you're playing with a controller, the camera moves very vey fast... With mouse and keyboard everything seems to be fine tho.

Yeah, I did more tests, seems like keyboard + 30 fps: camera barely works. Gamepad + 30 fps: exact same behavior as on xbox. Keyboard + 120+ fps: still nothing. Gamepad + 120 fps: too much movement.

That's without the fix. Not sure how to address that yet, but I'll think about it.

 

3 hours ago, Wolver_321 said:

2. Regarding the zooming-in problem that occurs in some cutscenes at high FPS, on GitHub you reported that the problem "went away" after you started a new game twice from a save file. In my case I got it normal after just one attempt, the cutscene was running at 90FPS even though it feeled choppy, surely far from smooth... But that's probably because cutscenes are supposed to run at max 50 FPS.

I'm reimplementing frame limiter that was present in patch 1, so there will be options to address cutscene zoom with fps limiter.

Edited by ThirteenAG
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v1.1 released

https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/releases

New in this version: Framelimit options on the .ini

 

  • FpsLimit - enter a desired value to specify the number of frames per second you want for the game. Like 30, 45, 60 or more. This will affect all gameplay. Set to 0 to disable.
  • CutsceneFpsLimit - enter a desired value to specify the number of frames per second you want for the game to use on cutscenes only. Recommended 60 or lower, this option aims to fix the cutscene zoom that happens when playing on high fps. Set to 0 to disable (If you set this option to 0, but have a limit set on the above option, it will use that limit here too)
  • ScriptCutsceneFovLimit - this is the minimum fov value the game can set during script cutscenes, like this one. It prevents the game to zoom in too much on high fps. Note that this isn't a proper fix, more of a workaround.
Edited by El Dorado
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New version uploaded with a new experimental feature: LodShift. Set it to 0.4, it will shift lods to a new position, to help avoid z-fighting between objects. It doesn't eliminate all z-fighting, but reduces it somewhat.

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This looks awesome! Been meaning to replay IV lately.

 

Spoiler


This is a small bug but a mildly infuriating one - even on max everything the Statue of Happiness is an extremely low quality LOD when viewed from even the closest tip of the Castle Garden City area. I believe this bug was introduced in one of the patches that added EFLC stuff just before it was announced it was coming to PC.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1848057826

 

EDIT: Just realized reports go to GitHub. Here's the issue.

 

 

Edited by gamerzworld
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On 8/28/2019 at 3:40 PM, ThirteenAG said:

New version uploaded with a new experimental feature: LodShift. Set it to 0.4, it will shift lods to a new position, to help avoid z-fighting between objects. It doesn't eliminate all z-fighting, but reduces it somewhat.

Oh god, I'm so hyped! Lol.

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