Igor Bogdanoff Posted June 13, 2019 Share Posted June 13, 2019 (edited) Now it's a well known fact that the pc port of Grand Theft Auto IV and Episodes From Liberty City is not amongst the most praised piece of technology out there. And it's a shame really, because this game is nothing short of fantastic, and it deserves some love. Hence FusionFix FusionFix is a collaboratory work from members of the modding community with the goal of making the pc port of GTA IV CE a bit less broken. If you want to add your 2 cents to the discussion, head over here https://github.com/GTAmodding/GTAIV-Issues-List/issues Report vanilla game bugs, suggest solutions. Download link can be found here (Source is also included) https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix Report bugs related to this mod and follow the general development of it. Installation instructions are detailed in the above link, but it's basically drag contents from zip, drop to game folder. Initial release features: Fixed recoil behavior that was different when playing with keyboard/mouse and gamepad Fixed forced "definition off" setting in cutscenes, now cutscenes will respect the menu setting Partially fixed emissivestrong shader bug that was broken after patch 6 (e.g. Rotterdam Tower, Comrades Bar area) (BAWSAQ building was still rendered incorrectly, thus workaround was made by editing its model) Fixed DLC car lights in TBoGT Tree foliage casts dynamic shadows instead of static (also fixing the "vegetation shadow bug") Fixed handbrake camera behaving erratically when playing at high fps Fixed Uranus exhaust smoke and rancher collision Reverse lights now appear at reverse lights location Niko and Luis now use their leg to balance when calling on stationary bike like Johnny in TLaD Check some before/after screenshots Spoiler NOTE ABOUT OFFICIAL GAME PATCHES: This mod is being developed using latest patch on Steam and Rockstar Game Launcher (1.2.0.43 when this message was written). As for older patches, there is branch on github with support for 1.0.8.0 IV and 1.1.0.3 EFLC, it can also work with even older versions, but it's basically trial and error. If you want to test it on older patches, try it. Other mod that goes along well with this one: ColAccel, Various GTA Downgraders, Ash_735's Workshop (HQ lore friendly vehicle textures) Credits: @ThirteenAG, @CP_, @Tomas., @Sneed, @ermaccer MaxPayne3.FusionFix This is a small project intended to add ability to hide 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: After: Edited May 12 by Igor Bogdanoff RyanDri3957V, kas-loc, spartaque12 and 24 others 24 3 Link to comment Share on other sites More sharing options...
TWIST_OF_HATE Posted August 25, 2019 Share Posted August 25, 2019 (edited) Nice to see that this finally got a thread I hope we will celebrate more fixes in the near (or even far ) future ! Edited August 25, 2019 by TWIST_OF_HATE FUTURE ! Link to comment Share on other sites More sharing options...
Jinx. Posted August 25, 2019 Share Posted August 25, 2019 That's nice! I'll install this soon in my build. Link to comment Share on other sites More sharing options...
zanesix Posted August 25, 2019 Share Posted August 25, 2019 Best silentpatch ripoff I've seen yet, 10/10 A8ul99, RyanDri3957V, Alexander Pierce and 4 others 7 Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted August 25, 2019 Author Share Posted August 25, 2019 >doesnt have p2dfx literally silent tier trash mod 0/10 needs more outlines. RyanDri3957V, Jinx., H-G and 1 other 4 Link to comment Share on other sites More sharing options...
H-G Posted August 25, 2019 Share Posted August 25, 2019 (edited) 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 August 25, 2019 by The Eddo WXSTER 1 Link to comment Share on other sites More sharing options...
Jimmy Posted August 25, 2019 Share Posted August 25, 2019 Good to see that someone was able to fix the handbrake camera. Going to try this later. Good work. i5 10400F • MSI Z490-A PRO • XPG 16GB DDR4 3000MHz • MSI RX 570 4GB • NZXT H510 • Cooler Master MWE 650 V2 Link to comment Share on other sites More sharing options...
Dominik_ Posted August 25, 2019 Share Posted August 25, 2019 Nice work! Link to comment Share on other sites More sharing options...
Inadequate Posted August 25, 2019 Share Posted August 25, 2019 @El Dorado you gay, and gay mod as well. Igor Bogdanoff 1 Link to comment Share on other sites More sharing options...
JoeVK78 Posted August 26, 2019 Share Posted August 26, 2019 @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. WXSTER 1 Link to comment Share on other sites More sharing options...
TheBadZero Posted August 26, 2019 Share Posted August 26, 2019 Will give an increase in FPS? Link to comment Share on other sites More sharing options...
Inadequate Posted August 26, 2019 Share Posted August 26, 2019 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. RyanDri3957V, Igor Bogdanoff, Jinx. and 1 other 4 Link to comment Share on other sites More sharing options...
gts. Posted August 26, 2019 Share Posted August 26, 2019 Whoa, whoa, what a big work here. I almost missed it, thanks to inadequate that bumped this god send thread haha. H-G, Jinx., Igor Bogdanoff and 1 other 4 Link to comment Share on other sites More sharing options...
JoeVK78 Posted August 26, 2019 Share Posted August 26, 2019 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. Jinx., Inadequate, H-G and 1 other 4 Link to comment Share on other sites More sharing options...
miclin Posted August 26, 2019 Share Posted August 26, 2019 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. H-G and Jinx. 2 Link to comment Share on other sites More sharing options...
B Dawg Posted August 26, 2019 Share Posted August 26, 2019 Love the mod name. Link to comment Share on other sites More sharing options...
gts. Posted August 26, 2019 Share Posted August 26, 2019 (edited) 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 August 26, 2019 by gts. Link to comment Share on other sites More sharing options...
ThirteenAG Posted August 26, 2019 Share Posted August 26, 2019 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. Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
B Dawg Posted August 26, 2019 Share Posted August 26, 2019 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 Link to comment Share on other sites More sharing options...
ThirteenAG Posted August 26, 2019 Share Posted August 26, 2019 Broken textures maybe? Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
B Dawg Posted August 26, 2019 Share Posted August 26, 2019 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. Link to comment Share on other sites More sharing options...
TheBadZero Posted August 26, 2019 Share Posted August 26, 2019 I can load this file on other sites? Link to comment Share on other sites More sharing options...
gts. Posted August 26, 2019 Share Posted August 26, 2019 (edited) 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 August 26, 2019 by gts. AshGamer007 1 Link to comment Share on other sites More sharing options...
TheBadZero Posted August 27, 2019 Share Posted August 27, 2019 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... Link to comment Share on other sites More sharing options...
Guest Posted August 27, 2019 Share Posted August 27, 2019 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. Link to comment Share on other sites More sharing options...
ThirteenAG Posted August 27, 2019 Share Posted August 27, 2019 (edited) 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 August 27, 2019 by ThirteenAG Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
El Dorado Posted August 27, 2019 Share Posted August 27, 2019 (edited) v1.1 releasedhttps://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 August 27, 2019 by El Dorado Jinx., Alex106, H-G and 5 others 8 Link to comment Share on other sites More sharing options...
ThirteenAG Posted August 28, 2019 Share Posted August 28, 2019 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. TWIST_OF_HATE, iiCriminnaaL, Alex106 and 3 others 6 Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
gamerzworld Posted August 28, 2019 Share Posted August 28, 2019 (edited) 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 August 28, 2019 by gamerzworld Link to comment Share on other sites More sharing options...
gts. Posted August 31, 2019 Share Posted August 31, 2019 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. Link to comment Share on other sites More sharing options...
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