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FusionFix


Sneed
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 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

xmkmyY2.png

 

 

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

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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

 

 

Edited by Sneed
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  • 2 months later...
TWIST_OF_HATE

Nice to see that this finally got a thread ūüėé

I hope we will celebrate more fixes in the near (or even far ūü•ļ) 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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>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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@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.

  • Like 1
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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 2
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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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