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52 minutes ago, LennyH said:

I'm trying to import 2048x2048 textures into gtxd.img for an upscaled road textures mod, but there is a problem where if a texture that is 2048x2048 or larger imported into the game, peds disappear, textures switch to LOD textures as well as some models, which constantly appear and disappear, could you possibly look into it?

I've tested this with 1.0.7.0 and 1.0.8.0

I think this is similar what GTA:SA had, when game have data streaming limitations by default.

What first comes into mind, is that your GTA4 should have commandline.txt next to EXE's, and should contain:

-norestrictions
-nomemrestrict

 

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BadassBaboon
2 hours ago, TempUser_ said:

I think this is similar what GTA:SA had, when game have data streaming limitations by default.

What first comes into mind, is that your GTA4 should have commandline.txt next to EXE's, and should contain:


-norestrictions
-nomemrestrict

 

I have had those when taking that screenshot, I don't think that has anything to do with it.

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3 hours ago, B Dawg said:

Something I've read that might help:
GTA IV > pc > stream.ini
Change all the values to 409600

Sorry to break it down to you, but that doesn't work either, this is something that has to do with the game engine probably

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On 8/26/2019 at 6:40 AM, ThirteenAG said:

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.

I did find out something interesting with z-fighting using camera changes with helicopters. 

 

For some reason if you are in any helicopter either on the ground or in the air and you change from 3rd person, to 1st person, back to 3rd person, the z-fighting is eliminated or drastically reduced. It does not work for any other vehicle except helicopters.....which tells me there is something in the camera code that when transitioning cameras, fixes the order of the LOD's loaded or the precision depth. Iv'e tested this dozens of times all over LC and it works every time. 

 

My thinking is, if someone with coding knowledge can figure out what is happening in switching cameras in only the helicopter, that code could possibly be duplicated for both nico and all other vehicles. That way, the z-fighting can be fixed or greatly reduced.

 

Here is a video showing what I am talking about. Notice the shoreline z-fighting almost being eliminated by switching cameras. This works on every z-fighting model/models I have encountered. If we can get this working, this will be a huge leap visually. 

 

 

Edited by BisonSales
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On 10/9/2019 at 1:54 PM, LennyH said:

I'm trying to import 2048x2048 textures into gtxd.img for an upscaled road textures mod, but there is a problem where if a texture that is 2048x2048 or larger imported into the game, peds disappear, textures switch to LOD textures as well as some models, which constantly appear and disappear, could you possibly look into it?

 

I've tested this with 1.0.7.0 and 1.0.8.0

Try installing RIL.Budgeted

Edited by skau
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Hey, for some reason, I cannot seem to blow up explosive objects such as propane tanks and barrels at a distance. I can ONLY then blow them up normally after I get a certain distance close to them. I'm just wondering if this issue would be possible to fix?

 

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  • 2 months later...

Very nice mod so far, do you think it could be possible to restore the "fog drawing distance" to all objets like in the console and the firsts gta IV versions on pc ?

For some reasons rockstar removed it on patch 1.0.4.0 on pc and left it only for small details, it used to be a cool filter for those who play with low draw and details distance values because it made the models switching from low to high detail much less distracting

I kind of tried to restore it on EFLC with the shader files of the first version of gta 4 but then many small objets are not affected by shadows anymore when being "drawn in" until they are fully drawn and trees cast a corrupted shadow, the shaders i used from the first IV PC version to restore the fog draw distance are gta_default.fxc, gta_normal.fxc, gta_normal_spec.fxc, gta_spec.fxc, gta_spec_decal.fxc and gta_trees.fxc, i uploaded these files if this can help somehow

 

https://gofile.io/?c=rudb1F

Edited by sh30g0r4d
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  • 2 weeks later...
Lord Criminal

There're a few bugs/glitches I'd like to report:

  • Melee weapons thrown by arrested NPCs can't be grabbed from the ground and added as a usable melee weapon.
  • The animation of getting the knife in doesn't always work when switching to fist. The knife plainly disappears without any animation. I don't know when it happens exactly, nor why, but it's not constant.
  • Inability to hit with melee weapons without aiming as far as the player didn't hit while aiming at least once since loading a game or getting wasted/busted. (might've been reported before, not so sure)

Also, it would be cool to make it possible to retain a replaced gun/melee weapon as long as it's on the ground, so that after replacing, say, an AK-47 with a Carbine Rifle, it would be possible to retain the AK from the ground and throw the Carbine Rifle back.

Edited by iiCriminnaaL 49
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I was thinking about something for the stuttering introduced by the latest patches, since the problems seems to be the new shadows, what would happen if we can somehow swap sun shadows with night shadows since those ones looks very similar if not the same to the old shadows ?

Edited by sh30g0r4d
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  • 2 weeks later...

Hi. I know that may be known issue, but it frustrates me the most :


Its the dynamic lights limit. Everytime i set draw distance to more than 50, detail distance also to more than 50, car destiny to more than 25 i see this at night. I dont know what to do. 

Also twichy animations in cutscenes are known issue, bt is there any way to fix it? Limiting FPS on cutscenes to 30? Anyone tried it?

EDIT: I just figured out i cant install any .asi mod! I tried every single xliveless, including those for 1.0.8.0 version,, ultimate asi loader and none of them eliminate GFWL window in the game. 

Edited by vlad_8011
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  • 3 weeks later...
  • 3 weeks later...
On 10/4/2019 at 10:36 AM, uncaged said:

Hello! I am experiencing a weird problem. I have a 75 hz freesync (tech is almost the same as Gsync AFAIK) monitor. As you know it smooths fps changing the refresh rate dynamically. It works beautifully in all games. But weirdly not working with 4 and EFLC and even makes things worse. I am not sure if it is possible to take a look at this problem at all but another thing is seriously messed there. That is so sad actually, IV and EFLC are games with constant FPS fluctuations and they would benefit from freesync so much! But here with usual fixed Refresh Rate the game runs much smoother but suffers from FPS drops as always. 
Here is the topic from nvidia forum if that may help:

https://www.nvidia.com/en-us/geforce/forums/moar-games/35/259946/gta-iv-4-stuttering/

 

BTW, can DefaultCameraAngleInTLAD option be changed so it would be possible to force TLaD camera also in IV and TBoGT too? TLaD bike camera is very cool actually : )

I know this is late, but if you have an Nvidia card, you can set Low Latency Mode in the NVCP to Ultra and it fixes this. You can't just set it to on though, it needs to be on Ultra. Also, you can fix this by capping it to 60 FPS (to avoid general fluctuations in framerate from like 80 to 50 when going across bridges) and you don't need to set Low Latency Mode to Ultra.

Edited by MrEWhite
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On 1/20/2020 at 2:31 PM, vlad_8011 said:

Hi. I know that may be known issue, but it frustrates me the most :


Its the dynamic lights limit. Everytime i set draw distance to more than 50, detail distance also to more than 50, car destiny to more than 25 i see this at night. I dont know what to do. 

Also twichy animations in cutscenes are known issue, bt is there any way to fix it? Limiting FPS on cutscenes to 30? Anyone tried it?

EDIT: I just figured out i cant install any .asi mod! I tried every single xliveless, including those for 1.0.8.0 version,, ultimate asi loader and none of them eliminate GFWL window in the game. 

If you limit the cutscene FPS to 50, it fixes the jittery animations.

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  • 2 weeks later...
fluffyheretic
On 3/20/2020 at 12:01 PM, ThirteenAG said:

I mean, I'm certainly in no rush to make an adaptation. But it needs to be done at some point.

 

What will the new Xliveless equivalent be called? Rockstar Antisocial Club?

I'll see myself out.

 

Spoiler

Rockstar Intro Skip And Socialclub Suppressor or just RockstarISASS

 

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Hello guys! All I ask is to fix the z-fighting. I have been obsessed with this thought since 2014. Does anyone have a solution. I had an idea to remove low textures in models and leave only high ones. But I can’t do it. If anyone knows how to do this, then I will be happy to fix each model with this problem

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reduce draw distance to 21 and detail distance to 10 to emulate how it was on consoles. Almost completely eliminates z-fighting because that's how the models were optimized. However,  obviously draw distance will be sh*ttier but it eliminates z-fighting at least!

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On 3/24/2020 at 2:39 PM, zanesix said:

reduce draw distance to 21 and detail distance to 10 to emulate how it was on consoles. Almost completely eliminates z-fighting because that's how the models were optimized. However,  obviously draw distance will be sh*ttier but it eliminates z-fighting at least!

And you'll get a better framerate! 😁

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