TempUser_ 17 Posted October 9, 2019 Share Posted October 9, 2019 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 Link to post Share on other sites
LennyH 633 Posted October 9, 2019 Share Posted October 9, 2019 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. Link to post Share on other sites
B Dawg 10,328 Posted October 10, 2019 Share Posted October 10, 2019 Something I've read that might help: GTA IV > pc > stream.ini Change all the values to 409600 Link to post Share on other sites
gts. 2,323 Posted October 10, 2019 Share Posted October 10, 2019 47 minutes ago, B Dawg said: Something I've read that might help: GTA IV > pc > stream.ini Change all the values to 409600 And what it does exactly? Link to post Share on other sites
B Dawg 10,328 Posted October 10, 2019 Share Posted October 10, 2019 (edited) Tbh don't really remember, something related to max streaming memory usage or something. Edited October 10, 2019 by B Dawg Link to post Share on other sites
LennyH 633 Posted October 10, 2019 Share Posted October 10, 2019 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 Link to post Share on other sites
BisonSales 625 Posted October 13, 2019 Share Posted October 13, 2019 (edited) 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 October 14, 2019 by BisonSales 6 Link to post Share on other sites
skau 824 Posted October 21, 2019 Share Posted October 21, 2019 (edited) 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 October 21, 2019 by skau Link to post Share on other sites
Nelson01023 12 Posted October 21, 2019 Share Posted October 21, 2019 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? 2 Link to post Share on other sites
sh30g0r4d 2 Posted December 25, 2019 Share Posted December 25, 2019 (edited) 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 December 25, 2019 by sh30g0r4d 1 Link to post Share on other sites
GuilhermeIM 3 Posted January 6, 2020 Share Posted January 6, 2020 (edited) After the version 1.0.8.0, whenever I move the camera around for the first time , the game have a stuterring . Edited January 6, 2020 by GuilhermeIM Link to post Share on other sites
iiCriminnaaL 4,337 Posted January 8, 2020 Share Posted January 8, 2020 (edited) 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 January 8, 2020 by iiCriminnaaL 49 1 Link to post Share on other sites
sh30g0r4d 2 Posted January 10, 2020 Share Posted January 10, 2020 (edited) 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 January 10, 2020 by sh30g0r4d Link to post Share on other sites
vlad_8011 20 Posted January 20, 2020 Share Posted January 20, 2020 (edited) 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 January 20, 2020 by vlad_8011 Link to post Share on other sites
kubon352 713 Posted January 25, 2020 Share Posted January 25, 2020 You might wanna look into this TLAD issue: Link to post Share on other sites
kubon352 713 Posted February 10, 2020 Share Posted February 10, 2020 Is project still continued? 3 Link to post Share on other sites
MrEWhite 71 Posted March 2, 2020 Share Posted March 2, 2020 (edited) 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 March 6, 2020 by MrEWhite Link to post Share on other sites
MrEWhite 71 Posted March 6, 2020 Share Posted March 6, 2020 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. Link to post Share on other sites
Muzzarino 3 Posted March 10, 2020 Share Posted March 10, 2020 On 8/25/2019 at 10:10 PM, TheBadZero said: Will give an increase in FPS? Maybe Link to post Share on other sites
ult1matum 6 Posted March 20, 2020 Share Posted March 20, 2020 (edited) Doesn't work on GTA 4 Complete Edition, can anyone confirm that? Edited March 20, 2020 by ult1matum Link to post Share on other sites
GameKho 6 Posted March 20, 2020 Share Posted March 20, 2020 Doesn't work on GTA 4 Complete Edition , i can comfirm that. Maybe because the version of the EXE was change. Link to post Share on other sites
TheYoshiPunch 277 Posted March 20, 2020 Share Posted March 20, 2020 That because we need a new version asi folder plugins Link to post Share on other sites
kubon352 713 Posted March 20, 2020 Share Posted March 20, 2020 It turns out that new complete version is complete garbage. 4 Link to post Share on other sites
zanesix 1,563 Posted March 20, 2020 Share Posted March 20, 2020 (edited) Expect it not to work for a long time. If you didn't back up your old patch 8/7 version, sorry to say you're f*cked. Edited March 21, 2020 by zanesix Link to post Share on other sites
ThirteenAG 3,783 Posted March 20, 2020 Share Posted March 20, 2020 I mean, I'm certainly in no rush to make an adaptation. But it needs to be done at some point. 6 2 Link to post Share on other sites
ult1matum 6 Posted March 21, 2020 Share Posted March 21, 2020 cant wait Link to post Share on other sites
fluffyheretic 10 Posted March 23, 2020 Share Posted March 23, 2020 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 3 Link to post Share on other sites
Adamantium 0 Posted March 24, 2020 Share Posted March 24, 2020 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 Link to post Share on other sites
zanesix 1,563 Posted March 24, 2020 Share Posted March 24, 2020 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! 2 Link to post Share on other sites
MrEWhite 71 Posted March 28, 2020 Share Posted March 28, 2020 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! 😁 Link to post Share on other sites