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Is the Launcher Bypass mod now being blocked? [Seems no is the answer]


LeeC22
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meimeiriver
On 5/31/2020 at 1:13 AM, LeeC22 said:

@meimeiriverSo has today been a day of successful GTA running or have any new problems shown up?

 

 

So far, remakably no problem showed up yet. :) I expected it at every corner (literally and figuratively), but everything spawns just fine. Occasionally the game will crash, but it has always done that (mostly while inside a car). *keeping fingers crossed*

 

N.B. I'm inclined to agree with you, and never ever putting up with this Rockstar online checks nonsense ever again. But come GTA VI, I know myself, I will likely get that too. Sigh..

Edited by meimeiriver
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Edited: Posted something but I might have been wrong, so removed it again.

Edited by LeeC22
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meimeiriver
2 hours ago, LeeC22 said:

Edited: Posted something but I might have been wrong, so removed it again.

 

Darn, now you got me curious. :)

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17 minutes ago, meimeiriver said:

 

Darn, now you got me curious. :)

There was another launcher and Social Club update (well just Social Club on my retail version, both on the Epic version), tried to roll back the files and it didn't work but I tried to do it slightly differently this time. When I went back to the previous way, it worked again.

 

I thought they had read my post about blocking older versions and had done it but I don't think they have.

Edited by LeeC22
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meimeiriver
On 5/31/2020 at 1:13 AM, LeeC22 said:

@meimeiriverSo has today been a day of successful GTA running or have any new problems shown up?

 

Hmm, looks like I spoke too soon. :( Some very weird sh*t happening today. I start up the game, and only half of my builds gets fully rezzed; or doors are missing in high-end apartments and such (usually a lack of resources issue). So, I restart the game, and, this time, everything is there. After yet another resstart, most of it is gone again. It's a toss-up: ca. half the time stuff is fully there, half the time it isn't.

 

So, maybe the gameconfig is not as good as I thought it was, and I will need to (painstakingly) adapt the old Dilapidated config; or something else weird is going on.

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5 hours ago, meimeiriver said:

So, maybe the gameconfig is not as good as I thought it was, and I will need to (painstakingly) adapt the old Dilapidated config; or something else weird is going on.

See, I'm going to play devil's advocate here and say... the problem isn't necessarily with the gameconfig. I looked at some of those YMaps you had installed and they had their streaming extents set to a size about 200% bigger than the whole GTA V map and that's just begging for problems. When I fly into areas and see massive FPS loss, something is causing that problem and it's usually a poorly optimised map addon, or one that's been built with that awful lego-set of textured blocks.

 

Those kinds of things are guaranteed game killers and no gameconfig is going to solve those kinds of problems, because the game isn't designed to handle things like that. Every basic block you place with that lego-mod, is 12 polygons, because it always has all 6 sides.. and that's just a basic square or rectangle. The people who create mods with it don't understand that, it's just a building-block to them, so they'll just keep throwing them in until they've built 4 acres of lego that has more polygons in it than Downtown Vinewood. And if they've set the streaming extents to the size of the real LA, then it's probably going to stay in memory all the time as well.

 

Every vertex has to get processed, every polygon has to get processed and all the textures that they're mapped onto... and it all has to get processed in a finite memory space. At some point something has to give and based on what got loaded first, it's probably a toss of the coin whether it's game-assets that have a chance of being managed... because they're built to be managed, or addon content that hasn't. Looking in the wrong direction probably loads things 10km away.

 

It's hard for me to judge because I simply refuse to have addon maps in the game that aren't built as proper map content, or map changes. But I kinda look at it like those business script mods that were released that people couldn't run more than 3 of because of the FPS loss. I looked at one and it was creating over 20 instances of classes that inherited from Script and doing World.GetDistance() on seemingly everything in existence in the mod. That's the script equivalent of those 4 acres of lego blocks and equally, I won't have them in my game either.

 

It doesn't help that the latest version of the game is less than stable, that's for sure but when you're building on already unstable foundations, what goes on top has to be pretty much error-free, to even have a chance of staying upright. Maybe the first step is to get the streaming extents of those maps under control, really lock them down to exactly where they should be. Once you've done that, you've got a better chance of making things stable around them. If you need s mod that helps to visualise those extents, let me know because I have one that I built for a hit-and-run poster on here... who couldn't even be bothered to say "Thank you". So I can soon adapt that to something that will let you enter values into, to be more flexible.

Edited by LeeC22
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meimeiriver

Lee, that doesn't sound right for my situation. The extends of all my ymaps are calculated precisely to encompass the builds only, like (cassidya.ymap):

 

  <streamingExtentsMin x="-11243.98000000" y="-5546.80300000" z="-972.01320000"/>
  <streamingExtentsMax x="8756.02100000" y="14453.20000000" z="5027.98700000"/>
  <entitiesExtentsMin x="-1281.84600000" y="4408.94400000" z="0.00000000"/>
  <entitiesExtentsMax x="-1226.84600000" y="4530.94400000" z="45.00000000"/>

 

The streamingExtents determine from what distance something becomes visible. The streaming entities are huge, but those are irrelevant, really. (After all, half the world is visible when inside a helicopter or something). It's the entitiesExtents that matter. And those are very precise. Even CodeWalker uses streaming extents that cover much of the entire world.

 

I had gone thru all my ymaps, and recalculated every entitiesExtentsMin/entitiesExtentsMax entries for each and every one of them. I don't make noob mistakes like that. :) In fact, before I had done that, indeed, the situation was deplorable. There's only the moonlight/ex machina ymaps that have have extents that extend somewhat into the desert, because of technical reason (an entry pad in the desert needs my TP script to dermine which of the 2 is active, using a GET_CLOSEST_OBJECT_OF_TYPE to see whether a sofa is there or not).

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But that doesn't ring true with what the game ymaps say and to be honest, I take Codewalker's values with a pinch of salt.

 

I mean, take ch1_01_strm_0.ymap, it's streaming extents are

  <streamingExtentsMin x="-3163.37400000" y="-407.10170000" z="-144.05800000"/>
  <streamingExtentsMax x="-2218.34200000" y="180.88920000" z="219.13280000"/>

From my understanding, which has every chance of being wrong of course as I know so little about YMaps, is that the lower LOD levels of the YMaps are what you see at long distances, it's the high detail stuff that you see within more confined coordinates. That's why when you make changes to map content, if you don't change the LOD maps, any changes you make disappear when you get a certain distance away.

 

If you set high-detail YMaps to be streamed at extreme distances and those YMaps don't have proper LOD levels, then I would have thought it's just like having a bunch of high-poly car addons that stay at high resolution, no matter how far they are from the camera. You're forcing those high-def versions to remain in memory, instead of letting the game move them out and replace them with lower LOD levels.

 

The entity limits for that same ch1 ymap are this...

  <entitiesExtentsMin x="-3052.20500000" y="-354.92430000" z="-2.43750800"/>
  <entitiesExtentsMax x="-2347.02100000" y="63.48590000" z="82.43426000"/>

... which isn't that much different to the streaming extents. Every ymap in the same directory as that file is the same and I have to trust what I see in the game files to be correct.

 

Surely if what you're saying is correct, then every YMap in the game would have the streaming extents set so that you can see it from across the map... but that's not the case because other LODs are switched in as you get further away. Other YMaps are switched in which show lower LOD levels. When I made the changes to the Big-O Juice Stands, I had to change two versions of the model, because only one is seen close up, then another is switched in, then another is switched in when you get even further away. I didn't change the third one because at the distance it appears, there was no benefit to the changes I added.

 

These are the extent settings for those changed YMaps for the Big-O stands

  <streamingExtentsMin x="-724.13020000" y="1313.16200000" z="141.09070000"/>
  <streamingExtentsMax x="-157.82420000" y="1879.47000000" z="576.31140000"/>
  <entitiesExtentsMin x="-444.96140000" y="1594.82400000" z="357.46770000"/>
  <entitiesExtentsMax x="-440.59330000" y="1598.30900000" z="359.48330000"/>

So they're nowhere near the full extents of the map because they don't need to be.

 

Like I say... I could be wrong... I just base my theory on the game files, which I have to presume are correct.

 

Edit: I feel like I need to apologise because that's sounding aggressive and I don't mean it to be. This drinking is switching my bad modes in easier these days... I probably shouldn't answer things when I have had a drink... problem is there are few times during the day now when I haven't. :(

Edited by LeeC22
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meimeiriver

Most of my knowledge on extents I got from the CW discord channel. Would be hilarious if they got it wrong, as I generally consider dexyfex like a ymap god. :) 

 

Your tests are very interesting, though, and kinda already disprove what I've been told. Could be streaming extents DO matter for the LODS. I always kinda assumed such determination was made upon hdTextureDist (in a .ytyp); but I suppose that's truly just for textures. And if they matter for the LODS, then they matter fdor overall game performance, indeed.

 

And no need to apologize. If essentially CW is dead wrong about the streaming extents, then I'm very happy you found out. :) 

 

P.S. Funny thing is, though, like I said, not sure the extents are really at play here, as sometimes the game starts up, loading everything, and sometimes with half the builds missing (like literally only half of a build will be spawned). I moved GTA V to my new Samsung 970 Pro SSD, yesterday, but thay shouldn't matter, really (I did reinstall .ASI drivers and such, just to make sure). But could be that it's always been a 'hit-or-miss' situation when I tried the new gameconfig, but that I just stumbled on it yesterday.

 

Anyway, I'm going to do some visibility test on the streaming extents; if, for nothing else, if that already helps, then that will already be a great plus.

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I'll add the packs to my dev build again later, see if I can find some more of the addon maps to check. Maybe we can both discover something that helps to solve the problem.

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