Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Diamond Casino Heist
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA 6

      1. St Andrews Cathedral
    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.
LeakyLine

Why did Rockstar do such a bad job on the map?

Recommended Posts

LeakyLine

Title. Playing San Andreas lately, I've realized that a few well-known neighborhoods and landmarks are just absent completely from GTA V. 

Nickerson Gardens doesn't make an appearance (GTA Wiki says Banning is Willowfield but I refuse to believe that. Nickerson isn't a dock with a single warehouse, sorry.)

The Staples center is completely absent, despite being in almost every video game representation of Los Angeles. Come on, even True Crime had it. 

Union Station is absent as well. 

 

Isn't GTA V's re-imagining of Los Angeles supposed to be accurate?

 

  • Like 3

Share this post


Link to post
Share on other sites
Lock n' Stock

I don't think the map was too bad, but yeah I do agree that the Los Santos portion was missing some stuff. It also felt too small as well, I think they could have done to make it a little bigger.

  • Like 2

Share this post


Link to post
Share on other sites
Lemoyne outlaw

i think the map was one of the best maps in the series. of course its not perfect. i wish the desert was bigger. and it had less huge mountains. and even some more places like mirror park. but for what it is. i really like it.

  • Like 3

Share this post


Link to post
Share on other sites
Zello
Posted (edited)
3 hours ago, LeakyLine said:

Title. Playing San Andreas lately, I've realized that a few well-known neighborhoods and landmarks are just absent completely from GTA V. 

Nickerson Gardens doesn't make an appearance (GTA Wiki says Banning is Willowfield but I refuse to believe that. Nickerson isn't a dock with a single warehouse, sorry.)

The Staples center is completely absent, despite being in almost every video game representation of Los Angeles. Come on, even True Crime had it. 

Union Station is absent as well. 

 

Isn't GTA V's re-imagining of Los Angeles supposed to be accurate?

 

I'm just disappointed that Staples Center wasn't included.

 

tihyJ6F.jpg?1
 

When I think of Modern day LA I think of Staples Center. Yeah we had the Forum and the Forum does have a lot of history but the Forum is just there it's a symbol of the past. Since Staples Center opened in 1999 It has been the main attraction for entertainment in LA.

 

We also needed LA Live as well

ofSuZbf.jpg

 

 

SQkALQT.png

 

 

I disagree with them doing a bad job with the map. They captured modern day LA as best they could and did a good job it's just that certain things are missing.

Edited by Zello
  • Like 5

Share this post


Link to post
Share on other sites
TheSantader25
Posted (edited)

IMO the map is pretty good and 2nd best in the series. However it could be incredibly better. 

 

-Los Santos should have been 1.5 times bigger. With some notorious missing areas created and with more ghetto areas. That is the neglected part in V. 

 

-The County should have offered more exclusive content so it would feel more useful. Also it should have been more tactically designed to give off the "middle of f*cking nowhere" vibe instead of this big open space. More trees would definitely help here. 

Edited by TheSantader25
  • Like 9

Share this post


Link to post
Share on other sites
Shadowphanto
3 hours ago, TheSantader25 said:

IMO the map is pretty good and 2nd best in the series. However it could be incredibly better. 

 

-Los Santos should have been 1.5 times bigger. With some notorious missing areas created and with more ghetto areas. That is the neglected part in V. 

 

-The County should have offered more exclusive content so it would feel more useful. Also it should have been more tactically designed to give off the "middle of f*cking nowhere" vibe instead of this big open space. More trees would definitely help here. 

I second the points here... Grand Senora Desert didn't exactly feel very grand and desolate.. 

 

I feel that perhaps another island or part of the map that would take forever to get to will make planes more useful in story mode. Even after completing the entire story, it is sitll a massive PITA to obtain an aircraft/helicopter as Michael/Franklin. Maybe fleshing out Ludendorrf a lot more could be a meaningful DLC of sorts..?

  • Like 1

Share this post


Link to post
Share on other sites
Lioshenka
Posted (edited)

I too have an issue with the map, though of a different nature.

 

- Pointless mountain that serve no purpose

- No forests

- No wilderness - the whole map is urbanised

- No smaller towns or villages - the road just loops on itself

- The edges of the map are surrounded by steep drops and lack beaches, again, pointless for exploring because you don't want to accidentally lose your vehicle

- As for LS itself I think it lacked ghettos. There was like one street that was all grey. Just look up videos on Youtube - ghettos are vast and colourful. Even SA did it better.

 

LS map seem to be focussed on certain areas, so the whole city consists of pretty much the docks and the financial/central district. Ghettos were reduced to one street, the Vinewood mansions road was tiny, East LS wasn't there etc.

 

I guess this is more like the real LA, but it just makes for a rather boring map. Use your creativity! III and SA maps are so much more enjoyable than IV and V because R* didn't just blindly follow the city plan, but actually thought through various game scenarios and modified the map to accommodate them better and provide for a more enjoyable experience.

 

Edited by Lioshenka
  • Like 4

Share this post


Link to post
Share on other sites
billiejoearmstrong8
Posted (edited)

I think they just prioritised the wrong things and made some bad decisions with the layout. Too much countryside, not enough city. Too much underwater, not enough interiors. Too much barren mountains, not enough desert or forest. Mountains and giant ringroad placed around the outside of the map enclosing it and making it seem smaller, instead of mountains and roads strategically placed to break it up and make it seem bigger. Half the city consists of a useless airport, there's a massive lake in the middle of the countryside but it's completely empty. Too much Vinewood/rich neighbourhoods/commercial areas, not enough 'hood/gang controlled areas/suburbs. 

 

Like, there's a lot that's great about the map. And I'm not too bothered about particular landmarks being left out because they're always going to have to pick and choose when it comes to that. But it had the potential to be better. 

 

I do believe some of this is because they had online in mind. An immersive city with lots of interiors or a countryside you can't get across in five minutes isn't so useful for that. Big open easily connected spaces and outdoor areas designed for multiplayer shootouts or that can be used in a large variety of ways are more conducive to online play.

Edited by billiejoearmstrong8
  • Like 14

Share this post


Link to post
Share on other sites
Western Gunslinger

Surprised no one has mentioned the typical "iTz teH ConSoLE LiMiTaTIoN"

 

GTA V is an good example on how not to design a map

  • Like 2

Share this post


Link to post
Share on other sites
Lock n' Stock
Posted (edited)

Is it weird that I find San Andreas' LS harder to navigate than V's? That's my point really, it feels easier to navigate V's map of LS despite being bigger than SA, though that's probably just down to me being more familiar since I've played V for longer.

 

I think the worst part of V's map however is the lack of interiors, especially restaurants (Burger Shot, Cluckin Bell e.g). Seriously, restaurant interiors have been a standard in the series since at least Vice City. The fact that something as simple as them were completely axed in GTA V is inexcusable. Even recycling them from GTA IV with some visual updates would have been preferable to what we got. WTF were they thinking?

Edited by Lock n' Stock
  • Like 3

Share this post


Link to post
Share on other sites
gtafaninwest

They really did a horrible job with the hoods of LS. East and South LS seem too small and industrial. And they didn't even add the Valley. Even LS in the 3D universe has more character (including the hoods) than this version.

  • Like 3

Share this post


Link to post
Share on other sites
billiejoearmstrong8
Posted (edited)
6 hours ago, Western Gunslinger said:

Surprised no one has mentioned the typical "iTz teH ConSoLE LiMiTaTIoN"

 

GTA V is an good example on how not to design a map

I mean it kind of always is a factor. But it's what they choose to do within their limitations that's the issue.

 

5 hours ago, Lock n' Stock said:

Is it weird that I find San Andreas' LS harder to navigate than V's? That's my point really, it feels easier to navigate V's map of LS despite being bigger than SA, though that's probably just down to me being more familiar since I've played V for longer.

 

 

Because V's map has a giant ring road going all the way around it lol. It's designed to be as easy to navigate as possible. Which isn't necessarily a bad thing. But in San Andreas I think in some ways they purposefully made it more difficult to navigate to make it seem bigger and more spread out (splitting things up with mountains and other obstacles, some twisty/complicated road design that means the route isn't always very direct etc), and it worked and benefited the map/game. The result is that San Andreas' map feels bigger than it really is, while V's map doesn't feeling as big as it should considering it's absolutely huge. Not saying they had to make the roads as awkward as San Andreas but they could've used more of make-the-map-feel-bigger techniques from it. 

 

Edit: Oh another thing is that San Andreas doesn't have GPS, you can set a waypoint but that's all you get, it doesn't mark a route. I think that makes quite a bit of difference to the ease of navigation.

Edited by billiejoearmstrong8
  • Like 3

Share this post


Link to post
Share on other sites
RenegadeAngel
Posted (edited)
8 hours ago, billiejoearmstrong8 said:

I think they just prioritised the wrong things and made some bad decisions with the layout. Too much countryside, not enough city. Too much underwater, not enough interiors. Too much barren mountains, not enough desert or forest. Mountains and giant ringroad placed around the outside of the map enclosing it and making it seem smaller, instead of mountains and roads strategically placed to break it up and make it seem bigger. Half the city consists of a useless airport, there's a massive lake in the middle of the countryside but it's completely empty. Too much Vinewood/rich neighbourhoods/commercial areas, not enough 'hood/gang controlled areas/suburbs. 

 

Like, there's a lot that's great about the map. And I'm not too bothered about particular landmarks being left out because they're always going to have to pick and choose when it comes to that. But it had the potential to be better. 

 

I do believe some of this is because they had online in mind. An immersive city with lots of interiors or a countryside you can't get across in five minutes isn't so useful for that. Big open easily connected spaces and outdoor areas designed for multiplayer shootouts or that can be used in a large variety of ways are more conducive to online play.

Now that I think about it, imagine how much better the map could have been had they not invested so much in the underwater part. Damn, what a waste of resources.

Edited by RenegadeAngel

Share this post


Link to post
Share on other sites
universetwisters

Because they have to apply to """""casuals"""""

 

 

Spoiler

Reeeeeee

 

  • Like 1
  • KEKW 1

Share this post


Link to post
Share on other sites
D T

GTA SA Map

 

20161201150002_California_Road_Map_-_Ben

 

GTA V map

 

814L5R6OQDL._AC_SL1500_.jpg

  • KEKW 12

Share this post


Link to post
Share on other sites
KGBeast

Why did Rockstar do such a bad job on everything?

Share this post


Link to post
Share on other sites
jaykay001

I don't think it is a bad map necessarily, in fact it think it quite good.

 

I feel the main issue is the game/story doesn't use enough of the map.

 

Army base - barely used

Airport - barely used

The golf course, the whole top right hard part of the map, Mt Chilliad, Horse track - all barely/not used. There is some great room for a load of missions/events there.

 

The lack of a few things are also a big omission, Casino/Nightclub mainly, in single player.

  • Like 3

Share this post


Link to post
Share on other sites
Americana

Nah, the map is awful. Los Santos is small... and why is this map in a shape of an egg...?

 


Share this post


Link to post
Share on other sites
KGBeast

Game set in LA with only one movie studio = failure.

  • KEKW 1

Share this post


Link to post
Share on other sites
Niobium

as much as i bash V's features like driving, shooting and physics, i don't really hate the map. i don't love it either. it's just... ok.

  • Like 1

Share this post


Link to post
Share on other sites
Zello

After 7 years I'm just tired of this map.

  • Like 1

Share this post


Link to post
Share on other sites
Kris194
On 6/25/2020 at 5:14 PM, Western Gunslinger said:

Surprised no one has mentioned the typical "iTz teH ConSoLE LiMiTaTIoN"

 

GTA V is an good example on how not to design a map

You seem to think, that it is some bullsh*t but it's really not. What you need to consider is that every single object, even goddamn bin needs CPU and memory resources, every single texture uses memory. Why do you think this game has little to no interiors? Why did they cut all those trees? All because of limitations, that Rockstar was hitting very hard.

Share this post


Link to post
Share on other sites
Americana

Umm...


It doesn't matter, because the map is big enough... but the design sucks. You know? Look, Liberty City is much smaller, but because of the design it's a really good map. Los Santos and San Andreas, however...

 

What is this, Grand Theft Auto V: Limitations?

 


Edited by Americana
  • Like 3

Share this post


Link to post
Share on other sites
iiCriminnaaL 49

I wouldn't be surprised at all if the game really suffered from console limitations.

 

The point is that they could've vastly improved the core gameplay mechanics, such as melee fighting, shooting mechanics, driving, parkour, and whatnot, as well as a far higher number of free-roam accessible interiors had they spent more resources on them and less on "luxuries" like the underwater world for example, and maybe even graphics. They could've sacrificed those along with smaller particles and graphical effects such as dynamic plants animations, clothes getting wet by getting into the water, and such for far better and more superior gameplay mechanics to its predecessor.

Edited by iiCriminnaaL 49
  • Like 2

Share this post


Link to post
Share on other sites
Ryo256
3 hours ago, Kris194 said:

You seem to think, that it is some bullsh*t but it's really not. What you need to consider is that every single object, even goddamn bin needs CPU and memory resources, every single texture uses memory. Why do you think this game has little to no interiors? Why did they cut all those trees? All because of limitations, that Rockstar was hitting very hard.

I'm glad they thoughtfully used the limitations of the hardware and gave us a detailed underwater area. We all love visiting that.....every....single....day....don't we guys? 

I'm also so glad they were so careful of using these limited resources to give us so many online updates and was even planning a single player DLC. Rockstar is so smart.....very smart at managing these extremely limited resources that were already at their extreme limit.

Bu8iuul.png
 

 

Edited by Ryo256
  • Like 4
  • KEKW 2

Share this post


Link to post
Share on other sites
Western Gunslinger
2 hours ago, Kris194 said:

You seem to think, that it is some bullsh*t but it's really not. What you need to consider is that every single object, even goddamn bin needs CPU and memory resources, every single texture uses memory.

Uhh, that's not my point, it's widely known that GTA V map layout is laughably terrible. Also, they can easily design a better map layout with enough objects without decreasing performance.

 

It's also must be noted that neither Next-Gen nor PC even restored the props and objects seen in beta trailer and screenshot, so while it might be excusable that the old-gen map is empty, dead and lifeless, there's no excuse why the Next-Gen or PC is just as empty, dead and lifeless as the Old-Gen, especially that modder can easily bring back the beta props and objects with little to no performance decrease

 

3 hours ago, Kris194 said:

Why do you think this game has little to no interiors?

What you don't know is that the game has a lot of interior even in the Old-Gen, it's R* stupid decision to lock them for no good reason, and again, PC modder can easily open all interior without any loss in performance

 

3 hours ago, Kris194 said:

Why did they cut all those trees? All because of limitations

This might be the only thing I agree but then again, they can easily bring them back to Next-Gen

 

39 minutes ago, Americana said:

What is this, Grand Theft Auto V: Limitations?

Console Limitation is always a laughable excuse by them to defend this game

 

"Why did the game has terrible physics?" Console limitation

"Why did the game has terrible car damage?" Console limitation

"Why is the wanted system and the police A.I suck so much?" Console limitation

"Why does the story is about being an FIB bitch?" Console limitation

 

27 minutes ago, iiCriminnaaL 49 said:

I wouldn't be surprised at all if the game really suffered from console limitations

To be fair, it really isn't

 

30 minutes ago, iiCriminnaaL 49 said:

had they spent more resources on them and less on "luxuries" like the underwater world for example, and maybe even graphics

It also speaks volume about how screwed their priorities are

  • Like 4

Share this post


Link to post
Share on other sites
Kris194
9 hours ago, iiCriminnaaL 49 said:

I wouldn't be surprised at all if the game really suffered from console limitations.

Because it really did. Straight from build logs of GTA V.

 

Spoiler

    Line 940: * Memory issues.</buildInfo>
    Line 963: * Memory issues.</buildInfo>
    Line 996: * Memory issues.
    Line 1020: * Memory issues.</buildInfo>
    Line 1039: * Memory issues.</buildInfo>
    Line 1749: •    Memory issues.
    Line 1796: Plus fix for 360 bankrelease memory, cl 1568572</buildInfo>
    Line 2777: oHowever, there does seem to be some memory issues pausing after extended play or during the autosave on the 360 build. E.g. bugs 148754 &amp; 126613.
    Line 2787: •Some memory crashes seen when pausing after extended play and also when auto-saving after missions on the 360 build. bugs 148754 &amp; 126613.
    Line 2818: •Some memory crashes seen when pausing after extended play and also when auto-saving after missions on the 360 build. bugs 148754 &amp; 126613.
    Line 3422: •Stability: General stability seems decent, however low memory and streaming issues are affecting general gameplay somewhat..
    Line 3433: •Low memory issues.
    Line 3458: •Stability: General stability is ok, still low memory and streaming issues. Plus lots of gameplay asserts.
    Line 3469: •Low memory issues./Streaming emergencies.
    Line 3498: o“IsMemoryTracked failures” bugs, patch to not crash but are likely causing more underlying issues. (180885 / 180889)
    Line 3509: •“IsMemoryTracked failures” bugs, patch to not crash but are likely causing more underlying issues. (180885 / 180889)
    Line 3535: •Stability: General stability affected by poor streaming and anim memory leak.
    Line 3545: •Animation memory leak.
    Line 3546: •“IsMemoryTracked failures” bugs, patch to not crash but are likely causing more underlying issues. (180885 / 180889)
    Line 3573: •Stability: General stability affected by poor streaming, this is due to fragmented memory.
    Line 3582: •Streaming issues. (150513). Due to fragmented memory
    Line 3617: •Stability: General stability seemed ok, although some memory issues still after extended play.
    Line 3627: •Memory issues.
    Line 3649: •Stability: General stability seemed ok, although some memory issues still after extended play.
    Line 3659: •Memory issues.
    Line 4044: •Ps3 release seen to load very slow on testkits/console memory size. 203398
    Line 4100: •Stability: General stability seemed average-ish, if a little below. Some random crashes around still, plus some out of memory ones seen today.
    Line 4137: •Stability: General stability is ok apart from memory crashes.
    Line 4171: •Stability: General stability is ok, memory issues improved. 203588 still around on 360.
    Line 4231: •Includes memory improvements to fix OOM crashes.
    Line 4235: •Stability: General stability is average. Seemed to be some issues due to streaming, but memory crashes should be fixed/much less frequent now.
    Line 4264: •More memory improvements.
    Line 4730: •Stability: Seemed good during initial build tests, however a pool change for MP affected the memory and while this is fixed in Ps3, the fix didn’t take on 360 and may cause issues.
    Line 4968: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5004: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5040: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5075: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5113: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5145: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5177: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5212: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5244: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5283: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]

    Line 5304: •Change to texlite memory steal amounts.
    Line 5320: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5356: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5391: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5430: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5470: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5511: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5549: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5594: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5627: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5660: •216115 - rayfire has stopped working [re-work/optimse scene to reduce memory used]
    Line 5694: •216115 –“ rayfire has stopped working [re-work/optimse scene to reduce memory used]”
    Line 5729: •216115 –“ rayfire has stopped working [re-work/optimse scene to reduce memory used]”
    Line 5763: •216115 –“ rayfire has stopped working [re-work/optimse scene to reduce memory used]”

    Line 5778: •Reported memory corruption issues fixed.
    Line 5779: •Stability: Memory corruption issues tracked down and resolved, still various (less frequent) crashes around, but should be playable now.
    Line 7144: •Yesterday’s 360 build was suffering a bit due to memory which affected Bugstar integration, rag, etc. This appears to be sorted now… if anyone on 360 still hits Rag issues after the update to this build then please let us know.
    Line 7435: •Stability: General stability is average, memory is getting low again.
    Line 7449: •The game is getting low on memory again.
    Line 7487: •The game is getting low on memory again.

    Line 7726: •Stability improvements for MP included, a memory stomp majorly affecting Xbox360 MP stability (was in previous also).
    Line 7728: •Stability: Stability improvements for MP included, still a memory stomp majorly affecting Xbox360 MP stability.
    Line 7742: •390503: - Fatal Assert: assetstore.h(545): Error: pDef-&gt;m_pObject: mp_headtargets/head_003_r:Object is not in memory
    Line 7743: •Major issues on Xbox360 MP due to memory stomp. Tracked by: 391704. (possible examples: 390508, 390509, 391434, 391461
    Line 7960: •Latest is suffering from streaming/memory issues.
    Line 7964: •Stability: General stability seems fine. Streaming/memory can soft hang missions while they try to load asserts.
    Line 7978: •411595, 411712 - Streaming Emergency/Memory issues seen in latest, this can cause cuts to sometimes take minutes to load in on missions etc.
    Line 7994: •Includes fix for streaming memory bug(s).
    Line 8079: •416868: [PT] Fatal Error when quitting out to singleplayer carrying a package - Fatal Error: sysMemSimpleAllocator::Free - memory at BD1E8020 already marked free
    Line 8310: •Stability: General stability overall was average. Memory improvements added.
    Line 8750: •Stability: General stability was reported as decent during tests, memory is lower than usual which can cause crash 463752
    Line 8764: •Extra memory usage can cause bug* # 463752.
    Line 8780: •Memory change included to hopefully avoid recent crashes.
    Line 8845: •Memory seems to be getting low once more.
    Line 8846: •Stability: General stability was decent, low memory seems to be causing some crashes again.
    Line 8860: •463752 – Memory is getting low again and can lead to crashes.
    Line 8883: •Stability: General stability was decent, memory crashes still.
    Line 8897: •463752 – Memory crashes.
    Line 8912: •Memory crashes should be resolved now. (463752)
    Line 9011: •Stability: General stability was average, memory issues can affect stability.
    Line 9025: •General memory issues - 463752
    Line 9026: •480173, 476243 – Xbox memory issues.
    Line 9059: •General memory issues - 463752
    Line 9060: •480173, 476243 – Xbox memory issues.
    Line 9090: •484560 - [PB] Fatal Error: Trying to FreeMemory tracked memory
    Line 9090: •484560 - [PB] Fatal Error: Trying to FreeMemory tracked memory
    Line 9121: •484560 - [PB] Fatal Error: Trying to FreeMemory tracked memory
    Line 9121: •484560 - [PB] Fatal Error: Trying to FreeMemory tracked memory
    Line 9178: •Local change made for build exes to help the memory issues on xbox360 MP.
    Line 9293: •Memory crash after multiple frontend reloads - 434116
    Line 9562: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9593: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9626: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9659: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9691: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9723: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.
    Line 9754: •498728 – asserts - [Scaleform] Error: Assertf(false) FAILED: Scaleform ran out of preallocated memory for an allocation of 16384 align 4096! This is bad.

    Line 9921: •Includes the fixes for yesterday’s memory issues.
    Line 9923: •Stability: General stability appears better overall since the memory fix.
    Line 10051: •533721 - [PT] Poor streaming/large memory spike near ambient locations/shops – (plus 533616, B*533252 and B*531082)
    Line 10252: •Stability: General stability is poor, game crashes on most occasions of the player being killed.- (Fatal Error: Trying to FreeMemory tracked memory)
    Line 10252: •Stability: General stability is poor, game crashes on most occasions of the player being killed.- (Fatal Error: Trying to FreeMemory tracked memory)
    Line 10267: •540043 - [PT] [PB] Crash - Fatal Error: Trying to FreeMemory tracked memory
    Line 10267: •540043 - [PT] [PB] Crash - Fatal Error: Trying to FreeMemory tracked memory
    Line 10268: •544658 -  [PT] [PB] game crashes when dying by sticky bomb explosion - Fatal Error: Trying to FreeMemory tracked memory
    Line 10268: •544658 -  [PT] [PB] game crashes when dying by sticky bomb explosion - Fatal Error: Trying to FreeMemory tracked memory
    Line 10384: •540043: [PT] [PB] Crash - Fatal Error: Trying to FreeMemory tracked memory
    Line 10384: •540043: [PT] [PB] Crash - Fatal Error: Trying to FreeMemory tracked memory
    Line 10385: •547241 [PT][PB] Fatal Error: Trying to FreeMemory tracked memory  
    Line 10385: •547241 [PT][PB] Fatal Error: Trying to FreeMemory tracked memory  
    Line 10516: •Streaming/memory issues if debugging all weapons.
    Line 10546: •Streaming/memory issues if debugging all weapons.
    Line 10856: •Includes fix for memory crashed, caused by a leak.
    Line 11146: •663792  - Occasional Out of Memory crashes seen.
    Line 11190: •663792  - Occasional Out of Memory crashes seen.
    Line 11227: •663792  - Occasional Out of Memory crashes seen.

    Line 11275: •674698 - [PT][PB] - Fatal Assert - assetstore.h(543): Error: pDef-&gt;m_pObject: mp_g_m_vagos_01/head_diff_008_a_whi:Object is not in memory
    Line 11280: •663792  - Occasional Out of Memory crashes seen.
    Line 11316: •663792  - Occasional Out of Memory crashes seen.
    Line 11355: •663792  - Occasional Out of Memory crashes seen.
    Line 11394: •663792  - Occasional Out of Memory crashes seen.

    Line 11957: •Low memory on 360.
    Line 11959: •744123: [PT][PB] Hang entering multiplayer (360 only) – memory.
    Line 11981: •Memory corruption fix added – should help stability somewhat.
    Line 12190: •Stability: General stability appeared average today.  Some random crashes around, possible memory corruption.
    Line 12477: •805148: Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...
    Line 12519: •805148 - Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...
    Line 12564: •805148 - Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...
    Line 12614: •805148 - Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...
    Line 12653: •805148 - Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...

    Line 12692: •Memory is low.
    Line 12994: •839430 – Graphical issues on screen – “ped damage render target memory showing up in the fp16 buffer.”
    Line 13089: •Stability: General stability seemed ok, MP is pretty broken. Low memory also.
    Line 13104: •Out of Memory crashes seen today- 855408 , 849851, 851754
    Line 13145: •Still some memory issues - 866028
    Line 13288: •Memory is low.
    Line 13324: •Memory is low.
    Line 13368: •Memory is low.

    Line 13395: •Stability: General stability seemed ok overall. Low memory on 360 causing issues.
    Line 13409: •Memory is low – causing issues on 360. 866028, 890267, 805148, 885156, etc.
    Line 13413: •805148: Assert - Free title memory below safe value (100k) : 44k [00396780:00004446] Frame 4446, Assertion fired, flushing log files...
    Line 13432: •Memory rejig to fix issues.
    Line 13529: •898122 - [PB] Fatal Error: Freeing an invalid pointer (34c97050) with a custom allocator - you're most likely using a custom allocator (like USE_DEBUG_MEMORY) and are trying to delete memory that was not allocated using this allocator. Make sure USE_DEBUG_MEMORY
    Line 13529: •898122 - [PB] Fatal Error: Freeing an invalid pointer (34c97050) with a custom allocator - you're most likely using a custom allocator (like USE_DEBUG_MEMORY) and are trying to delete memory that was not allocated using this allocator. Make sure USE_DEBUG_MEMORY
    Line 13529: •898122 - [PB] Fatal Error: Freeing an invalid pointer (34c97050) with a custom allocator - you're most likely using a custom allocator (like USE_DEBUG_MEMORY) and are trying to delete memory that was not allocated using this allocator. Make sure USE_DEBUG_MEMORY
    Line 13623: •Stability: General stability is decent. Memory getting low.
    Line 13637: •Memory getting low.
    Line 13660: •Stability: General stability is decent. Memory getting low.
    Line 13674: •Memory getting low.
    Line 13695: •Stability: General stability is ok. Memory getting low.
    Line 13709: •Memory getting low.
    Line 13710: •Some fragmented memory issues seen after long sessions - 910148, 910115, 910042, 909825
    Line 13728: oThis change should help resolve the recent memory fragmentation issues seen on MP.
    Line 13745: •Memory getting low.
    Line 13780: •Memory is low.

    Line 13797: •Includes memory change aimed at helping MP.
    Line 13815: •Memory is low.
    Line 13850: •Memory is low.
    Line 13971: •Memory is low.
    Line 14010: •Memory is low.
    Line 14052: •Memory is low.
    Line 14090: •Memory is low.
    Line 14134: •Memory is low.

    Line 14389: •952943: x:/gta5/src/dev/rage/base/src/vcproj/RageCore/_Unity/../../../system/buddyallocator.cpp(130): Error: sysMemAllowResourceAlloc: Freeing resource memory needs to be done through the streaming allocator
    Line 14834: •960294 - Fatal Error: Trying to FreeMemory tracked memory (from RemoveObject(pedmugshot_23.ctd))
    Line 14834: •960294 - Fatal Error: Trying to FreeMemory tracked memory (from RemoveObject(pedmugshot_23.ctd))
    Line 15041: •1000283 - [PT] [PB] Crash signing out of a xbox live profile while in singleplayer. - Fatal Error: atMap memory pool out of entries!    ...from Updating script startup
    Line 15241: •1022495: [PB] [PT] Fatal Error: Freeing an invalid pointer (347515b0) with a custom allocator - you're most likely using a custom allocator (like USE_DEBUG_MEMORY) are trying to delete memory that was not allocated using this allocator. (fm_deathmatch_controler)
    Line 15241: •1022495: [PB] [PT] Fatal Error: Freeing an invalid pointer (347515b0) with a custom allocator - you're most likely using a custom allocator (like USE_DEBUG_MEMORY) are trying to delete memory that was not allocated using this allocator. (fm_deathmatch_controler)
    Line 15408: •1033385 - [PB] Crash: rage::strStreamingAllocator::AddToMemoryUsed(void const*)
    Line 15462: •1038151 - [PB]Fatal Error:  atal Error: sysMemSimpleAllocator::Free - memory at BC6EBC4E already marked free    ...from RemoveObject([email protected]@[email protected]@[email protected])
    Line 15464: •1038019 - [PB]Crash - Warning: [streaming] Unable to make space for sc1_01.xtyp ( -343932928, -343932928) because memory is fragmented, I give up
    Line 15526: •1038151: [PB] Fatal Error:  atal Error: sysMemSimpleAllocator::Free - memory at BC6EBC4E already marked free    ...from RemoveObject([email protected]@[email protected]@[email protected])
    Line 15756: •Xbox360 users can try adding –nodefrag to their args to possibly workaround the memory corruption issues.
    Line 15759: •Stability: Memory stomping is affecting Xbox360 stability, plus MP has a major bug on Xbox360 also, 1055253. PS3 works better.
    Line 15775: •Xbox360 memory stomp – causes crashes - try adding –nodefrag to your args to possibly workaround
    Line 15789: •1055992-[PB]Fatal Assert: scaleform.cpp(126): [Scaleform] Fatal Error: Movie HUD: couldn't get any game heap memory either. This is basically fatal b/c scaleform doesn't expect allocs to fail, so I'll just crash now. ...from Updating Flash Movie HUD
    Line 15813: •Includes shelved fix for memory stomp issues.
    Line 16099: •1079946-[PB]Fatal Error: Error allocating 24 bytes ...from Loading parTree from file 'memory:$AC850000,286816,0:chinese_2_int.cutxml' ...from ProcessFile(chinese_2_int.cut)
    Line 16260: •1099132-[PT][PB]Fatal Error: sysMemPoolAllocator memory is full! (CVehicleFactory::CreateVehicle)
    Line 16402: •1124796-memory use of timecycle mnbvh tree is a bit of a mess
    Line 16409: •1124796-memory use of timecycle mnbvh tree is a bit of a mess
    Line 16460: •1139192-[pb]Fatal Error - Trying to FreeMemory tracked memory
    Line 16460: •1139192-[pb]Fatal Error - Trying to FreeMemory tracked memory
    Line 16545: •Some fragmented memory issues around.
    Line 17009: •1202383 - [PB] Fatal Error: Trying to FreeMemory tracked memory    ...from RemoveObject(mpinventory.xtd)
    Line 17009: •1202383 - [PB] Fatal Error: Trying to FreeMemory tracked memory    ...from RemoveObject(mpinventory.xtd)
    Line 17125: •Stability: Stability suffers due to out of memory crashes.
    Line 17140: •Out of Memory crashes - 1292498-[PT][PB] Fatal Error: Error allocating 48128 bytes
    Line 17345: •1325474-[PB]Fatal Error: sysMemSimpleAllocator::Free - memory at AEB1E6D8 had guard word (AEB1E6C8/0) trashed! This usually means somebody overran an array between this Free call and the immediately previous Allocate or Free call. ...from Updating script shop_con
    Line 17556: •1361021-Crash -Fatal Error: Out of memory trying to allocate data for paged pool with type 0
    Line 17610: •1371113 [PT] Out of streaming memory when skipping the "LOAD_GOLD_IN_VANS_CUTSCEN" cut – (watch cut to workaround)
    Line 17908: •1419381-[PT][PB] CGameScriptHandler::CalculateMemoryUsage
    Line 17984: •1423878 - [PC] Memory usage is very high and increases quickly
    Line 18676: •1534996 - [PB] Fatal Assert: Error: remain &gt; 100: Free title memory below safe value (100k) : 12k
    Line 18762: •1541540-[PT] [PB] Crash - Fatal Error: &lt;AsyncBink&gt; Couldn't find record of memory: 3460b000
    Line 19302: •1581631 - [PB]Fatal Error: sysMemSimpleAllocator::Free - memory at CCEF0980 already marked free

 

 

All of this related only to memory... It looks like some kind of developer's nightmare.

Edited by Kris194
  • Like 1

Share this post


Link to post
Share on other sites
Dock
8 hours ago, Western Gunslinger said:

It's also must be noted that neither Next-Gen nor PC even restored the props and objects seen in beta trailer and screenshot, so while it might be excusable that the old-gen map is empty, dead and lifeless, there's no excuse why the Next-Gen or PC is just as empty, dead and lifeless as the Old-Gen, especially that modder can easily bring back the beta props and objects with little to no performance decrease

If you're referring to "low priority" props, Im convinced that R* didn't toggle them back on so that the SP map doesnt make the Online map look even more empty than it already is 😛

  • Like 1

Share this post


Link to post
Share on other sites
Dooqx

For me personally, I didn't like the GTA V map that much either. The Los Santos part was nicely done, but the countryside and desert just felt very empty. It feels they did so less with so much map space. Why not include a couple more towns with nice safehouses so you could set up base there. Also, why not put more effort in interiors? There are so many buildings that would could've very interesting interiors.

As I mentioned earlier, the Los Santos part was nicely done imo. The size is good, different types of neighbourhoods are good, but I was missing the GTA SA Los Santos feel totally for some reason.. Maybe I'm comparing too much but the GTA SA map overall was way better imo. Obviously it was smaller dan GTA V's map, but it felt much bigger and Rockstar did a very good job on the GTA SA map for that reason. Still my favorite GTA until this day.

  • Like 6

Share this post


Link to post
Share on other sites
Americana

Anyways, why does Trevor's trailer lag the game so much? There is no other place on the map the game would make the game lag as much as this...

 


Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.