|
 |
|
|
|
|
|
GTA Modification Forums
[REL|SA] Map Cleaner Removes the SA game map
 |
|
 |
| |
Opius  |
|
General

Group: Members
Joined: Jun 27, 2002



|
| QUOTE (ashdexx @ Jun 24 2005, 07:21) | | Delfi and GT-1 speak the truth. aside from some uber-weird effects while the loading screen progresses, it works. funky audio from the hydra as well, no engine sounds. but thats a bug i've been getting anyway even during normal gameplay. | EXACT same symptoms, except my sound works normally on an unstripped install. I also found another interesting, probably memory related problem.  For sh*ts and giggles, I drove my Hydra directly down into the water, killing myself. When I respawned, there were these strange lines off the distance. Whenever I looked at their origin, the game crashed. Brought up the contrast since you couldn't really see them in the original.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
ThAtSgOtTaHuRt  |
Posted: Saturday, Jun 25 2005, 04:26
|
T_G_H

Group: Members
Joined: Jul 31, 2003


|
as I said: | QUOTE | | If you can modify IPL and IDE limits that SA will allow. (like the VCLimitAdjuster did with VC) without it crashing - you may be able to keep SA while adding myriad (or other maps). The space is there but having too many objects is the only problem. |
illspirit: | QUOTE | | The problem with adding another city to San An isn't physical, or, ummm, virtual space. In theory, objects can be placed as far away as there are 32bit integers large enough to store the location with. The real problem is there's only so much memory for storing the object definitions and locations. I'm not sure just how it works, but there looks like the game can only handle 256 ipl's, and within those, there's only so many items that can be in any given area. |
I totally didnt think of it as being a memory issue although you are 100% correct and only so much tweaking can be made. Well with Vice City you were able to increase the object instances (which are stated in IPL files) ALOT - adding a thousand+ more than original (at least I did). But the actuall objects (located in IDE files) could only be increased so much before having a problem. So having replecas (other instances - IPL) of SA's objects would be very easy to do - but actually adding in your own map objects (IDEs) would\may not be possible with the entirety of SA still there. I dont really know all the facts, so I will just have to wait and see what info develops and how far GTASA mapping can really go.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
steve-m  |
Posted: Saturday, Jun 25 2005, 17:25
|

Group: Members
Joined: Jul 26, 2002



|
not for me though... 
| QUOTE (Delfi @ Jun 24 2005, 00:14) | another vierd thing happened with my ide file - i did remove all paths but still seen one normal boat created ingame also are airport locations hard-coded?? because they are still in stripped version. |
Yea, I noticed this too. There must be some boats that use the tracks*.dat files or whatever, no idea why. Edit: illy just found out the paths are compiled somehow, maybe into nodes*.dat?? 
As for airports, no idea, probably hardcoded. At least I didn't find anything that might define them.
@dertyjerzian: Not without massively hacking it, I guess. Let me quote this R* guy again:
| QUOTE (GameSpot's Q&A) | GS: With this new, streaming map, is there any limit to the size that the world map can be? What creates this limit if there is one?
John Whyte: There are always limits! There are limits to the number of objects that can be in any section of the map, and this determines more than anything the density of objects in the game. Some of the city sections have effectively maxed out the game in its current form. If we wanted to increase the density of objects, then we would have to go back to the code and rewrite it to handle much larger numbers. (Technically speaking, there are a lot of structures in code that rely on 8-bit indexing to save space.) |
So if there are limits per sections, you might be able to add additional objects in the countryside, but not in the cities. But we still have to find out a lot more about that, like what those sections are, and how exactly the LOD groups are assigned. Furthermore, water and seabed outside the 6000² map area are hardcoded, what would have to be disabled as well.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
steve-m  |
|

Group: Members
Joined: Jul 26, 2002



|
| QUOTE (ThePengwin @ Jun 26 2005, 16:09) | | i think i have an idea about those boats. they could have actually made it so that boats are randomly generated, like the cars, except where there is water. boats wernt all that usefull in SA and they probably put them in for eye candy. i might have a look into removing them. | No there are also peds and cars on the empty map, although all the ipl files (with paths) were removed. Paths seem to be compiled into the nodes*.dat files, that are in the img. Removing the "dontbuildpaths" from stream.ini doesn't help, so we'd probably have to code our own path compiler.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
steve-m  |
|

Group: Members
Joined: Jul 26, 2002



|
| QUOTE (RainingAcid @ Jun 26 2005, 17:05) | | What about the gta_quick.dat? | Not used, and wouldn't work either.
|
|
|
|
|
 |
|
 |
 |
|
 |
| |
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
Pages:
(8) 1 [2] 3 4 ... Last »
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
| |
 |
|
 |
|
|
|
|