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 GTA San Andreas .LOD Mod

 Brings Quality in .LOD World
 
-BLITZ-  
Posted: Friday, Apr 6 2012, 19:23
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Yeah, update not version.

Trees ? I broke the game ending up in LS Hills. Country, Desert, Las Venturas, San Fierro had trees, remain only with Los Santos. Limit adjuster doesn't help because I broke the game, well actually I like to say broke because I hit the game-of-the-game limit and Limit Adjuster crashes with other maps limiter tools. This can happend only if someone will make a draw distance limiter, making all the Non-lods fulling working in both worlds.

Issue is that above 4000 IPLs added only for trees, is logic to crash. Problem is that in STREAM.IPL - gta3.img what's there are non-lod stuff and if I put something there it works, no problem, but if I transform into a LOD they don't appear in the game even so Med Editor can see them, that's why you see only LOD objects in data/maps/IPLs. So for LOD is maps/IPL but I broke the limit and for non-LOD are in STREAM.IPL

After adding so many missing objects in Lod mod I think I used a lot of IPLs and it's possible that I could make, not sure only working in Las Venturas and San Fierro and possible Desert.

I will give a shot by deleting all the trees in game from STREAM.IPL and add on maps/IPL hopping that somehow deleting them give space for what I will add. No worries, new IPLs can work in both worlds.
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Robanswe  
Posted: Friday, Apr 6 2012, 22:12
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Sounds great that you might still be able make it:) Good luck then.
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-BLITZ-  
Posted: Tuesday, Apr 10 2012, 14:05
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Well, crap!

Now I've hit .COL limit and by deleting STREAM.IPL lines from gta3.img doens't help. I tried with the entire Las Venturas and the game crashes. confused.gif
Oh, well maybe in time someone will show up with Draw Distance limit.
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-BLITZ-  
Posted: Sunday, Apr 15 2012, 08:56
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I got a problem witht SA-MP, something that I didn't expect. It seems that one of the files from the tool crashes the game, but if I move that file somewhere else it works with SA-MP even if you have new files without affecting gta3.img, yet everything that I put won't appear in SA-MP meaning you will see gaps on those objects that are missing.

Until someone doesn't make a serious Limit tool, this are the problems.

I will release this one and keep the first version too. You guys don't play SA-MP so much right ? This version is more for SP, plus this version is more stable for SP gameplay and that makes it very important.
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nWo51289  
Posted: Sunday, Apr 15 2012, 10:22
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We could ask fastman92 to pick out a limit like LOD Distance for example from the source and recompile them into asi or something link

I'm waiting patiently for the Limit Adjuster that will (hopefully) be released with the next GTA United.
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-BLITZ-  
Posted: Sunday, Apr 15 2012, 10:32
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The tool is already a .asi but his .ini crashes SA-MP.
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nWo51289  
Posted: Sunday, Apr 15 2012, 16:56
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Has 0.3d stopped users from using plugins etc? SALA and StreamMemoryFix.asi stopped working for me, luckily MemFix.cs still works.
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-BLITZ-  
Posted: Sunday, Apr 15 2012, 17:03
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And 0.3d you refer to something ? version from what tool, patch etc. I'm in the dark.
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nWo51289  
Posted: Sunday, Apr 15 2012, 17:06
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SAMP?
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-BLITZ-  
Posted: Sunday, Apr 15 2012, 17:08
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Aham; now I understand, but why should they do such a thing ? Reference to cheating maybe, but these are limits were are talking about. bored.gif
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nWo51289  
Posted: Sunday, Apr 15 2012, 19:48
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I'm guessing something to do with cheating, unfortunately they can't tell from people cheating and others trying to increase limits. Tried on Gamerxserver & UIF servers, not sure if its just those two servers that those tools have no effect on.
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-BLITZ-  
Posted: Tuesday, Apr 17 2012, 07:25
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Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.
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Robanswe  
Posted: Thursday, Apr 19 2012, 11:24
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QUOTE (-BLITZ- @ Tuesday, Apr 17 2012, 07:25)
Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.

I'm not exactly sure about what info or what post your looking for.. But I did try to find it and this is what I come up with: http://www.gtaforums.com/index.php?showtop...entry1061221494 I don't know if it's correct but I hope so^^
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-BLITZ-  
Posted: Thursday, Apr 19 2012, 11:45
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This is exactly what I was looking for. Thank you.
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fastman92  
Posted: Thursday, Apr 19 2012, 14:12
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QUOTE (-BLITZ- @ Tuesday, Apr 17 2012, 08:25)
Does anybody willing to post the info that fastman92 did about how many DFF, TXD, COL, etc the game has. I can't find it, searching around for minutes already.

Is fastman92 inactive for a long time?

http://www.gtaforums.com/index.php?showtop...st&p=1061149201
But you can specify only this:
CODE
0 - 19999 (20000) - DFF models defined within IDE files

Different IDs are automatically assigned when file list of files from IMG archives is loaded.

By now i am doing something else. I fully understood format of Painkiller's PAK archives and i'm gonna make a Painkiller's PAK Editor.

Painkiller's graphics and physics is far better than GTA SA's.
Though modding is not developed and there's a lot of things to do in order to launch it.

EDIT: See the PAK format. I described it already.

This post has been edited by fastman92 on Thursday, Apr 19 2012, 17:01
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methodunderg  
Posted: Thursday, Apr 19 2012, 21:16
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So your leaving GTA:SA modding in favour of Painkiller?
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Jacko427  
Posted: Thursday, Apr 19 2012, 22:46
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Judging Painkiller's graphics and physics is not that right, I mean they are both very different games.
GTA SA's graphics and physics may not be the greatest but the game is really great.
The gameplay is very fun and nice to play the game, storyline is original and missions are great to do.
I love the GTA SA atmosphere, their textures, their something, anything.
GTA SA is the best GTA game ever made, no matter what.
I started playing GTA SA back in 2006, I never got bored actually, I always sh*t in my pants
because of screwing around the map, running over people, eploding sh*t and all and many many more things to do.
There is no ending in this game, even if you have completed it 100%, still no end to a book, what f*cking book?
There is no f*cking book lol
GTA SA....the best of all times.
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fastman92  
Posted: Thursday, Apr 19 2012, 22:59
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QUOTE (methodunderg @ Thursday, Apr 19 2012, 22:16)
So your leaving GTA:SA modding in favour of Painkiller?

I'm not leaving. You can expect new projects for GTA SA soon. However i will work on Painkiller as well.
In short - i will work on GTA SA and Painkiller. Plus i again more knowledge on reverse rengikeering of Painkiller that will help me in GTA SA.
GTA SA is good because of many available abilities: free roam mode, varied vehicle types, random traffic, ammunition, 3rd person view, trailers, diving in water, swimmung, explosions.
However Painkiller's engine is made better than GTA SA's without any doubt and has a lot of modding potential. It's very optimized. On GTA SA with no Enbseries i get up to 80 FPS.
In Painkiller on highest settings i mostly get 400-650 FPS. Up to about 850 FPS. That is because Painkiller's engine works with zones and doesn't extra models that wouldn't be visible on scene anyway. It ena les mappers to create no matter how huge levels and they will still be rendered very fast if zones are set up properly.

This post has been edited by fastman92 on Thursday, Apr 19 2012, 23:17
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-BLITZ-  
Posted: Tuesday, Apr 24 2012, 21:00
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I have positive news.

The progress is getting better and better. It was a good choice for me to do by asking around this forum and without the help from our good fellow member ZAZ I couldn't advance through the update. His informations and references cleared out my deepest challenges of improving and fixing most of the bugs & glitches.

updates:
• no more .COL files as they aren't necessary anymore.
• this time STREAM.IPLs are involved into the update.
• trees are involved; Las Venturas & Santos is full of palm trees about 90%, San Fierro pine trees and other normal trees are around, some parts of Country do have trees but in small number, at the moment I'm trying to bring more. Desert is empty though, sorry; I'm trying to bring more here as well.
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JF-Mir2  
Posted: Tuesday, Apr 24 2012, 23:49
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Pretty impressive. notify.gif So this means we won't have trouble in installing PO now? And what's your estimated release date?
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