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GTA San Andreas .LOD Mod Brings Quality in .LOD World
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-BLITZ-  |
Posted: Saturday, Apr 28 2012, 18:12
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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It was a discussion based on memory512.cs, but fastman came with an argument later to methodunderg that what he did first time wasn't stable, that he needs to make another memory512.cs based on the new codes, something even though everyone is using the previews including me, but suddenly It seems that I get the flick-grey-texture-disappearing if you look at the ground like in STREAM or SALA. I don't know why, but it seems that adding trees is causing this to happend on different angles if you are at top buildings, plus if you look down too much, game crashes.
I wish that somebody to make a new .cs based on the update codes that fastman was talking about. He posted somewhere around here or in SRT3. I want to see if on this one I will encounter this as well.
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fastman92  |
Posted: Saturday, Apr 28 2012, 18:54
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фастман92 | ف

Group: Members
Joined: Jul 28, 2009


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http://www.gtaforums.com/index.php?showtop...st&p=1061113094Read again. I mentioned that the memory2048.cs works, but it's not 2 GB (2048 MB). 2 GB = 2^31 bytes, therefore it exceeds range of signed int (up to 2^31-1) It becomes treated as a floating point and finally comes to 1264 MB when treated back as Integer number. About distance of non-LOD objects (nearest): it's floating value 300.0 located on 0x858FD8 in gta_sa.exe 1.0 US memory. However 300.0 is used for more than one purpose than IPL object distance in circumstances such as regenerating burning vehicles when player becomes locked resulting in inability to go any longer and it'd be best to move it to other location into DLL by overwriting all pointers related to distance and the only limit will be affected.
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-BLITZ-  |
Posted: Saturday, Jun 23 2012, 12:40
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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| QUOTE (Zera @ Saturday, Jun 23 2012, 14:09) | as no matter how much memory you use on streaming, the game still fails to draw them on time when you're flying.
Still, nice job. Is this the final version or are you still planning on updating it? |
Every normal object is set to exist inside gta3.img/STREAM .IPL and everything that is there is made to not appear as draw distance, this is the rule. IPLs from Data/maps are making everything to appear in draw distance, they actually don't fail at all, since these trees exist only STREAM.IPL, you cannot see them from far distance. I need to implement them in DATA/maps in order to see them finally, but the game fails somewhere at some point of to many lines of IPL added into the game. Nop, this is the final update. I can't make any updates because everything is fixed to 100%. Of course, there are two minor bugs, but I will see what I can do.
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