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 GTA San Andreas .LOD Mod

 Brings Quality in .LOD World
 
Robanswe  
Posted: Wednesday, Apr 25 2012, 09:30
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Yay great less trees to crash into xD
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-BLITZ-  
Posted: Saturday, Apr 28 2012, 18:12
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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
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http://www.gtaforums.com/index.php?showtop...st&p=1061113094
Read 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: Sunday, Apr 29 2012, 15:52
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You know what, I really don't care. Last PO is using most of the IPL and real/2.ipl and now I can't set my own trees for draw distance. Delete those two and I don't care what's inside, even so those are added for more vegetation and possible extra lagg.

Because of noobs that entered in my life I can't make a properly good mod because they don't know how to change and rename some files between mods in order to get what you want and I think I will start to not give a damn in close future; learn to install.
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Robanswe  
Posted: Thursday, May 10 2012, 18:34
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QUOTE (fastman92 @ Saturday, Apr 28 2012, 18:54)
http://www.gtaforums.com/index.php?showtop...st&p=1061113094
Read 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.

Does this cleo mod uses real graphic memory or does it only use regular ram memory as graphic memory? I have noticed the ram usage going up a lot when using this fix so I bet it only uses ram with is kinda sad when I got 2gb of ram on my graphic card:/ But maybe Sanandreas itself is built that way.
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fastman92  
Posted: Thursday, May 10 2012, 18:57
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Streaming memory limit determines how much of gta_sa.exe RAM memory CAN (doesn't have to) be allocated dynamically to load textures of surrounding objects.
When game hits this limit because of high-res textures, they start to disappear or LOD textures appear, because there isn't enough of streaming memory.
However when textures are bigger - better graphics card is needed also. Bad graphics won't handle big textures smoothly and game will be turned into slide show.
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Robanswe  
Posted: Thursday, May 10 2012, 19:23
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QUOTE (fastman92 @ Thursday, May 10 2012, 18:57)
Streaming memory limit determines how much of gta_sa.exe RAM memory CAN (doesn't have to) be allocated dynamically to load textures of surrounding objects.
When game hits this limit because of high-res textures, they start to disappear or LOD textures appear, because there isn't enough of streaming memory.
However when textures are bigger - better graphics card is needed also. Bad graphics won't handle big textures smoothly and game will be turned into slide show.

K kinda sad that R doesn't put that type of information into the graphic memory instead but I understand them 2005 256mb of memory was a lot and thats not enough for all textures with might not even be shown at the moment.
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-BLITZ-  
Posted: Friday, May 11 2012, 05:43
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V2.0 is released. Read the front page for the changes that were made.

Download Link Moddb Gta San Andreas .Lod Mod
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methodunderg  
Posted: Friday, May 11 2012, 06:09
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Will download and test tonight; thanks very much xD Pro sh*t right here icon14.gif

This post has been edited by methodunderg on Friday, May 11 2012, 06:11
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-BLITZ-  
Posted: Friday, May 11 2012, 06:33
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Actually even myself I am satisfied by the new version. All the objects that I manage to add are connected only by Data/maps.IPL and .IDE draw distance set to 600 for this time instead of 1500 how it was, and only 6 new objects connected through some STREAM.IPL as everything works and can be view in SA-MP.
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Robanswe  
Posted: Friday, May 11 2012, 07:53
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Thanks, now my weekend is saved:)
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Zera  
Posted: Saturday, Jun 23 2012, 12:09
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I was kinda hoping this would fix the Z-fighting issues on the countryside, but apparently not. Still, it's nice to see details from a distance. Too bad about the trees though, as no matter how much memory you use on streaming, the game still fails to draw them on time when you're flying. Probably an engine limitation.

Still, nice job. Is this the final version or are you still planning on updating it?

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-BLITZ-  
Posted: Saturday, Jun 23 2012, 12:40
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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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ThirteenAG  
Posted: Wednesday, Jul 18 2012, 02:56
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Hmm, i did something wrong, or this is how it is supposed to be?
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Alt  
Posted: Wednesday, Jul 18 2012, 10:54
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Yeah, you've installed it over SRT.
QUOTE (from moddb)
DON'T USE this mod for Srt3. It will mess up your entire game.
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methodunderg  
Posted: Wednesday, Jul 18 2012, 11:03
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@ThirteenAG
Nice to see you again bro ! how was the army?

Alt is right. Do not use the mod with SRT.

Download SRT 2012 instead icon14.gif Includes MipMaps as well; makes the game that much better icon14.gif
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-BLITZ-  
Posted: Wednesday, Jul 18 2012, 12:40
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They are right so listen to them.

Guys, I really would like to know how is going with the mod after all this time. Are there any random crashes or at some point of map, or after few minutes of playing, I want to know how stable it is because I don't want to make and release something where you can't play it.
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ThirteenAG  
Posted: Wednesday, Jul 18 2012, 17:23
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QUOTE (methodunderg @ Wednesday, Jul 18 2012, 11:03)
@ThirteenAG
Nice to see you again bro ! how was the army?

Alt is right. Do not use the mod with SRT.

Download SRT 2012 instead icon14.gif Includes MipMaps as well; makes the game that much better icon14.gif

Whoa, somehow i missed that.
SRT 2012 already installed wink.gif
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Russian army is total bullsh*t, just wasted a whole year. But it's all in the past.

BTW, what for SRt3 2012 includes .Lod Mod files?
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oksa8  
Posted: Wednesday, Jul 18 2012, 17:58
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Because it uses new .LOD textures and that's the reason it's packed in there. (AFAIK)
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at72  
Posted: Wednesday, Jul 18 2012, 23:07
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I downloaded your mod today and it's great! Thanks a lot!

Only one issue for me: many trees in the distance are displayed as ugly LOD squares / triangles. This looks kinda odd, because other objects look really good in the distance. I installed on a clean SA. My PC is 6 years old, but it can handle the normal SA, so this shouldn't be the problem. I replaced the files folder by folder and rebuilt the archive in the end. Because of 5 other new .ide objects I gave new IDs to yours (of course in both files), and I use SALA, which always used to work fine for my purposes.

Any ideas what I could have done wrong?
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