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[SA] Problema com o FastMan Limit Adjuster

Enviado: 20 Jan 2022, 16:32
por Albert
Bom, eu instalei um carro sem substituir que ele precisa da função de levantar os faróis (do zr350), ai fui ver certinho como adicionava pelo limit adjuster, já que o carro não é adaptado ao mod vehicle special habilities ou para o VehFuncs. Segui os passos que estavam na mix mods, e quando eu coloco o "Apply id limit patch = 1" ele dá uma série de de janelas do Limit Adjuster com códigos de erro. Segue a lista:
0x005254D8 (patch)
0x006A17EF (patch)
0x006C97E6 (patch)
0x006C9EE3 (patch)
0x006C9F20 (patch)
0X006CC3B1 (patch)

Janela CrashInfo:

SpoilerAbrir
Imagem

Log do Limit Adjuster:

SpoilerAbrir
Starting fastman92 limit adjuster 6.0, compilation time: Mar 26 2021 04:55:38 (UTC)
Website: http://fastman92.com

Launch time: 20-1-2022 19:25:50 (UTC), 16:25 (local)
Launched during the day.

Solution platform: WIN_X86
FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written.
Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes
Game uses dynamic image base? No
Game preferred image base: 0x400000
Game current image base: 0x400000

Number of FLA modules: 70
Delayed processing of limits? No

Root base directory: 
Root directory: C:\Jogos\GTA San Andreas
Initial directory: C:\Jogos\GTA San Andreas
INI filename: fastman92limitAdjuster_GTASA.ini

Global exception handler has been registered.
---------------------------------------------
Model special features are enabled. Because of this, the ID limits will be patched.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 24999 (5000) - TXD texture archives.
25000 - 25254 (255) - COL collision archives.
25255 - 25510 (256) - IPL Binary IPL files.
25511 - 25574 (64) - DAT files limited to nodes*.dat
25575 - 25754 (180) - IFP animation archives.
25755 - 26229 (475) - RRR car recordings, carrec*.rrr files
26230 - 26311 (82) - SCM scripts
26312 - 26313 (2) - Loaded list
26314 - 26315 (2) - Requested list
26316 - count of all file IDs


Addresses:
CModelInfo::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x8E4CC0
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60


Model special features loader enabled.
---------------------------------------------
---------------------------------------------
Modified count of killable model IDs: 12600
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 300
Number of bike lines = 20
Number of flying lines = 24
Number of boat lines = 12
Number of animation group lines = 30

&mod_HandlingManager = 0x1AAC9E8, sizeof(mod_HandlingManager) = 0x137C8
---------------------------------------------
SPECIAL: Make paintjobs work for any ID applied.
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Number of memory changes made: 3607
---------------------------------------------
Game closed.

Re: [SA] Problema com o FastMan Limit Adjuster

Enviado: 20 Mar 2022, 17:48
por Sameshine2k18
Hi, just passing though..
Came to the site in order to find reference to a post i made some time ago because i am wanting to send a message to fastman about something.. Thought about making a post here before doing so though.

Since you don't seem to be working with much changes right now you can try working with this for the fastman ini file here:
https://sharemods.com/91dwx7v7fw45/FLA_ ... e.rar.html
It is already configured for what you need ...

Log example of what is in use https://sharemods.com/93ukngmwtxb4/Exmp ... g.rar.html

Don't know if it's the same on your pc, but on mine i know that there is a problem whenever the # does not have a space between the text characters.


As you must already know when adding new vehicles you'll need to edit mainly the vehicle.ide, handling.cfg, carmod.dat* and carcol.dat files

* If the vehicle is compatible with using typical car mod parts.. However you can just put a default as for example chetche, nto_b_l, nto_b_s, nto_b_tw

..Even if it is a mod type vehicle, so you will just be able to use installing things like sound bass and other non intrusive things because if you try adding a part to a vehicle that is not supported for that vehicle it can crash the game.. (so if you not too picky about car mod parts you can do that to avoid unnecessary confusion)

============ ========

Remember that the Count of killable model IDs sould be at least 1 value higher than that which you are using in the game, so if the high added ped or vehicle that you using is 15523 you should be using at least 15524.

If Enable model special feature loader is enabled..
..the Apply ID limit patch should also be enabled.


You can also try using this for the special feature loader file and remove whatever you don't need on the list:
https://sharemods.com/02x5bhul1xu5/Spec ... n.rar.html

I believe if you remove the # from the line with the A and B you can cause the game to crash...


Hope this helps...

======================

This is also the vehicle audio loader if you want a set piece of one that is already in use.
https://sharemods.com/1ec89xn3hsaa/Audi ... r.rar.html

Also, just a tip.. It might be best to setup sounds for a vehicle in the audio loader yet if your adding a vehicle though modloader with a very heavy texture. .. not sure but i believe i had an instance where the vehicles resources were seemingly present but the game crashed and that it was linked to the audio loader but i don't know, in that case it might have been just a case of a misspelling or something.. because i had corrected whatever the issue was.


I guess it would probably be better to see a visual directly but i hope any of this helps either you or anyone else.