Launch time: 25-7-2025 3:01:15 (UTC), 12:01 (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: 75 Delayed processing of limits? No
Root base directory: Root directory: D:\GTA — San Andreas Initial directory: D:\GTA — San Andreas INI filename: fastman92limitAdjuster_GTASA.ini
Global exception handler has been registered. --------------------------------------------- At least one ID limit is changed. ID limits will be patched. Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches. Count of file IDs is over 65532 and base ID of CStreamingInfo requires int32_t. Applying int32_t base ID patches. Count of DFF/TXD IDs is over 65532 and requires int32_t. Applying int32_t DFF+TXD ID patches. COL ID limit is over 256 and requires something more than uint8_t. Applying COL ID uint32_t patches. IPL ID limit is over 256 and requires something more than uint8_t. Applying IPL ID uint32_t patches.
New ID limits: 0 — 199999 (200000) — DFF models defined within IDE files 200000 — 264999 (65000) — TXD texture archives. 265000 — 329999 (65000) — COL collision archives. 330000 — 332559 (2560) — IPL Binary IPL files. 332560 — 336655 (4096) — DAT files limited to nodes*.dat 336656 — 342155 (5500) — IFP animation archives. 342156 — 350278 (8123) — RRR car recordings, carrec*.rrr files 350279 — 350405 (127) — SCM scripts 350406 — 350407 (2) — Loaded list 350408 — 350409 (2) — Requested list 350410 — count of all file IDs
Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit. Format of new savefiles will be different: patch for enhanced format of model flags block is applied! Format of new savefiles will be different: patch for save game of variable length is applied! Model special features loader enabled. --------------------------------------------- --------------------------------------------- Modified count of killable model IDs: 95000 --------------------------------------------- Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied! Modified limit Car generators to: 1000 Is CCarGenerator_extended structure used: 1 --------------------------------------------- Modified limit of number of process counter passes for car generators to 8 --------------------------------------------- Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10). --------------------------------------------- Tracks*.dat coordinate limit patch enabled. Tracks.dat file size limit set to 90000 Max number of track stations set to 100 Track config loader enabled. Renderware world map size set to 48000 x 48000 Radar map size set to 48000 x 48000 Water map size set to 48000 x 48000 World map size set to 48000 x 48000 World sector size set to 50 x 50 World LOD sector size set to 200 x 200 Paths limit patch enabled. Paths map size set to 48000 x 48000
Radar info: Number of radar tiles per dimension: 96 Total number of radar tiles: 9216
Water info: Water map size: 48000 x 48000 Number of water blocks per dimension: 96 Total number of water blocks: 9216
World map info info: World map size: 48000 x 48000
World sectors: CWorld::ms_aSectors type: buildings, dummies count: 960 * 960 = 921600 sector area: 50 x 50
Paths info: ThePaths: 0x4AA4020 Number of path tiles per dimension: 64 Total number of path tiles: 4096 --------------------------------------------- Enabling handling.cfg limit adjuster. New limits: Number of standard lines = 600 Number of bike lines = 60 Number of flying lines = 60 Number of boat lines = 100 Number of animation group lines = 50
&mod_HandlingManager = 0x1ACD028, sizeof(mod_HandlingManager) = 0x28A18 --------------------------------------------- Modified limit of DYNAMIC LIMITS: VehicleStructs to: 55000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: rwObjectInstances to: 100000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Matrices to: 200000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 2770000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 256000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 60000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Vehicles to: 512 The replays may not work correctly if the limit of DYNAMIC LIMITS: Vehicles is higher than 256. Car generators may also crash. --------------------------------------------- The replays may not work correctly if the limit of DYNAMIC LIMITS: Peds is higher than 256. Modified limit of DYNAMIC LIMITS: Peds to: 3800 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Objects to: 70000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Tasks to: 99990 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Events to: 99990 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PointRoute to: 4096 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PatrolRoute to: 4096 --------------------------------------------- Modified limit of DYNAMIC LIMITS: NodeRoute to: 4096 --------------------------------------------- Modified limit of DYNAMIC LIMITS: TaskAllocator to: 256 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PedIntelligence to: 3800 --------------------------------------------- Modified limit of DYNAMIC LIMITS: PedAttractors to: 512 --------------------------------------------- Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 10000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: Collision links to: 5000 --------------------------------------------- Modified limit of DYNAMIC LIMITS: ColModels to: 128000 --------------------------------------------- Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 8192 --------------------------------------------- Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 2048 --------------------------------------------- Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 8192 --------------------------------------------- Modified limit of IPL:inst, buildings to: 100000 --------------------------------------------- Modified limit of IPL:inst, dummies to: 50000 --------------------------------------------- Modified limit of IPL: inst per file to: 24000 --------------------------------------------- Modified limit of IPL: entity index array to: 1240 --------------------------------------------- Modified limit of IPL:map zones to: 812 --------------------------------------------- Modified limit of IPL:navigation zones to: 1888 --------------------------------------------- Modified limit of IPL:Timecycle modifiers to: 1500 --------------------------------------------- Modified limit of 'IPL:CULL mirror attribute zones' to: 9072 --------------------------------------------- Modified limit of 'IPL:CULL tunnel attribute zones' to: 8400 --------------------------------------------- Modified limit of 'IPL:CULL attribute zones' to: 65000 --------------------------------------------- Modified limit of IPL:Stunt jumps to: 300 --------------------------------------------- Modified limit of IPL:Entry exits to: 1000 --------------------------------------------- Modified limit of 'IPL:AUZO spheres' to: 20 --------------------------------------------- Modified limit of IPL:interior occluders to: 50 --------------------------------------------- Modified limit of IPL:occluders to: 1500 --------------------------------------------- 'IPL -> COccluder, apply coordinate limit patch' is enabled. Modified limit of IPL:AUZO boxes to: 512 Is extended structure used: 1 --------------------------------------------- Format of new savefiles will be different: patch for pickups is applied.
Modified limit of 'IPL:PICK' to: 18600, pickups collected: 120 --------------------------------------------- Modified limit of IDE:objs:type1 section to 200000 --------------------------------------------- Modified limit of IDE:objs:type2 section to 7000 --------------------------------------------- Modified limit of IDE:hier section to 1190 --------------------------------------------- Modified limit of IDE:tobj section to 5000 --------------------------------------------- Modified limit of IDE:cars section to 1000 --------------------------------------------- Modified limit of IDE:peds section to 10000 --------------------------------------------- Modified limit of IDE:weap section to 300 --------------------------------------------- Modified limit of IDE:2DFX section to 500 --------------------------------------------- Enabled handling of new enhanced IMG archives. --------------------------------------------- Modified max number of IMG archives to: 512 --------------------------------------------- Enabled handling of IMGLIST keyword. --------------------------------------------- Modified limit of DIRECTORY LIMITS: Extra to: 28700 --------------------------------------------- Modified limit of DIRECTORY LIMITS: Clothes directory to: 700 --------------------------------------------- Modified limit of WATER LIMITS -> Water triangles to: 999 --------------------------------------------- Modified limit of WATER LIMITS -> Water quads to: 30100 --------------------------------------------- Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 9999 --------------------------------------------- Modified limit of WATER LIMITS -> Water vertices to: 15200 --------------------------------------------- Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63 --------------------------------------------- Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62 --------------------------------------------- Modified limit of PED STREAMING: Pedgrp peds per group to: 1000 --------------------------------------------- Streaming memory available limit set to 2147483648 bytes (2048 MB) --------------------------------------------- Modified limit of 'Max number of stream handles' to: 1500 --------------------------------------------- Modified limit of 'Number of requested models above which the game considers loading very busy' to: 20 --------------------------------------------- Modified limit of 'Minimum number of iterations in LoadAllRequestedModels' to: 100 --------------------------------------------- Modified script space limits: — max size of MAIN segment from main.scm: 400000 bytes — max size of mission from main.scm: 69000 bytes Total size of CTheScripts::ScriptSpace: 469000 bytes --------------------------------------------- Modified limit of SCM LIMITS: Running scripts to: 320 --------------------------------------------- Modified limit of SCM LIMITS: Mission cleanup to: 100 --------------------------------------------- Modified limit of SCM LIMITS: Max number of used objects to: 500 --------------------------------------------- Modified limit of SCM LIMITS: Switch jump table cases to: 500 --------------------------------------------- Modified limit of RENDERER: Invisible entity pointers to: 7500 --------------------------------------------- Modified limit of RENDERER: Visible LOD pointers to: 15000 --------------------------------------------- Modified limit of RENDERER: Visible entity pointers to: 7500 --------------------------------------------- Modified limit of VISIBILITY: Alpha list limit to: 1750 --------------------------------------------- Modified limit of VISIBILITY: Alpha boat atomic list to: 1750 --------------------------------------------- Modified limit of VISIBILITY: Alpha entity list limit to: 5575 --------------------------------------------- Modified limit of VISIBILITY: Alpha really draw last list limit to: 250 --------------------------------------------- Modified limit of VISIBILITY: Alpha really draw last list limit to: 2500 --------------------------------------------- Modified limit of VISIBILITY: Weapon peds for PC limit to: 500 --------------------------------------------- Modified limit of OTHER LIMITS: Collision size to: 92768 --------------------------------------------- Modified limit of OTHER LIMITS: References to: 65000 --------------------------------------------- Modified limit of OTHER LIMITS: Cover points to: 2000 --------------------------------------------- Modified limit of OTHER LIMITS: Coronas to: 25000 --------------------------------------------- Modified limit of OTHER LIMITS: Object info entries to: 500 --------------------------------------------- Vehicle colours limit is over 255 and requires something more than uint8_t. Applying colour ID uint32_t patches. Modified limit of OTHER LIMITS: Vehicle colors to: 4000 --------------------------------------------- Modified limit of OTHER LIMITS: LOD distance to: 300.000000 --------------------------------------------- Format of new savefiles will be different: patch for radar traces is applied.
Modified limit of OTHER LIMITS: Radar traces to: 3000 --------------------------------------------- Modified limit of OTHER LIMITS: Number of plate textures: 12 --------------------------------------------- Modified limit of OTHER LIMITS: Max number of particles active: 2000 --------------------------------------------- Format of new savefiles will be different: patch for set pieces is applied.
Modified limit of OTHER LIMITS: Set pieces active: 12500 bCoordinateHack: 1
Surprisingly this mod appears to support the INM flatbed script. You will need to set them up yourself since they are not included in the download though (thankfully said xml file is easy to configure)
Guys I haven't been able to find anyone to help me with the mod so it will remain suspended for the moment and the (reinvented) version as I call it will not come out. I will only finish this weapons mod and I will consider it finished when I get my PC. I really liked making mods but the truth is I have many projects in mind to, as they say, remake the game with new mechanics, improve missions, random events and more but it really couldn't be done. I am not someone who knows CS or mod in cleo. I am only a graphic designer and modeler but I say goodbye. Wait for version 4 of the mod soon.
1. The pizza delivery mission works fine and can be completed. Install the mod according to the instructions, and try changing the language to English before completing the pizza delivery mission. 2. You can only dance in clubs after completing the "Life is a Beach" mission. Please read the mod description carefully.
Я тут нашел что то типа фикса если это можно так назвать. Так вот если вы это читаете то у вас наверное есть баг что нельзя ходить назад, так что бы исправить это нужно просто взять снайперку и прицелица не знаю работает с другими подобными прицелами (!!!Я НЕ ДАЮ ГАРАНТИЮ ЧТО ЭТО У ВСЕХ СРАБОТАЕТ!!!) просто это мне помогло. ну очень много воды вышло
Скажу тебе по секрету, подобный пак пытаются собрать с 2010-х годов.) Но пока что на данный момент более-менее получилось у бразильцев с их 90s Atmosphere Vehicle Pack. И то, много замен там очень спорных, либо устарели по текущим "стандартам" (один КрАЗ на позиции Flatbed чего только стоит...).
Помимо этого, есть ряд позиций, для которых нужно найти/сделать подходящие модели. К примеру, нет ничего путного/аутентичного для Dozer, Sweeper, Dumper, Savanna, трёх монстр-траков. Для ряда лоу-райдеров и стрит-рейсерских моделей требуются обновления. Про лодки я вообще молчу, хорошие замены на реальные прототипы можно по пальцам пересчитать. Вертолёты и самолёты +- можно закрыть моделями от -Carcer- и других авторов, но нужно тестировать их в миссиях.
С моделями для кат-сцен я пробовал работать и там действительно не прокатит просто выкинуть лишнее из 3д модели и запихать как есть. Пока что удалось только Олдсмобиль 442 '70 нормально под кат-сцену адаптировать, благо он общие черты Sabre повторяет и можно подогнать под думмисы и оси оригинальной модели. А с другими машинами надо работать посерьёзному и, возможно, изменять саму катсцену.
Поэтому, остаётся только ждать и надеяться, когда получится собрать полноценный пак аутентичного более-менее труЪ транспорта, который будет нормально работать с сюжеткой и закроет хотя бы 90% игровых моделей. Это титанитечкий труд, требующий огромного количества свободного времени и желания. На худой конец, можно собрать самому подобный пак, благо на Либерти есть из чего выбрать, да и мы стабильно стараемся публиковать контент.)
Всё круто, по накурке поприкалываться пойдёт, только вот мод активируется не нажатием клавиши END, как указано в описание, а если на клавиатуре слово END прописать, да и то я ето только вскрыв скрипт чрез санни билдер понял) В любом случае +
Вариант с долгим дрифтом дичайший, мне оч зашёл, поставил его себе на несско тачек: комет, баффало, сейбер, банши и на феникс, короткий кинул на гринвуд для разнообразия, т.к. много времени на етой бричке приходится проводить в начале игры, а также на блисту компакт, т.к. сама тачка визуально мне по нраву, но уж оч медленная. К слову о скорости, в дальнейших обновлениях, коли таковые будут, я бы на коротком дрифте макс.скорость всё таки побольше сделал, т.к. 155км максималка для дрифт-кара мне кажется маловато. Играю на 90s AVP Reborn 3 + недавно вышедшем Improved Handling 90s AVP (тоже, кстати, пушка, всем рекомендую чекнуть, у него и для стандартных тачек handling есть и отдельно для 90s AVP), но с этим допником на дрифт-конфиге + VehDeform1.3 + DrIVe просто жётско получается. Спасибо!
Жаль, что в СБ 4 убрали поддержку Юникода в опкодах, теперь вместо нелатинских букв при декомпиляции вылезают «кракозябры». В СБ 3 всё работало как надо.
Спасибо, за прекрасную адаптацию... мне удалось пройти на 100 и получил массу удовольствий. я очень благодарен вам за такую возможность..... не плохо если вы б сделали на либерти сити адаптацию... что самое главное, ни одного глюка у меня не возникло, за исключением в молле на миссии с великом. но прошел. жду от вас gta liberty city storiec pc адаптацию. я верю что вы сделаете
нажми мой компьютер пкм на пустое место не на диск и нажми свойства потом дополнительные параметры системы быстродействие параметры и предотвращение выполнение данных и выбери включить DEP для всех программ и служб кроме ввыбранных ниже далеее нажимаешь добавить и выбирай путь игры и exe файл игры а потом перезагрузи пк и запускай от имени администратора и еще если ошибка не пропадает то закидываешь архив и скачиваешь урезанною папку аудио для гта сан андреас
Обычно под экстрами подразумевается дополнения в виде тюнинга, но в данной модели, если я не ошибаюсь, добавлены просто предметы в салоне авто (документы, очки, телефон и.т.д)
Скучная эзоповая история ни о чём. Это как "Кот-Обормот", только хуже в содержательном плане. Хуже Кота-Обормота, Карл! Даже нормальная техническая часть с неплохим аудиодизайном не спасает эту миссию на 7-10 минут от скуки, ибо вообще не понятно что Мик...Да..ДУОМ_ДУОМов хотел сказать. Возможно, он просто хотел нам включить попсу 80-90-х, плюс сделать актуалочку, но как-то он запоздал на года три, слабенькая получилась сатира.
Между прочим, я вроде не проверял мод на угон животными транспорта, как то в голову не приходило). А то что они не боятся выстрелов, это так и было, с этим н чего не поделаешь. А вот с Anim0 раньше и у меня были проблемы, но в лайт версии не было.
Glad to see you still working on this trainer btw, in people spawning / modifying , it is possible for you to add the feature for changing their fire rate? like they would fire their guns non-stop until they reload.
Latest comments
Website: http://fastman92.com
Launch time: 25-7-2025 3:01:15 (UTC), 12:01 (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: 75
Delayed processing of limits? No
Root base directory:
Root directory: D:\GTA — San Andreas
Initial directory: D:\GTA — San Andreas
INI filename: fastman92limitAdjuster_GTASA.ini
Global exception handler has been registered.
---------------------------------------------
At least one ID limit is changed. ID limits will be patched.
Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches.
Count of file IDs is over 65532 and base ID of CStreamingInfo requires int32_t. Applying int32_t base ID patches.
Count of DFF/TXD IDs is over 65532 and requires int32_t. Applying int32_t DFF+TXD ID patches.
COL ID limit is over 256 and requires something more than uint8_t. Applying COL ID uint32_t patches.
IPL ID limit is over 256 and requires something more than uint8_t. Applying IPL ID uint32_t patches.
New ID limits:
0 — 199999 (200000) — DFF models defined within IDE files
200000 — 264999 (65000) — TXD texture archives.
265000 — 329999 (65000) — COL collision archives.
330000 — 332559 (2560) — IPL Binary IPL files.
332560 — 336655 (4096) — DAT files limited to nodes*.dat
336656 — 342155 (5500) — IFP animation archives.
342156 — 350278 (8123) — RRR car recordings, carrec*.rrr files
350279 — 350405 (127) — SCM scripts
350406 — 350407 (2) — Loaded list
350408 — 350409 (2) — Requested list
350410 — count of all file IDs
Addresses:
CModelInfo::ms_modelInfoPtrs: 0x3ACB020
CStreaming::ms_aInfoForModel: 0x3BC6020
CAnimManager::ms_aAnimBlocks: 0x19EF8F0
CVehicleRecording::StreamingArray: 0x1A1A878
CTheScripts::StreamedScripts: 0x1A3A430
Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit.
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
Model special features loader enabled.
---------------------------------------------
---------------------------------------------
Modified count of killable model IDs: 95000
---------------------------------------------
Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied!
Modified limit Car generators to: 1000 Is CCarGenerator_extended structure used: 1
---------------------------------------------
Modified limit of number of process counter passes for car generators to 8
---------------------------------------------
Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).
---------------------------------------------
Tracks*.dat coordinate limit patch enabled.
Tracks.dat file size limit set to 90000
Max number of track stations set to 100
Track config loader enabled.
Renderware world map size set to 48000 x 48000
Radar map size set to 48000 x 48000
Water map size set to 48000 x 48000
World map size set to 48000 x 48000
World sector size set to 50 x 50
World LOD sector size set to 200 x 200
Paths limit patch enabled.
Paths map size set to 48000 x 48000
Radar info:
Number of radar tiles per dimension: 96
Total number of radar tiles: 9216
Water info:
Water map size: 48000 x 48000
Number of water blocks per dimension: 96
Total number of water blocks: 9216
World map info info:
World map size: 48000 x 48000
World sectors:
CWorld::ms_aSectors
type: buildings, dummies
count: 960 * 960 = 921600
sector area: 50 x 50
CWorld::ms_aLodPtrLists
type: lod
count: 240 * 240 = 57600
sector area: 200 x 200
CWorld::ms_aRepeatSectors
type: vehicles, peds, object
count: 16 * 16 = 256
Paths info:
ThePaths: 0x4AA4020
Number of path tiles per dimension: 64
Total number of path tiles: 4096
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 600
Number of bike lines = 60
Number of flying lines = 60
Number of boat lines = 100
Number of animation group lines = 50
&mod_HandlingManager = 0x1ACD028, sizeof(mod_HandlingManager) = 0x28A18
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 55000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: rwObjectInstances to: 100000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Matrices to: 200000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 2770000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 256000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 60000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Vehicles to: 512
The replays may not work correctly if the limit of DYNAMIC LIMITS: Vehicles is higher than 256. Car generators may also crash.
---------------------------------------------
The replays may not work correctly if the limit of DYNAMIC LIMITS: Peds is higher than 256.
Modified limit of DYNAMIC LIMITS: Peds to: 3800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Objects to: 70000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Tasks to: 99990
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Events to: 99990
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PointRoute to: 4096
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PatrolRoute to: 4096
---------------------------------------------
Modified limit of DYNAMIC LIMITS: NodeRoute to: 4096
---------------------------------------------
Modified limit of DYNAMIC LIMITS: TaskAllocator to: 256
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedIntelligence to: 3800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedAttractors to: 512
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 10000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 128000
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 8192
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 2048
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 8192
---------------------------------------------
Modified limit of IPL:inst, buildings to: 100000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 50000
---------------------------------------------
Modified limit of IPL: inst per file to: 24000
---------------------------------------------
Modified limit of IPL: entity index array to: 1240
---------------------------------------------
Modified limit of IPL:map zones to: 812
---------------------------------------------
Modified limit of IPL:navigation zones to: 1888
---------------------------------------------
Modified limit of IPL:Timecycle modifiers to: 1500
---------------------------------------------
Modified limit of 'IPL:CULL mirror attribute zones' to: 9072
---------------------------------------------
Modified limit of 'IPL:CULL tunnel attribute zones' to: 8400
---------------------------------------------
Modified limit of 'IPL:CULL attribute zones' to: 65000
---------------------------------------------
Modified limit of IPL:Stunt jumps to: 300
---------------------------------------------
Modified limit of IPL:Entry exits to: 1000
---------------------------------------------
Modified limit of 'IPL:AUZO spheres' to: 20
---------------------------------------------
Modified limit of IPL:interior occluders to: 50
---------------------------------------------
Modified limit of IPL:occluders to: 1500
---------------------------------------------
'IPL -> COccluder, apply coordinate limit patch' is enabled.
Modified limit of IPL:AUZO boxes to: 512 Is extended structure used: 1
---------------------------------------------
Format of new savefiles will be different: patch for pickups is applied.
Modified limit of 'IPL:PICK' to: 18600, pickups collected: 120
---------------------------------------------
Modified limit of IDE:objs:type1 section to 200000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 7000
---------------------------------------------
Modified limit of IDE:hier section to 1190
---------------------------------------------
Modified limit of IDE:tobj section to 5000
---------------------------------------------
Modified limit of IDE:cars section to 1000
---------------------------------------------
Modified limit of IDE:peds section to 10000
---------------------------------------------
Modified limit of IDE:weap section to 300
---------------------------------------------
Modified limit of IDE:2DFX section to 500
---------------------------------------------
Enabled handling of new enhanced IMG archives.
---------------------------------------------
Modified max number of IMG archives to: 512
---------------------------------------------
Enabled handling of IMGLIST keyword.
---------------------------------------------
Modified limit of DIRECTORY LIMITS: Extra to: 28700
---------------------------------------------
Modified limit of DIRECTORY LIMITS: Clothes directory to: 700
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 999
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 30100
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 9999
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 15200
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62
---------------------------------------------
Modified limit of PED STREAMING: Pedgrp peds per group to: 1000
---------------------------------------------
Streaming memory available limit set to 2147483648 bytes (2048 MB)
---------------------------------------------
Modified limit of 'Max number of stream handles' to: 1500
---------------------------------------------
Modified limit of 'Number of requested models above which the game considers loading very busy' to: 20
---------------------------------------------
Modified limit of 'Minimum number of iterations in LoadAllRequestedModels' to: 100
---------------------------------------------
Modified script space limits:
— max size of MAIN segment from main.scm: 400000 bytes
— max size of mission from main.scm: 69000 bytes
Total size of CTheScripts::ScriptSpace: 469000 bytes
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Modified limit of SCM LIMITS: Running scripts to: 320
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Modified limit of SCM LIMITS: Mission cleanup to: 100
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Modified limit of SCM LIMITS: Max number of used objects to: 500
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Modified limit of SCM LIMITS: Switch jump table cases to: 500
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Modified limit of RENDERER: Invisible entity pointers to: 7500
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Modified limit of RENDERER: Visible LOD pointers to: 15000
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Modified limit of RENDERER: Visible entity pointers to: 7500
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Modified limit of VISIBILITY: Alpha list limit to: 1750
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Modified limit of VISIBILITY: Alpha boat atomic list to: 1750
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Modified limit of VISIBILITY: Alpha entity list limit to: 5575
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Modified limit of VISIBILITY: Alpha really draw last list limit to: 250
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Modified limit of VISIBILITY: Alpha really draw last list limit to: 2500
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Modified limit of VISIBILITY: Weapon peds for PC limit to: 500
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Modified limit of OTHER LIMITS: Collision size to: 92768
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Modified limit of OTHER LIMITS: References to: 65000
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Modified limit of OTHER LIMITS: Cover points to: 2000
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Modified limit of OTHER LIMITS: Coronas to: 25000
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Modified limit of OTHER LIMITS: Object info entries to: 500
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Vehicle colours limit is over 255 and requires something more than uint8_t. Applying colour ID uint32_t patches.
Modified limit of OTHER LIMITS: Vehicle colors to: 4000
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Modified limit of OTHER LIMITS: LOD distance to: 300.000000
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Format of new savefiles will be different: patch for radar traces is applied.
Modified limit of OTHER LIMITS: Radar traces to: 3000
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Modified limit of OTHER LIMITS: Number of plate textures: 12
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Modified limit of OTHER LIMITS: Max number of particles active: 2000
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Format of new savefiles will be different: patch for set pieces is applied.
Modified limit of OTHER LIMITS: Set pieces active: 12500 bCoordinateHack: 1
Oldsmobile 88 1949
Cadillac 1972
Buick 1949
Но пока что на данный момент более-менее получилось у бразильцев с их 90s Atmosphere Vehicle Pack.
И то, много замен там очень спорных, либо устарели по текущим "стандартам" (один КрАЗ на позиции Flatbed чего только стоит...).
Помимо этого, есть ряд позиций, для которых нужно найти/сделать подходящие модели.
К примеру, нет ничего путного/аутентичного для Dozer, Sweeper, Dumper, Savanna, трёх монстр-траков.
Для ряда лоу-райдеров и стрит-рейсерских моделей требуются обновления.
Про лодки я вообще молчу, хорошие замены на реальные прототипы можно по пальцам пересчитать.
Вертолёты и самолёты +- можно закрыть моделями от -Carcer- и других авторов, но нужно тестировать их в миссиях.
С моделями для кат-сцен я пробовал работать и там действительно не прокатит просто выкинуть лишнее из 3д модели и запихать как есть.
Пока что удалось только Олдсмобиль 442 '70 нормально под кат-сцену адаптировать, благо он общие черты Sabre повторяет и можно подогнать под думмисы и оси оригинальной модели.
А с другими машинами надо работать посерьёзному и, возможно, изменять саму катсцену.
Поэтому, остаётся только ждать и надеяться, когда получится собрать полноценный пак аутентичного более-менее труЪ транспорта, который будет нормально работать с сюжеткой и закроет хотя бы 90% игровых моделей.
Это титанитечкий труд, требующий огромного количества свободного времени и желания.
На худой конец, можно собрать самому подобный пак, благо на Либерти есть из чего выбрать, да и мы стабильно стараемся публиковать контент.)
Скучная эзоповая история ни о чём. Это как "Кот-Обормот", только хуже в содержательном плане. Хуже Кота-Обормота, Карл! Даже нормальная техническая часть с неплохим аудиодизайном не спасает эту миссию на 7-10 минут от скуки, ибо вообще не понятно что Мик...Да..ДУОМ_ДУОМов хотел сказать. Возможно, он просто хотел нам включить попсу 80-90-х, плюс сделать актуалочку, но как-то он запоздал на года три, слабенькая получилась сатира.
Короче — слабо. 5/10
Very impressive mod.