Популярные страницы сайта: скачать GTA: Vice City на Android, iPhone, iPad, ПК, коды и читы.

Перейти к содержимому


Фото

Технические проблемы GTA: Vice City


  • Авторизуйтесь для ответа в теме
905 ответов в этой теме

#901 Shaggy

Shaggy

    Киллер

  • Members
  • 168 сообщений
  • Регистрация 19.10.2009
  • Страна:

Отправлено 21 Декабрь 2017 - 04:02

Товарищи! ради бога. Как отследить проблему зависания, т.е. критической ошибки с0000е5?
Уже давно делаю сборку. Только лучшее. Прикрутил лимит аджастер, что работает с памятью, а не с экзешником. После этого проблемы с вылетами пропали. Но теперь они появились и просто ума не приложу, из-за чего. 
Был бэкап последний. Ради интереса распаковал и он тоже глючит. И тут я вообще ничего не понимаю. Бывает, выходишь из отеля и секунд через 10 - ошибка. Я просто не понимаю природу этих ошибок. Модели, колижн, карты? При этом поднял старый бэкап после того, как рабочая версия начала глючить, и "стабильный" бэкап тоже глючит. Может это магия экзешника на компьютер. Ей богу, не глючило. Думал, все сделаю и проблему с критами победил. Однажды уже бросал по причине глюков.
Помогите умными мыслями, ради бога. Столько времени вложено, просто капец.

Некоторые колхозные CLEO-скрипты запарывают сохранения. Ты можешь удалить всё, запустить "чистый" Вайс - а он всё равно будет поломаный.
Решение одно - начинать "новую игру", а сохранения сносить(толку от багнутых?).

Сообщение изменено: Shaggy (21 Декабрь 2017 - 04:03)


#902 spartaque12

spartaque12

    Киллер

  • Members
  • 233 сообщений
  • Регистрация 05.05.2012
  • Страна:

Отправлено 26 Декабрь 2017 - 20:38

подскажите плиз где находятся эти текстуры постеров ? я позырял в му мапере и в текстуре нет етих постеров

02Hxrd0.png



#903 Human

Human

    Киллер

  • Members
  • 148 сообщений
  • Регистрация 25.01.2016
  • Страна:

Отправлено 28 Декабрь 2017 - 13:39

Кто знает, как избавиться от таких лагов :

баг2.jpg

баг1.jpg

баг3.jpg

Ещё пропадают задние двери у машин на определённом расстоянии:

лаг.jpg лаг2.jpg



#904 spartaque12

spartaque12

    Киллер

  • Members
  • 233 сообщений
  • Регистрация 05.05.2012
  • Страна:

Отправлено 28 Декабрь 2017 - 18:47

1 и 2 скрин возможно проблемы в моделях , но на всякий посоветую поставить хотя-бы стандартный набор модов для гта вс:

silentpatch http://www.gtagarage...ow.php?id=25368

skygfx https://github.com/a...ases/tag/v2.8a8  c такими :

настройками
[SkyGfx]

; IMPORTANT: everything after the first ';' in a line is IGNORED

; Changes that cannot be toggled:
; - Alpha blending for Auto-aim syphon and sniper dot in VC is fixed
; - Sniper trails in VC are enabled


;; If you leave the value empty (e.g. texgenSwitch= ) or remove the line
;; the game code will not be touched. This might be useful should there
;; be incompatibilities with other mods. Even setting to 0 will most often
;; cause skygfx to hook the code so the setting can be toggled in game.


replaceDefaultPipeline=1 ; Replace the default d3d8 RW pipeline by one that is very close to the default Xbox pipeline.
; Enabling this will fix bugs happening to objects with transparent vertex colors.
disableColourOverlay=0 ; Disable the colour overlay effect when trails are enabled; Trails on/off still switches between light values then
carPipe=1 ; Car pipeline switch. 0 = default, 1 = neo (requires d3d9), 2 = leeds
worldPipe=1 ; World pipeline switch. 0 = default, 1 = neo (requires d3d9, but has d3d8 fallback), 2 = leeds

;; PS2
ps2Loadscreen=1 ; Use PS2 loadscreens
texblendSwitch=0 ; Which texture blend effect for MatFX environment mapping to use.
; 0 = PS2, 1 = PC
texgenSwitch=0 ; Which texture coordinate generation method for MatFX environment mapping to use.
; 0 = PS2, 1 = PC (default 0)
dualPass=1 ; Draw almost all transparent geometry in two passes to reduce alpha bugs.
disableBackfaceCulling=0 ; Disable backface culling like on the PS2 (needed for PS2 DFFs).


;; Xbox
envMapSize=128 ; Size of the reflection map used for Xbox car reflections (rounded up to next power of 2).
neoRimLightPipe=1 ; Whether to use Xbox-like rim lighting on peds; requires d3d9.
neoGlossPipe=1 ; Whether to use the Xbox-like gloss pipeline for roads; requires d3d9
neoWaterDrops=1 ; Draw Xbox screen water drops
neoBloodDrops=1 ; Use Neo blood drops on screen (requires neoWaterDrops)

;; Misc
seamFix=1 ; Try to get rid of seams between objects
; dontNag=0 ; Set this to 1 to disable SkyGFX error messages

;; Hotkeys for toggling in game
;; The numbers below are VK keycodes, you can look them up on https://msdn.microso...1(v=vs.85).aspx
;; I'm aware this is super shitty. Set to zero or remove the lines to disable.
texblendSwitchKey=0x76 ; switch texblendSwitch (0x76 = F7)
texgenSwitchKey=0x77 ; switch texgenSwitch (0x77 = F8)
carPipeKey=0x75 ; cycle carPipe (0x75 = F6)
worldPipeKey=0x73 ; cycle worldPipe (0x73 = F4)
neoRimLightKey=0x74 ; toggle neoRimLightPipe (0x74 = F5)
neoGlossPipeKey=0x7B ; toggle neoFlossPipe (0x7B = F12)

;; This is a color tweak in YCbCr space. You can use it to emulate how
;; an analog PS2/Xbox signal might be interpreted
; YCbCrCorrection=0 ; turns this on or off (default 0)
; lumaScale=0.8588 ; multiplier for Y (default 0.8588)
; lumaOffset=0.0627 ; this is added to Y (default 0.0627)
; CbScale=1.22 ; like above with Cb and Cr (default 1.22)
; CbOffset=0.0 ; (default 0.0)
; CrScale=1.22 ; (default 1.22)
; CrOffset=0.0 ; (default 0.0)

;; Curiosities
;IIIEnvFrame=0 ; use the GTA III MatFX env map frame in VC where reflections don't depend on camera angle even with PC tex coord generation


;; Advanced - don't touch if you don't know what you're doing!
;; These settings mostly need other plugins to do something
; trailsSwitch=0 ; Type of trails. 0 = default, 1 = leeds
; radiosity=1 ; Turns VCS radiosity on or off (needs leeds trails and a plugin to supply control values)
; leedsEnvMult=0.3 ; Multiplier for the leeds reflection map (default 0.3)
; leedsWorldAmbTweak=0.5 ; Multiplier for leeds ambient light
; leedsWorldEmissTweak=0.1 ; Added to leeds emissive light

 

widescreen fix https://github.com/T...descreenFix.zip

возможно что-то из них пофиксит , но сомневаюсь 

4 ,5 скрин , думаю поможет Traffic http://www.gtagarage...load.php?f=3233 с такими

настройками (это просто мои , можешь другие исп.
#

# Make sure that this file only contains a) valid data lines, or b) comment lines, or c) *completely empty* lines.
#
# ALSO NOTE THAT ALL RANGES ARE IN METERS WITHIN THE GAME WORLD (usually as distance from the player)!!!
#
#
#
#
# ~~~~~~~~~~~~~~~~~~
# VC:Traffic Globals
# ~~~~~~~~~~~~~~~~~~
# A: Maximum Vehicle Speed Multipler, float; default: 1.2f. Increases the maximum speed of all vehicles by the same factor. Can be used to
# make vehicles very fast but for reaching those high speeds you might want to increase vehicle acceleration in handling.cfg.
# A
0.9
#
#
#
#
#
#
# ~~~~~~~~~~~~~~~~
# Ped Despawn Data
# ~~~~~~~~~~~~~~~~
# A: spawned peds limit, exterior (peds in vehicles don't count towards limit), dword, default: 0xF (see remarks to also)
# B: spawned peds limit in interiors, dword, default: 0x18 (see remarks to also)
# C: density adder, DEPRECATED; to make use of the raised limits, use opcode 03DE: Set Ped Density Multiplier in main.scm
# file and try increasing to values above 1.0f. Alternatively you can adapt the below Ped Daytime Density Multipliers accordingly.
# D: absolute max range for any ped, float (Note: for almost any normal ped is the actual limit), default: 65.0f
# E: normal max range for peds, float (effectively limit of onscreen peds, keep below ), default 51.0f
# (Note: This is an important range, the choice of this should influence Spawn data values ,, and below)
# F: max range for peds not in camera facing (keep below ), default 25.0f
# (Important Note: this value also defines the max range for spawning peds offscreen, ie behind or next to the player)
# G: range adder to all above ranges for all gangers (including PIGs but not cops), float, default: 30.0f
# H: ped (excluding cops) despawn time after going offscreen in ms, dword, default: #4000 (equals despawn after 4s)
# I: cop despawn time after going offscreen in ms, dword, default: #10000 (=10s)
# A B C D E F G H I
0xF 0x18 0 65.0 51.0 25.0 30.0 4000 10000
#
# Original Vice Values:
# 0xF 0x18 0 65.0 51.0 25.0 30.0 4000 10000
#
#
#
# ~~~~~~~~~~~~~~~~~~~~~
# Ped Spawn/Render Data
# ~~~~~~~~~~~~~~~~~~~~~
# A: draw distance basis range for peds (gets modified by draw distance chosen in Vice's display options), float, default: 60.0f
# B: onscreen spawn max range, float, default: 50.0f (best to keep it a bit below the despawn data range above)
# C: onscreen spawn min range, float, default: 40.0f (make sure it is below spawn range above but avoid making it lower than
# 40.0f)
# D: offscreen spawn min range, float, default 15.0f
# (Important Note: the max range is defined by despawn data as both is linked to each other, so keep this value below that)
# A B C D
160.0 150.0 30.0 10.0
#
# Original Vice Values:
# 60.0 50.0 40.0 15.0
#
#
#
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Ped Daytime Density Multipliers
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Is on top of normal density multiplier, it does *not* replace it. Starts with Midnight.
# (You *must* keep the 6|6|6|6 format below!)
2.0 2.0 2.0 2.0 2.0 2.0 //First value: 0:00 (midnight)
2.0 2.0 2.0 2.0 2.0 2.0 //First value: 6:00
2.0 2.0 2.0 2.0 2.0 2.0 //First value: 12:00 (noon)
2.0 2.0 2.0 2.0 2.0 2.0 //First value: 18:00
#
#
# ~~~~~~~~~
# Gang Data
# ~~~~~~~~~
# A: min number of gangers spawned (in a group), float; default: 3.0f. As this is intended to specify the
# size of *groups* walking around in formation or chatting, you should keep this value above 1. To spawn
# single gangers that walk around independently, increase the probability below according to your
# needs.
# B: max number of gangers spawned (in a group), float; default: 5.0f
# C: probability of being spawned as walking solo, word, default: 0. Spawn a single ganger walking on its own. These probabilities
# should add up to 1000 for each gang.
# D: probability of being spawned as walking (in group), word, default: 333. Spawn a group of gangers walking in formation.
# E: probability of being spawned as chatting (in group), word, default: 667. Spawn a group of gangers chatting in a circle.
# A B C D E
2.0 5.0 500 350 150 //Gang1(Cubans)
2.0 5.0 500 350 150 //Gang2(Haitians)
2.0 5.0 500 350 150 //Gang3(Streetgang)
2.0 5.0 500 350 150 //Gang4(Criminal Gang)
2.0 5.0 1000 0 0 //Gang5(P.I.G.S., security guards)
2.0 5.0 500 350 150 //Gang6(Bikers)
2.0 5.0 500 350 150 //Gang7(Vercetti)
2.0 3.0 600 0 400 //Gang8(Golfers)
2.0 5.0 500 350 150 //Gang9(Unused)
#
#
#
#
#
#
#
# ~~~~~~~~~~~~~~~~~~~~
# Vehicle Various Data
# ~~~~~~~~~~~~~~~~~~~~
# A: spawned vehicle limit, dword, default: 0x7 (see remarks to also)
# B: density adder, DEPRECATED; to make use of the above raised limit, use opcode 01EB: Set Vehicle Density Multiplier in
# main.scm file and try increasing to values above 1.0f. Alternatively you can adapt the below Ped Daytime Density Multipliers
# accordingly.
# C: despawn range for onscreen vehicles, default: 120.0f
# D: despawn range for offscreen vehicles, default: 40.0f (also offscreen spawn range)
# E: onscreen spawn range for vehicles, default: 110.0f (spawn range for offscreen vehicles is the same as )
# F: Vehicle LOD threshold, default: 70.0f
# G: Wheels Maximum Visibility Override, default: 70.0f (if set to 0.0f, use values from default.dat - which are by default 70.0f per wheel)
# A B C D E F G
0x4F 0 280.0 190.0 270.0 520.0 200.0
#
# Original Vice Values:
# 0x7 0 120.0 40.0 110.0 70.0 0.0
#
#
#
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Vehicle Daytime Density Multipliers
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Is on top of normal density multiplier, it does *not* replace it. Starts with Midnight.
# (You *must* keep the 6|6|6|6 format below!)
2.6 2.6 2.6 2.6 2.6 2.6 //First value: 0:00 (midnight)
2.6 2.6 2.6 2.6 2.6 2.6 //First value: 6:00
2.6 2.6 2.6 2.6 2.6 2.6 //First value: 12:00 (noon)
2.6 2.6 2.6 2.6 2.6 2.6 //First value: 18:00
#
#
# ~~~~~~~~~~~~~~~~~~~
# Vehicle Node Speeds
# ~~~~~~~~~~~~~~~~~~~
# These are multipliers to the personal speeds of a driver/vehicle if they are in cruise mode, in other words; driving around
# normally. If a vehicle flees or goes berzerk, it will use a precalculated "optimum" speed times a certain multiplier (that
# one can be configured below). There are also at times vehicles rushing through traffic. These use the normal personal speed
# but add a fixed value to it. See further details below.
# As for using the node speeds, this happens in paths.ipl, specifically in the first flag. Consider these 2 line from paths.ipl
# (and please remember we're talking car paths, not necessarily ped or boat paths here):
# "1, -1
# 2, 5, 0, -13866.1, -10439.2, 161.083, 0, 1, 1, 0, 0, 1"
# ^^
# The underscored 0 is the node speed flag. Normally there are these 3 settings:
# 0 - slow (multiplier: *0.5)
# 1 - normal (multiplier *1.0)
# 2 - high (multiplier *2.0)
# VC:Traffic adds a 4th legitimate value:
# 3 - custom (multiplier by default set as very high -> *4.0)
# (Note that without VC:Traffic Vice will interpret a "3" node as a slow node ("0"); anyway this means that running a VC:Traffic
# paths.ipl without VC:Traffic will not cause the game to crash, only your custom node speed nodes will be interpreted as slow.
# Also without VC:Traffic Vice will crash if you manually tweak node speeds too high - the game does miss some critical sanity
# checks on what gear a vehicle can be in and how fast it can get and this causes a stack overflow exception. VC:Traffic fixes
# that problem for you.)
#
# On top of all that you can reconfigure the speed settings for all 4 node speeds down below:
# A: Node Speed "0" multiplier, float; default: 0.5f.
# B: Node Speed "1" multiplier, float; default: 1.0f.
# C: Node Speed "2" multiplier, float; default: 2.0f.
# D: Node Speed "3" multiplier, float; no default (does not exist in Vice).
# A B C D
1.0 2.0 4.0 8.0
#
#
#
#
#
#
#
#
# ~~~~~~~~~~~~~~~~
# Driver Behaviour (by Pedtype)
# ~~~~~~~~~~~~~~~~
# A: min cruising speed, float. Indiviudal values *per driver* now. This is the normal speed of peds driving around. Note that the
# resulting speed may get modified by a car class modifier from the Car Class table below.
# B: max cruising speed, float. Indiviudal values *per driver* now. This is the normal speed of peds driving around. Note that the
# resulting speed may get modified by a car class modifier from the Car Class table below.
# C: rushing speed probability, float. Likelihood that a driver gets spawned who is hurrying through the city past other's vehicles.
# Note that the value is not a percentage but based on 1 in 128. So a value of 128 would mean 100%, 64 is 50% and so on. Is only
# being applied to ground vehicles (cars & bikes).
# D: rushing speed adder, byte, default: 10. How much faster rushing driver hurry through the streets.
# E: fleeing speed multiplier, float, default: 1.5f. Flee Mode is normally activated when a vehicle gets fired upon. You can adjust
# the likelihood of that particular response below now.
# F: flee mode drive-thru base mass, float, default: 100000.0f. This is the mass for which there is an exact 50-50 chance of either
# driving around or driving through/over other cars in blind panic when in flee mode (see other table below).
# G: flee mode drive-thru mass deviation factor, float, default: 1.0f; This factor determines how differing mass from the base
# mass influences the former 50-50 chance. To calculate, just take the desired percentage change per 100 mass units and divide
# by 10,000.
# H: flee mode drive-thru max probability, float, default: 1.0f. Puts an upper limit on drive-thru percentage, if so desired. 1.0
# is 100%, 0.0 is 0%. Just divide percentage by 100.
# I: frenzy mode speed multiplier, float, default: 0.8f. Speed for the frenzy mode. Normally frenzy mode only happens when you bring
# a friendly vehicle (like same gang) to explode. However below it can be configured to be one of multiple responses to being
# shot at.
# J: minimum car health required, float, default: -1000.0f. UNSUPPORTED! Instead drivers might bail once their engine gets on fire.
# K: emergency exit probability, word, default: 0. Chance (in 1 per 1000) that a driver screeches to a halt and bails in panic when
# the car gets on fire (as well as all passengers).
# A B C D E F G H I J K
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CIVMALE
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CIVFEMALE
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 925 //COP
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG1(Cubans)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG2(Haitians)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG3(Streetgang)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG4(Criminal Gang)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG5(P.I.G.S., security guards)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG6(Bikers)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG7(Vercetti)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG8(Golfers)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG9(Unused)
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //EMERGENCY
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 995 //FIREMAN
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CRIMINAL
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //PROSTITUE
19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //SPECIAL
#
# ~~~~~~~~~~~~~~~
# Driver Reaction (To Being Shot At, also per Pedtype)
# ~~~~~~~~~~~~~~~
# Used to configure ped's response to their vehicle being shot at. At present 5 different responses are supported, extending
# Vice's default 50-50 chance of either Escaping The Car -or- Flee Mode (100% Drive Through). The 5 supported responses are
# detailed below. The probabilities are based on 1 in 1000, so make sure all lines add up to exactly 1000, no more no less.
# It's important to know that once a driver has determined a particular response it will stick to that, unlike in original VC.
# Also note that potential emergency exits if a car gets on fire will overide any of these responses.
# A: Ignore. The driver continues to drive as if nothing has happened.
# B: Freeze. The driver will make the vehicle screech to a halt but will not do anything once stopped, as if paralyzed.
# C: Escape From Car. The driver will let the car roll-out and then all occupants will leave the car in panic.
# D: Flee. The driver will attempt to get away at high speed. Fleeing Speed can be set above, also whether a driver will choose to
# driver around other vehicles or right through them will depend on the weight configuration above for the pedtype. This will
# allows you to make heavy trucks to try to just cut through traffic.
# E: Frenzy. The driver will try to ram or overrun the player, just as if you had brought a friendly vehicle to explosion.
# A B C D E
10 200 300 415 75 //CIVMALE
10 300 300 370 20 //CIVFEMALE
5 5 1 24 870 //COP
10 200 300 340 150 //GANG1(Cubans)
10 200 300 340 150 //GANG2(Haitians)
10 200 300 340 150 //GANG3(Streetgang)
10 200 300 340 150 //GANG4(Criminal Gang)
10 200 300 340 150 //GANG5(P.I.G.S., security guards)
10 200 300 340 150 //GANG6(Bikers)
10 200 300 340 150 //GANG7(Vercetti)
10 200 300 340 150 //GANG8(Golfers)
10 200 300 340 150 //GANG9(Unused)
0 0 0 1000 0 //EMERGENCY
0 0 0 1000 0 //FIREMAN
10 200 300 340 150 //CRIMINAL
10 200 300 415 75 //PROSTITUE
0 0 0 1000 0 //SPECIAL
#
#
# ~~~~~~~~~
# Car Class
# ~~~~~~~~~
# A: Speed multiplier, float. Modifies the cruising speed of a driver accordingly. Included mainly to allow for maximum flexibility
# and to allow modders to stay as close to the original Vice system as possible, if so desired. The below default values reflect
# a pretty exact approximation of the original Vice speeds if used in conjunction with above default values for driver speeds.
# A
0.6 //normal
0.77 //poor
0.6 //rich
1.25 //exec
0.75 //worker
0.6 //big
0.7 //taxi
0.6 //moped
0.6 //motorbike
1.0 //leisureboat
1.0 //work boat
1.0 //police
0.6 //gang1(Cubans)
0.6 //gang2(Haitians)
0.6 //gang3(Streetgang)
0.6 //gang4(Criminal Gang)
0.6 //gang5(P.I.G.S., security guards)
0.6 //gang6(Bikers)
0.6 //gang7(Vercetti)
0.6 //gang8(Golfers)
0.6 //gang9(Unused)


Сообщение изменено: spartaque12 (28 Декабрь 2017 - 19:21)

  • Human нравится это

#905 kenking

kenking

    Скриптер

  • Modmakers
  • 1 905 сообщений
  • Регистрация 19.02.2009
  • Страна:

Отправлено 29 Декабрь 2017 - 08:00

Ещё пропадают задние двери у машин на определённом расстоянии:

Для таких моделей в настройках handling обязательно должен быть выставлен флаг IS_VAN


Понравился скрипт - отсыпь поинтов

0_12e0d6_afb2eb5e_orig.png


#906 Human

Human

    Киллер

  • Members
  • 148 сообщений
  • Регистрация 25.01.2016
  • Страна:

Отправлено 29 Декабрь 2017 - 21:20

Для таких моделей в настройках handling обязательно должен быть выставлен флаг IS_VAN

действительно, почему-то галочки сняты были






2 посетителей читают эту тему

0 пользователей, 1 гостей, 0 скрытых


    Bing (1)