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fastman92 стал победителем дня 23 июня 2020
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fastman92 limit adjuster 6.0 доступен для скачивания В новой версии решена проблема вылета игры GTA / Bully на устройствах с Android 11 и выше. Полный список изменений: ** 6.0, March 26, 2021 - ANDROID_ARM32, GTA LCS 2.4, plugin loader fixed. No more problem with getting a root path directory ** 5.9, March 25, 2021 - ANDROID_ARM32, Bully SE 1.0.0.18, Documentation Excel file didn't have this game included. Problem fixed. - ANDROID_ARM32, (GTA SA 1.08), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) fixed. ** 5.8, March 25, 2021 - ANDROID_ARM32, (GTA SA 1.08, GTA SA 2.0, GTA LCS 2.4, Bully SE 1.0.0.18), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) implemented. Game cannot not be run on devices with Android 11, for example Pixel 5 devices. The FLA solves this problem. - ANDROID_ARM32, Bully SE 1.0.0.18, support implemented for this game version and ready to use - (ANDROID_ARM32, ANDROID_ARM64, ANDROID_X86, ANDROID_X64), global exception handler has got stack dump implemented - WIN_X86, GTA SA 1.0 HOODLUM, (MAP LIMITS -> Paths map size) bug fixed in CPathFind::CalcRoadDensity - ANDROID_ARM32, GTA SA 2.0, (OTHER LIMITS -> Coronas), bug fixed** 5.9, March 25, 2021 - ANDROID_ARM32, Bully SE 1.0.0.18, Documentation Excel file didn't have this game included. Problem fixed. - ANDROID_ARM32, (GTA SA 1.08), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) fixed. ** 5.8, March 25, 2021 - ANDROID_ARM32, (GTA SA 1.08, GTA SA 2.0, GTA LCS 2.4, Bully SE 1.0.0.18), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) implemented. Game cannot not be run on devices with Android 11, for example Pixel 5 devices. The FLA solves this problem. - ANDROID_ARM32, Bully SE 1.0.0.18, support implemented for this game version and ready to use - (ANDROID_ARM32, ANDROID_ARM64, ANDROID_X86, ANDROID_X64), global exception handler has got stack dump implemented - WIN_X86, GTA SA 1.0 HOODLUM, (MAP LIMITS -> Paths map size) bug fixed in CPathFind::CalcRoadDensity - ANDROID_ARM32, GTA SA 2.0, (OTHER LIMITS -> Coronas), bug fixed Я прилагаю много усилий, чтобы мои проекты соответствовали высоким требованиям качества.Это требует значительного объема работы.Если вам нравится какой-либо из моих проектов, вы можете сделать пожертвование. И продолжайте искать, какие проекты может принести будущее. Скасать: http://fastman92.com
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That's only an information saying that you have certain options of ERROR REPORTING enabled. Which is good, because you may see a message box with meaningful error later. -------------------------------------------------------------------------------------------- fastman92 limit adjuster 5.5 is available for download New version adds support for GTA LCS. Loading of files is possible from game root directory: Software to extract the files from OBB archive in GTA LCS: https://libertycity.net/files/gta-liberty-city-stories/98662-obbdec-and-makeobb-lcs-android.html Few limits got implemented for GTA SA on Android. LOD DFF files without native PLG geometry will no longer crash the game on GTA SA for Android when (SPECIAL -> Remove LOD DFF requirement to hold native data) is enabled. Full list of changes: World sector map limits: I am putting a lot of effort to make sure that my projects meet the high quality requirements. That takes a significant amount of work. If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring. Download: http://fastman92.com/16-fastman92-limit-adjuster-5-5
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The feature was mentioned in the Readme.txt and could be disabled with an appropriate INI option as explained. It turned out it wasn't a good design however. The telemetry functionality, which is useful for a large project only included the data directly related to the development of project: - FLA game version - game version, for example GTA SA 2.0, helps to decide which game versions should be given a priority, when implementing the features - system version, for example Windows XP, helps to decide if certain operating systems are still worth supporting The new version released.The problems of the previous version got addressed. I can agree the design of the previous version wasn't good.Version 5.1 released: http://fastman92.com/15-fastman92-limit-adjuster-5-1
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Your game is likely crashing because of the following limit exceeded: ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. #VehicleStructs = 50I have read other questions as well. Considering that I'm only one person responsible for the FLA, the project is large and there are plenty of users I can only answer few selected questions from time to time. For those interested in the state of FLA development I recommend following the progress on gtaforums.com
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You can add new vehicles, but not any new handling.cfg entries. Don't do that. FLA 4.3 doesn't have handling.cfg limits implemented for GTA VC. Then edit IMG archive - add DFF and TXD of vehicle. default.ide, add IDE entry of new vehicle, use a free ID. Related limit: v [iDE LIMITS] Ø ; IDE : cars section (212) #Vehicle Models = 212 data\vehicleAudioSettings.cfg, add new vehicle audio entry. Vehicle audio loader should be enabled in the FLA INI. carcols.dat - add new entry for a vehicle, if you don't do that, then the vehicle will be spawned in black color. FXT file - in CLEO\CLEO_TEXT, do this if you want a new vehicle to have a name. GXT name is referenced using one of fields in IDE line – Game name. ------ HANDLING.CFG LIMITS got implemented in the FLA 4.4, but you must still wait for this version. Proper tutorial for adding vehicles in GTA / Bully is going to be a part of the new FLA 4.4.
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The limit of 'Number of plate textures' allows to have more platebackX textures. The textures will have following indexes in CCustomCarPlateMgr::pPlatebackTexTab array, which is reallocated: plateback1 - 0 plateback2 - 1 plateback3 - 2 plateback4 - 3 plateback5 - 4 and so on However, there's also a function in gta_sa.exe, which is used to select the appropriate plate in regard to the current weather region: void __cdecl CCustomCarPlateMgr::SetupMaterialPlatebackTexture(RpMaterial *material, char a2) { char v2; // al@1 v2 = a2; if ( a2 == -1 ) { if ( CWeather::WeatherRegion == 1 ) v2 = 2; else v2 = CWeather::WeatherRegion > 2 && CWeather::WeatherRegion <= 4; } RpMaterialSetTexture(material, CCustomCarPlateMgr::pPlatebackTexTab[(unsigned __int8)v2]); }