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Beelanda

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  1. Hi. I'm working on some project: TL;DR: custom models won't actually unload/free from memory when using correct engine* functions. This project is a gamemode which requires a great amount of models and textures (for objects) to be loaded on client-side. In current state, MTA:SA does not provide any solution for low streaming memory issue as singleplayer GTA:SA (which has Stream Memory Fix, SA Limit Adjuster) - meaning there is only 256 MB streaming memory to work with. With this low amount of memory, I am unable to load all required models and textures at once when player-client joins the server. Loading model consists of requesting new model ID from engine (engineRequestModel) and replacing TXD and DFF with proper functions. I noticed the issue when I was getting a lot of errors Error loading TXD @ engineLoadTXD. My guess is that game runs out of memory and isn't able to load any more TXDs so it shows this as error/warning. However, I came with partly better solution - load models and textures on demand. When needed, some models will be loaded (engineLoadTXD/DFF, engineReplaceModel, ...) and all other models that are not currently needed will be unloaded (engineRestoreModel, engineFreeModel, ...) if there are some models loaded currently. Also if this can work, I require the models to be loaded truly on demand, and demand changes based some conditions - I need all of the models to be loaded and unloaded many times, not just once. This should be sufficient solution and should work - because when tested, all required models in different situations loaded correctly then (when loaded for the first time). But there is this catch. I need it to work many times, not just once. And it seems like the models aren't actually unloaded from memory when unloaded and stay in there even when used all existing engine functions properly. Checking the streaming memory status (engineStreamingGetUsedMemory; /showmemstat) gives me nothing, because everything seems okay when looking at streaming memory. But eventually I will end up with literally the same result as the first solution, which is unacceptable. I got idea to use IMG file instead using single files for each model (so maybe it works somehow better?), but the IMG file has >1 GB size and refuses to be loaded. The next idea was to not use custom model IDs (engineRequestModel) but use existing San Andreas (object) models instead. Of course, this desperate idea did not work too and resulted same. My question is how is this even possible that I cannot load the same model repeatedly (even when previously unloaded)? I believed that freeing model will also free up the memory, that I can load and unload model any time I want and how much often I want. I will also be glad for any other ideas or solutions. Loading models on demand looked very promising, but with the model unloading thing failing, I don't see any solution right now.
  2. After 6 years and long time of myself being bored, I've decided to stop being bored and (re)do my old idea of Stargate gamemode for MTA:SA, because why not. The old post with description is here: Stargate gamemode for MTA:SA resurrected A gamemode for MTA:SA based on STARGATE: Horizon of the universe - GTA:SA mod (https://www.moddb.com/mods/stargate-horizon-of-the-universe; will be referred to as HoTU) and Stargate Carter's Addon Pack - Garry's Mod addon (https://steamcommunity.com/workshop/filedetails/?id=180077636; will be referred to as CAP) and of course the franchise Stargate (SG-1;Atlantis;Universe; see: https://en.wikipedia.org/wiki/Stargate). This gamemode will (probably) contain most of, or at least many of elements from these two gamemodes and the franchise - Stargates (with all their beauty - dialling, transporting all elements, time travel, wormhole jumping, other physics), transport rings, planets (Earth/SGC, San Andreas, Atlantis, Destiny, Custom maps, ...) & atmosphere, energy system and more. Where is the gamemode from 2017? In void. All source files were deleted. This is however not a bad thing, because the source code was ugly, a one big non-effective spaghetti code (with exactly 0 cycles) that did not work nicely and performed poorly. That was the main reason alongside the high time consumption, why this gamemode/project was abandoned in 2017 (it took me many weeks to create just a one working stargate with not the best effects, results and physics - what I have completed now took me maybe 2 days in total). Current progress Q: When it will be done, final, completed? A: A little free time, coding only in free time, only when it's wanted, wanna speed up progress? Contribute. Q: Can I see some preview (trailer, demo) of the gamemode (current and previous)? A: If you want screenshots from the old gamemode, look in the old (2017) post. There are also some demos (videos, screenshots) from current gamemode at GitHub repository in branch previews (usually progress made in given release). For real-time updates about progress or changelogs, see GitHub repository (file README.md; differs across branches). What's needed to be done and is not completed? Everything that is unfinished or looks like it. It's found in GitHub repository in TBD.md file (separate branches contain their own file). Availability - Download, Contribute or Share This project is open-source. Gamemode with its updates, progress and source code is available at GitHub for everyone (even to contribute) at: https://github.com/horsecz/MTA-SA-StarGate-gamemode Main (release) branch represents the final gamemode. There are other branches, which are used for development of the gamemode. As the project is open-source, you can contribute to anything you want, as long as you: Create pull request with necessary information Use the (almost) same conventions for code Wait for the supreme court (me) to approve the pull request
  3. Hello. Unfortunately, i don't have any idea to add something like "what-do", or "point-of-gamemode" to my mode. The gamemode is in theme "stargate", and it's full-my work, except one map (Shooter map, made by EDOS & Ron1), default San Andreas world (world objects) is (are) deleted, so everything what you do and where are you , everything is made by my own map, scripts. But the gamemode has no point, no reason why play it more than 10 minutes (or until you explore all worlds). There are lot of worlds, very lot, they are limited by size, you can do here except walking - nothing. I tried to make some "missions", what earns you money, yes there are they (like "parkour" with bike, motorbike, monster) but that's all. I'm out of ideas. Do you have any idea?
  4. Hello, i wan't to present my maps created for my gamemode StarGate 4 MTA:SA - Gamemode & maps are free download at this page (GDrive: https://drive.google.com/open?id=0B4I7i9F9EO0qeW43OEdLeGJKLWs) Please note, that gamemode is currently not completed fully and has lot of bugs, and some features that i present here are hardly avaliable in gamemode (need use admin panel or test commands, etc.) some bugs are written in BugList in GUI, but some are not. If you try the gamemode, do not try use Universe DHD (=> dont go near the dhd), currently it will bug all StarGates and you will have to restart the gamemode. Anyway there is no idea, no point of gamemode now ... All maps with default SA models are made by me, except Shooter world, which is made by EDOS and Ron1. All models which are not present in default GTA:SA (StarGate, Icarus base,...) are made by GaiSensei, creator of Horizon of the Universe 2.0 mod for GTA:SA. Icarus base have not collisions by default , so if you only replace model and txd to another object by default, you will fall down trough base as it is nothing. I had to make my own "collisions". What do you think about it ? Screenshots here http://imgur.com/a/kjs93
  5. Hello. Who know how do Shooter killer checker. Who killed, who is killer.
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