darkdreamingdan

What are you hoping to do with fastman92's limit adjuster?

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I don't care about restarting MTA/GTA but what in my opinion should be implemented is (I don't really know if the following is related to the limits stuff at all you are talking about, but anyway):

  • increased draw distance of custom objects;
  • increased amount of objects being drawn on the screen at once (you know, they start to dissapear if there are too many);
  • ability to replace original map with a custom one (Vice City, Liberty City, etc.) without getting headaches because of missing collisions, crashes (without wasting your time on writing your own streamer and stuff);
  • something that will bring the possibility to generate maps like.. Minecraft, where each cube is a separate custom object. (yea I know it sounds stupid, but anyway).

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16 hours ago, DakiLLa said:

(without wasting your time on writing your own streamer and stuff);

  If the limit adjuster is not added it'd be in no way a waste of your time as it sets your maps apart from others. If the limit adjuster is indeed added then yes it is indeed a waste due to it being fixed internally any ways.

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Is there a list of limits that are adjustable? The gtaforums.com topic says "The only ID limits that can't be adjusted: DATLoaded listRequested list" but it says "ID limits" so is the limit adjuster just ID limits or does it also include streaming limits? As the current streamed in object limit is too low.

If the amount of sponsorship's on the MTA bug tracker was a measurement of interest: "Add opportunity to add new ids for: objects, skins, vehicles, weapons." has by far the most interest ever:

https://bugs.mtasa.com/view.php?id=6571

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On 30.11.2016 at 8:12 PM, DakiLLa said:

I don't care about restarting MTA/GTA but what in my opinion should be implemented is (I don't really know if the following is related to the limits stuff at all you are talking about, but anyway):

  • increased draw distance of custom objects;
  • increased amount of objects being drawn on the screen at once (you know, they start to dissapear if there are too many);
  • ability to replace original map with a custom one (Vice City, Liberty City, etc.) without getting headaches because of missing collisions, crashes (without wasting your time on writing your own streamer and stuff);
  • something that will bring the possibility to generate maps like.. Minecraft, where each cube is a separate custom object. (yea I know it sounds stupid, but anyway).

I think someone once posted a Minecraft script that was abandoned because of the object limit that doesn't let you have that many objects visible at the same time.

If this object limit would be gone or at least increased, it could probably be continued.

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Anything that would extend MTA and/or GTA limits is more than welcome.

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FLA it awesome project, if it will be integrated to MTA - omg, goty 10/10!1

FLA give more capatibilities for singleplayer modding, Underground, v2saxiv2sa, GTA Wasteland, RTA and others. If MTA can escape some limits, load DFF/COL without Replace, increase stream limits, change world border size - it will be awesome =) 

Add cars/skins/weapons its nice, but i think it not priority. 

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Hi,

I'm currently developing a Roleplay Server based on Vice City. We've already managed to properly incorporate the map in MTA, with a quite seamless rendering distance. All this took me quite a lot of weeks to do, all the rendering and optimization is done by my own scripts, but of course this would never be as good as having native functionality to deal with all this. If this project is implemented, I'd like to see:

  • Ability to assign new IDs to objects, so we can keep most of GTA:SA's.
  • Fix the interior flickering bug which happens when you replace a lot of objects.
  • Ability to createWorldObject instead of createObject, which would behave like the SA map. 
  • Remove the object limit on the MTA streamer, causing some objects to disappear when there are a lot of them streamed in.
  • Optimize the speed of model, texture and collision replacement

 

That's pretty much it, Thank you for considering this!

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Ah you're experiencing the interior flickering too? I've put a lot of work into fixing it but no avail. The objects get cached into MTAs memory or something similar to that.

Edited by CodyL

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2 hours ago, CodyL said:

Ah you're experiencing the interior flickering too? I've put a lot of work into fixing it but no avail. The objects get cached into MTAs memory or something similar to that.

Yeap, there's nothing we can do to fix it at the moment.

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On our server currently, we're implementing world interiors by replacing objects. But we're also replacing stuff. This would allow us to add objects to our server without the worry of something bugging up.

This would also give us the opportunity to stop replacing objects and add them instead.

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I realise I can use custom coronas, it is just very laggy for me when large amounts are made.

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3 hours ago, CodyL said:

Would this allow for more coronas on the screen?

Search for coronas in the INI. 

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1 hour ago, CodyL said:

I realise I can use custom coronas, it is just very laggy for me when large amounts are made.

You think default coronas not will make lags with large amounts? Custom coronas better than original, and almost not affect performance :/

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20052 custom coronas vs 20052 default coronas you will notice quite a difference in performance, even if I have the custom coronas set at a very low view distance.

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1 minute ago, CodyL said:

20052 custom coronas vs 20052 default coronas you will notice quite a difference in performance, even if I have the custom coronas set at a very low view distance.

Somebody will create more 1024 coronas in stream distance?

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Make sure the coronas are not drawn as soft particle, but imho 20.000 is quite overkill as the MTA limit is only 32 :D

What are you doing with 20.000 coronas in draw distance?

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I think this is a very good idea and it should be added.

 

1. Because I said so..

2. read #1

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Seriously, guys :|. You were asked about the exact methods you are going to use FLA. I guess developers need to understand how exactly they should implement it. It's not yes/no voting.

Edited by AfterAll14
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