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![]() Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 ![]() | So, I want to increase that limit. Defaul "limit" 48 shadows (as I remember). "New" "limit" 255 shadows. Problems Game crashes when I enable HD cars' shadows ("Very High" graphics). Update Mistakes fixed. Now the limit is 255, all working fine. Code SANNY Wanted this code? GTFO This post has been edited by DK22: Dec 23 2011, 12:51 AM |
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![]() The master of cut retort ![]() Posts: 239 From: Warsaw, PL Joined: 21-July 10 ![]() | Wouldn't it be better to use malloc and mass writemem 0? ![]() |
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![]() The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 ![]() | Using calloc (0x72F460, RenderWare function) would be still better. ![]() |
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![]() Actually living entity Posts: 143 From: Earth Joined: 15-January 11 ![]() | I think my game crashed pretty badly because of using this script.. My monitor complained about missing signal and I wasnt able to kill the gta_sa.exe process blindly via task manager (as I normaly have to do on a crash) but gta_sa.exe seemed to die after hitting some keys randomly. I tested your script with a low end gfx card on GTA's "Very High" graphics setting in combination with ENB, driving a high poly car model. Didnt noticed any changes/more shadows.. What kind of changes could I possibly see? -------------------- |
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![]() Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 ![]() | @uokka: You wouldnt seeany changes for this time. If you'll create, f.e., 200 shadows in your game (you can add them with opcode 016F), youll see only 48 shadows. With this code, that limit is 255 shadows. @Silent: yeah, I updated the code, all right now? @Wesser: Where the 0AC8 and/or calloc creates that memory-space? And how many bytes can be there? And about calloc there are two parameters, one is size, right? What is the second? And another question - how can I create the array of bytes in C++? This post has been edited by DK22: Oct 1 2011, 09:43 PM |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | You don't have to use calloc unless you want CLEO 3 compatibility, you can use malloc (0AC8) and just calculate the size yourself. I'd think using 0AC9 to free game-allocated memory would go wrong somewhere ![]() QUOTE And another question - how can I create the array of bytes in C++? Depends what you want to do with the array afterwards. These are a few ways to make an array: CODE char byteArray[5]; // array without pre-defined values char byteArray[] = {value1, value2, value3, value4, value5}; // array with pre-defined values The size of both arrays will be 5 bytes. You could also use malloc, or classes (which are like structs in IDA) if you wanna name the fields. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 ![]() | Calloc allocates N items, each one with N size. Passing parameters are in this order. This is the code: CODE 0AA7: call_function 0x72F460 num_params 2 pop 2 nSize 32 nNum 4 pResult 0@ // CRenderWare__calloc |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Or just do 4*32 (128) and allocate it using 0AC8. It's the same thing. Only difference is that the method using 0AC8 doesn't support CLEO 3, wheras the method calling the function will not be as easily compatible with as many .exe's. So it'd be best to find the adresses for v1.01 for the function version. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 ![]() | Tools have been created mostly for 1.0 version. People using newer versions have to switch inevitably. Personally, I pay attention only for US and EU compatibility. |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | Yeah, but if I was more of a player of the game and had the knowledge of modding I have now, I'd prefer to have 1.1, which has less bugs and install mods which not only work for it, but work flawlessly. I'm getting quite picky about scripts being well coded now ![]() -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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