Nov 24 2010, 06:49 PM Post #1 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Download Yes, CLEO three-quarters.. Description This mod adds extra optional settings to the stream.ini file, which already contains several settings for GTASA. There are currently 17 extra settings. I may add more in the future. Options
This mod works with both CLEO 4 and CLEO 3. Visit the CLEO Website for the latest version of CLEO. I'm working on adding new tweaks and bugfix options, so if you have any specific requests (and know how it can be done), feel free to ask here. -------------------- | 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 | |
Nov 25 2010, 07:21 PM Post #2 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Oooh that's a nice way to add bug fixes. -------------------- |
Dec 19 2010, 10:10 PM Post #3 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I've figured out the relation between the framedelay value and FPS. Basically, 1000 divided by the framedelay value is what FPS you will be able to achieve. By default, the value is 14, which means you will get a maximum of 71 FPS. A value of 10 would give you a max of 100 FPS, a value of 5 would give you a max of 200 FPS, etc. And of course, maximum FPS with this value set to 0 is 1000, which is one frame per millesecond... Pretty damn fast (which is why it's not an advisable value for high-end PC's). UPDATE New Version: 0.3b This update should fix most compatibility issues between different 1.0 .exe's and adds 2 new settings... huzzah! UPDATE New Version: 0.4b Adds 4 new options. Reason for edit: another update, foo' -------------------- | 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 | |
Sep 6 2011, 08:14 PM Post #4 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | Would be nice if you could add an option to disable grass and vegetation. QUOTE Using CLEO4: 0A8C: write_memory 0x5BF8EA size 5 value 0x90 virtual_protect 1 CLEO3 friendly: 0A8C: write_memory 0x5BF8EA size 4 value 0x90909090 virtual_protect 1 0A8C: write_memory 0x5BF8EE size 1 value 0x90 virtual_protect 1 I havent noticed any changes by using this address, though. -------------------- |
Sep 6 2011, 11:23 PM Post #5 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Those NOP's seem to stop the grass from loading. And since the game loads before CLEO Scripts run, that in a CLEO Script would have no real effect. You'd have to make those patches in an ASI. You can do this to disable dynamic grass: SANNY 0A8C: write_memory 0x5DBAE0 size 1 value 0xC3 virtual_protect 1 And to re-enable it: SANNY 0A8C: write_memory 0x5DBAE0 size 1 value 0x83 virtual_protect 1 However, I wouldn't put it in StreamIniExtender as I'm not fully sure that these operations only disable the dynamic grass. So if everything else seems normal while using these patches, let me know and I'll add it to StreamIniExtender. -------------------- | 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 | |
Sep 7 2011, 12:11 AM Post #6 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | Thanks. I will try this out. EDIT: First few minutes works great so far. More FPS on 'very high' graphics setup. It seems the shadows arent actually that recource dependant! This post has been edited by uokka: Sep 7 2011, 12:27 AM -------------------- |
Sep 7 2011, 02:55 AM Post #7 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | Yes, because what slows the game down in Very High is the amount of grass, not only shadows, if you install a mod like SRT and go through the settings you can see the real difference. Reason for edit: lol it's srt not enb |
Sep 15 2011, 08:03 AM Post #8 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | When I change the value of 'Stencil Shadow Opacity' to anything higher than 1, then the shadows are pitch black.. I just want my shadows 'bout twice as dark as original ones. ENB shadows are too dark for my liking. @Deji Remember when I asked after the CloudHeight? I think the one in SALA (and maybe the one that you tried to make; that you said didn't have an effect) it changed the height of the birds. I've got mine set to 10.00 in SALA, and they fly 'bout the height of the power/lamp posts. |
Sep 15 2011, 11:19 AM Post #9 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | The birds have always been known to fly that low. -------------------- | 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 | |
Sep 15 2011, 07:53 PM Post #10 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | Oh ok; I just probably didn't pay much attention. I thought they always flew just below the clouds .. |
Sep 15 2011, 11:01 PM Post #11 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | I think the birds fly at a set height, I think you can even see them going through the ground on some higher parts of the map. |
Sep 16 2011, 10:29 AM Post #12 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Their height is randomised based on the player (or rather, the camera) position and height. The SALA values on cloud height are only used during cloud processing. -------------------- | 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 | |
Sep 20 2011, 08:12 PM Post #13 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | Yes, because what slows the game down in Very High is the amount of grass, not only shadows, if you install a mod like ENB and go through the settings you can see the real difference. Holy crap I just noticed the mistake I made here, I meant SRT and not ENB. |
Sep 20 2011, 11:07 PM Post #14 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | Aha, now it makes sense.. Still no problems with disabled grass after hours of playing. -------------------- |
Sep 25 2011, 11:29 AM Post #15 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Updated StreamIniExtender with the disable grass option. -------------------- | 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 | |
Oct 15 2011, 11:27 AM Post #16 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | Hi again, I would like to request an option to disable 3D shadows for cars and buildings. As I can now disable grass (yay! still no problems, btw.), I set my GFX settings to "verry high", but only to enable (better) mip mapping for roads and landscape. This also eliminates the black roads 'bug' and ofcourse looks better than completely disable mip mapping to fix this. By the way, sa_hax_gfxhack.asi, made by Dexx, forces the 2D car shadows to be enabled on high GFX settings. I tryed some "stencilshadowopacity" settings. A value of "02" makes the shadows invisible for me, but I think the game still renders them and it consumes resources.. -------------------- |
Aug 2 2012, 11:29 AM Post #17 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | Maybe adding this? {$CLEO} // mirror (cull reflection) image size const bDISABLE_STENCIL_SHADOWS = 0@ HQ_RASTER_WIDTH = 2048 // default 1024 HQ_RASTER_HEIGHT = 1024 // default 512 LQ_RASTER_WIDTH = 1024 // if visual fx settings are low/medium q., default 512 LQ_RASTER_HEIGHT = 512 // default 256 end bDISABLE_STENCIL_SHADOWS = 1 0A8C: 0x7230CC 4 HQ_RASTER_HEIGHT 1 0A8C: 0x7230D1 4 HQ_RASTER_WIDTH 1 0A8C: 0x7230EA 4 HQ_RASTER_HEIGHT 1 0A8C: 0x7230EF 4 HQ_RASTER_WIDTH 1 0A8C: 0x723121 4 LQ_RASTER_HEIGHT 1 0A8C: 0x723126 4 LQ_RASTER_WIDTH 1 0A8C: 0x723133 4 LQ_RASTER_HEIGHT 1 0A8C: 0x723138 4 LQ_RASTER_WIDTH 1 if bDISABLE_STENCIL_SHADOWS == 1 then 0A8C: 0x53C1AB 5 0x90 1 end 0A93: This post has been edited by DK22: Aug 2 2012, 11:48 AM |
Aug 5 2012, 03:36 AM Post #18 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | Very useful, thanks! -------------------- |
Mar 18 2014, 07:48 AM Post #19 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | With new cleo game broken on this line -> [0AA7] CALL_FUNCTION_RETURN 0x536F80. Info I get it from ScrLog. -------------------- I know everything and nothing... |
Mar 18 2014, 11:42 AM Post #20 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | With new cleo game broken on this line -> [0AA7] CALL_FUNCTION_RETURN 0x536F80. Info I get it from ScrLog. Give it the CLEO 3 compatibility extension e.g. StreamIniExtender.cs3 -------------------- | 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 | |