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__-WOlF-__ 08.06.20 07:57 pm

Crashes every 5-15 minutes. (Grand Theft Auto: San Andreas)

After installing mods crashes every 5-15 minutes. Fashion: Pak machines (replaced ~140 machines) , RoSa project Behind Space of realities American Dream (All three are installed via ModLoader), MMGE 2.0, AntiCrasher, Memory512, mousefix, SampFixer. In what fashion the problem?
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TheRealStalker 08.06.20

__-WOlF-__
Um ... If you're sure that the problem is in the mod, then why not try by turns to disable all mods, try different combinations, etc.? When installing mods, you should be prepared for the fact that something can go wrong.

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Egor_Pskov 08.06.20

Delete the game, install a clean version (no mods). Then add your mods one by one until I find out what mod is causing the problem.
In your case obviously cant cause any mod.

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__-WOlF-__ 08.06.20

Thank you all. The problem was SampFixer'e.

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Frukt54 08.06.20

__-WOlF-__
RAM uwaaaaa

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Oleg Beloff 08.06.20

With the correct Assembly files the issue may be:
1)the streaming memory since fashion likely compilelist in the img archive (SA is used in v2) that there is a limit on the total size of the archive is for stable work should not exceed 2GB. If you do rebild archive using img manager 2.0 that can be increased to 4GB. Also the issue can be solved by using img clone or fastam92limit with the last script the maximum archive size can be up to 32GB, which in theory should solve all problems with texture and model mods. However, it has its shortcomings such as incompatibility with the 2dfx mod to increase the range not only for lighting but also load Lod-s(objects with small detail) and execution scenarios simulating the living world, and so on.
2) Limitations of the game engine on downloading IPL scripts and the number of static and dynamic polygons. To put it simply download the game 2004 model with 100500 polygons a little reason as to not have 10-20 of these models will hang the engine tightly and scripts bypassing these limits will allow to run application but do not guarantee stable operation.
3) Trivial incompatibilities(or bugs) in scripts of transport. For example, various kinds of es, tuning parts, replace items( well, there is need to test each model). Also in this case, you need to test not only models and fashion responsible for graphics. As if one mod for example can't cast the correct shadow on the object due to the amount of polygons the model will be the issue or replacement of a graphical upgrade or replacement tional.
4) the amount of memory as the operational and live. Since the game is old she has a problem with the upload textures from the buffer memory of the video card if the video memory is full the download textures goes to operational and then to the paging file(if you don't believe me then install msi afterburner and you will see that the more you move around the game the more memory used is cached under textures and sometimes requires an amount of memory which corresponds to the total size of all textures of the exterior world. this also has the scripts such performance 50/50
PS: the Reasons can be a lot, so it's not as easy as it seems.