Sergey P.
Sergey P.
There's img limit of 255 (sizeof(uint8_t)) that's not possible to increase. And original game loads quite a lot.
The game uses indices from 0 to 255 to access imgs. Without symbols it's hard to tell how many places this happens in. So it's not possible to do without...
It's too slow because it's frame rate dependent, it shouldn't be that way by design.
It already works that way if you set sprinting to toggle in game settings.
If you refer to me, I have nothing to say on the matter. All my gamepads work with this game.
Nothing to tell without a crashdump.
Latest version has softlocking workaround isolated to only when it happens, so the rest of loading times and whatnot should be the same as before.
Open task manager when the game is "stuck", select process, and click Create memory dump file. Upload it somewhere and post here. The file will be quite large. Also upload...
Maybe related to removed sleep during loading? Try with this build please. [GTAIV.EFLC.FusionFix.zip](https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/files/13754001/GTAIV.EFLC.FusionFix.zip)
Also can you tell it gets stuck when the game is in windowed mode or in fullscreen?