You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
**Project Props 3.0 Community** is the official release, based on the community branch by **Zeneric** which is based on [Project Props V2.2 Fixes](https://discord.com/channels/793480791509565440/1081007139314741248) — now enhanced with [FastLoader](https://github.com/user-grinch/FastLoader) for full **open file structure** support. This makes the mod fully editable, stable, and compatible with other mods.
3
+
**Project Props 3 Community** is the official release, based on the community branch by **Zeneric** which itself was based on [Project Props V2.2 Fixes](https://discord.com/channels/793480791509565440/1081007139314741248) — now enhanced with [FastLoader](https://github.com/user-grinch/FastLoader) for full **open file structure** support. This makes the mod fully editable, stable, and compatible with other mods.
-[FastLoader](https://github.com/user-grinch/FastLoader/releases) - created specially for Project Props 3 purpose
5
+
With version **3**, the mod is **bigger, more beautiful, and more stable than ever before**.
8
6
9
-
NOT ALWAYS, but on many configuration it's mandatory:
10
-
-[fastman92 limit adjuster](https://www.mixmods.com.br/2022/01/fastman92-limit-adjuster/) If you use other object.dat mods, you might need Fastaman Limit Adjuster limit set to ```Object info entries = 200```
7
+
<palign="center">
8
+
<imgsrc="https://github.com/user-attachments/assets/204bb565-5bde-4819-9d92-94c1fb7cf329"alt="Project Props Community RC1" />
- ✅ Includes **never-published assets** from the original Grinch's repository
29
-
- ✅ All [Community Fixes](https://libertycity.net/files/gta-san-andreas/221956-project-props-v2-2-fixes.html) included
30
-
- ✅ Fully compatible with **Urbanize!**
31
-
- ✅ No crashes reported during testing
28
+
**Mandatory:**
29
+
-[Open Limit Adjuster v1.5.9](https://github.com/GTAmodding/III.VC.SA.LimitAdjuster/releases) - use with default settings
30
+
-[FastLoader](https://github.com/user-grinch/FastLoader/releases) - created specially for Project Props 3 purpose, ensures compatibility with Proper Fixes and makes props breakable
31
+
32
+
**Highly Recommended:**
33
+
-[fastman92 limit adjuster](https://libertycity.net/files/gta-san-andreas/223963-fastman92-limit-adjuster.html) - increases stability, when you have other object.dat mods it's mandatory
34
+
35
+
Make sure to use these settings in your `fastman92limitAdjuster_GTASA.ini`:
36
+
37
+
```ini
38
+
Object info entries = 200
39
+
```
40
+
Without this setting you can **start a new game**, but **loading from save games will fail**. The game won’t crash in a classic way – instead you’ll get a black screen on load.
32
41
33
-
42
+
For reporting purposes, also set:
34
43
35
-
## 🔧 Additions & Fixes
44
+
```ini
45
+
Register global exception handler = 0
46
+
```
47
+
This ensures you get **proper crash messages** from the Essentials Pack. FLA’s own crash log is basically useless: it only shows the last loaded file, which is often misleading.
36
48
37
-
- ✔ Added missing **textures** for never published new props
38
-
- ✔ Fixed **positioning** for several models
39
-
- ✔ Updated `ProjectProps.ini` to work with `ProjectProps.asi` (includes lampposts, hydrants)
40
-
- ✔ **Weeds** optimized by @.zeneric - thousand of automaticly generated weeds models are now merged into batches, to optimise memory usage
41
-
- ✔ Disabled **rubbish props** added by Grinch (original SA rubbish remains intact) → Goal: migrate those to `procobj.dat` for better dynamic loading
42
49
50
+
💬 **ONCE AGAIN JOIN OUR DISCORD SERVER: [Invitation](https://discord.gg/4e2PkhYq)**
43
51
44
-
## 📦 Included Projects (With Permission)
52
+
On this [**Channel**](https://discord.com/channels/689515979847237649/1414177877515046934) you will get all the support needed to solve any compatibility issues.
45
53
46
-
This release **merges content from the following mods**, with full permission from their original authors:
- 🔗 *Reaper’s Camp* – a **Breaking Bad-inspired** trailer site with realistic detailing
56
+
**Proper Fixes** comes with **two different `procobj.dat` files**, which is confusing – and they do completely opposite things. Since Project Props heavily depends on this system, here’s a clear explanation:
Does what Rockstar never finished: a proper procedural system that spawns **small details** (garbage, weeds, cigarette butts, shells, etc.) automatically across surfaces, avoiding manual placements.
1. Copy `procobj.dat` from *Increased Vegetation Distance* into the **original game data folder** (replace the vanilla one).
73
+
→ All vegetation will then be handled by IVD `.ipl` files = no duplication.
56
74
57
-
In the .settings folder you can find two configurations.
58
-
If you prefere Urbanize Mailboxes, Hydrants and Parking Meters - Use loader.txt from 'Urbanize over Project Props' folder
59
-
If you want the best experience use default settings and disable Urbanize Mailboxes, Hydrants and Parking Meters in the modloader/Urbanize/Map/Loader.txt
- With **FastLoader** you can now enable it safely:
82
+
Rename it to `object.fastloader` and delete `.` from the folder's name. FastLoader will handle it without crashes.
62
83
63
-
For **Project 2dfx**, make sure to **disable loading of all binary IPLs**:
84
+
This way you get:
85
+
- Proper Fixes bug corrections
86
+
- Increased Vegetation Distance with high draw distance
87
+
- Project Props procedural small details
88
+
- Full FastLoader compatibility
64
89
90
+
## ⚠️ Procobj.dat / surfinfo.dat Mods
91
+
92
+
Mods like *Sidewalk Weeds* (our mod already does the same) interfere with the **procedural object system** used in Project Props.
93
+
Compatibility with such mods is **not supported** – and in fact, you don’t need them anymore.
94
+
95
+
In general, **modloader** has no problem merging multiple `procobj.dat` files.
96
+
However, other mods that modify `surfinfo.dat` may conflict and cause crashes when used alongside Project Props.
97
+
98
+
## ⚠️ Urbanize Compatibility Note
99
+
100
+
If you prefere Urbanize Mailboxes, Hydrants and Parking Meters - Use default settings
101
+
If you want the best experience disable Urbanize Mailboxes, Hydrants and Parking Meters in the modloader/Urbanize/Map/Loader.txt
102
+
Delete or #comment those lines:
65
103
```ini
66
-
LoadAllBinaryIPLs = 0
104
+
IPL data\maps\Urbanize - Mails.ipl
105
+
IPL data\maps\Urbanize - Street Side.ipl
67
106
```
107
+
## ⚠️ Project 2dfx Compatibility Note
68
108
69
-
This setting normally forces the game to load *all* IPL files at once, which can exceed the engine’s internal limits for object instances.
109
+
For **Project 2dfx**, make sure to **disable loading of all binary IPLs**. If not game will crash.
70
110
71
-
Potential Bugs: After tens of thousands of props (not counted precisely yet), the game starts duplicating objects.
111
+
```ini
112
+
LoadAllBinaryIPLs = 0
113
+
```
114
+
115
+
Potential Bugs (it does not happen for everybody!): fter tens of thousands of props (not counted precisely yet), the game starts duplicating objects.
72
116
73
117
When combining **Urbanize + Improved Vegetation Distance + Project Props Community**, increasing values in the `[IDE Tweaker]` section causes props to spawn **twice in the same spot** (especially noticeable with breakables like lampposts, fences, etc.).
By default, **Project Props Community** ships with settings that leave some spare headroom for additional objects.
84
-
For even more props, check out our `loader.txt`.
85
128
129
+
## ✨ Key Features
86
130
87
-
🧠 The issue is not with the IPL content itself, but with the **total number of objects loaded into memory**.
131
+
- ✅ Added thousands of new props!
132
+
- ✅ Extended, reworked **procedural spawn system - procobj.dat** for garbage and small details across the entire map. Carefully crafted using the original game’s mechanics, with **marginal impact on FPS**
133
+
- ✅ Thanks to the [FastLoader](https://github.com/user-grinch/FastLoader) no crashes with other `.dat` mods (e.g. *Proper Fixes*, *Combat FX Update*)
134
+
- ✅ All content from version **2.3** restored
135
+
- ✅ Includes **never-published assets** from the original Grinch's repository, added missing **textures** for never published new props
136
+
- ✅ All [Community Fixes](https://libertycity.net/files/gta-san-andreas/221956-project-props-v2-2-fixes.html) included
137
+
- ✅ Fully compatible with **Urbanize!**
138
+
- ✅ No crashes reported during testing
139
+
- ✅ Extended Residue Objects functionality (ProjectProps.asi) on all the lamppost and traffic lights
140
+
- ✅ Fixed occasionall crash with the script ProjectProps.asi
141
+
- ✅ Fixed **positioning** for hundreds of models, positioning bugs are very rare now
142
+
- ✅ **Weeds** optimized by @.zeneric - thousand of automaticly generated weeds models are now merged into batches, to optimise memory usage, it's a technique from modern games
143
+
144
+
145
+
## 📦 Included Projects with permissions and active colaboration with the authors
- 🔗 *Reaper’s Camp* – a **Breaking Bad-inspired** trailer site with realistic detailing
88
153
89
154
## ⚙️ About Merging
90
155
91
-
All merging was performed using a **custom toolchain**:
156
+
All merging was performed using a **custom script**. The script performs smart collision detection, thanks to that we were able to merge many mapping projects and assure Urbanize compatibility.
157
+
If you notice any **object collision**, visual glitch, or bug:
158
+
-**Please report it!**
159
+
- Include a **screenshot** and **exact XYZ coordinates**
160
+
- We patch bugs quickly and consistently !
92
161
93
-
- 🔁 A mix of **automated scripts** and **manual validation**
94
-
- 🧠 The script performs smart detection but has **known limitations**:
95
-
- Large or oddly positioned objects may bypass automatic deduplication due to coordinate system constraints
96
-
- 🐞 If you notice any **object collision**, visual glitch, or bug:
97
-
-**Please report it!**
98
-
Include a **screenshot** and **exact XYZ coordinates**
0 commit comments