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  1. ; fastman92limitAdjuster_GTASA.ini
  2.  
  3. [DYNAMIC LIMITS]
  4. ; ColModels (10150)
  5. ColModels = 30150
  6.  
  7. ; VehicleStructs (50)
  8. ; Max number of vehicles with different IDs loaded.
  9. #VehicleStructs = 50
  10.  
  11. ; rwObjectInstances (1000)
  12. rwObjectInstances = 7000
  13.  
  14. ; Matrices (900)
  15. Matrices = 8000
  16.  
  17. ; PtrNode Singles (70000)
  18. PtrNode Singles = 200000
  19.  
  20. ; PtrNode Doubles (3200)
  21. PtrNode Doubles = 150000
  22.  
  23. ; EntryInfoNodes (500)
  24. EntryInfoNodes = 800
  25.  
  26. ; QuadTreeNodes (400)
  27. QuadTreeNodes = 1000
  28.  
  29. ; Collision links (50)
  30. Collision links = 250
  31.  
  32. ; CustomEnvMapPipeMatDataPool (4096)
  33. CustomEnvMapPipeMatDataPool = 10096
  34.  
  35. ; CustomEnvMapPipeAtmDataPool (1024)
  36. CustomEnvMapPipeAtmDataPool = 5024
  37.  
  38. ; CustomSpecMapPipeMaterialDataPool (4096)
  39. CustomSpecMapPipeMaterialDataPool = 10096
  40.  
  41. [IPL]
  42. ; IPL : inst section, buildings (13000)
  43. Buildings = 30000
  44.  
  45. ; IPL: inst section, dummies (2500)
  46. #Dummies = 35000
  47.  
  48. ; IPL : inst entries per file (4096)
  49. #Inst entries per file = 4096
  50.  
  51. ; IPL: entity index array (40)
  52. Entity index array = 1000
  53.  
  54. ; IPL: map zones (39)
  55. #Map zones = 39
  56.  
  57. ; IPL: navigation zones (380)
  58. #Navigation zones = 380
  59.  
  60. ; IPL: occl for interiors (40)
  61. #Interior occluders = 40
  62.  
  63. ; IPL: occl for map (1000)
  64. #Occluders = 1000
  65.  
  66. ; IPL: tcyc (32)
  67. #Timecycle modifiers = 32
  68.  
  69. ; IPL: cull mirror attribute zones (72)
  70. #CULL mirror attribute zones = 72
  71.  
  72. ; IPL: cull tunnel attribute zones (40)
  73. #CULL tunnel attribute zones = 40
  74.  
  75. ; IPL: cull attribute zones (1300)
  76. CULL attribute zones = 3000
  77.  
  78. ; IPL: jump (256)
  79. #Stunt jumps = 256
  80.  
  81. ; IPL: enex (400)
  82. #Entry exits = 400
  83.  
  84. ; IPL: auzo zone boxes (158)
  85. #Auzo zone boxes = 158
  86.  
  87. ; IPL: auzo zone boxes coordinate (0)
  88. #Auzo zone boxes, apply coordinate limit patch = 0
  89.  
  90. ; IPL: auzo zone spheres (3)
  91. #Auzo zone spheres = 3
  92.  
  93. ; Enable pickup limit patch
  94. #Enable pickup limit patch = 0
  95.  
  96. ; IPL: pickups, coordinate limit will be hacked as well (620)
  97. #Pickups = 620
  98.  
  99. ; Pickup collected
  100. #Pickup collected = 20
  101.  
  102. [IDE LIMITS]
  103. ; IDE : objs section type 1 (14000)
  104. IDE Objects Type 1 = 17000
  105.  
  106. ; IDE : objs section type 2 (70)
  107. IDE Objects Type 2 = 170
  108.  
  109. ; IDE : tobj section (169)
  110. Timed Objects = 1000
  111.  
  112. ; IDE : hier (92)
  113. Hier Objects = 192
  114.  
  115. ; IDE : cars section (212)
  116. #Vehicle Models = 212
  117.  
  118. ; IDE : peds section ( 278 )
  119. #Ped Models = 278
  120.  
  121. # IDE : weap section ( 51 )
  122. #Weapon Models = 51
  123.  
  124. # IDE: 2dfx section (100)
  125. #2DFX Effects = 100
  126.  
  127. [MAP LIMITS]
  128. ; Apply tracks.dat coordinate limit patch
  129. #Apply tracks.dat coordinate limit patch = 0
  130.  
  131. ; tracks.dat file size limit
  132. #Tracks.dat file size limit = 46384
  133.  
  134. ; Apply paths limit patch
  135. #Apply paths limit patch = 0
  136.  
  137. ; Enables path debugging
  138. #Enable path debugging = 0
  139.  
  140. ; Paths map size (6000)
  141. ; This option requires new set of files if map size is changed!!!
  142. #Paths map size = 6000
  143.  
  144. ; Radar map size (6000)
  145. ; This option requires new set of files if map size is changed!!!
  146. #Radar map size = 6000
  147.  
  148. ; Water map size (6000)
  149. #Water map size = 24000
  150.  
  151. ; Renderware world map size (10000)
  152. Renderware world map size = 38000
  153.  
  154. ; World map size (6000)
  155. World map size = 12000
  156.  
  157. ; World sector size (50)
  158. World sector size = 100
  159.  
  160. ; World LOD sector size (200)
  161. World LOD sector size = 300
  162.  
  163. [LEVEL LIMITS]
  164. ; Level limits are enabled if you uncomment 'Number of levels'
  165.  
  166. ; Currently it's only possible to put the default car/ped IDs for levels.
  167. ; Random IDs won't work
  168.  
  169. #Number of levels = 4
  170.  
  171. ; Cop car IDs for levels
  172. Cop car level 0 = 599
  173. Cop car level 1 = 596
  174. Cop car level 2 = 597
  175. Cop car level 3 = 598
  176. Cop bike = 523
  177.  
  178. ; Cop ped IDs for levels
  179. Cop ped level 0 = 283
  180. Cop ped level 1 = 280
  181. Cop ped level 2 = 281
  182. Cop ped level 3 = 282
  183. Cop ped bike = 284
  184.  
  185. ; Ambulance IDs for levels
  186. Ambulance level 1 = 416
  187. Ambulance level 2 = 416
  188. Ambulance level 3 = 416
  189.  
  190. ; Medic IDs for levels
  191. Medic level 1 = 274
  192. Medic level 2 = 275
  193. Medic level 3 = 276
  194.  
  195. ; Fire engine IDs for levels
  196. Fire engine level 1 = 407
  197. Fire engine level 2 = 407
  198. Fire engine level 3 = 407
  199.  
  200. ; Fireman IDs for levels
  201. Fireman level 1 = 277
  202. Fireman level 2 = 279
  203. Fireman level 3 = 278
  204.  
  205. ; Cab driver IDs for levels
  206. Number of cab drivers for level 0 = 0
  207.  
  208. Number of cab drivers for level 1 = 2
  209. Cab driver level 1 place 0 = 262
  210. Cab driver level 1 place 1 = 261
  211.  
  212. Number of cab drivers for level 2 = 2
  213. Cab driver level 2 place 0 = 220
  214. Cab driver level 2 place 1 = 234
  215.  
  216. Number of cab drivers for level 3 = 2
  217. Cab driver level 3 place 0 = 182
  218. Cab driver level 3 place 1 = 206
  219.  
  220. [VEHICLE SPECIAL FEATURES]
  221. #Enable special features = 0
  222.  
  223. Number of hydra vehicles = 1
  224. Hydra 1 = 520
  225.  
  226. [RESTARTS]
  227. #Max number of hospital restarts = 10
  228. #Max number of police restarts = 10
  229.  
  230. [IMG LIMITS]
  231. ; Max number of IMG archives (8)
  232. #Max number of IMG archives = 8
  233.  
  234. ; Enable handling of new enhanced IMG archives
  235. #Enable handling of new enhanced IMG archives = 0
  236.  
  237. ; Increase the IMG archive size limit (max limit 32 GB)
  238. #Increase the IMG archive size limit = 0
  239.  
  240. [DIRECTORY LIMITS]
  241. ; Extra objects directory (550)
  242. Extra objects directory = 1550
  243.  
  244. ; Cutscene directory (512)
  245. #Cutscene directory = 512
  246.  
  247. ; Clothes directory (550)
  248. #Clothes directory = 550
  249.  
  250. [WATER LIMITS]
  251. ; Water triangles (6)
  252. Water triangles =24
  253.  
  254. ; Water quads (301)
  255. Water quads = 2500
  256.  
  257. ; Water quads and triangles list (701)
  258. Water quads and triangles list = 3505
  259.  
  260. ; Water vertices (1021)
  261. Water vertices = 9856
  262.  
  263. [CAR STREAMING]
  264.  
  265. ; Cargrp cars per group (23)
  266. ; Max number you can put is 63.
  267. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
  268. ; Remember to increase a limit of VehicleStructs appropriately!
  269. ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
  270. #Cargrp cars per group = 23
  271.  
  272. ; Streaming : DesiredNumberOfVehiclesLoaded (22)
  273. ; This limit must be lower than a number of members per car group.
  274. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
  275. #Streaming_DesiredNumberOfVehiclesLoaded = 22
  276.  
  277. ; Car generators (500)
  278. #Car generators = 500
  279.  
  280. ; Number of process counter passes for car generators (4)
  281. #Number of process counter passes for car generators = 4
  282.  
  283. ; Should CCarGenerator_extended be used?
  284. #Use extended format for car generators = 0
  285.  
  286. ; Accept any ID for car generator?
  287. #Accept any ID for car generator = 0
  288.  
  289. [STREAMING]
  290. ; Memory available, in MB unit (megabytes), default value 50
  291. #Memory available = 50
  292.  
  293. ; Number of requested models above which the game considers loading very busy (5)
  294. #Number of requested models above which the game considers loading very busy = 5
  295.  
  296. ; Minimum number of iterations in LoadAllRequestedModels (10)
  297. #Minimum number of iterations in LoadAllRequestedModels = 10
  298.  
  299. [RENDERER LIMITS]
  300. ; Invisible entity pointers (150)
  301. Invisible entity pointers = 350
  302.  
  303. ; Visible super LOD pointers (50)
  304. Visible super LOD pointers = 100
  305.  
  306. ; Visible LOD pointers (1000)
  307. Visible LOD pointers = 2000
  308.  
  309. ; Visible entity pointers (1000)
  310. Visible entity pointers = 2000
  311.  
  312. [VISIBILITY LIMITS]
  313. ; Alpha list limit (20)
  314. Alpha list limit = 40
  315.  
  316. ; Alpha boat atomic list limit (20)
  317. Alpha boat atomic list limit = 30
  318.  
  319. ; Alpha entity list limit (200)
  320. Alpha entity list limit = 300
  321.  
  322. ; Alpha underwater entity list limit (100)
  323. Alpha underwater entity list limit = 200
  324.  
  325. ; Alpha really draw last list limit (50)
  326. Alpha really draw last list limit = 70
  327.  
  328. [ID LIMITS]
  329. Apply ID limit patch = 0
  330.  
  331. I want to increase the IPL limit and I know it may cause bugs = 0
  332.  
  333. ; ------- Information:
  334. ; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher.
  335. ; ---- Total number of file IDs virtually unlimited (__int32)
  336.  
  337. ; DFF (20000)
  338. #FILE_TYPE_DFF = 20000
  339.  
  340. ; TXD (5000)
  341. #FILE_TYPE_TXD = 5000
  342.  
  343. ; COL (255)
  344. #FILE_TYPE_COL = 255
  345.  
  346. ; IPL (256)
  347. #FILE_TYPE_IPL = 256
  348.  
  349. ; IFP (180)
  350. #FILE_TYPE_IFP = 180
  351.  
  352. ; RRR (475)
  353. #FILE_TYPE_RRR = 475
  354.  
  355. ; SCM (82)
  356. #FILE_TYPE_SCM = 82
  357.  
  358. ; LOADED_START (2)
  359. #FILE_TYPE_LOADED_START = 2
  360.  
  361. ; REQUESTED_START (2)
  362. #FILE_TYPE_REQUESTED_START = 2
  363.  
  364. ; different limits below
  365. ; These limits don't require 'ID limit patch' to be enabled.
  366.  
  367. ; Count of killable model IDs (vehicles/peds) (800)
  368. ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
  369. ; Model IDs that may be killed are vehicles/peds.
  370. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
  371. ;
  372. ; In short, this value will affect the max possible ID for ped/vehicle.
  373. #Count of killable model IDs = 800
  374.  
  375. [HANDLING.CFG LIMITS]
  376. #Apply handling.cfg patch = 0
  377.  
  378. ; Number of standard lines (210)
  379. #Number of standard lines = 210
  380.  
  381. ; Number of bike lines (13)
  382. #Number of bike lines = 13
  383.  
  384. ; Number of flying lines (24)
  385. #Number of flying lines = 24
  386.  
  387. ; Number of boat lines (12)
  388. #Number of boat lines = 12
  389.  
  390. ; Number of animation group lines (30)
  391. #Number of animation group lines = 30
  392.  
  393. [SCM LIMITS]
  394. ; max size in bytes of MAIN segment from main.scm (200000)
  395. #Max size of MAIN segment = 200000
  396.  
  397. # max mission size from main.scm (69000)
  398. #Max mission size = 69000
  399.  
  400. ; Running scripts (96)
  401. #Running scripts = 96
  402.  
  403. ; Mission cleanup array limit (75)
  404. #Mission cleanup = 75
  405.  
  406. [OTHER LIMITS]
  407. ; Coronas (64)
  408. #Coronas = 64
  409.  
  410. ; Max size of single collision from .col archive (32768)
  411. Collision size = 82768
  412.  
  413. ; Cover points (100)
  414. #Cover points = 100
  415.  
  416. ; LOD distance = 300.0
  417. #LOD distance = 300.0
  418.  
  419. ; Limit for number of object.dat entries.
  420. ; 5 first entries of array are reserved for hardcoded purpose.
  421. #Object info entries = 160
  422.  
  423. ; References (3000)
  424. #References = 3000
  425.  
  426. ; Vehicle colors (128)
  427. #Vehicle colors = 128
  428.  
  429. [SPECIAL]
  430. ; Disables radar rotation
  431. #Disable radar rotation = 0
  432.  
  433. ; Disables 270 km\h plane speed limit.
  434. #Disable plane speed limit = 0
  435.  
  436. ; Make helicopters land on water when cars on water cheat enabled
  437. #Make helicopters land on water when cars on water cheat enabled = 1
  438.  
  439. ; Make save of variable size
  440. #Make save of variable size = 0
  441.  
  442. ; Make paintjobs work for any ID
  443. #Make paintjobs work for any ID = 0
  444.  
  445. ; Fix streaming memory bug
  446. Fix streaming memory bug = 0
  447.  
  448. [ERROR REPORTING]
  449. Enable error reporting = 1
  450.  
  451. Attempt to load object instance with undefined ID = 0
  452. #Car generator limit exceeded = 0
  453. IMG archive needs rebuilding = 1
  454. #Model has collision already set up = 0
  455. #Model does not have collision loaded = 1
  456. #Requested file does not exist = 1
  457.  
  458. [DEBUG OUTPUT]
  459. ; Enables debug output from sprintf and printf functions.
  460. Enable debug output = 1
  461.  
  462. [DEBUGGING]
  463. ; Makes pad 1 act like pad 0
  464. #Copy info to pad 1 from pad 0 = 0
  465.  
  466. [PLUGIN PATCHES]
  467. ; Enables plugin patches.
  468. #Enable plugin patches = 0
  469.  
  470. [ADDONS]
  471. #Enable cheat string loader = 0
  472. #Enable vehicle audio loader = 0
  473.  
  474. [MAIN]
  475. author = fastman92
  476.  
  477. ; Crash expection handler
  478. ; You should leave it enabled, or there will be no crash log.
  479. ; Please don't disable it unless you have a good reason.
  480. Register global expection handler = 1
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