RyanDri3957V

fastman92limitAdjuster_GTASA.ini

Jan 20th, 2021
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  1. ; fastman92limitAdjuster_GTASA.ini
  2.  
  3. [DYNAMIC LIMITS]
  4. ; ColModels (10150)
  5. ; Number of different collisions that can be loaded.
  6. #ColModels = 10150
  7.  
  8. ; VehicleStructs (50)
  9. ; Max number of vehicles with different IDs loaded.
  10. #VehicleStructs = 50
  11.  
  12. ; rwObjectInstances (1000)
  13. #rwObjectInstances = 1000
  14.  
  15. ; Matrices (900)
  16. #Matrices = 900
  17.  
  18. ; PtrNode Singles (70000)
  19. #PtrNode Singles = 70000
  20.  
  21. ; PtrNode Doubles (3200)
  22. #PtrNode Doubles = 3200
  23.  
  24. ; EntryInfoNodes (500)
  25. #EntryInfoNodes = 500
  26.  
  27. ; Peds (140)
  28. #Peds = 140
  29.  
  30. ; Vehicles (110)
  31. #Vehicles = 110
  32.  
  33. ; Objects (350)
  34. #Objects = 350
  35.  
  36. ; Tasks (500)
  37. #Tasks = 500
  38.  
  39. ; Events (200)
  40. #Events = 200
  41.  
  42. ; PointRoute (64)
  43. #PointRoute = 64
  44.  
  45. ; PatrolRoute (32)
  46. #PatrolRoute = 32
  47.  
  48. ; NodeRoute (64)
  49. #NodeRoute = 64
  50.  
  51. ; TaskAllocator (16)
  52. #TaskAllocator = 16
  53.  
  54. ; PedIntelligence (140)
  55. #PedIntelligence = 140
  56.  
  57. ; PedAttractors (64)
  58. #PedAttractors = 64
  59.  
  60. ; QuadTreeNodes (400)
  61. #QuadTreeNodes = 400
  62.  
  63. ; Collision links (50)
  64. #Collision links = 50
  65.  
  66. ; CustomEnvMapPipeMatDataPool (4096)
  67. #CustomEnvMapPipeMatDataPool = 4096
  68.  
  69. ; CustomEnvMapPipeAtmDataPool (1024)
  70. #CustomEnvMapPipeAtmDataPool = 1024
  71.  
  72. ; CustomSpecMapPipeMaterialDataPool (4096)
  73. #CustomSpecMapPipeMaterialDataPool = 4096
  74.  
  75. [IPL]
  76. ; Buildings (13000)
  77. #Buildings = 13000
  78.  
  79. ; Dummies (2500)
  80. #Dummies = 2500
  81.  
  82. ; Inst entries per file (4096)
  83. #Inst entries per file = 4096
  84.  
  85. ; Entity index array (40)
  86. #Entity index array = 40
  87.  
  88. ; Map zones (39)
  89. #Map zones = 39
  90.  
  91. ; Navigation zones (380)
  92. #Navigation zones = 380
  93.  
  94. ; COccluder, apply coordinate limit patch (0)
  95. #COccluder, apply coordinate limit patch = 0
  96.  
  97. ; Interior occluders (40)
  98. #Interior occluders = 40
  99.  
  100. ; Occluders (1000)
  101. #Occluders = 1000
  102.  
  103. ; Timecycle modifiers (32)
  104. #Timecycle modifiers = 32
  105.  
  106. ; CULL mirror attribute zones (72)
  107. #CULL mirror attribute zones = 72
  108.  
  109. ; CULL tunnel attribute zones (40)
  110. #CULL tunnel attribute zones = 40
  111.  
  112. ; CULL attribute zones (1300)
  113. #CULL attribute zones = 1300
  114.  
  115. ; Stunt jumps (256)
  116. #Stunt jumps = 256
  117.  
  118. ; Entry exits (400)
  119. #Entry exits = 400
  120.  
  121. ; Auzo zone boxes (158)
  122. #Auzo zone boxes = 158
  123.  
  124. ; Auzo zone boxes, apply coordinate limit patch (0)
  125. #Auzo zone boxes, apply coordinate limit patch = 0
  126.  
  127. ; Auzo zone spheres (3)
  128. #Auzo zone spheres = 3
  129.  
  130. ; Enable pickup limit patch (0)
  131. #Enable pickup limit patch = 0
  132.  
  133. ; Pickups (620)
  134. #Pickups = 620
  135.  
  136. ; Pickup collected (20)
  137. #Pickup collected = 20
  138.  
  139. [IDE LIMITS]
  140. ; IDE Objects Type 1 (14000)
  141. #IDE Objects Type 1 = 14000
  142.  
  143. ; IDE Objects Type 2 (70)
  144. #IDE Objects Type 2 = 70
  145.  
  146. ; Timed Objects (169)
  147. #Timed Objects = 169
  148.  
  149. ; Hier Objects (92)
  150. ; Clump models
  151. #Hier Objects = 92
  152.  
  153. ; Vehicle Models (212)
  154. #Vehicle Models = 212
  155.  
  156. ; Ped Models (278)
  157. #Ped Models = 278
  158.  
  159. ; Weapon Models (51)
  160. #Weapon Models = 51
  161.  
  162. ; 2DFX Effects (100)
  163. #2DFX Effects = 100
  164.  
  165. [MAP LIMITS]
  166. ; Apply tracks.dat coordinate limit patch (0)
  167. #Apply tracks.dat coordinate limit patch = 0
  168.  
  169. ; Tracks.dat file size limit (46384)
  170. #Tracks.dat file size limit = 46384
  171.  
  172. ; Max number of track stations (6)
  173. #Max number of track stations = 6
  174.  
  175. ; Enable track config loader (0)
  176. #Enable track config loader = 0
  177.  
  178. ; Apply paths limit patch (0)
  179. #Apply paths limit patch = 0
  180.  
  181. ; Enable path debugging (0)
  182. ; Make sure to increase 'OTHER LIMITS -> Coronas', because the path debugging registers a large number of coronas to be rendered.
  183. #Enable path debugging = 0
  184.  
  185. ; Paths map size (6000)
  186. ; This option requires a new set of files if map size is changed!!!
  187. #Paths map size = 6000
  188.  
  189. ; Radar map size (6000)
  190. ; This option requires a new set of files if map size is changed!!!
  191. #Radar map size = 6000
  192.  
  193. ; Enable frontend map different (0)
  194. #Enable frontend map different = 0
  195.  
  196. ; Water map size (6000)
  197. #Water map size = 6000
  198.  
  199. ; Renderware world map size (20000)
  200. #Renderware world map size = 20000
  201.  
  202. ; World map size (6000)
  203. #World map size = 6000
  204.  
  205. ; World sector size (50)
  206. #World sector size = 50
  207.  
  208. ; World LOD sector size (200)
  209. #World LOD sector size = 200
  210.  
  211. [LEVEL LIMITS]
  212. ; Number of levels (4)
  213. ; Level limits are enabled if you uncomment 'Number of levels'
  214. ; Currently it's only possible to put the default ped IDs for levels.
  215. ; Random IDs won't work for peds
  216. #Number of levels = 4
  217.  
  218. ; Cop car level 0 (599)
  219. Cop car level 0 = 599
  220.  
  221. ; Cop car level 1 (596)
  222. Cop car level 1 = 596
  223.  
  224. ; Cop car level 2 (597)
  225. Cop car level 2 = 597
  226.  
  227. ; Cop car level 3 (598)
  228. Cop car level 3 = 598
  229.  
  230. ; Cop bike (523)
  231. Cop bike = 523
  232.  
  233. ; Cop ped level 0 (283)
  234. Cop ped level 0 = 283
  235.  
  236. ; Cop ped level 1 (280)
  237. Cop ped level 1 = 280
  238.  
  239. ; Cop ped level 2 (281)
  240. Cop ped level 2 = 281
  241.  
  242. ; Cop ped level 3 (282)
  243. Cop ped level 3 = 282
  244.  
  245. ; Cop ped bike (284)
  246. Cop ped bike = 284
  247.  
  248. ; Ambulance level 1 (416)
  249. Ambulance level 1 = 416
  250.  
  251. ; Ambulance level 2 (416)
  252. Ambulance level 2 = 416
  253.  
  254. ; Ambulance level 3 (416)
  255. Ambulance level 3 = 416
  256.  
  257. ; Medic level 1 (274)
  258. Medic level 1 = 274
  259.  
  260. ; Medic level 2 (275)
  261. Medic level 2 = 275
  262.  
  263. ; Medic level 3 (276)
  264. Medic level 3 = 276
  265.  
  266. ; Fire engine level 1 (407)
  267. Fire engine level 1 = 407
  268.  
  269. ; Fire engine level 2 (407)
  270. Fire engine level 2 = 407
  271.  
  272. ; Fire engine level 3 (407)
  273. Fire engine level 3 = 407
  274.  
  275. ; Fireman level 1 (277)
  276. Fireman level 1 = 277
  277.  
  278. ; Fireman level 2 (279)
  279. Fireman level 2 = 279
  280.  
  281. ; Fireman level 3 (278)
  282. Fireman level 3 = 278
  283.  
  284. ; Number of cab drivers for level 0 (0)
  285. Number of cab drivers for level 0 = 0
  286.  
  287. ; Number of cab drivers for level 1 (2)
  288. Number of cab drivers for level 1 = 2
  289.  
  290. ; Cab driver level 1 place 0 (262)
  291. Cab driver level 1 place 0 = 262
  292.  
  293. ; Cab driver level 1 place 1 (261)
  294. Cab driver level 1 place 1 = 261
  295.  
  296. ; Number of cab drivers for level 2 (2)
  297. Number of cab drivers for level 2 = 2
  298.  
  299. ; Cab driver level 2 place 0 (220)
  300. Cab driver level 2 place 0 = 220
  301.  
  302. ; Cab driver level 2 place 1 (234)
  303. Cab driver level 2 place 1 = 234
  304.  
  305. ; Number of cab drivers for level 3 (2)
  306. Number of cab drivers for level 3 = 2
  307.  
  308. ; Cab driver level 3 place 0 (182)
  309. Cab driver level 3 place 0 = 182
  310.  
  311. ; Cab driver level 3 place 1 (206)
  312. Cab driver level 3 place 1 = 206
  313.  
  314. ; Item price multiplier 0 (1.0)
  315. Item price multiplier 0 = 1.0
  316.  
  317. ; Item price multiplier 1 (1.0)
  318. Item price multiplier 1 = 1.0
  319.  
  320. ; Item price multiplier 2 (1.0)
  321. Item price multiplier 2 = 1.0
  322.  
  323. ; Item price multiplier 3 (1.2)
  324. Item price multiplier 3 = 1.2
  325.  
  326. [VEHICLE SPECIAL FEATURES]
  327. ; Enable special features (0)
  328. #Enable special features = 0
  329.  
  330. ; Number of hydra vehicles (1)
  331. Number of hydra vehicles = 1
  332.  
  333. ; Hydra 1 (520)
  334. Hydra 1 = 520
  335.  
  336. ; Number of ZR350 vehicles (1)
  337. Number of ZR350 vehicles = 1
  338.  
  339. ; ZR350 1 (477)
  340. ZR350 1 = 477
  341.  
  342. [RESTARTS]
  343. ; Max number of hospital restarts (10)
  344. #Max number of hospital restarts = 10
  345.  
  346. ; Max number of police restarts (10)
  347. #Max number of police restarts = 10
  348.  
  349. [IMG LIMITS]
  350. ; Max number of IMG archives (8)
  351. #Max number of IMG archives = 8
  352.  
  353. ; Enable handling of new enhanced IMG archives (0)
  354. #Enable handling of new enhanced IMG archives = 0
  355.  
  356. ; Increase the IMG archive size limit (0)
  357. #Increase the IMG archive size limit = 0
  358.  
  359. ; Enable handling of IMGLIST keyword (1)
  360. #Enable handling of IMGLIST keyword = 1
  361.  
  362. [DIRECTORY LIMITS]
  363. ; Extra objects directory (550)
  364. #Extra objects directory = 550
  365.  
  366. ; Cutscene directory (512)
  367. #Cutscene directory = 512
  368.  
  369. ; Clothes directory (550)
  370. #Clothes directory = 550
  371.  
  372. [WATER LIMITS]
  373. ; Water triangles (6)
  374. #Water triangles = 6
  375.  
  376. ; Water quads (301)
  377. #Water quads = 301
  378.  
  379. ; Water quads and triangles list (701)
  380. #Water quads and triangles list = 701
  381.  
  382. ; Water vertices (1021)
  383. #Water vertices = 1021
  384.  
  385. ; Blocks to be rendered outside world (70)
  386. #Blocks to be rendered outside world = 70
  387.  
  388. [CAR STREAMING]
  389. ; Cargrp cars per group (23)
  390. ; Max number you can put is 63.
  391. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
  392. ; Remember to increase a limit of VehicleStructs appropriately!
  393. ; Otherwise the game will crash after few minutes of playing, because a limit of VehicleStructs will be exceeded.
  394. #Cargrp cars per group = 23
  395.  
  396. ; Streaming_DesiredNumberOfVehiclesLoaded (22)
  397. #Streaming_DesiredNumberOfVehiclesLoaded = 22
  398.  
  399. ; Car generators (500)
  400. #Car generators = 500
  401.  
  402. ; Number of process counter passes for car generators (4)
  403. #Number of process counter passes for car generators = 4
  404.  
  405. ; Use extended format for car generators (0)
  406. #Use extended format for car generators = 0
  407.  
  408. ; Accept any ID for car generator (0)
  409. #Accept any ID for car generator = 0
  410.  
  411. [PED STREAMING]
  412. ; Pedgrp peds per group (21)
  413. #Pedgrp peds per group = 21
  414.  
  415. [STREAMING]
  416. ; Memory available (50)
  417. #Memory available = 50
  418.  
  419. ; Max number of stream handles (32)
  420. #Max number of stream handles = 32
  421.  
  422. ; Number of requested models above which the game considers loading very busy (5)
  423. #Number of requested models above which the game considers loading very busy = 5
  424.  
  425. ; Minimum number of iterations in LoadAllRequestedModels (10)
  426. #Minimum number of iterations in LoadAllRequestedModels = 10
  427.  
  428. [RENDERER LIMITS]
  429. ; Invisible entity pointers (150)
  430. #Invisible entity pointers = 150
  431.  
  432. ; Visible super LOD pointers (50)
  433. #Visible super LOD pointers = 50
  434.  
  435. ; Visible LOD pointers (1000)
  436. #Visible LOD pointers = 1000
  437.  
  438. ; Visible entity pointers (1000)
  439. #Visible entity pointers = 1000
  440.  
  441. [VISIBILITY LIMITS]
  442. ; Alpha list limit (20)
  443. #Alpha list limit = 20
  444.  
  445. ; Alpha boat atomic list limit (20)
  446. #Alpha boat atomic list limit = 20
  447.  
  448. ; Alpha entity list limit (200)
  449. #Alpha entity list limit = 200
  450.  
  451. ; Alpha underwater entity list limit (100)
  452. #Alpha underwater entity list limit = 100
  453.  
  454. ; Alpha really draw last list limit (50)
  455. #Alpha really draw last list limit = 50
  456.  
  457. ; Weapon peds for PC limit (100)
  458. #Weapon peds for PC limit = 100
  459.  
  460. [ID LIMITS]
  461. ; Apply ID limit patch (0)
  462. #Apply ID limit patch = 0
  463.  
  464. ; FILE_TYPE_DFF (20000)
  465. #FILE_TYPE_DFF = 20000
  466.  
  467. ; FILE_TYPE_TXD (5000)
  468. #FILE_TYPE_TXD = 5000
  469.  
  470. ; FILE_TYPE_COL (255)
  471. #FILE_TYPE_COL = 255
  472.  
  473. ; FILE_TYPE_IPL (256)
  474. #FILE_TYPE_IPL = 256
  475.  
  476. ; FILE_TYPE_IFP (180)
  477. #FILE_TYPE_IFP = 180
  478.  
  479. ; FILE_TYPE_RRR (475)
  480. #FILE_TYPE_RRR = 475
  481.  
  482. ; FILE_TYPE_SCM (82)
  483. #FILE_TYPE_SCM = 82
  484.  
  485. ; Use file binary search by name (0)
  486. ; Binary search speeds up the time that it takes a game to find the ID of file, when searching for it by the name.
  487. ; This is really nice to have enabled when using milion models or more.
  488. ; Rockstar Games noticed how it's useful and implemented it later in GTA IV. Now possible in GTA SA.
  489. #Use file binary search by name = 0
  490.  
  491. ; Count of killable model IDs (800)
  492. ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
  493. ; Model IDs that may be killed are vehicles/peds.
  494. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
  495. ;
  496. ; As such, this value will affect the max possible ID for ped/vehicle.
  497. #Count of killable model IDs = 800
  498.  
  499. [HANDLING.CFG LIMITS]
  500. ; Apply handling.cfg patch (0)
  501. Apply handling.cfg patch = 1
  502.  
  503. ; Number of standard lines (210)
  504. Number of standard lines = 300
  505.  
  506. ; Number of bike lines (13)
  507. #Number of bike lines = 13
  508.  
  509. ; Number of flying lines (24)
  510. #Number of flying lines = 24
  511.  
  512. ; Number of boat lines (12)
  513. #Number of boat lines = 12
  514.  
  515. ; Number of animation group lines (30)
  516. #Number of animation group lines = 30
  517.  
  518. [SCM LIMITS]
  519. ; Max size of MAIN segment (200000)
  520. #Max size of MAIN segment = 200000
  521.  
  522. ; Max mission size (69000)
  523. #Max mission size = 69000
  524.  
  525. ; Running scripts (96)
  526. #Running scripts = 96
  527.  
  528. ; Mission cleanup (75)
  529. #Mission cleanup = 75
  530.  
  531. ; Max number of used objects (395)
  532. #Max number of used objects = 395
  533.  
  534. ; Scripts for brains (70)
  535. #Scripts for brains = 70
  536.  
  537. ; Switch jump table cases (75)
  538. #Switch jump table cases = 75
  539.  
  540. [OTHER LIMITS]
  541. ; Coronas (64)
  542. #Coronas = 64
  543.  
  544. ; Collision size (32768)
  545. #Collision size = 32768
  546.  
  547. ; Cover points (100)
  548. #Cover points = 100
  549.  
  550. ; LOD distance (300.0)
  551. #LOD distance = 300.0
  552.  
  553. ; Max number of particles active (1000)
  554. #Max number of particles active = 1000
  555.  
  556. ; Object info entries (160)
  557. ; Max number of object.dat entries.
  558. ; 5 first entries of array are reserved for hardcoded purpose.
  559. #Object info entries = 160
  560.  
  561. ; Radar traces (175)
  562. #Radar traces = 175
  563.  
  564. ; References (3000)
  565. #References = 3000
  566.  
  567. ; Set pieces (210)
  568. #Set pieces = 210
  569.  
  570. ; Set pieces, apply coordinate limit patch (0)
  571. #Set pieces, apply coordinate limit patch = 0
  572.  
  573. ; Vehicle colors (128)
  574. Vehicle colors = 300
  575.  
  576. ; Number of plate textures (3)
  577. #Number of plate textures = 3
  578.  
  579. [ROADBLOCK LIMITS]
  580. ; Apply roadblox.dat better loader (0)
  581. ; Make it possible to use a roadblox.dat of variable size.
  582. #Apply roadblox.dat better loader = 0
  583.  
  584. [SHADOW LIMITS]
  585. ; Shadows stored (48)
  586. #Shadows stored = 48
  587.  
  588. ; Poly bunches (360)
  589. #Poly bunches = 360
  590.  
  591. ; Static shadows (48)
  592. #Static shadows = 48
  593.  
  594. ; Permanent shadows (48)
  595. #Permanent shadows = 48
  596.  
  597. ; Real time shadows (16)
  598. #Real time shadows = 16
  599.  
  600. [WEAPON LIMITS]
  601. ; Enable weapon type loader  (0)
  602. #Enable weapon type loader  = 0
  603.  
  604. ; Weapon type loader, number of type IDs (60)
  605. #Weapon type loader, number of type IDs = 60
  606.  
  607. ; Enable melee combo type loader (0)
  608. #Enable melee combo type loader = 0
  609.  
  610. ; Max number of melee combos (17)
  611. #Max number of melee combos = 17
  612.  
  613. [SPECIAL]
  614. ; Disable radar rotation (0)
  615. #Disable radar rotation = 0
  616.  
  617. ; Disable plane speed limit (0)
  618. #Disable plane speed limit = 0
  619.  
  620. ; Make helicopters land on water when cars on water cheat enabled (0)
  621. #Make helicopters land on water when cars on water cheat enabled = 0
  622.  
  623. ; Make save of variable size (0)
  624. #Make save of variable size = 0
  625.  
  626. ; Make paintjobs work for any ID (0)
  627. Make paintjobs work for any ID = 1
  628.  
  629. [ERROR REPORTING]
  630. ; Enable error reporting (1)
  631. Enable error reporting = 1
  632.  
  633. ; Attempt to load object instance with undefined ID (1)
  634. Attempt to load object instance with undefined ID = 1
  635.  
  636. ; Car generator limit exceeded (0)
  637. #Car generator limit exceeded = 0
  638.  
  639. ; Car generator with invalid model ID is getting registered (1)
  640. Car generator with invalid model ID is getting registered = 1
  641.  
  642. ; IMG archive needs rebuilding (1)
  643. IMG archive needs rebuilding = 1
  644.  
  645. ; Model does not have collision loaded (1)
  646. Model does not have collision loaded = 1
  647.  
  648. ; Model has collision already set up (0)
  649. #Model has collision already set up = 0
  650.  
  651. ; Model name is declared on multiple IDs (0)
  652. #Model name is declared on multiple IDs = 0
  653.  
  654. ; Requested file does not exist (0)
  655. #Requested file does not exist = 0
  656.  
  657. ; Stream handles limit exceeded (1)
  658. Stream handles limit exceeded = 1
  659.  
  660. [DEBUG OUTPUT]
  661. ; Enable debug output (0)
  662. ; Enables debug output from sprintf and printf functions.
  663. #Enable debug output = 0
  664.  
  665. ; Enable logging of files loaded (0)
  666. #Enable logging of files loaded = 0
  667.  
  668. [DEBUGGING]
  669. ; Copy info to pad 1 from pad 0 (0)
  670. #Copy info to pad 1 from pad 0 = 0
  671.  
  672. [ADDONS]
  673. ; Enable cheat string loader (0)
  674. #Enable cheat string loader = 0
  675.  
  676. ; Enable vehicle audio loader (0)
  677. Enable vehicle audio loader = 1
  678.  
  679. ; Enable train type carriages loader (0)
  680. #Enable train type carriages loader = 0
  681.  
  682. ; Train type carriage loader, max number of vehicles for type (15)
  683. #Train type carriage loader, max number of vehicles for type = 15
  684.  
  685. ; Train type carriage loader, number of type IDs (16)
  686. #Train type carriage loader, number of type IDs = 16
  687.  
  688. ; Enable radar blip sprite filename loader (0)
  689. #Enable radar blip sprite filename loader = 0
  690.  
  691. ; Radar blip sprite filename loader, number of type IDs (64)
  692. #Radar blip sprite filename loader, number of type IDs = 64
  693.  
  694. ; Enable model special feature loader (0)
  695. #Enable model special feature loader = 0
  696.  
  697. [MAIN]
  698. ; author (fastman92)
  699. author = fastman92
  700.  
  701. ; Disable FLA loading text (0)
  702. Disable FLA loading text = 1
  703.  
  704. ; FLA main window disable code ()
  705. FLA main window disable code = B1438-EDFED-3DCF1-3D049-CD63D
  706.  
  707. ; Register global expection handler (1)
  708. ; Crash expection handler
  709. ; You should leave it enabled or there will be no crash log.
  710. ; Please don't disable it unless you have a good reason.
  711. Register global expection handler = 1
  712.  
  713. ; Disable music on global exception handler (0)
  714. Disable music on global exception handler = 1
  715.  
  716. ; Use a different INI ()
  717. #Use a different INI =
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