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SA limits - Platinum

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  1. ; fastman92limitAdjuster_GTASA.ini
  2.  
  3. [DYNAMIC LIMITS]
  4. ; ColModels (10150)
  5. ColModels = 30151
  6.  
  7. ; VehicleStructs (50)
  8. ; Max number of vehicles with different IDs loaded.
  9. #VehicleStructs = 50
  10.  
  11. ; rwObjectInstances (1000)
  12. rwObjectInstances = 2001
  13.  
  14. ; Matrices (900)
  15. Matrices = 2000
  16.  
  17. ; PtrNode Singles (70000)
  18. PtrNode Singles = 80000
  19.  
  20. ; PtrNode Doubles (3200)
  21. PtrNode Doubles = 4200
  22.  
  23. ; EntryInfoNodes (500)
  24. EntryInfoNodes = 600
  25.  
  26. ; QuadTreeNodes (400)
  27. QuadTreeNodes = 600
  28.  
  29. ; Collision links (50)
  30. Collision links = 100
  31.  
  32. ; CustomEnvMapPipeMatDataPool (4096)
  33. CustomEnvMapPipeMatDataPool = 5096
  34.  
  35. ; CustomEnvMapPipeAtmDataPool (1024)
  36. CustomEnvMapPipeAtmDataPool = 2024
  37.  
  38. ; CustomSpecMapPipeMaterialDataPool (4096)
  39. CustomSpecMapPipeMaterialDataPool = 5096
  40.  
  41. [IPL]
  42. ; IPL : inst section, buildings (13000)
  43. Buildings = 55000
  44.  
  45. ; IPL: inst section, dummies (2500)
  46. Dummies = 15000
  47.  
  48. ; IPL : inst entries per file (4096)
  49. Inst entries per file = 15096
  50.  
  51. ; IPL: entity index array (40)
  52. Entity index array = 1000
  53.  
  54. ; IPL: map zones (50)
  55. Map zones = 70
  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: jump (256)
  70. #Stunt jumps = 256
  71.  
  72. ; IPL: enex (400)
  73. #Entry exits = 400
  74.  
  75. [IDE LIMITS]
  76.  
  77. ; IDE : objs section type 1 (14000)
  78. IDE Objects Type 1 = 30000
  79.  
  80. ; IDE : objs section type 2 (70)
  81. IDE Objects Type 2 = 170
  82.  
  83. ; IDE : tobj section (169)
  84. Timed Objects = 570
  85.  
  86. ; IDE : hier (92)
  87. Hier Objects = 193
  88.  
  89. ; IDE : cars section (212)
  90. #Vehicle Models=212
  91.  
  92. ; IDE : peds section ( 278 )
  93. #Ped Models = 278
  94.  
  95. # IDE : weap section ( 51 )
  96. #Weapon Models = 51
  97.  
  98. [MAP LIMITS]
  99. ; Apply paths limit patch
  100. Apply paths limit patch = 1
  101.  
  102. ; Paths map size (6000)
  103. ; This option requires new set of files if map size is changed!!!
  104. #Paths map size = 6000
  105.  
  106. ; Radar map size (6000)
  107. ; This option requires new set of files if map size is changed!!!
  108. Radar map size = 24000
  109.  
  110. ; Water map size (6000)
  111. #Water map size = 6000
  112.  
  113. ; Renderware world map size (10000)
  114. Renderware world map size = 28000
  115.  
  116. ; World map size (6000)
  117. World map size = 24000
  118.  
  119. ; World sector size (50)
  120. World sector size = 100
  121.  
  122. ; World LOD sector size (200)
  123. #World LOD sector size = 300
  124.  
  125. [IMG LIMITS]
  126. ; Max number of IMG archives (8)
  127. Max number of IMG archives = 12
  128.  
  129. ; Enable handling of new enhanced IMG archives
  130. #Enable handling of new enhanced IMG archives = 0
  131.  
  132. [DIRECTORY LIMITS]
  133. ; Extra objects directory (550)
  134. #Extra objects directory = 550
  135.  
  136. ; Cutscene directory (512)
  137. #Cutscene directory = 512
  138.  
  139. ; Clothes directory (550)
  140. #Clothes directory = 550
  141.  
  142. [WATER LIMITS]
  143. ; Water triangles (6)
  144. #Water triangles = 6
  145.  
  146. ; Water quads (301)
  147. #Water quads = 301
  148.  
  149. ; Water quads and triangles list (701)
  150. #Water quads and triangles list = 701
  151.  
  152. ; Water vertices (1021)
  153. #Water vertices = 1021
  154.  
  155. [CAR STREAMING]
  156.  
  157. ; Cargrp cars per group (23)
  158. ; Max number you can put is 63.
  159. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
  160. ; Remember to increase a limit of VehicleStructs appropriately!
  161. ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
  162. #Cargrp cars per group = 23
  163.  
  164. ; Streaming : DesiredNumberOfVehiclesLoaded (22)
  165. ; This limit must be lower than a number of members per car group.
  166. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
  167. #Streaming_DesiredNumberOfVehiclesLoaded = 22
  168.  
  169. ; Car generators (500)
  170. #Car generators = 500
  171.  
  172. ; Number of process counter passes for car generators (4)
  173. #Number of process counter passes for car generators = 4
  174.  
  175. ; Should CCarGenerator_extended be used?
  176. #Use extended format for car generators = 0
  177.  
  178. ; Accept any ID for car generator?
  179. #Accept any ID for car generator = 0
  180.  
  181. [STREAMING]
  182. ; Memory available, in MB unit (megabytes), default value 50
  183. Memory available = 150
  184.  
  185. ; Number of requested models above which the game considers loading very busy (5)
  186. #Number of requested models above which the game considers loading very busy = 5
  187.  
  188. ; Minimum number of iterations in LoadAllRequestedModels (10)
  189. #Minimum number of iterations in LoadAllRequestedModels = 10
  190.  
  191. [RENDERER LIMITS]
  192. ; Invisible entity pointers (150)
  193. Invisible entity pointers = 350
  194.  
  195. ; Visible super LOD pointers (50)
  196. Visible super LOD pointers = 100
  197.  
  198. ; Visible LOD pointers (1000)
  199. Visible LOD pointers = 2000
  200.  
  201. ; Visible entity pointers (1000)
  202. Visible entity pointers = 2000
  203.  
  204. [VISIBILITY LIMITS]
  205. ; Alpha list limit (20)
  206. Alpha list limit = 40
  207.  
  208. ; Alpha boat atomic list limit (20)
  209. Alpha boat atomic list limit = 30
  210.  
  211. ; Alpha entity list limit (200)
  212. Alpha entity list limit = 300
  213.  
  214. ; Alpha underwater entity list limit (100)
  215. Alpha underwater entity list limit = 200
  216.  
  217. ; Alpha really draw last list limit (50)
  218. Alpha really draw last list limit = 70
  219.  
  220. [ID LIMITS]
  221. Apply ID limit patch = 1
  222.  
  223. I want to increase the IPL limit and I know it may cause bugs = 1
  224.  
  225. ; ------- Information:
  226. ; ---- 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.
  227. ; ---- Total number of file IDs virtually unlimited (__int32)
  228.  
  229. ; DFF (20000)
  230. FILE_TYPE_DFF = 50010
  231.  
  232. ; TXD (5000)
  233. FILE_TYPE_TXD = 10010
  234.  
  235. ; COL (255)
  236. FILE_TYPE_COL = 1010
  237.  
  238. ; IPL (256)
  239. FILE_TYPE_IPL = 460
  240.  
  241. ; IFP (180)
  242. FILE_TYPE_IFP = 280
  243.  
  244. ; RRR (475)
  245. FILE_TYPE_RRR = 575
  246.  
  247. ; SCM (82)
  248. FILE_TYPE_SCM = 92
  249.  
  250. ; LOADED_START (2)
  251. #FILE_TYPE_LOADED_START = 2
  252.  
  253. ; REQUESTED_START (2)
  254. #FILE_TYPE_REQUESTED_START = 2
  255.  
  256. ; different limits below
  257. ; These limits don't require 'ID limit patch' to be enabled.
  258.  
  259. ; Count of killable model IDs (vehicles/peds) (800)
  260. ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
  261. ; Model IDs that may be killed are vehicles/peds.
  262. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
  263. ;
  264. ; In short, this value will affect the max possible ID for ped/vehicle.
  265. #Count of killable model IDs = 800
  266.  
  267. [HANDLING.CFG LIMITS]
  268. #Apply handling.cfg patch = 0
  269.  
  270. ; Number of standard lines (210)
  271. #Number of standard lines = 210
  272.  
  273. ; Number of bike lines (13)
  274. #Number of bike lines = 13
  275.  
  276. ; Number of flying lines (24)
  277. #Number of flying lines = 24
  278.  
  279. ; Number of boat lines (12)
  280. #Number of boat lines = 12
  281.  
  282. ; Number of animation groups (30)
  283. #Number of animation groups = 30
  284.  
  285. [SCM LIMITS]
  286. ; max size in bytes of MAIN segment from main.scm (200000)
  287. #Max size of MAIN segment = 200000
  288.  
  289. # max mission size from main.scm (69000)
  290. #Max mission size = 69000
  291.  
  292. ; Running scripts (96)
  293. #Running scripts = 96
  294.  
  295. ; Mission cleanup array limit (75)
  296. #Mission cleanup = 75
  297.  
  298. [OTHER LIMITS]
  299. ; Coronas (64)
  300. #Coronas = 64
  301.  
  302. ; Max size of single collision from .col archive (32768)
  303. #Collision size = 32768
  304.  
  305. ; Cover points (100)
  306. #Cover points = 100
  307.  
  308. ; Limit for number of object.dat entries.
  309. ; 5 first entries of array are reserved for hardcoded purpose.
  310. #Object info entries = 160
  311.  
  312. ; References (3000)
  313. #References = 3000
  314.  
  315. ; Vehicle colors (128)
  316. #Vehicle colors = 128
  317.  
  318. [SPECIAL]
  319. ; Disables 270 km\h plane speed limit.
  320. #Disable plane speed limit = 0
  321.  
  322. ; Make helicopters land on water when cars on water cheat enabled
  323. #Make helicopters land on water when cars on water cheat enabled = 1
  324.  
  325. ; Make save of variable size
  326. #Make save of variable size = 0
  327.  
  328. [ERROR REPORTING]
  329. Enable error reporting = 1
  330.  
  331. Attempt to load object instance with undefined ID = 1
  332. #Car generator limit exceeded = 0
  333. IMG archive needs rebuilding = 1
  334. Model does not have collision loaded = 1
  335.  
  336. [DEBUG OUTPUT]
  337. ; Enables debug output from sprintf and printf functions.
  338. Enable debug output = 1
  339.  
  340. [PLUGIN PATCHES]
  341. ; Enables plugin patches.
  342. #Enable plugin patches = 0
  343.  
  344. [MAIN]
  345. author = fastman92
  346.  
  347. ; Crash expection handler
  348. ; You should leave it enabled, or there will be no crash log.
  349. ; Please don't disable it unless you have a good reason.
  350. Register global expection handler = 1
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