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- ; See explanation of limits at the end of the file
- [SALIMITS]
- PtrNodeSingle = unlimited
- PtrNodeDouble = unlimited
- EntryInfoNode = unlimited
- Peds = 140
- PedIntelligence = 140
- Vehicles = 110
- Buildings = 15000
- Objects = 3500
- Dummys = 9500
- ColModel = unlimited
- Task = unlimited
- Event = unlimited
- PointRoute = unlimited
- PatrolRoute = unlimited
- NodeRoute = unlimited
- TaskAllocator = unlimited
- PedAttractors = unlimited
- MatrixList = unlimited
- OutsideWorldWaterBlocks = 500
- AlphaEntityList = unlimited
- VisibleEntityPtrs = unlimited
- VisibleLodPtrs = unlimited
- StreamingObjectInstancesList = 7500
- AtomicModels = unlimited
- DamageAtomicModels = unlimited
- TimeModels = unlimited
- ClumpModels = unlimited
- VehicleModels = unlimited
- PedModels = unlimited
- WeaponModels = unlimited
- StaticShadows = 2048
- Coronas = 20048
- ScriptSearchLights = 1024
- FrameLimit = 30
- [VCLIMITS]
- PtrNode = 300000
- EntryInfoNode = 3200
- Peds = 140
- Vehicles = 110
- Buildings = 300000
- Treadables = 1
- Objects = 3500
- Dummys = 9500
- AudioScriptObj = 192
- ColModel = 10500
- AlphaEntityList = 1250
- VisibleEntityPtrs = unlimited
- TimeModels = unlimited
- OutsideWorldWaterBlocks = 40
- ;StaticShadows = 2048
- Coronas = 2048
- FrameLimit = 30
- [GTA3LIMITS]
- PtrNode = 90000
- EntryInfoNode = 25400
- Peds = 140
- Vehicles = 110
- Buildings = 35500
- Objects = 9500
- Dummys = 22802
- AlphaEntityList = 1250
- VisibleEntityPtrs = unlimited
- TimeModels = unlimited
- OutsideWorldWaterBlocks = 40
- ;StaticShadows = 2048
- Coronas = 2048
- FrameLimit = 30
- [OPTIONS]
- DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)
- ;
- ;
- ; ### Buildings
- ; Buildings on the building pool
- ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
- ;
- ; ### Peds
- ; Peds on the peds pool
- ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
- ;
- ; ### Vehicles
- ; Vehicles on the vehicles pool
- ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
- ;
- ; ### Objects
- ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
- ; See also: Dummys
- ;
- ; ### Dummys
- ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
- ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
- ;
- ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
- ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
- ;
- ; ### PedIntelligence
- ; Ped AI instances
- ; **MUST** be the same value as Peds
- ;
- ; ### ColModel [CanBeUnlimited]
- ; Collision models loaded at once
- ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
- ;
- ; ### PtrNodeSingle [CanBeUnlimited]
- ; Nodes for the pool of singly linked lists
- ; Directly related to the amount of entities spawned in the world and values stored in quad trees.
- ;
- ; ### PtrNodeDouble [CanBeUnlimited]
- ; Nodes for the pool of double linked lists
- ; Directly related to the amount of entities spawned in the world
- ;
- ; ### PtrNode
- ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
- ;
- ; ### EntryInfoNode [CanBeUnlimited]
- ; Directly related to the amount of collidable entities spawned in the world
- ;
- ; ### Task [CanBeUnlimited]
- ; Running pedestrian tasks around the world
- ;
- ; ### Event [CanBeUnlimited]
- ; Events notification around the world (vehicles collided, etc)
- ;
- ; ### PointRoute [CanBeUnlimited]
- ; Related to AI routes (see scm command 05D7)
- ;
- ; ### PatrolRoute [CanBeUnlimited]
- ; Related to AI patrol routes (see scm command 0755)
- ;
- ; ### NodeRoute [CanBeUnlimited]
- ; Related to dynamic AI routes to go somewhere (for example, the command 05F5)
- ;
- ; ### TaskAllocator [CanBeUnlimited]
- ; Allocator of tasks to organized group of peds
- ;
- ; ### PedAttractors [CanBeUnlimited]
- ; Peds attracted to specific objects (e.g. ped using a cassino machine)
- ;
- ; ### Treadables
- ; Animated buildings?
- ;
- ; ### AudioScriptObj
- ; Script sounds (see scm command 018D)
- ;
- ;
- ; ### MatrixList [CanBeUnlimited]
- ; Pool of transformation matrices, directly related to the amount of physical objects in the world
- ;
- ; ### AlphaEntityList [CanBeUnlimited]
- ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
- ;
- ; ### VisibleEntityPtrs [CanBeUnlimited]
- ; List of visible non-lod entities
- ;
- ; ### VisibleLodPtrs [CanBeUnlimited]
- ; List of visible lod entities
- ;
- ; ### OutsideWorldWaterBlocks
- ; Amount of blocks outside the world boundaries to be rendered
- ; Fixes water flickering outside world bondaries
- ;
- ; ### StreamingObjectInstancesList
- ; List of streamed in entities RwObjects (dff models)
- ; Fixes buildings flickering when seeing too many of them
- ;
- ; ### AtomicModels
- ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
- ;
- ; ### DamageAtomicModels
- ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
- ;
- ; ### TimeModels
- ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
- ;
- ; ### ClumpModels
- ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
- ;
- ; ### VehicleModels
- ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
- ;
- ; ### PedModels
- ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
- ;
- ; ### WeaponModels
- ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
- ;
- ; ### StaticShadows
- ; Maximum amount of static shadows
- ;
- ; ### Coronas
- ; Maximum amount of coronas
- ;
- ; ### ScriptSearchLights
- ; Maximum amount of searchlights that can be created with opcode 06B1
- ;
- ; ### FrameLimit
- ; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105.
- ;
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