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  1. ; See explanation of limits at the end of the file
  2.  
  3. [SALIMITS]
  4. PtrNodeSingle = unlimited
  5. PtrNodeDouble = unlimited
  6. EntryInfoNode = unlimited
  7. Peds = 140
  8. PedIntelligence = 140
  9. Vehicles = 110
  10. Buildings = 15000
  11. Objects = 3500
  12. Dummys = 9500
  13. ColModel = unlimited
  14. Task = unlimited
  15. Event = unlimited
  16. PointRoute = unlimited
  17. PatrolRoute = unlimited
  18. NodeRoute = unlimited
  19. TaskAllocator = unlimited
  20. PedAttractors = unlimited
  21. MatrixList = unlimited
  22. OutsideWorldWaterBlocks = 500
  23. AlphaEntityList = unlimited
  24. VisibleEntityPtrs = unlimited
  25. VisibleLodPtrs = unlimited
  26. StreamingObjectInstancesList = 7500
  27. AtomicModels = unlimited
  28. DamageAtomicModels = unlimited
  29. TimeModels = unlimited
  30. ClumpModels = unlimited
  31. VehicleModels = unlimited
  32. PedModels = unlimited
  33. WeaponModels = unlimited
  34. StaticShadows = 2048
  35. Coronas = 20048
  36. ScriptSearchLights = 1024
  37. FrameLimit = 30
  38.  
  39. [VCLIMITS]
  40. PtrNode = 300000
  41. EntryInfoNode = 3200
  42. Peds = 140
  43. Vehicles = 110
  44. Buildings = 300000
  45. Treadables = 1
  46. Objects = 3500
  47. Dummys = 9500
  48. AudioScriptObj = 192
  49. ColModel = 10500
  50. AlphaEntityList = 1250
  51. VisibleEntityPtrs = unlimited
  52. TimeModels = unlimited
  53. OutsideWorldWaterBlocks = 40
  54. ;StaticShadows = 2048
  55. Coronas = 2048
  56. FrameLimit = 30
  57.  
  58. [GTA3LIMITS]
  59. PtrNode = 90000
  60. EntryInfoNode = 25400
  61. Peds = 140
  62. Vehicles = 110
  63. Buildings = 35500
  64. Objects = 9500
  65. Dummys = 22802
  66. AlphaEntityList = 1250
  67. VisibleEntityPtrs = unlimited
  68. TimeModels = unlimited
  69. OutsideWorldWaterBlocks = 40
  70. ;StaticShadows = 2048
  71. Coronas = 2048
  72. FrameLimit = 30
  73.  
  74. [OPTIONS]
  75. DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)
  76.  
  77. ;
  78. ;
  79. ; ### Buildings
  80. ; Buildings on the building pool
  81. ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
  82. ;
  83. ; ### Peds
  84. ; Peds on the peds pool
  85. ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
  86. ;
  87. ; ### Vehicles
  88. ; Vehicles on the vehicles pool
  89. ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
  90. ;
  91. ; ### Objects
  92. ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
  93. ; See also: Dummys
  94. ;
  95. ; ### Dummys
  96. ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
  97. ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
  98. ;
  99. ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
  100. ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
  101. ;
  102. ; ### PedIntelligence
  103. ; Ped AI instances
  104. ; **MUST** be the same value as Peds
  105. ;
  106. ; ### ColModel [CanBeUnlimited]
  107. ; Collision models loaded at once
  108. ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
  109. ;
  110. ; ### PtrNodeSingle [CanBeUnlimited]
  111. ; Nodes for the pool of singly linked lists
  112. ; Directly related to the amount of entities spawned in the world and values stored in quad trees.
  113. ;
  114. ; ### PtrNodeDouble [CanBeUnlimited]
  115. ; Nodes for the pool of double linked lists
  116. ; Directly related to the amount of entities spawned in the world
  117. ;
  118. ; ### PtrNode
  119. ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
  120. ;
  121. ; ### EntryInfoNode [CanBeUnlimited]
  122. ; Directly related to the amount of collidable entities spawned in the world
  123. ;
  124. ; ### Task [CanBeUnlimited]
  125. ; Running pedestrian tasks around the world
  126. ;
  127. ; ### Event [CanBeUnlimited]
  128. ; Events notification around the world (vehicles collided, etc)
  129. ;
  130. ; ### PointRoute [CanBeUnlimited]
  131. ; Related to AI routes (see scm command 05D7)
  132. ;
  133. ; ### PatrolRoute [CanBeUnlimited]
  134. ; Related to AI patrol routes (see scm command 0755)
  135. ;
  136. ; ### NodeRoute [CanBeUnlimited]
  137. ; Related to dynamic AI routes to go somewhere (for example, the command 05F5)
  138. ;
  139. ; ### TaskAllocator [CanBeUnlimited]
  140. ; Allocator of tasks to organized group of peds
  141. ;
  142. ; ### PedAttractors [CanBeUnlimited]
  143. ; Peds attracted to specific objects (e.g. ped using a cassino machine)
  144. ;
  145. ; ### Treadables
  146. ; Animated buildings?
  147. ;
  148. ; ### AudioScriptObj
  149. ; Script sounds (see scm command 018D)
  150. ;
  151. ;
  152. ; ### MatrixList [CanBeUnlimited]
  153. ; Pool of transformation matrices, directly related to the amount of physical objects in the world
  154. ;
  155. ; ### AlphaEntityList [CanBeUnlimited]
  156. ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
  157. ;
  158. ; ### VisibleEntityPtrs [CanBeUnlimited]
  159. ; List of visible non-lod entities
  160. ;
  161. ; ### VisibleLodPtrs [CanBeUnlimited]
  162. ; List of visible lod entities
  163. ;
  164. ; ### OutsideWorldWaterBlocks
  165. ; Amount of blocks outside the world boundaries to be rendered
  166. ; Fixes water flickering outside world bondaries
  167. ;
  168. ; ### StreamingObjectInstancesList
  169. ; List of streamed in entities RwObjects (dff models)
  170. ; Fixes buildings flickering when seeing too many of them
  171. ;
  172. ; ### AtomicModels
  173. ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
  174. ;
  175. ; ### DamageAtomicModels
  176. ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
  177. ;
  178. ; ### TimeModels
  179. ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
  180. ;
  181. ; ### ClumpModels
  182. ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
  183. ;
  184. ; ### VehicleModels
  185. ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
  186. ;
  187. ; ### PedModels
  188. ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
  189. ;
  190. ; ### WeaponModels
  191. ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
  192. ;
  193. ; ### StaticShadows
  194. ; Maximum amount of static shadows
  195. ;
  196. ; ### Coronas
  197. ; Maximum amount of coronas
  198. ;
  199. ; ### ScriptSearchLights
  200. ; Maximum amount of searchlights that can be created with opcode 06B1
  201. ;
  202. ; ### FrameLimit
  203. ; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105.
  204. ;
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