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  1. ; fastman92limitAdjuster_GTASA.ini
  2.  
  3. [DYNAMIC LIMITS]
  4. ; ColModels (10150)
  5. #ColModels = 10150
  6.  
  7. ; VehicleStructs (50)
  8. ; Max number of vehicles with different IDs loaded.
  9. #VehicleStructs = 50
  10.  
  11. ; rwObjectInstances (1000)
  12. #rwObjectInstances = 90000
  13.  
  14. ; Matrices (900)
  15. #Matrices = 900
  16.  
  17. ; PtrNode Singles (70000)
  18. #PtrNode Singles = 70000
  19.  
  20. ; PtrNode Doubles (3200)
  21. #PtrNode Doubles = 3200
  22.  
  23. ; EntryInfoNodes (500)
  24. #EntryInfoNodes = 500
  25.  
  26. ; QuadTreeNodes (400)
  27. #QuadTreeNodes = 90000
  28.  
  29. ; Collision links (50)
  30. #Collision links = 90000
  31.  
  32. ; CustomEnvMapPipeMatDataPool (4096)
  33. #CustomEnvMapPipeMatDataPool = 4096
  34.  
  35. ; CustomEnvMapPipeAtmDataPool (1024)
  36. #CustomEnvMapPipeAtmDataPool = 1024
  37.  
  38. ; CustomSpecMapPipeMaterialDataPool (4096)
  39. #CustomSpecMapPipeMaterialDataPool = 4096
  40.  
  41. [IPL]
  42. ; IPL : inst section, buildings (13000)
  43. #Buildings = 13000
  44.  
  45. ; IPL: inst section, dummies (2500)
  46. #Dummies = 2500
  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 = 40
  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 = 1300
  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.  
  104. ; IDE : objs section type 1 (14000)
  105. #IDE Objects Type 1 = 90000
  106.  
  107. ; IDE : objs section type 2 (70)
  108. #IDE Objects Type 2 = 90000
  109.  
  110. ; IDE : tobj section (169)
  111. #Timed Objects = 90000
  112.  
  113. ; IDE : hier (92)
  114. #Hier Objects = 90000
  115.  
  116. ; IDE : cars section (212)
  117. #Vehicle Models=90000
  118.  
  119. ; IDE : peds section ( 278 )
  120. #Ped Models = 278
  121.  
  122. # IDE : weap section ( 51 )
  123. #Weapon Models = 51
  124.  
  125. [MAP LIMITS]
  126. ; Apply tracks.dat coordinate limit patch
  127. Apply tracks.dat coordinate limit patch = 1
  128.  
  129. ; Apply paths limit patch
  130. #Apply paths limit patch = 0
  131.  
  132. ; Enables path debugging
  133. #Enable path debugging = 0
  134.  
  135. ; Paths map size (6000)
  136. ; This option requires new set of files if map size is changed!!!
  137. #Paths map size = 6000
  138.  
  139. ; Radar map size (6000)
  140. ; This option requires new set of files if map size is changed!!!
  141. #Radar map size = 6000
  142.  
  143. ; Water map size (6000)
  144. #Water map size = 6000
  145.  
  146. ; Renderware world map size (10000)
  147. #Renderware world map size = 10000000
  148.  
  149. ; World map size (6000)
  150. #World map size = 6000000
  151.  
  152. ; World sector size (50)
  153. #World sector size = 4000
  154.  
  155. ; World LOD sector size (200)
  156. #World LOD sector size = 4000
  157.  
  158. [LEVEL LIMITS]
  159. ; Level limits are enabled if you uncomment 'Number of levels'
  160.  
  161. ; Currently it's only possible to put the default car/ped IDs for levels.
  162. ; Random IDs won't work
  163.  
  164. #Number of levels = 4
  165.  
  166. ; Cop car IDs for levels
  167. Cop car level 0 = 599
  168. Cop car level 1 = 596
  169. Cop car level 2 = 597
  170. Cop car level 3 = 598
  171. Cop bike = 523
  172.  
  173. ; Cop ped IDs for levels
  174. Cop ped level 0 = 283
  175. Cop ped level 1 = 280
  176. Cop ped level 2 = 281
  177. Cop ped level 3 = 282
  178. Cop ped bike = 284
  179.  
  180. ; Ambulance IDs for levels
  181. Ambulance level 1 = 416
  182. Ambulance level 2 = 416
  183. Ambulance level 3 = 416
  184.  
  185. ; Medic IDs for levels
  186. Medic level 1 = 274
  187. Medic level 2 = 275
  188. Medic level 3 = 276
  189.  
  190. ; Fire engine IDs for levels
  191. Fire engine level 1 = 407
  192. Fire engine level 2 = 407
  193. Fire engine level 3 = 407
  194.  
  195. ; Fireman IDs for levels
  196. Fireman level 1 = 277
  197. Fireman level 2 = 279
  198. Fireman level 3 = 278
  199.  
  200. ; Cab driver IDs for levels
  201. Number of cab drivers for level 0 = 0
  202.  
  203. Number of cab drivers for level 1 = 2
  204. Cab driver level 1 place 0 = 262
  205. Cab driver level 1 place 1 = 261
  206.  
  207. Number of cab drivers for level 2 = 2
  208. Cab driver level 2 place 0 = 220
  209. Cab driver level 2 place 1 = 234
  210.  
  211. Number of cab drivers for level 3 = 2
  212. Cab driver level 3 place 0 = 182
  213. Cab driver level 3 place 1 = 206
  214.  
  215. [VEHICLE SPECIAL FEATURES]
  216. #Enable special features = 0
  217.  
  218. Number of hydra vehicles = 1
  219. Hydra 1 = 520
  220.  
  221. [RESTARTS]
  222. #Max number of hospital restarts = 10
  223. #Max number of police restarts = 10
  224.  
  225. [IMG LIMITS]
  226. ; Max number of IMG archives (8)
  227. #Max number of IMG archives = 8
  228.  
  229. ; Enable handling of new enhanced IMG archives
  230. #Enable handling of new enhanced IMG archives = 0
  231.  
  232. ; Increase the IMG archive size limit (max limit 32 GB)
  233. #Increase the IMG archive size limit = 0
  234.  
  235. [DIRECTORY LIMITS]
  236. ; Extra objects directory (550)
  237. #Extra objects directory = 90000
  238.  
  239. ; Cutscene directory (512)
  240. #Cutscene directory = 90000
  241.  
  242. ; Clothes directory (550)
  243. #Clothes directory = 90000
  244.  
  245. [WATER LIMITS]
  246. ; Water triangles (6)
  247. #Water triangles = 6
  248.  
  249. ; Water quads (301)
  250. #Water quads = 301
  251.  
  252. ; Water quads and triangles list (701)
  253. #Water quads and triangles list = 701
  254.  
  255. ; Water vertices (1021)
  256. #Water vertices = 1021
  257.  
  258. [CAR STREAMING]
  259.  
  260. ; Cargrp cars per group (23)
  261. ; Max number you can put is 63.
  262. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
  263. ; Remember to increase a limit of VehicleStructs appropriately!
  264. ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
  265. #Cargrp cars per group = 23
  266.  
  267. ; Streaming : DesiredNumberOfVehiclesLoaded (22)
  268. ; This limit must be lower than a number of members per car group.
  269. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
  270. #Streaming_DesiredNumberOfVehiclesLoaded = 22
  271.  
  272. ; Car generators (500)
  273. #Car generators = 10000
  274.  
  275. ; Number of process counter passes for car generators (4)
  276. #Number of process counter passes for car generators = 4
  277.  
  278. ; Should CCarGenerator_extended be used?
  279. #Use extended format for car generators = 1
  280.  
  281. ; Accept any ID for car generator?
  282. #Accept any ID for car generator = 0
  283.  
  284. [STREAMING]
  285. ; Memory available, in MB unit (megabytes), default value 50
  286. Memory available = 2048
  287.  
  288. ; Number of requested models above which the game considers loading very busy (5)
  289. Number of requested models above which the game considers loading very busy = 90000
  290.  
  291. ; Minimum number of iterations in LoadAllRequestedModels (10)
  292. Minimum number of iterations in LoadAllRequestedModels = 90000
  293.  
  294. [RENDERER LIMITS]
  295. ; Invisible entity pointers (150)
  296. #Invisible entity pointers = 150
  297.  
  298. ; Visible super LOD pointers (50)
  299. #Visible super LOD pointers = 50
  300.  
  301. ; Visible LOD pointers (1000)
  302. #Visible LOD pointers = 1000
  303.  
  304. ; Visible entity pointers (1000)
  305. #Visible entity pointers = 1000
  306.  
  307. [VISIBILITY LIMITS]
  308. ; Alpha list limit (20)
  309. Alpha list limit = 90000
  310.  
  311. ; Alpha boat atomic list limit (20)
  312. Alpha boat atomic list limit = 90000
  313.  
  314. ; Alpha entity list limit (200)
  315. #Alpha entity list limit = 200
  316.  
  317. ; Alpha underwater entity list limit (100)
  318. Alpha underwater entity list limit = 90000
  319.  
  320. ; Alpha really draw last list limit (50)
  321. Alpha really draw last list limit = 90000
  322.  
  323. [ID LIMITS]
  324. #Apply ID limit patch = 0
  325.  
  326. #I want to increase the IPL limit and I know it may cause bugs = 0
  327.  
  328. ; ------- Information:
  329. ; ---- 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.
  330. ; ---- Total number of file IDs virtually unlimited (__int32)
  331.  
  332. ; DFF (20000)
  333. #FILE_TYPE_DFF = 20000
  334.  
  335. ; TXD (5000)
  336. #FILE_TYPE_TXD = 5000
  337.  
  338. ; COL (255)
  339. #FILE_TYPE_COL = 255
  340.  
  341. ; IPL (256)
  342. #FILE_TYPE_IPL = 256
  343.  
  344. ; IFP (180)
  345. #FILE_TYPE_IFP = 180
  346.  
  347. ; RRR (475)
  348. #FILE_TYPE_RRR = 475
  349.  
  350. ; SCM (82)
  351. #FILE_TYPE_SCM = 82
  352.  
  353. ; LOADED_START (2)
  354. #FILE_TYPE_LOADED_START = 2
  355.  
  356. ; REQUESTED_START (2)
  357. #FILE_TYPE_REQUESTED_START = 2
  358.  
  359. ; different limits below
  360. ; These limits don't require 'ID limit patch' to be enabled.
  361.  
  362. ; Count of killable model IDs (vehicles/peds) (800)
  363. ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
  364. ; Model IDs that may be killed are vehicles/peds.
  365. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
  366. ;
  367. ; In short, this value will affect the max possible ID for ped/vehicle.
  368. #Count of killable model IDs = 800
  369.  
  370. [HANDLING.CFG LIMITS]
  371. #Apply handling.cfg patch = 0
  372.  
  373. ; Number of standard lines (210)
  374. #Number of standard lines = 210
  375.  
  376. ; Number of bike lines (13)
  377. #Number of bike lines = 13
  378.  
  379. ; Number of flying lines (24)
  380. #Number of flying lines = 24
  381.  
  382. ; Number of boat lines (12)
  383. #Number of boat lines = 12
  384.  
  385. ; Number of animation group lines (30)
  386. #Number of animation group lines = 30
  387.  
  388. [SCM LIMITS]
  389. ; max size in bytes of MAIN segment from main.scm (200000)
  390. #Max size of MAIN segment = 200000
  391.  
  392. # max mission size from main.scm (69000)
  393. #Max mission size = 69000
  394.  
  395. ; Running scripts (96)
  396. #Running scripts = 96
  397.  
  398. ; Mission cleanup array limit (75)
  399. #Mission cleanup = 75
  400.  
  401. [OTHER LIMITS]
  402. ; Coronas (64)
  403. #Coronas = 64
  404.  
  405. ; Max size of single collision from .col archive (32768)
  406. Collision size = 92768
  407.  
  408. ; Cover points (100)
  409. #Cover points = 100
  410.  
  411. ; LOD distance = 300.0
  412. #LOD distance = 300.0
  413.  
  414. ; Limit for number of object.dat entries.
  415. ; 5 first entries of array are reserved for hardcoded purpose.
  416. #Object info entries = 160
  417.  
  418. ; References (3000)
  419. #References = 3000
  420.  
  421. ; Vehicle colors (128)
  422. #Vehicle colors = 128
  423.  
  424. [SPECIAL]
  425. ; Disables radar rotation
  426. #Disable radar rotation = 0
  427.  
  428. ; Disables 270 km\h plane speed limit.
  429. #Disable plane speed limit = 0
  430.  
  431. ; Make helicopters land on water when cars on water cheat enabled
  432. #Make helicopters land on water when cars on water cheat enabled = 1
  433.  
  434. ; Make save of variable size
  435. #Make save of variable size = 0
  436.  
  437. [ERROR REPORTING]
  438. Enable error reporting = 0
  439.  
  440. Attempt to load object instance with undefined ID = 1
  441. #Car generator limit exceeded = 0
  442. IMG archive needs rebuilding = 1
  443. #Model has collision already set up = 0
  444. Model does not have collision loaded = 1
  445.  
  446. [DEBUG OUTPUT]
  447. ; Enables debug output from sprintf and printf functions.
  448. #Enable debug output = 0
  449.  
  450. [DEBUGGING]
  451. ; Makes pad 1 act like pad 0
  452. #Copy info to pad 1 from pad 0 = 0
  453.  
  454. [PLUGIN PATCHES]
  455. ; Enables plugin patches.
  456. #Enable plugin patches = 0
  457.  
  458. [ADDONS]
  459. #Enable cheat string loader = 0
  460. #Enable vehicle audio loader = 0
  461.  
  462. [MAIN]
  463. author = fastman92
  464.  
  465. ; Crash expection handler
  466. ; You should leave it enabled, or there will be no crash log.
  467. ; Please don't disable it unless you have a good reason.
  468. Register global expection handler = 1
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