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fastman92

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Nov 29th, 2016
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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 = 1000
  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. ; Peds (140)
  27. #Peds = 140
  28.  
  29. ; Vehicles (110)
  30. #Vehicles = 110
  31.  
  32. ; Objects (350)
  33. #Objects = 350
  34.  
  35. ; Tasks (500)
  36. #Tasks = 500
  37.  
  38. ; Events (200)
  39. #Events = 200
  40.  
  41. ; PointRoute (32)
  42. #PointRoute = 32
  43.  
  44. ; PatrolRoute (32)
  45. #PatrolRoute = 32
  46.  
  47. ; NodeRoute (64)
  48. #NodeRoute = 64
  49.  
  50. ; TaskAllocator (16)
  51. #TaskAllocator = 16
  52.  
  53. ; PedIntelligence (140)
  54. #PedIntelligence = 140
  55.  
  56. ; PedAttractors (64)
  57. #PedAttractors = 64
  58.  
  59. ; QuadTreeNodes (400)
  60. #QuadTreeNodes = 400
  61.  
  62. ; Collision links (50)
  63. #Collision links = 50
  64.  
  65. ; CustomEnvMapPipeMatDataPool (4096)
  66. #CustomEnvMapPipeMatDataPool = 4096
  67.  
  68. ; CustomEnvMapPipeAtmDataPool (1024)
  69. #CustomEnvMapPipeAtmDataPool = 1024
  70.  
  71. ; CustomSpecMapPipeMaterialDataPool (4096)
  72. #CustomSpecMapPipeMaterialDataPool = 4096
  73.  
  74. [IPL]
  75. ; IPL : inst section, buildings (13000)
  76. #Buildings = 13000
  77.  
  78. ; IPL: inst section, dummies (2500)
  79. #Dummies = 2500
  80.  
  81. ; IPL : inst entries per file (4096)
  82. #Inst entries per file = 4096
  83.  
  84. ; IPL: entity index array (40)
  85. #Entity index array = 40
  86.  
  87. ; IPL: map zones (39)
  88. #Map zones = 39
  89.  
  90. ; IPL: navigation zones (380)
  91. #Navigation zones = 380
  92.  
  93. ; IPL: occl for interiors (40)
  94. #Interior occluders = 40
  95.  
  96. ; IPL: occl for map (1000)
  97. #Occluders = 1000
  98.  
  99. ; IPL: tcyc (32)
  100. #Timecycle modifiers = 32
  101.  
  102. ; IPL: cull mirror attribute zones (72)
  103. #CULL mirror attribute zones = 72
  104.  
  105. ; IPL: cull tunnel attribute zones (40)
  106. #CULL tunnel attribute zones = 40
  107.  
  108. ; IPL: cull attribute zones (1300)
  109. #CULL attribute zones = 1300
  110.  
  111. ; IPL: jump (256)
  112. #Stunt jumps = 256
  113.  
  114. ; IPL: enex (400)
  115. #Entry exits = 400
  116.  
  117. ; IPL: auzo zone boxes (158)
  118. #Auzo zone boxes = 158
  119.  
  120. ; IPL: auzo zone boxes coordinate (0)
  121. #Auzo zone boxes, apply coordinate limit patch = 0
  122.  
  123. ; IPL: auzo zone spheres (3)
  124. #Auzo zone spheres = 3
  125.  
  126. ; Enable pickup limit patch
  127. #Enable pickup limit patch = 0
  128.  
  129. ; IPL: pickups, coordinate limit will be hacked as well (620)
  130. #Pickups = 620
  131.  
  132. ; Pickup collected
  133. #Pickup collected = 20
  134.  
  135. [IDE LIMITS]
  136. ; IDE : objs section type 1 (14000)
  137. #IDE Objects Type 1 = 14000
  138.  
  139. ; IDE : objs section type 2 (70)
  140. #IDE Objects Type 2 = 70
  141.  
  142. ; IDE : tobj section (169)
  143. #Timed Objects = 169
  144.  
  145. ; IDE : hier (92)
  146. #Hier Objects = 92
  147.  
  148. ; IDE : cars section (212)
  149. #Vehicle Models = 212
  150.  
  151. ; IDE : peds section ( 278 )
  152. #Ped Models = 278
  153.  
  154. # IDE : weap section ( 51 )
  155. #Weapon Models = 51
  156.  
  157. # IDE: 2dfx section (100)
  158. #2DFX Effects = 100
  159.  
  160. [MAP LIMITS]
  161. ; Apply tracks.dat coordinate limit patch
  162. #Apply tracks.dat coordinate limit patch = 0
  163.  
  164. ; tracks.dat file size limit
  165. #Tracks.dat file size limit = 46384
  166.  
  167. ; Max number of track stations (6)
  168. #Max number of track stations = 6
  169.  
  170. ; Enables track config loader
  171. #Enable track config loader = 0
  172.  
  173. ; Apply paths limit patch
  174. #Apply paths limit patch = 0
  175.  
  176. ; Enables path debugging
  177. #Enable path debugging = 0
  178.  
  179. ; Paths map size (6000)
  180. ; This option requires new set of files if map size is changed!!!
  181. #Paths map size = 6000
  182.  
  183. ; Radar map size (6000)
  184. ; This option requires new set of files if map size is changed!!!
  185. #Radar map size = 6000
  186.  
  187. ; Enables frontend map different, using fradar**.txd files
  188. #Enable frontend map different = 0
  189.  
  190. ; Water map size (6000)
  191. #Water map size = 6000
  192.  
  193. ; Renderware world map size (10000)
  194. #Renderware world map size = 10000
  195.  
  196. ; World map size (6000)
  197. #World map size = 6000
  198.  
  199. ; World sector size (50)
  200. #World sector size = 50
  201.  
  202. ; World LOD sector size (200)
  203. #World LOD sector size = 200
  204.  
  205. [LEVEL LIMITS]
  206. ; Level limits are enabled if you uncomment 'Number of levels'
  207.  
  208. ; Currently it's only possible to put the default car/ped IDs for levels.
  209. ; Random IDs won't work
  210.  
  211. #Number of levels = 4
  212.  
  213. ; Cop car IDs for levels
  214. Cop car level 0 = 599
  215. Cop car level 1 = 596
  216. Cop car level 2 = 597
  217. Cop car level 3 = 598
  218. Cop bike = 523
  219.  
  220. ; Cop ped IDs for levels
  221. Cop ped level 0 = 283
  222. Cop ped level 1 = 280
  223. Cop ped level 2 = 281
  224. Cop ped level 3 = 282
  225. Cop ped bike = 284
  226.  
  227. ; Ambulance IDs for levels
  228. Ambulance level 1 = 416
  229. Ambulance level 2 = 416
  230. Ambulance level 3 = 416
  231.  
  232. ; Medic IDs for levels
  233. Medic level 1 = 274
  234. Medic level 2 = 275
  235. Medic level 3 = 276
  236.  
  237. ; Fire engine IDs for levels
  238. Fire engine level 1 = 407
  239. Fire engine level 2 = 407
  240. Fire engine level 3 = 407
  241.  
  242. ; Fireman IDs for levels
  243. Fireman level 1 = 277
  244. Fireman level 2 = 279
  245. Fireman level 3 = 278
  246.  
  247. ; Cab driver IDs for levels
  248. Number of cab drivers for level 0 = 0
  249.  
  250. Number of cab drivers for level 1 = 2
  251. Cab driver level 1 place 0 = 262
  252. Cab driver level 1 place 1 = 261
  253.  
  254. Number of cab drivers for level 2 = 2
  255. Cab driver level 2 place 0 = 220
  256. Cab driver level 2 place 1 = 234
  257.  
  258. Number of cab drivers for level 3 = 2
  259. Cab driver level 3 place 0 = 182
  260. Cab driver level 3 place 1 = 206
  261.  
  262. ; Item price multipliers for levels
  263. Item price multiplier 0 = 1.0
  264. Item price multiplier 1 = 1.0
  265. Item price multiplier 2 = 1.0
  266. Item price multiplier 3 = 1.2
  267.  
  268. [VEHICLE SPECIAL FEATURES]
  269. #Enable special features = 0
  270.  
  271. Number of hydra vehicles = 1
  272. Hydra 1 = 520
  273.  
  274. Number of ZR350 vehicles = 1
  275. ZR350 1 = 477
  276.  
  277. [RESTARTS]
  278. #Max number of hospital restarts = 10
  279. #Max number of police restarts = 10
  280.  
  281. [IMG LIMITS]
  282. ; Max number of IMG archives (8)
  283. #Max number of IMG archives = 8
  284.  
  285. ; Enable handling of new enhanced IMG archives
  286. #Enable handling of new enhanced IMG archives = 0
  287.  
  288. ; Increase the IMG archive size limit (max limit 32 GB)
  289. #Increase the IMG archive size limit = 0
  290.  
  291. [DIRECTORY LIMITS]
  292. ; Extra objects directory (550)
  293. #Extra objects directory = 550
  294.  
  295. ; Cutscene directory (512)
  296. #Cutscene directory = 512
  297.  
  298. ; Clothes directory (550)
  299. #Clothes directory = 550
  300.  
  301. [WATER LIMITS]
  302. ; Water triangles (6)
  303. #Water triangles = 6
  304.  
  305. ; Water quads (301)
  306. #Water quads = 301
  307.  
  308. ; Water quads and triangles list (701)
  309. #Water quads and triangles list = 701
  310.  
  311. ; Water vertices (1021)
  312. #Water vertices = 1021
  313.  
  314. [CAR STREAMING]
  315. ; Cargrp cars per group (23)
  316. ; Max number you can put is 63.
  317. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
  318. ; Remember to increase a limit of VehicleStructs appropriately!
  319. ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded.
  320. #Cargrp cars per group = 23
  321.  
  322. ; Streaming : DesiredNumberOfVehiclesLoaded (22)
  323. ; This limit must be lower than a number of members per car group.
  324. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded.
  325. #Streaming_DesiredNumberOfVehiclesLoaded = 22
  326.  
  327. ; Car generators (500)
  328. #Car generators = 500
  329.  
  330. ; Number of process counter passes for car generators (4)
  331. #Number of process counter passes for car generators = 4
  332.  
  333. ; Should CCarGenerator_extended be used?
  334. #Use extended format for car generators = 0
  335.  
  336. ; Accept any ID for car generator?
  337. #Accept any ID for car generator = 0
  338.  
  339. [PED STREAMING]
  340. ; Pedgrp peds per group (21)
  341. #Pedgrp peds per group = 21
  342.  
  343. [STREAMING]
  344. ; Memory available, in MB unit (megabytes), default value 50
  345. #Memory available = 50
  346.  
  347. ; Number of requested models above which the game considers loading very busy (5)
  348. #Number of requested models above which the game considers loading very busy = 5
  349.  
  350. ; Minimum number of iterations in LoadAllRequestedModels (10)
  351. #Minimum number of iterations in LoadAllRequestedModels = 10
  352.  
  353. [RENDERER LIMITS]
  354. ; Invisible entity pointers (150)
  355. #Invisible entity pointers = 150
  356.  
  357. ; Visible super LOD pointers (50)
  358. #Visible super LOD pointers = 50
  359.  
  360. ; Visible LOD pointers (1000)
  361. #Visible LOD pointers = 1000
  362.  
  363. ; Visible entity pointers (1000)
  364. #Visible entity pointers = 1000
  365.  
  366. [VISIBILITY LIMITS]
  367. ; Alpha list limit (20)
  368. #Alpha list limit = 20
  369.  
  370. ; Alpha boat atomic list limit (20)
  371. #Alpha boat atomic list limit = 20
  372.  
  373. ; Alpha entity list limit (200)
  374. #Alpha entity list limit = 200
  375.  
  376. ; Alpha underwater entity list limit (100)
  377. #Alpha underwater entity list limit = 100
  378.  
  379. ; Alpha really draw last list limit (50)
  380. #Alpha really draw last list limit = 50
  381.  
  382. ; Weapon peds for PC limit (100)
  383. #Weapon peds for PC limit = 100
  384.  
  385. [ID LIMITS]
  386. #Apply ID limit patch = 0
  387.  
  388. #I want to increase the IPL limit and I know it may cause bugs = 0
  389.  
  390. ; ------- Information:
  391. ; ---- 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.
  392. ; ---- Total number of file IDs virtually unlimited (__int32)
  393.  
  394. ; DFF (20000)
  395. #FILE_TYPE_DFF = 20000
  396.  
  397. ; TXD (5000)
  398. #FILE_TYPE_TXD = 5000
  399.  
  400. ; COL (255)
  401. #FILE_TYPE_COL = 255
  402.  
  403. ; IPL (256)
  404. #FILE_TYPE_IPL = 256
  405.  
  406. ; IFP (180)
  407. #FILE_TYPE_IFP = 180
  408.  
  409. ; RRR (475)
  410. #FILE_TYPE_RRR = 475
  411.  
  412. ; SCM (82)
  413. #FILE_TYPE_SCM = 82
  414.  
  415. ; LOADED_START (2)
  416. #FILE_TYPE_LOADED_START = 2
  417.  
  418. ; REQUESTED_START (2)
  419. #FILE_TYPE_REQUESTED_START = 2
  420.  
  421. ; different limits below
  422. ; These limits don't require 'ID limit patch' to be enabled.
  423.  
  424. ; Count of killable model IDs (vehicles/peds) (800)
  425. ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
  426. ; Model IDs that may be killed are vehicles/peds.
  427. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
  428. ;
  429. ; In short, this value will affect the max possible ID for ped/vehicle.
  430. #Count of killable model IDs = 800
  431.  
  432. [HANDLING.CFG LIMITS]
  433. #Apply handling.cfg patch = 0
  434.  
  435. ; Number of standard lines (210)
  436. #Number of standard lines = 210
  437.  
  438. ; Number of bike lines (13)
  439. #Number of bike lines = 13
  440.  
  441. ; Number of flying lines (24)
  442. #Number of flying lines = 24
  443.  
  444. ; Number of boat lines (12)
  445. #Number of boat lines = 12
  446.  
  447. ; Number of animation group lines (30)
  448. #Number of animation group lines = 30
  449.  
  450. [SCM LIMITS]
  451. ; max size in bytes of MAIN segment from main.scm (200000)
  452. #Max size of MAIN segment = 200000
  453.  
  454. # max mission size from main.scm (69000)
  455. #Max mission size = 69000
  456.  
  457. ; Running scripts (96)
  458. #Running scripts = 96
  459.  
  460. ; Mission cleanup array limit (75)
  461. #Mission cleanup = 75
  462.  
  463. ; Used object array (395)
  464. #Max number of used objects = 395
  465.  
  466. ; Switch jump table cases (75)
  467. #Switch jump table cases = 75
  468.  
  469. [OTHER LIMITS]
  470. ; Coronas (64)
  471. #Coronas = 64
  472.  
  473. ; Max size of single collision from .col archive (32768)
  474. #Collision size = 32768
  475.  
  476. ; Cover points (100)
  477. #Cover points = 100
  478.  
  479. ; LOD distance = 300.0
  480. #LOD distance = 300.0
  481.  
  482. ; Limit for number of object.dat entries.
  483. ; 5 first entries of array are reserved for hardcoded purpose.
  484. #Object info entries = 160
  485.  
  486. ; Radar traces (175)
  487. #Radar traces = 175
  488.  
  489. ; References (3000)
  490. #References = 3000
  491.  
  492. ; Vehicle colors (128)
  493. #Vehicle colors = 128
  494.  
  495. ; Number of plate textures (3)
  496. #Number of plate textures = 3
  497.  
  498. [ROADBLOCK LIMITS]
  499. ; Apply roadblox.dat better loader
  500. #Apply roadblox.dat better loader = 0
  501.  
  502. [SHADOW LIMITS]
  503. ; Shadows stored (48)
  504. #Shadows stored = 48
  505.  
  506. ; Poly bunches (360)
  507. #Poly bunches = 360
  508.  
  509. ; Static shadows (48)
  510. #Static shadows = 48
  511.  
  512. ; Permanent shadows (48)
  513. #Permanent shadows = 48
  514.  
  515. [WEAPON LIMITS]
  516. ; Enable weapon type loader
  517. #Enable weapon type loader = 0
  518.  
  519. ; Weapon type loader, number of type IDs (70)
  520. #Weapon type loader, number of type IDs = 70
  521.  
  522. ; Enable melee combo type loader
  523. #Enable melee combo type loader = 0
  524.  
  525. ; Max number of melee combos (17)
  526. #Max number of melee combos = 17
  527.  
  528. [SPECIAL]
  529. ; Disables radar rotation
  530. #Disable radar rotation = 0
  531.  
  532. ; Disables 270 km\h plane speed limit.
  533. #Disable plane speed limit = 0
  534.  
  535. ; Make helicopters land on water when cars on water cheat enabled
  536. #Make helicopters land on water when cars on water cheat enabled = 1
  537.  
  538. ; Make save of variable size
  539. #Make save of variable size = 0
  540.  
  541. ; Make paintjobs work for any ID
  542. #Make paintjobs work for any ID = 0
  543.  
  544. ; Fix streaming memory bug
  545. #Fix streaming memory bug = 0
  546.  
  547. [ERROR REPORTING]
  548. Enable error reporting = 1
  549.  
  550. Attempt to load object instance with undefined ID = 1
  551. #Car generator limit exceeded = 0
  552. IMG archive needs rebuilding = 1
  553. Model does not have collision loaded = 1
  554. #Model has collision already set up = 0
  555. #Model name is declared on multiple IDs = 0
  556. #Requested file does not exist = 0
  557.  
  558. [DEBUG OUTPUT]
  559. ; Enables debug output from sprintf and printf functions.
  560. #Enable debug output = 0
  561.  
  562. ; Enable logging of files loaded
  563. #Enable logging of files loaded = 0
  564.  
  565. [DEBUGGING]
  566. ; Makes pad 1 act like pad 0
  567. #Copy info to pad 1 from pad 0 = 0
  568.  
  569. [PLUGIN PATCHES]
  570. ; Enables plugin patches.
  571. #Enable plugin patches = 0
  572.  
  573. [ADDONS]
  574. #Enable cheat string loader = 0
  575. #Enable vehicle audio loader = 0
  576.  
  577. #Enable train type carriages loader = 0
  578.  
  579. ; Train carriage loader, max number of vehicles (15)
  580. #Train type carriage loader, max number of vehicles for type = 15
  581.  
  582. ; Train carriage loader, number of type IDs (16)
  583. #Train type carriage loader, number of type IDs = 16
  584.  
  585. #Enable radar blip sprite filename loader = 0
  586.  
  587. ; Radar blip sprite filename loader, number of type IDs (64)
  588. #Radar blip sprite filename loader, number of type IDs = 64
  589.  
  590. [MAIN]
  591. author = fastman92
  592. donation window disable code =
  593.  
  594. ; Crash expection handler
  595. ; You should leave it enabled, or there will be no crash log.
  596. ; Please don't disable it unless you have a good reason.
  597. Register global expection handler = 1
  598. #Disable music on global exception handler = 0
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