0% found this document useful (0 votes)
377 views5 pages

Fastman92limitAdjuster GTASA - Ini

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
377 views5 pages

Fastman92limitAdjuster GTASA - Ini

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 5

; fastman92limitAdjuster_GTASA.

ini

; Important information: do not set limits to very high values like 9999999!
; Each increase of limit is usually correlated with an increase of memory being
used.
; Some understanding is required to set up the limits.

[DYNAMIC LIMITS]
; ColModels (10150)
; Number of different collisions that can be loaded.
ColModels = 20300

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 1100

; rwObjectInstances (1500)
rwObjectInstances = 3000

; Matrices (900)
Matrices = 3600

; PtrNode Singles (75000)


#PtrNode Singles = 75000

; PtrNode Doubles (6000)


#PtrNode Doubles = 6000

; EntryInfoNodes (500)
#EntryInfoNodes = 500

[IPL]
; Buildings (14000)
#Buildings = 14000

; Dummies (3500)
Dummies = 28000

; Entity index array (40)


#Entity index array = 40

; Entry exits (455)


#Entry exits = 455

[IDE LIMITS]
; IDE Objects Type 1 (14000)
IDE Objects Type 1 = 28000

; IDE Objects Type 2 (70)


IDE Objects Type 2 = 28000

; Timed Objects (169)


#Timed Objects = 169

; Hier Objects (92)


; Clump models
#Hier Objects = 92

; Vehicle Models (212)


Vehicle Models = 1100

; Ped Models (278)


Ped Models = 556

; Weapon Models (51)


#Weapon Models = 51

; 2DFX Effects (100)


#2DFX Effects = 100

[MAP LIMITS]
; Enable path debugging (0)
; Make sure to increase 'OTHER LIMITS -> Coronas', because the path debugging
registers a large number of coronas to be rendered.
#Enable path debugging = 0

; Paths map size (6000)


; This option requires a new set of files if map size is changed!!!
#Paths map size = 6000

; Water map size (6000)


#Water map size = 6000

; Renderware world map size (20000)


#Renderware world map size = 20000

; World map size (6000)


#World map size = 6000

; World sector size (50)


#World sector size = 50

; World LOD sector size (200)


#World LOD sector size = 200

[IMG LIMITS]
; Max number of IMG archives (8)
#Max number of IMG archives = 8

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 6

; Water quads (301)


#Water quads = 301

; Water quads and triangles list (701)


#Water quads and triangles list = 701

; Water vertices (1021)


#Water vertices = 1021

; Blocks to be rendered outside world (70)


#Blocks to be rendered outside world = 70

[STREAMING]
; Memory available (50)
Memory available = 1024
; Max number of stream handles (32)
Max number of stream handles = 96

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)


#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
#Invisible entity pointers = 150

; Visible super LOD pointers (50)


#Visible super LOD pointers = 50

; Visible LOD pointers (1000)


#Visible LOD pointers = 1000

; Visible entity pointers (1000)


#Visible entity pointers = 1000

[ID LIMITS]
; Apply ID limit patch (0)
Apply ID limit patch = 1

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 20000

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 255

; FILE_TYPE_IFP (180)
#FILE_TYPE_IFP = 180

; FILE_TYPE_RRR (475)
#FILE_TYPE_RRR = 475

; Count of killable model IDs (800)


; In game there's an array CDarkel::RegisteredKills and it stores the number of
registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
;
; As such, this value will affect the max possible ID for ped/vehicle.
Count of killable model IDs = 123356

[HANDLING.CFG LIMITS]
; Apply handling.cfg patch (0)
Apply handling.cfg patch = 1

; Number of standard lines (210)


Number of standard lines = 1000

; Number of bike lines (13)


Number of bike lines = 100

; Number of flying lines (24)


#Number of flying lines = 24

; Number of boat lines (12)


#Number of boat lines = 12

; Number of animation group lines (30)


#Number of animation group lines = 30

[SCM LIMITS]
; Max size of MAIN segment (270000)
; Altering this limit can produce different savefiles that can't be loaded if value
of this limit is different.
#Max size of MAIN segment = 270000

; Max mission size (69000)


; Altering this limit can produce different savefiles that can't be loaded if value
of this limit is different.
#Max mission size = 69000

; Running scripts (96)


; Altering this limit can produce different savefiles that can't be loaded if value
of this limit is different.
#Running scripts = 96

; Mission cleanup (75)


#Mission cleanup = 75

; Max number of used objects (395)


#Max number of used objects = 395

; Switch jump table cases (75)


#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Collision size (32768)


#Collision size = 32768

; Object info entries (160)


; Max number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
#Object info entries = 160

; References (3000)
#References = 3000

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader (0)
; Make it possible to use a roadblox.dat of variable size.
#Apply roadblox.dat better loader = 0

[SPECIAL]
; Make save of variable size (0)
#Make save of variable size = 0
; Fix keyboard making bad mouse movement (0)
Fix keyboard making bad mouse movement = 1

; Fix cheats typed by keyboard not working (0)


Fix cheats typed by keyboard not working = 1

; Alter file loading order (1)


; Alters the file loading loading.
; Files from game root directory will take a precedence over files from APK
archive.
; Useful to edit handling.cfg for example.
Alter file loading order = 1

; Remove LOD DFF requirement to hold native data (1)


Remove LOD DFF requirement to hold native data = 1

; Fix crashes on newer systems (1)


Fix crashes on newer systems = 1

; Disable CINFO.BIN and MINFO.BIN loading (1)


Disable CINFO.BIN and MINFO.BIN loading = 0

[ADDONS]
; Enable vehicle audio loader (0)
Enable vehicle audio loader = 1

[MAIN]
; author (fastman92)
author = fastman92

; Disable FLA loading text (0)


#Disable FLA loading text = 0

; Register global exception handler (1)


; Crash exception handler
; You should leave it enabled or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global exception handler = 1

; Use a different INI ()


#Use a different INI = t INI = =

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy