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

Text

Uploaded by

ahmadawadsaad69
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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fastman92limitAdjuster_GTASA.

ini

[DYNAMIC LIMITS]
; ColModels (10150)
; Number of different collisions that can be loaded.
#ColModels = 30000

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
#VehicleStructs = 200

; rwObjectInstances (1500)
#rwObjectInstances = 9999

; Matrices (900)
#Matrices = 2000

; PtrNode Singles (75000)


#PtrNode Singles = 99999

; PtrNode Doubles (6000)


#PtrNode Doubles = 9999

; EntryInfoNodes (500)
#EntryInfoNodes = 999

[IPL]
; Buildings (14000)
#Buildings = 99999

; Dummies (3500)
#Dummies = 9999

; Entity index array (40)


#Entity index array = 50000

; Entry exits (455)


#Entry exits = 999

[IDE LIMITS]
; IDE Objects Type 1 (14000)
#IDE Objects Type 1 = 99999

; IDE Objects Type 2 (70)


#IDE Objects Type 2 = 70

; Timed Objects (169)


#Timed Objects = 999

; Hier Objects (92)


; Clump models
#Hier Objects = 200

; Vehicle Models (212)


#Vehicle Models = 999

; Ped Models (278)


#Ped Models = 999
; Weapon Models (51)
#Weapon Models = 200

; 2DFX Effects (100)


#2DFX Effects = 999

[MAP LIMITS]
; Apply paths limit patch
#Apply paths limit patch = 1

; 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 = 40000

; World map size (6000)


#World map size = 12000

; World sector size (50)


#World sector size = 100

; World LOD sector size (200)


#World LOD sector size = 1200

[IMG LIMITS]
; Max number of IMG archives (8)
#Max number of IMG archives = 50

[WATER LIMITS]
; Water triangles (6)
#Water triangles = 14

; Water quads (301)


#Water quads = 700

; Water quads and triangles list (701)


#Water quads and triangles list = 1200

; Water vertices (1021)


#Water vertices = 1400

; Blocks to be rendered outside world (70)


#Blocks to be rendered outside world = 70

[STREAMING]
; Memory available (50)
#Memory available = 2048

; Max number of stream handles (32)


#Max number of stream handles = 99

[RENDERER LIMITS]
; Invisible entity pointers (150)
#Invisible entity pointers = 999

; Visible super LOD pointers (50)


#Visible super LOD pointers = 200

; Visible LOD pointers (1000)


#Visible LOD pointers = 9999

; Visible entity pointers (1000)


#Visible entity pointers = 9999

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

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 99999

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 999

; FILE_TYPE_IFP (180)
#FILE_TYPE_IFP = 999

; FILE_TYPE_RRR (475)
#FILE_TYPE_RRR = 999

; 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 = 20000

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

; Number of standard lines (210)


#Number of standard lines = 999

; Number of bike lines (13)


#Number of bike lines = 99

; Number of flying lines (24)


#Number of flying lines = 99

; Number of boat lines (12)


#Number of boat lines = 99
[SCM LIMITS]
; Max size of MAIN segment (270000)
#Max size of MAIN segment = 270000

; Max mission size (69000)


#Max mission size = 69000

; Running scripts (96)


#Running scripts = 200

; Mission cleanup (75)


#Mission cleanup = 200

; Max number of used objects (395)


#Max number of used objects = 999

; Switch jump table cases (75)


#Switch jump table cases = 200

[OTHER LIMITS]
; 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 = 999

; 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]
; Fix keyboard making bad mouse movement (0)
#Fix keyboard making bad mouse movement = 0

; Fix cheats typed by keyboard not working (0)


#Fix cheats typed by keyboard not working = 0

; 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 = 1
[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 = 1

; 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 =

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