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-rw-r--r--scripts/III.OpenLimitAdjuster.asibin0 -> 6124544 bytes
-rw-r--r--scripts/III.Upstate.asibin0 -> 5351424 bytes
-rw-r--r--scripts/III.VC.SA.LimitAdjuster.ini213
3 files changed, 213 insertions, 0 deletions
diff --git a/scripts/III.OpenLimitAdjuster.asi b/scripts/III.OpenLimitAdjuster.asi
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+++ b/scripts/III.OpenLimitAdjuster.asi
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diff --git a/scripts/III.Upstate.asi b/scripts/III.Upstate.asi
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index 0000000..169c91d
--- /dev/null
+++ b/scripts/III.Upstate.asi
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diff --git a/scripts/III.VC.SA.LimitAdjuster.ini b/scripts/III.VC.SA.LimitAdjuster.ini
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+++ b/scripts/III.VC.SA.LimitAdjuster.ini
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+; See explanation of limits at the end of the file
+
+[GTA3LIMITS]
+;ModelInfoPtrs = 5500
+TxdStore = 850
+ExtraObjectsDir = 256
+PtrNode = 90000
+EntryInfoNode = 30000
+Peds = 140
+Vehicles = 110
+Buildings = 100000
+CZBuildings = 100000
+Treadables = 2214
+CZTreadables = 2214
+Objects = 10000
+Dummys = 30000
+AudioScriptObj = 256
+AlphaEntityList = 2000
+VisibleEntityPtrs = unlimited
+SimpleModels = 5000
+TimeModels = 10000
+ClumpModels = 10000
+2dEffects = 10000
+ObjectInfo = 250
+Paths = 1
+Pickups = 700
+Phones = 500
+OutsideWorldWaterBlocks = 40
+Coronas = 5000
+ParticleObjects = 500
+AudioZones = 50
+Zones = 100
+MapZones = 50
+CullZones = 1024
+AttribZones = 1500
+ZoneIndices = 110000
+CarGenerators = 500
+ParkedCars = 35
+CarsInUse = 12
+FlyingHeight = 300
+BoatBounds = 1900
+Garages = 48
+;PedGroups = 31
+;PedGroupModels = 8
+;RadarBlips = 32
+FrameLimit = 30
+MemoryAvailable = 30%
+GameStorage = 4
+
+[OPTIONS]
+DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)
+
+; ### ModelInfoPtrs
+; Maximum amount of models defined in IDE files.
+; Streaming info array is patched automatically as its max amount is [ModelInfoPtrs + TxdStore].
+;
+; ### TxdStore
+; Size of the Txd Pool.
+; Number of Txds the game can use, StreamingInfo must be increased too.
+;
+; ### ExtraObjectsDir
+; Size of the extra objects directory.
+; Number of streamed DFFs the game can store that have no IDE definition.
+;
+; ### PtrNodeSingle [CanBeUnlimited]
+; Nodes for the pool of singly linked lists
+; Directly related to the amount of entities spawned in the world and values stored in quad trees.
+;
+; ### PtrNodeDouble [CanBeUnlimited]
+; Nodes for the pool of double linked lists
+; Directly related to the amount of entities spawned in the world
+;
+; ### PtrNode
+; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
+;
+; ### EntryInfoNode [CanBeUnlimited]
+; Directly related to the amount of collidable entities spawned in the world
+;
+; ### Peds
+; Peds on the peds pool
+; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
+;
+; ### Vehicles
+; Vehicles on the vehicles pool
+; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
+;
+; ### Buildings
+; Buildings on the building pool
+; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
+;
+; ### CZBuildings
+; Maximum amount of buildings for cull zones (temporary setting, should be same as Buildings)
+;
+; ### Treadables
+; Animated buildings?
+;
+; ### CZTreadables
+; Maximum amount of treadables for cull zones (temporary setting, should be same as Treadables)
+;
+; ### Objects
+; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
+; See also: Dummys
+;
+; ### Dummys
+; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
+; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
+;
+; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
+; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
+;
+; ### AudioScriptObj
+; Script sounds (see scm command 018D)
+;
+; ### AlphaEntityList [CanBeUnlimited]
+; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
+;
+; ### VisibleEntityPtrs [CanBeUnlimited]
+; List of visible non-lod entities
+;
+; ### SimpleModels
+; Maximum amount of simple (building) object definitions (http://www.gtamodding.com/index.php?title=OBJS)
+;
+; ### TimeModels [CanBeUnlimited]
+; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
+;
+; ### ClumpModels [CanBeUnlimited]
+; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
+;
+; ### 2dEffects
+; Maximum amount of 2dfx definitions
+;
+; ### ObjectInfo
+; Maximum amount of objects defined in object.dat (https://gtamods.com/wiki/Object.dat)
+;
+; ### Paths
+; Patches the max amount of vehicle/ped paths.
+; Currently fixed to the max possible values and the ini value is only used as a toggle (0 - disabled, 1 - enabled)
+;
+; ### Pickups [SaveIncompatible]
+; Maximum amount of pickups (https://gtamods.com/wiki/Pickup)
+;
+; ### Phones [SaveIncompatible]
+; Maximum amount of phone model instances in the world.
+; Fixes timecycle bug that triggers when the phone list overlflows into tymecyc data if too many phones are on the map
+;
+; ### OutsideWorldWaterBlocks
+; Amount of blocks outside the world boundaries to be rendered
+; Fixes water flickering outside world bondaries
+;
+; ### Coronas
+; Maximum amount of coronas
+;
+; ### Particle Objects [SaveIncompatible]
+; Maximum amount of particle objects (particles that are attached to buildings like vent steam)
+;
+; ### AudioZones [SaveIncompatible]
+; Maximum amount of audio zones. Also patches ZoneSfx (police radio) array but is currently limited to 127
+;
+; ### Zones [SaveIncompatible]
+; Maximum amount of zones (text display zones from gta3.zon) (https://gtamods.com/wiki/ZONE)
+;
+; ### MapZones [SaveIncompatible]
+; Maximum amount of map zones (loading zones from map.zon) (https://gtamods.com/wiki/ZONE)
+;
+; ### CullZones
+; Maximum amount of cull zones (cull.ipl) (https://gtamods.com/wiki/CULL)
+;
+; ### AttribZones
+; Maximum amount of attribute zones (cull.ipl) (https://gtamods.com/wiki/CULL)
+;
+; ### ZoneIndices
+; Maximum amount of zone indices (for cull zones)
+;
+; ### CarGenerators [SaveIncompatible]
+; Maximum amount of car generators
+;
+; ### ParkedCars
+; Maximum amount of processed car generators (eg. max amount of spawned cars from car generators)
+;
+; ### CarsInUse
+; Maximum amount of random traffic cars
+;
+; ### FlyingHeight
+; Maximum flying height for Dodo
+;
+; ### BoatBounds
+; Map bound limits for boats
+;
+; ### Garages [SaveIncompatible]
+; Maximum amount of car garages (max 127)
+;
+; ### PedGroups
+; Maximum amount of ped groups defined in pedgrp.dat (https://gtamods.com/wiki/Pedgrp.dat)
+;
+; ### PedGroupModels
+; Amount of ped models inside a single ped group
+;
+; ### RadarBlips [SaveIncompatible]
+; Max amount of blips displayed on the radar
+;
+; ### FrameLimit
+; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105.
+;
+; ### MemoryAvailable
+; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**.
+; The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory
+; from the amount of physical memory available in your system.
+;
+; ### GameStorage [SaveIncompatible]
+; Multiplier for the amount of memory available for game storage (work_buff array and save file size).
+; Setting to 1 makes no difference, setting to 2 doubles the original sizes, etc.
+;
+; \ No newline at end of file