; 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. ; ;