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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.
;
;
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