; See explanation of limits at the end of the file [SALIMITS] PtrNodeSingle = unlimited PtrNodeDouble = unlimited EntryInfoNode = unlimited Peds = 140 PedIntelligence = 140 Vehicles = 110 Buildings = 100000 Objects = 10000 Dummys = 50000 ColModel = unlimited Task = unlimited Event = unlimited PointRoute = unlimited PatrolRoute = unlimited NodeRoute = unlimited TaskAllocator = unlimited PedAttractors = unlimited VehicleStructs = unlimited MatrixList = unlimited OutsideWorldWaterBlocks = 500 AlphaEntityList = unlimited VisibleEntityPtrs = unlimited VisibleLodPtrs = unlimited StreamingObjectInstancesList = 30000 AtomicModels = unlimited DamageAtomicModels = unlimited TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited EntitiesPerIpl = unlimited EntityIpl = unlimited StaticShadows = 2048 Coronas = 20000 ScriptSearchLights = 1024 FrameLimit = 30 MemoryAvailable = 30% [VCLIMITS] TxdStore = 1388 ExtraObjectsDir = 258 PtrNode = 300000 EntryInfoNode = 30000 Peds = 140 Vehicles = 110 Buildings = 300000 Treadables = 1 Objects = 30000 Dummys = 30000 AudioScriptObj = 192 ColModel = 15000 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited AtomicModels = 10000 TimeModels = 10000 ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited 2dEffects = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [GTA3LIMITS] StreamingInfo = 6350 TxdStore = 850 ExtraObjectsDir = 256 PtrNode = 90000 EntryInfoNode = 30000 Peds = 140 Vehicles = 110 Buildings = 100000 Treadables = 1214 Objects = 10000 Dummys = 30000 AudioScriptObj = 256 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited TimeModels = 10000 OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [OPTIONS] DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx) ; ### StreamingInfo ; Size of the streaming info array. ; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) ; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500). ; ; ### ExtraObjectsDir ; Size of the extra objects directory. ; Number of streamed DFFs the game can store that have no IDE definition. ; ; ### TxdStore ; Size of the Txd Pool. ; Number of Txds the game can use, StreamingInfo must be increased too. ; ; ### 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) ; ; ### 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 ; ; ### 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. ; ; ### PedIntelligence ; Ped AI instances ; **MUST** be the same value as Peds ; ; ### ColModel [CanBeUnlimited] ; Collision models loaded at once ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels. ; ; ### 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 ; ; ### Task [CanBeUnlimited] ; Running pedestrian tasks around the world ; ; ### Event [CanBeUnlimited] ; Events notification around the world (vehicles collided, etc) ; ; ### PointRoute [CanBeUnlimited] ; Related to AI routes (see scm command 05D7) ; ; ### PatrolRoute [CanBeUnlimited] ; Related to AI patrol routes (see scm command 0755) ; ; ### NodeRoute [CanBeUnlimited] ; Related to dynamic AI routes to go somewhere (for example, the command 05F5) ; ; ### TaskAllocator [CanBeUnlimited] ; Allocator of tasks to organized group of peds ; ; ### PedAttractors [CanBeUnlimited] ; Peds attracted to specific objects (e.g. ped using a cassino machine) ; ; ### VehicleStructs [CanBeUnlimited] ; Loaded vehicles models information. ; ; ### Treadables ; Animated buildings? ; ; ### AudioScriptObj ; Script sounds (see scm command 018D) ; ; ; ### MatrixList [CanBeUnlimited] ; Pool of transformation matrices, directly related to the amount of physical objects in the world ; ; ### 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 ; ; ### VisibleLodPtrs [CanBeUnlimited] ; List of visible lod entities ; ; ### OutsideWorldWaterBlocks ; Amount of blocks outside the world boundaries to be rendered ; Fixes water flickering outside world bondaries ; ; ### StreamingObjectInstancesList ; List of streamed in entities RwObjects (dff models) ; Fixes buildings flickering when seeing too many of them ; ; ### AtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### DamageAtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that are breakable (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) ; ; ### VehicleModels [CanBeUnlimited] ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section)) ; ; ### PedModels [CanBeUnlimited] ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS) ; ; ### WeaponModels [CanBeUnlimited] ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP) ; ; ### EntitiesPerIpl [CanBeUnlimited] ; Maximum amount of instantiated entities (in INST section) from a single IPL file. ; ; ### EntityIpl [CanBeUnlimited] ; Maximum number of IPL files that creates entities. ; ; ### StaticShadows ; Maximum amount of static shadows ; ; ### Coronas ; Maximum amount of coronas ; ; ### ScriptSearchLights ; Maximum amount of searchlights that can be created with opcode 06B1 ; ; ### 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. ; ; ;