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gta3/vc/sa limits

43 replies to this topic
Y_Less
  • Y_Less

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#31

Posted 02 April 2006 - 05:10 PM

Yes it should have, consider it done.

DexX
  • DexX

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#32

Posted 03 April 2006 - 03:00 AM

this occured to me when i created the directory topic, but i didnt want to clutter the pinned topics section more than it was already. but if you guys dont mind that, im fine with it.

BMWPower
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#33

Posted 22 May 2006 - 07:33 AM

How many are the car generators in the original SA main.scm?

Demarest
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#34

Posted 09 September 2006 - 12:37 PM

There appears to be a limit to text draw STRINGS simultaneously as well. In VC, it appears to be 8 (Coordinator says Whew!). In GTA3 though, it appears to be only 2!

sleeper777
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#35

Posted 14 February 2007 - 11:45 AM

I know i am bumping this topic but since it's pinned i don't think it matters. I was wondering if anyone could point me in the direction on information on the Floating point Limits for Coordinates for each of these games. I have seen this before somewhere and I searched around for a long time but I am still not absolutely sure about this limit. feeling like a dummmy blush.gif

i believe Vice City was like -2300.00 to 2300.00 and like -1900.00 to 1900.00 or somewhere around there ...
any information on this would be greatly helpful for Mission Coders especially with the use of opcodes like
CODE

01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0


anyway thanks for any help with this matter ... ph34r.gif

Seemann
  • Seemann

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#36

Posted 24 June 2007 - 08:51 AM

Well, that's my findings:

GTA IIIVice CitySan Andreas
text_draw24896
mission cleanup list505075
jump table sizen/an/a75

Marcin6
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#37

Posted 12 August 2007 - 12:56 PM

I WANT SA LIMIT ADJUSTER !!

DeeZire
  • DeeZire

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#38

Posted 12 August 2007 - 10:33 PM

QUOTE (sleeper777 @ Feb 14 2007, 11:45)
I know i am bumping this topic but since it's pinned i don't think it matters. I was wondering if anyone could point me in the direction on information on the Floating point Limits for Coordinates for each of these games. I have seen this before somewhere and I searched around for a long time but I am still not absolutely sure about this limit. feeling like a dummmy blush.gif

i believe Vice City was like -2300.00 to 2300.00 and like -1900.00 to 1900.00 or somewhere around there ...

I think the useful ranges are -3000.0 to +3000.0 on both the x and y axis - those limits form the boundaries of the (land) map with a bit of sea around.

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#39

Posted 24 September 2008 - 06:22 PM

ow it has solved my problems through alien.gif

spaceeinstein
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#40

Posted 11 March 2010 - 08:59 PM Edited by spaceeinstein, 12 September 2010 - 02:52 PM.

I've been fiddling around with VC a lot. These are found through the limits on how much can be saved in the save file so the limits could be different in-game.

Maximum number of garages (0219): 32
Maximum number of phones (024A): 50
Maximum number of wasted restart points (016C): 8
Maximum number of busted restart points (016D): 8
Maximum number of restart taxis (058D): 16

fordguyjh
  • fordguyjh

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#41

Posted 06 August 2011 - 06:49 PM

What are the limits for loading number of img files for SA?
I was thinking of putting all vehicles into their own veh.img file to allow for larger
dffs and txds without running into the gta3.img max size & extra files limits.

It would also allow for more map add-ons to be installed.
A separate ped.img would also allow for better ped models and textures.

I credit ZAZ for planting the seed of the idea in my head. Vielen danks, meine freunde. cookie.gif cookie.gif cookie.gif cookie.gif
(pardon my Deutsch, its very-20+years-rusty)

aStiffSausage
  • aStiffSausage

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#42

Posted 06 August 2011 - 06:54 PM

fordguyjh

I'm not sure about the limit, but if I remember right it's 5. And it's 4GB of each .img-file.
So it means you can add one extra .img-file, but you can always try by yourself and try to add two. smile.gif

crashoverride93
  • crashoverride93

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#43

Posted 25 January 2017 - 02:15 AM

It's a limitation of the game, not a thread. Don't forget you can always make simulated generators.


Simulated generators?

spaceeinstein
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#44

Posted 25 January 2017 - 05:16 AM

This topic is really old. What Demarest probably meant was to use the CREATE_CAR command if you are within a certain area to simulate a car generator (and additional commands to make it behave even more like one). Nowadays there are much better ways to expand or even remove limits altogether. Instead of being limited by the game, you should be limited by your machine.




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