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fastman92

fastman92 limit adjuster

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Leinad
Posted (edited)

Delete

Edited by Leinad
.

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Dominik_
6 hours ago, Leinad said:

Does this topic/mod have a server on Discord? please share the link.

He literally said "contact me on PM if you want to get a link" Learn to read.

  • KEKW 1

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Leinad
8 hours ago, Dominik_ said:

He literally said "contact me on PM if you want to get a link" Learn to read.

Ok, thanks for answer

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maister04

how to add levels to add emergency vehicles?

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Sgautam

Can anyone tell me how to use vehicle audio loader for GTA IV with EFLC vehicle using EFLC as dlc.

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007Ripper

Here is apk v1.08 and v2.00 with cleo and fla 5.6. No need for OBB to play (Download OBB files first, then extract your OBB to "Android/data/com.rockstargames.gtasa/files/" and then you can delete your OBB files)

Apk GTA SA v1.08 and v2.00 FLA version 5.6

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pimann

Did somebody know that FLA 5.0-5.1 uses CLEO from 4.05.2016 and FLA 5.3 uses CLEO from 24.03.2015?

 

The 2016 version of CLEO is incompatible with EMUI 5.x (Huawei/Honor phones) while the 2015 version is fully compatible.

 

What CLEO version is used in the latest FLA?

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fastman92
Posted (edited)
3 hours ago, pimann said:

Did somebody know that FLA 5.0-5.1 uses CLEO from 4.05.2016 and FLA 5.3 uses CLEO from 24.03.2015?

 

The 2016 version of CLEO is incompatible with EMUI 5.x (Huawei/Honor phones) while the 2015 version is fully compatible.

 

What CLEO version is used in the latest FLA?

Actually two versions of CLEO are supported by the FLA.

 

FLA 5.6 properly comes with the latest version of CLEO 4.05.2016 in the RAR archive.

 

You can use the FLA 5.6.

CLEO version depends on libcleo.so which comes in the RAR archive. You can replace it to 2015 version, if you want.

 

I would like to know why 2016 version is incompatible with EMUI 5.x (Huawei/Honor phones). What's the problem you're getting?

 

On 7/12/2020 at 5:21 PM, pep legal said:

Hey Fastman, could you do me a favour ?

 

Since I've replaced the vanilla traffic car spawn system, I'm getting crashes inside the function "CLoadedCarGroup::GetMember" when there is NO car spawned (at the very beginning).

 

This only happens if the option "Cargrp cars per group" is enabled (actually is the ONLY option enabled at all).

 

Could you take a look on that ? (GTA San Andreas PC).

 

Thanks.

Attach the log.

  

On 7/15/2020 at 4:45 PM, n00brkb said:

@fastman92Is it possible to increase the draw distance of GTA SA android v2.00 even further by changing some parameters in fastman92limitAdjuster_GTASA.ini file as 2DFX Effects has been implemented? If so, then which parameters should I change to increase the draw distance?  

This would be OTHER LIMITS -> LOD distance. It's not implemented for GTA SA 2.0 on Android.

  

On 7/22/2020 at 3:09 AM, Sgautam said:

Can anyone tell me how to use vehicle audio loader for GTA IV with EFLC vehicle using EFLC as dlc.

    - WIN_X86, GTA IV, vehicle audio loader can load INI files from the DLCs such as
        DLC\TLAD\\content\pc\audio\config\TLAD_vehicleAudioSettings.ini
        or
        DLC\TBoGT\content\pc\\audio\config\TBoGT_vehicleAudioSettings.ini
        
        while EFLC the following would be loaded:
        TLAD\pc\\audio\\config\TLAD_vehicleAudioSettings.ini
        or 
        TBoGT\pc\audio\\config\TBoGT_vehicleAudioSettings.ini

 

------------

    9. GTA EFLC v1.1.2.0 EXE:
       EXE size:  14 948 736 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC
       
    10. GTA EFLC v1.1.3.0 EXE:
       EXE size:  15 075 784 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC

 

See GTA_EFLC directory.

Edited by fastman92
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pimann
1 hour ago, fastman92 said:

Actually two versions of CLEO are supported by the FLA.

 

FLA 5.6 properly comes with the latest version of CLEO 4.05.2016 in the RAR archive.

 

You can use the FLA 5.6.

CLEO version depends on libcleo.so which comes in the RAR archive. You can replace it to 2015 version, if you want.

 

I would like to know why 2016 version is incompatible with EMUI 5.x (Huawei/Honor phones). What's the problem you're getting?

 

Attach the log.

  

This would be OTHER LIMITS -> LOD distance. It's not implemented for GTA SA 2.0 on Android.

  

    - WIN_X86, GTA IV, vehicle audio loader can load INI files from the DLCs such as
        DLC\TLAD\\content\pc\audio\config\TLAD_vehicleAudioSettings.ini
        or
        DLC\TBoGT\content\pc\\audio\config\TBoGT_vehicleAudioSettings.ini
        
        while EFLC the following would be loaded:
        TLAD\pc\\audio\\config\TLAD_vehicleAudioSettings.ini
        or 
        TBoGT\pc\audio\\config\TBoGT_vehicleAudioSettings.ini

 

------------

    9. GTA EFLC v1.1.2.0 EXE:
       EXE size:  14 948 736 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC
       
    10. GTA EFLC v1.1.3.0 EXE:
       EXE size:  15 075 784 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC

 

See GTA_EFLC directory.

 

 

On emui 5.x (tested on honor 8 FRD-L09) when i play with the 2016 cleo, it either initializes, either not. The game randomly initializes with or without CLEO.

But the CLEO 2015 which is included in FLA 5.3, works perfectly on my Honor 8.

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fastman92
7 minutes ago, pimann said:

 

 

On emui 5.x (tested on honor 8 FRD-L09) when i play with the 2016 cleo, it either initializes, either not. The game randomly initializes with or without CLEO.

But the CLEO 2015 which is included in FLA 5.3, works perfectly on my Honor 8.

Send me the FLA log, when CLEO is not initialized.

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Sgautam
4 hours ago, fastman92 said:

Actually two versions of CLEO are supported by the FLA.

 

FLA 5.6 properly comes with the latest version of CLEO 4.05.2016 in the RAR archive.

 

You can use the FLA 5.6.

CLEO version depends on libcleo.so which comes in the RAR archive. You can replace it to 2015 version, if you want.

 

I would like to know why 2016 version is incompatible with EMUI 5.x (Huawei/Honor phones). What's the problem you're getting?

 

Attach the log.

  

This would be OTHER LIMITS -> LOD distance. It's not implemented for GTA SA 2.0 on Android.

  

    - WIN_X86, GTA IV, vehicle audio loader can load INI files from the DLCs such as
        DLC\TLAD\\content\pc\audio\config\TLAD_vehicleAudioSettings.ini
        or
        DLC\TBoGT\content\pc\\audio\config\TBoGT_vehicleAudioSettings.ini
        
        while EFLC the following would be loaded:
        TLAD\pc\\audio\\config\TLAD_vehicleAudioSettings.ini
        or 
        TBoGT\pc\audio\\config\TBoGT_vehicleAudioSettings.ini

 

------------

    9. GTA EFLC v1.1.2.0 EXE:
       EXE size:  14 948 736 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC
       
    10. GTA EFLC v1.1.3.0 EXE:
       EXE size:  15 075 784 bytes
       will use fastman92limitAdjuster_GTAIV.ini
       directory to copy files from: GTA_IV and GTA_EFLC

 

See GTA_EFLC directory.

But it says model pbus does not exist

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fastman92
2 hours ago, Sgautam said:

But it says model pbus does not exist

d99d221350137333.jpg 

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007Ripper
Posted (edited)

Good day sir!

I want to ask you something.

So, this building models make my games crash when im use apk without FLA. And then, with FLA finally i can get this building works without crash ( the LOD models is even working now not crashing! Wow! ) but the problem is, when i try to open cleo menu the text is all gone! Just leaving the black border alone. Its still functioning just the text is gone. Can you be able to fix this too ? Thank you very much for your amaaazzing works! :)

info :

- Android Oreo,

- GTA SA v1.08,

- FLA v5.6

here some screenshoots ( im not importing the textures yet ) :

Screenshot-20200727-155236

 

 

Screenshot-20200727-155602

 

And one thing, i want to add some maps to the game but i cant see any options to add more id ?

Screenshot-20200728-113354-Mi-Xplorer

 

Edited by 007Ripper
Adding question

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Pablitop

anyone have the gta lsc android with FLA?

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Sgautam
On 7/26/2020 at 9:52 PM, fastman92 said:

d99d221350137333.jpg 

Just tell me APC sound in gta iv as added vehicle, GTA IV with DLC

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fastman92
Posted (edited)
On 7/27/2020 at 4:15 AM, Sgautam said:

Looks good.

 

pbus model should be defined in TLAD\common\data\vehicles.ide

 

check if it's defined.

 

On 7/27/2020 at 11:15 AM, 007Ripper said:

Good day sir!

I want to ask you something.

So, this building models make my games crash when im use apk without FLA. And then, with FLA finally i can get this building works without crash ( the LOD models is even working now not crashing! Wow! ) but the problem is, when i try to open cleo menu the text is all gone! Just leaving the black border alone. Its still functioning just the text is gone. Can you be able to fix this too ? Thank you very much for your amaaazzing works! :)

info :

- Android Oreo,

- GTA SA v1.08,

- FLA v5.6

here some screenshoots ( im not importing the textures yet ) :

Screenshot-20200727-155236

 

 

Screenshot-20200727-155602

 

And one thing, i want to add some maps to the game but i cant see any options to add more id ?

Screenshot-20200728-113354-Mi-Xplorer

 

The FLA generates the new INI file if it does not exist.

The new INI file will be written with options that are implemented for current game version.

 

The FLA offers different features for different game versions. If you want to see what features are implemented for which game executables, you can take a look into Documentation.xlsm, which can be opened by Microsoft Excel.

 

The FLA offers a limited number of features for GTA SA 1.08. It does offer many more for GTA SA 2.0

 

The problem with text missing would require debugging.

Edited by fastman92
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Sgautam

I disabled it in tlad so that the entry made for gta iv should not conflict with tlad making glitches

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Sgautam

I want to give a suggestion that the additional police vehicle model like in gta sa can you give this feature in gta iv.

Thanks

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fastman92
1 hour ago, Sgautam said:

I want to give a suggestion that the additional police vehicle model like in gta sa can you give this feature in gta iv.

Thanks

That's not a planned feature of FLA for GTA IV.

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fahmiadrn

on oppo a7 oreo 8.1 apk v1.08 using fla 5.6 with cleo (2016) the game still crashing, but when i replace the libCleo.so with libCleo.so (2015) the game never crash again, so if your game still crashing maybe you must try this method

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Mihail92
Posted (edited)

Guys, what could be the problem? I add a weapon, when you activate Enable weapon type loader = 1, an error occurs as in the screenshot 1

 

If you activate Weapon type loader, number of type IDs = 70, then the plugin will not start at all. gtasa_weapon_config.dat which is the original, which is the same with the added weapon. screenshot 2

Edited by Mihail92

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fastman92
Posted (edited)
6 hours ago, Mihail92 said:

Guys, what could be the problem? I add a weapon, when you activate Enable weapon type loader = 1, an error occurs as in the screenshot 1

 

If you activate Weapon type loader, number of type IDs = 70, then the plugin will not start at all. gtasa_weapon_config.dat which is the original, which is the same with the added weapon. screenshot 2

Interesting. I have no computer at the moment and cannot check it myself.

Tell me if the FLA generates the new INI with

 

Weapon type loader, number of type IDs (60)

#Weapon type loader, number of type IDs = 60

 

ThIs would be wrong.

Must be not less than 70.

 

--------

e5302c1350868580.jpg 

I have checked it. Row 212 on the picture. Yes, it's wrong.

Put the value not less than 70.

You can put 100 for example.

Edited by fastman92

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Mihail92

New, fresh, ini file, generated automatically.
; Enable weapon type loader (0)
#Enable weapon type loader = 0
; Weapon type loader, number of type IDs (60)
#Weapon type loader, number of type IDs = 60

I put the value 60, 70, the effect is the same. I put 100 plugin writes that it cannot load.

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fastman92
2 minutes ago, Mihail92 said:

New, fresh, ini file, generated automatically.
; Enable weapon type loader (0)
#Enable weapon type loader = 0
; Weapon type loader, number of type IDs (60)
#Weapon type loader, number of type IDs = 60

I put the value 60, 70, the effect is the same. I put 100 plugin writes that it cannot load.

Put 100, show me screenshot of your INI

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Mihail92
; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
; Number of different collisions that can be loaded.
ColModels = 50000

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 200

; rwObjectInstances (1000)
rwObjectInstances = 30000

; Matrices (900)
Matrices = 5000

; PtrNode Singles (70000)
PtrNode Singles = 200000

; PtrNode Doubles (3200)
PtrNode Doubles = 150000

; EntryInfoNodes (500)
EntryInfoNodes = 1000

; Peds (140)
#Peds = 140

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (64)
#PointRoute = 64

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
QuadTreeNodes = 1000

; Collision links (50)
Collision links = 200

; CustomEnvMapPipeMatDataPool (4096)
CustomEnvMapPipeMatDataPool = 10100

; CustomEnvMapPipeAtmDataPool (1024)
CustomEnvMapPipeAtmDataPool = 5100

; CustomSpecMapPipeMaterialDataPool (4096)
CustomSpecMapPipeMaterialDataPool = 10100

[IPL]
; Buildings (13000)
Buildings = 90000

; Dummies (2500)
Dummies = 15000

; Inst entries per file (4096)
Inst entries per file = 15100

; Entity index array (40)
Entity index array = 1000

; Map zones (39)
Map zones = 70

; Navigation zones (380)
#Navigation zones = 380

; COccluder, apply coordinate limit patch (0)
#COccluder, apply coordinate limit patch = 0

; Interior occluders (40)
#Interior occluders = 40

; Occluders (1000)
#Occluders = 1000

; Timecycle modifiers (32)
#Timecycle modifiers = 32

; CULL mirror attribute zones (72)
#CULL mirror attribute zones = 72

; CULL tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; CULL attribute zones (1300)
#CULL attribute zones = 1300

; Stunt jumps (256)
#Stunt jumps = 256

; Entry exits (400)
Entry exits = 800

; Auzo zone boxes (158)
#Auzo zone boxes = 158

; Auzo zone boxes, apply coordinate limit patch (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; Auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch (0)
#Enable pickup limit patch = 0

; Pickups (620)
#Pickups = 620

; Pickup collected (20)
#Pickup collected = 20

[IDE LIMITS]
; IDE Objects Type 1 (14000)
IDE Objects Type 1 = 34000

; IDE Objects Type 2 (70)
IDE Objects Type 2 = 1000

; Timed Objects (169)
Timed Objects = 1000

; Hier Objects (92)
Hier Objects = 200

; Vehicle Models (212)
Vehicle Models = 1000

; Ped Models (278)
#Ped Models = 278

; Weapon Models (51)
Weapon Models = 60

; 2DFX Effects (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch (0)
#Apply tracks.dat coordinate limit patch = 0

; Tracks.dat file size limit (46384)
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enable track config loader (0)
#Enable track config loader = 0

; Apply paths limit patch (0)
#Apply paths limit patch = 0

; Enable path debugging (0)
; Make sure to increase 'OTHER LIMITS -> Coronas', because the path debugging registers a large number of coronas to be rendered.
#Enable path debugging = 0

; Paths map size (6000)
; This option requires a new set of files if map size is changed!!!
#Paths map size = 6000

; Radar map size (6000)
; This option requires a new set of files if map size is changed!!!
#Radar map size = 6000

; Enable frontend map different (0)
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 6000

; Renderware world map size (20000)
#Renderware world map size = 20000

; World map size (6000)
#World map size = 6000

; World sector size (50)
#World sector size = 50

; World LOD sector size (200)
#World LOD sector size = 200

[LEVEL LIMITS]
; Number of levels (4)
; Level limits are enabled if you uncomment 'Number of levels'
; Currently it's only possible to put the default ped IDs for levels.
; Random IDs won't work for peds
#Number of levels = 4

; Cop car level 0 (599)
Cop car level 0 = 599

; Cop car level 1 (596)
Cop car level 1 = 596

; Cop car level 2 (597)
Cop car level 2 = 597

; Cop car level 3 (598)
Cop car level 3 = 598

; Cop bike (523)
Cop bike = 523

; Cop ped level 0 (283)
Cop ped level 0 = 283

; Cop ped level 1 (280)
Cop ped level 1 = 280

; Cop ped level 2 (281)
Cop ped level 2 = 281

; Cop ped level 3 (282)
Cop ped level 3 = 282

; Cop ped bike (284)
Cop ped bike = 284

; Ambulance level 1 (416)
Ambulance level 1 = 416

; Ambulance level 2 (416)
Ambulance level 2 = 416

; Ambulance level 3 (416)
Ambulance level 3 = 416

; Medic level 1 (274)
Medic level 1 = 274

; Medic level 2 (275)
Medic level 2 = 275

; Medic level 3 (276)
Medic level 3 = 276

; Fire engine level 1 (407)
Fire engine level 1 = 407

; Fire engine level 2 (407)
Fire engine level 2 = 407

; Fire engine level 3 (407)
Fire engine level 3 = 407

; Fireman level 1 (277)
Fireman level 1 = 277

; Fireman level 2 (279)
Fireman level 2 = 279

; Fireman level 3 (278)
Fireman level 3 = 278

; Number of cab drivers for level 0 (0)
Number of cab drivers for level 0 = 0

; Number of cab drivers for level 1 (2)
Number of cab drivers for level 1 = 2

; Cab driver level 1 place 0 (262)
Cab driver level 1 place 0 = 262

; Cab driver level 1 place 1 (261)
Cab driver level 1 place 1 = 261

; Number of cab drivers for level 2 (2)
Number of cab drivers for level 2 = 2

; Cab driver level 2 place 0 (220)
Cab driver level 2 place 0 = 220

; Cab driver level 2 place 1 (234)
Cab driver level 2 place 1 = 234

; Number of cab drivers for level 3 (2)
Number of cab drivers for level 3 = 2

; Cab driver level 3 place 0 (182)
Cab driver level 3 place 0 = 182

; Cab driver level 3 place 1 (206)
Cab driver level 3 place 1 = 206

; Item price multiplier 0 (1.0)
Item price multiplier 0 = 1.0

; Item price multiplier 1 (1.0)
Item price multiplier 1 = 1.0

; Item price multiplier 2 (1.0)
Item price multiplier 2 = 1.0

; Item price multiplier 3 (1.2)
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
; Enable special features (0)
#Enable special features = 0

; Number of hydra vehicles (1)
Number of hydra vehicles = 1

; Hydra 1 (520)
Hydra 1 = 520

; Number of ZR350 vehicles (1)
Number of ZR350 vehicles = 1

; ZR350 1 (477)
ZR350 1 = 477

[RESTARTS]
; Max number of hospital restarts (10)
#Max number of hospital restarts = 10

; Max number of police restarts (10)
#Max number of police restarts = 10

[IMG LIMITS]
; Max number of IMG archives (8)
#Max number of IMG archives = 8

; Enable handling of new enhanced IMG archives (0)
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (0)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword (1)
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
#Extra objects directory = 550

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
Water triangles = 24

; Water quads (301)
Water quads = 2500

; Water quads and triangles list (701)
Water quads and triangles list = 3505

; Water vertices (1021)
Water vertices = 9856

; Blocks to be rendered outside world (70)
Blocks to be rendered outside world = 500

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after few minutes of playing, because a limit of VehicleStructs will be exceeded.
Cargrp cars per group = 63

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
Car generators = 800

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Use extended format for car generators (0)
#Use extended format for car generators = 0

; Accept any ID for car generator (0)
#Accept any ID for car generator = 0

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available (50)
Memory available = 3500

; Max number of stream handles (32)
#Max number of stream handles = 32

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
Invisible entity pointers = 350

; Visible super LOD pointers (50)
Visible super LOD pointers = 100

; Visible LOD pointers (1000)
Visible LOD pointers = 2000

; Visible entity pointers (1000)
Visible entity pointers = 2000

[VISIBILITY LIMITS]
; Alpha list limit (20)
Alpha list limit = 40

; Alpha boat atomic list limit (20)
Alpha boat atomic list limit = 30

; Alpha entity list limit (200)
Alpha entity list limit = 300

; Alpha underwater entity list limit (100)
Alpha underwater entity list limit = 200

; Alpha really draw last list limit (50)
Alpha really draw last list limit = 70

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 100

[ID LIMITS]
; Apply ID limit patch (0)
#Apply ID limit patch = 1

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 20000

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 300

; FILE_TYPE_IPL (256)
#FILE_TYPE_IPL = 256

; FILE_TYPE_IFP (180)
#FILE_TYPE_IFP = 180

; FILE_TYPE_RRR (475)
#FILE_TYPE_RRR = 475

; FILE_TYPE_SCM (82)
#FILE_TYPE_SCM = 82

; Use file binary search by name (0)
; Binary search speeds up the time that it takes a game to find the ID of file, when searching for it by the name.
; This is really nice to have enabled when using milion models or more.
; Rockstar Games noticed how it's useful and implemented it later in GTA IV. Now possible in GTA SA.
#Use file binary search by name = 0

; Count of killable model IDs (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
; 
; As such, this value will affect the max possible ID for ped/vehicle.
Count of killable model IDs = 20000

[HANDLING.CFG LIMITS]
; Apply handling.cfg patch (0)
Apply handling.cfg patch = 1

; Number of standard lines (210)
Number of standard lines = 1000

; Number of bike lines (13)
Number of bike lines = 200

; Number of flying lines (24)
Number of flying lines = 200

; Number of boat lines (12)
Number of boat lines = 100

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; Max size of MAIN segment (200000)
#Max size of MAIN segment = 200000

; Max mission size (69000)
#Max mission size = 69000

; Running scripts (96)
#Running scripts = 96

; Mission cleanup (75)
#Mission cleanup = 75

; Max number of used objects (395)
#Max number of used objects = 395

; Scripts for brains (70)
#Scripts for brains = 70

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Collision size (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance (300.0)
#LOD distance = 300.0

; Max number of particles active (1000)
#Max number of particles active = 1000

; Object info entries (160)
; Max number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
Object info entries = 300

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 3000

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
Vehicle colors = 256

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader (0)
; Make it possible to use a roadblox.dat of variable size.
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

; Real time shadows (16)
#Real time shadows = 16

[WEAPON LIMITS]
; Enable weapon type loader  (0)
Enable weapon type loader = 1

; Weapon type loader, number of type IDs (60)
Weapon type loader, number of type IDs = 100

; Enable melee combo type loader (0)
#Enable melee combo type loader = 1

; Max number of melee combos (17)
#Max number of melee combos = 18

[SPECIAL]
; Disable radar rotation (0)
#Disable radar rotation = 0

; Disable plane speed limit (0)
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled (0)
#Make helicopters land on water when cars on water cheat enabled = 0

; Make save of variable size (0)
#Make save of variable size = 0

; Make paintjobs work for any ID (0)
#Make paintjobs work for any ID = 0

[ERROR REPORTING]
; Enable error reporting (1)
Enable error reporting = 1

; Attempt to load object instance with undefined ID (1)
Attempt to load object instance with undefined ID = 1

; Car generator limit exceeded (0)
#Car generator limit exceeded = 0

; Car generator with invalid model ID is getting registered (1)
Car generator with invalid model ID is getting registered = 1

; IMG archive needs rebuilding (1)
IMG archive needs rebuilding = 1

; Model does not have collision loaded (1)
Model does not have collision loaded = 1

; Model has collision already set up (0)
#Model has collision already set up = 0

; Model name is declared on multiple IDs (0)
#Model name is declared on multiple IDs = 0

; Requested file does not exist (0)
#Requested file does not exist = 0

; Stream handles limit exceeded (1)
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enable debug output (0)
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded (0)
#Enable logging of files loaded = 0

[DEBUGGING]
; Copy info to pad 1 from pad 0 (0)
#Copy info to pad 1 from pad 0 = 0

[ADDONS]
; Enable cheat string loader (0)
#Enable cheat string loader = 0

; Enable vehicle audio loader (0)
Enable vehicle audio loader = 1

; Enable train type carriages loader (0)
#Enable train type carriages loader = 0

; Train type carriage loader, max number of vehicles for type (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train type carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

; Enable radar blip sprite filename loader (0)
#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 64

; Enable model special feature loader (0)
#Enable model special feature loader = 0

[MAIN]
; author (fastman92)
author = fastman92

; Disable FLA loading text (0)
Disable FLA loading text = 1

; FLA main window disable code ()
FLA main window disable code = 

; Register global expection handler (1)
; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1

; Disable music on global exception handler (0)
#Disable music on global exception handler = 0

; Use a different INI ()
#Use a different INI = 

 

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fastman92
2 minutes ago, Mihail92 said:
; fastman92limitAdjuster_GTASA.ini

[DYNAMIC LIMITS]
; ColModels (10150)
; Number of different collisions that can be loaded.
ColModels = 50000

; VehicleStructs (50)
; Max number of vehicles with different IDs loaded.
VehicleStructs = 200

; rwObjectInstances (1000)
rwObjectInstances = 30000

; Matrices (900)
Matrices = 5000

; PtrNode Singles (70000)
PtrNode Singles = 200000

; PtrNode Doubles (3200)
PtrNode Doubles = 150000

; EntryInfoNodes (500)
EntryInfoNodes = 1000

; Peds (140)
#Peds = 140

; Vehicles (110)
#Vehicles = 110

; Objects (350)
#Objects = 350

; Tasks (500)
#Tasks = 500

; Events (200)
#Events = 200

; PointRoute (64)
#PointRoute = 64

; PatrolRoute (32)
#PatrolRoute = 32

; NodeRoute (64)
#NodeRoute = 64

; TaskAllocator (16)
#TaskAllocator = 16

; PedIntelligence (140)
#PedIntelligence = 140

; PedAttractors (64)
#PedAttractors = 64

; QuadTreeNodes (400)
QuadTreeNodes = 1000

; Collision links (50)
Collision links = 200

; CustomEnvMapPipeMatDataPool (4096)
CustomEnvMapPipeMatDataPool = 10100

; CustomEnvMapPipeAtmDataPool (1024)
CustomEnvMapPipeAtmDataPool = 5100

; CustomSpecMapPipeMaterialDataPool (4096)
CustomSpecMapPipeMaterialDataPool = 10100

[IPL]
; Buildings (13000)
Buildings = 90000

; Dummies (2500)
Dummies = 15000

; Inst entries per file (4096)
Inst entries per file = 15100

; Entity index array (40)
Entity index array = 1000

; Map zones (39)
Map zones = 70

; Navigation zones (380)
#Navigation zones = 380

; COccluder, apply coordinate limit patch (0)
#COccluder, apply coordinate limit patch = 0

; Interior occluders (40)
#Interior occluders = 40

; Occluders (1000)
#Occluders = 1000

; Timecycle modifiers (32)
#Timecycle modifiers = 32

; CULL mirror attribute zones (72)
#CULL mirror attribute zones = 72

; CULL tunnel attribute zones (40)
#CULL tunnel attribute zones = 40

; CULL attribute zones (1300)
#CULL attribute zones = 1300

; Stunt jumps (256)
#Stunt jumps = 256

; Entry exits (400)
Entry exits = 800

; Auzo zone boxes (158)
#Auzo zone boxes = 158

; Auzo zone boxes, apply coordinate limit patch (0)
#Auzo zone boxes, apply coordinate limit patch = 0

; Auzo zone spheres (3)
#Auzo zone spheres = 3

; Enable pickup limit patch (0)
#Enable pickup limit patch = 0

; Pickups (620)
#Pickups = 620

; Pickup collected (20)
#Pickup collected = 20

[IDE LIMITS]
; IDE Objects Type 1 (14000)
IDE Objects Type 1 = 34000

; IDE Objects Type 2 (70)
IDE Objects Type 2 = 1000

; Timed Objects (169)
Timed Objects = 1000

; Hier Objects (92)
Hier Objects = 200

; Vehicle Models (212)
Vehicle Models = 1000

; Ped Models (278)
#Ped Models = 278

; Weapon Models (51)
Weapon Models = 60

; 2DFX Effects (100)
#2DFX Effects = 100

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch (0)
#Apply tracks.dat coordinate limit patch = 0

; Tracks.dat file size limit (46384)
#Tracks.dat file size limit = 46384

; Max number of track stations (6)
#Max number of track stations = 6

; Enable track config loader (0)
#Enable track config loader = 0

; Apply paths limit patch (0)
#Apply paths limit patch = 0

; Enable path debugging (0)
; Make sure to increase 'OTHER LIMITS -> Coronas', because the path debugging registers a large number of coronas to be rendered.
#Enable path debugging = 0

; Paths map size (6000)
; This option requires a new set of files if map size is changed!!!
#Paths map size = 6000

; Radar map size (6000)
; This option requires a new set of files if map size is changed!!!
#Radar map size = 6000

; Enable frontend map different (0)
#Enable frontend map different = 0

; Water map size (6000)
#Water map size = 6000

; Renderware world map size (20000)
#Renderware world map size = 20000

; World map size (6000)
#World map size = 6000

; World sector size (50)
#World sector size = 50

; World LOD sector size (200)
#World LOD sector size = 200

[LEVEL LIMITS]
; Number of levels (4)
; Level limits are enabled if you uncomment 'Number of levels'
; Currently it's only possible to put the default ped IDs for levels.
; Random IDs won't work for peds
#Number of levels = 4

; Cop car level 0 (599)
Cop car level 0 = 599

; Cop car level 1 (596)
Cop car level 1 = 596

; Cop car level 2 (597)
Cop car level 2 = 597

; Cop car level 3 (598)
Cop car level 3 = 598

; Cop bike (523)
Cop bike = 523

; Cop ped level 0 (283)
Cop ped level 0 = 283

; Cop ped level 1 (280)
Cop ped level 1 = 280

; Cop ped level 2 (281)
Cop ped level 2 = 281

; Cop ped level 3 (282)
Cop ped level 3 = 282

; Cop ped bike (284)
Cop ped bike = 284

; Ambulance level 1 (416)
Ambulance level 1 = 416

; Ambulance level 2 (416)
Ambulance level 2 = 416

; Ambulance level 3 (416)
Ambulance level 3 = 416

; Medic level 1 (274)
Medic level 1 = 274

; Medic level 2 (275)
Medic level 2 = 275

; Medic level 3 (276)
Medic level 3 = 276

; Fire engine level 1 (407)
Fire engine level 1 = 407

; Fire engine level 2 (407)
Fire engine level 2 = 407

; Fire engine level 3 (407)
Fire engine level 3 = 407

; Fireman level 1 (277)
Fireman level 1 = 277

; Fireman level 2 (279)
Fireman level 2 = 279

; Fireman level 3 (278)
Fireman level 3 = 278

; Number of cab drivers for level 0 (0)
Number of cab drivers for level 0 = 0

; Number of cab drivers for level 1 (2)
Number of cab drivers for level 1 = 2

; Cab driver level 1 place 0 (262)
Cab driver level 1 place 0 = 262

; Cab driver level 1 place 1 (261)
Cab driver level 1 place 1 = 261

; Number of cab drivers for level 2 (2)
Number of cab drivers for level 2 = 2

; Cab driver level 2 place 0 (220)
Cab driver level 2 place 0 = 220

; Cab driver level 2 place 1 (234)
Cab driver level 2 place 1 = 234

; Number of cab drivers for level 3 (2)
Number of cab drivers for level 3 = 2

; Cab driver level 3 place 0 (182)
Cab driver level 3 place 0 = 182

; Cab driver level 3 place 1 (206)
Cab driver level 3 place 1 = 206

; Item price multiplier 0 (1.0)
Item price multiplier 0 = 1.0

; Item price multiplier 1 (1.0)
Item price multiplier 1 = 1.0

; Item price multiplier 2 (1.0)
Item price multiplier 2 = 1.0

; Item price multiplier 3 (1.2)
Item price multiplier 3 = 1.2

[VEHICLE SPECIAL FEATURES]
; Enable special features (0)
#Enable special features = 0

; Number of hydra vehicles (1)
Number of hydra vehicles = 1

; Hydra 1 (520)
Hydra 1 = 520

; Number of ZR350 vehicles (1)
Number of ZR350 vehicles = 1

; ZR350 1 (477)
ZR350 1 = 477

[RESTARTS]
; Max number of hospital restarts (10)
#Max number of hospital restarts = 10

; Max number of police restarts (10)
#Max number of police restarts = 10

[IMG LIMITS]
; Max number of IMG archives (8)
#Max number of IMG archives = 8

; Enable handling of new enhanced IMG archives (0)
#Enable handling of new enhanced IMG archives = 0

; Increase the IMG archive size limit (0)
#Increase the IMG archive size limit = 0

; Enable handling of IMGLIST keyword (1)
#Enable handling of IMGLIST keyword = 1

[DIRECTORY LIMITS]
; Extra objects directory (550)
#Extra objects directory = 550

; Cutscene directory (512)
#Cutscene directory = 512

; Clothes directory (550)
#Clothes directory = 550

[WATER LIMITS]
; Water triangles (6)
Water triangles = 24

; Water quads (301)
Water quads = 2500

; Water quads and triangles list (701)
Water quads and triangles list = 3505

; Water vertices (1021)
Water vertices = 9856

; Blocks to be rendered outside world (70)
Blocks to be rendered outside world = 500

[CAR STREAMING]
; Cargrp cars per group (23)
; Max number you can put is 63.
; Do not put more unless this 63 limit will be removed in the next version of limit adjuster.
; Remember to increase a limit of VehicleStructs appropriately!
; Otherwise the game will crash after few minutes of playing, because a limit of VehicleStructs will be exceeded.
Cargrp cars per group = 63

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
Car generators = 800

; Number of process counter passes for car generators (4)
#Number of process counter passes for car generators = 4

; Use extended format for car generators (0)
#Use extended format for car generators = 0

; Accept any ID for car generator (0)
#Accept any ID for car generator = 0

[PED STREAMING]
; Pedgrp peds per group (21)
#Pedgrp peds per group = 21

[STREAMING]
; Memory available (50)
Memory available = 3500

; Max number of stream handles (32)
#Max number of stream handles = 32

; Number of requested models above which the game considers loading very busy (5)
#Number of requested models above which the game considers loading very busy = 5

; Minimum number of iterations in LoadAllRequestedModels (10)
#Minimum number of iterations in LoadAllRequestedModels = 10

[RENDERER LIMITS]
; Invisible entity pointers (150)
Invisible entity pointers = 350

; Visible super LOD pointers (50)
Visible super LOD pointers = 100

; Visible LOD pointers (1000)
Visible LOD pointers = 2000

; Visible entity pointers (1000)
Visible entity pointers = 2000

[VISIBILITY LIMITS]
; Alpha list limit (20)
Alpha list limit = 40

; Alpha boat atomic list limit (20)
Alpha boat atomic list limit = 30

; Alpha entity list limit (200)
Alpha entity list limit = 300

; Alpha underwater entity list limit (100)
Alpha underwater entity list limit = 200

; Alpha really draw last list limit (50)
Alpha really draw last list limit = 70

; Weapon peds for PC limit (100)
#Weapon peds for PC limit = 100

[ID LIMITS]
; Apply ID limit patch (0)
#Apply ID limit patch = 1

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 20000

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 300

; FILE_TYPE_IPL (256)
#FILE_TYPE_IPL = 256

; FILE_TYPE_IFP (180)
#FILE_TYPE_IFP = 180

; FILE_TYPE_RRR (475)
#FILE_TYPE_RRR = 475

; FILE_TYPE_SCM (82)
#FILE_TYPE_SCM = 82

; Use file binary search by name (0)
; Binary search speeds up the time that it takes a game to find the ID of file, when searching for it by the name.
; This is really nice to have enabled when using milion models or more.
; Rockstar Games noticed how it's useful and implemented it later in GTA IV. Now possible in GTA SA.
#Use file binary search by name = 0

; Count of killable model IDs (800)
; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs.
; Model IDs that may be killed are vehicles/peds.
; Default value of 800, means that 0-799 is valid ID for ped/vehicle.
; 
; As such, this value will affect the max possible ID for ped/vehicle.
Count of killable model IDs = 20000

[HANDLING.CFG LIMITS]
; Apply handling.cfg patch (0)
Apply handling.cfg patch = 1

; Number of standard lines (210)
Number of standard lines = 1000

; Number of bike lines (13)
Number of bike lines = 200

; Number of flying lines (24)
Number of flying lines = 200

; Number of boat lines (12)
Number of boat lines = 100

; Number of animation group lines (30)
#Number of animation group lines = 30

[SCM LIMITS]
; Max size of MAIN segment (200000)
#Max size of MAIN segment = 200000

; Max mission size (69000)
#Max mission size = 69000

; Running scripts (96)
#Running scripts = 96

; Mission cleanup (75)
#Mission cleanup = 75

; Max number of used objects (395)
#Max number of used objects = 395

; Scripts for brains (70)
#Scripts for brains = 70

; Switch jump table cases (75)
#Switch jump table cases = 75

[OTHER LIMITS]
; Coronas (64)
#Coronas = 64

; Collision size (32768)
#Collision size = 32768

; Cover points (100)
#Cover points = 100

; LOD distance (300.0)
#LOD distance = 300.0

; Max number of particles active (1000)
#Max number of particles active = 1000

; Object info entries (160)
; Max number of object.dat entries.
; 5 first entries of array are reserved for hardcoded purpose.
Object info entries = 300

; Radar traces (175)
#Radar traces = 175

; References (3000)
#References = 3000

; Set pieces (210)
#Set pieces = 210

; Set pieces, apply coordinate limit patch (0)
#Set pieces, apply coordinate limit patch = 0

; Vehicle colors (128)
Vehicle colors = 256

; Number of plate textures (3)
#Number of plate textures = 3

[ROADBLOCK LIMITS]
; Apply roadblox.dat better loader (0)
; Make it possible to use a roadblox.dat of variable size.
#Apply roadblox.dat better loader = 0

[SHADOW LIMITS]
; Shadows stored (48)
#Shadows stored = 48

; Poly bunches (360)
#Poly bunches = 360

; Static shadows (48)
#Static shadows = 48

; Permanent shadows (48)
#Permanent shadows = 48

; Real time shadows (16)
#Real time shadows = 16

[WEAPON LIMITS]
; Enable weapon type loader  (0)
Enable weapon type loader = 1

; Weapon type loader, number of type IDs (60)
Weapon type loader, number of type IDs = 100

; Enable melee combo type loader (0)
#Enable melee combo type loader = 1

; Max number of melee combos (17)
#Max number of melee combos = 18

[SPECIAL]
; Disable radar rotation (0)
#Disable radar rotation = 0

; Disable plane speed limit (0)
#Disable plane speed limit = 0

; Make helicopters land on water when cars on water cheat enabled (0)
#Make helicopters land on water when cars on water cheat enabled = 0

; Make save of variable size (0)
#Make save of variable size = 0

; Make paintjobs work for any ID (0)
#Make paintjobs work for any ID = 0

[ERROR REPORTING]
; Enable error reporting (1)
Enable error reporting = 1

; Attempt to load object instance with undefined ID (1)
Attempt to load object instance with undefined ID = 1

; Car generator limit exceeded (0)
#Car generator limit exceeded = 0

; Car generator with invalid model ID is getting registered (1)
Car generator with invalid model ID is getting registered = 1

; IMG archive needs rebuilding (1)
IMG archive needs rebuilding = 1

; Model does not have collision loaded (1)
Model does not have collision loaded = 1

; Model has collision already set up (0)
#Model has collision already set up = 0

; Model name is declared on multiple IDs (0)
#Model name is declared on multiple IDs = 0

; Requested file does not exist (0)
#Requested file does not exist = 0

; Stream handles limit exceeded (1)
Stream handles limit exceeded = 1

[DEBUG OUTPUT]
; Enable debug output (0)
; Enables debug output from sprintf and printf functions.
#Enable debug output = 0

; Enable logging of files loaded (0)
#Enable logging of files loaded = 0

[DEBUGGING]
; Copy info to pad 1 from pad 0 (0)
#Copy info to pad 1 from pad 0 = 0

[ADDONS]
; Enable cheat string loader (0)
#Enable cheat string loader = 0

; Enable vehicle audio loader (0)
Enable vehicle audio loader = 1

; Enable train type carriages loader (0)
#Enable train type carriages loader = 0

; Train type carriage loader, max number of vehicles for type (15)
#Train type carriage loader, max number of vehicles for type = 15

; Train type carriage loader, number of type IDs (16)
#Train type carriage loader, number of type IDs = 16

; Enable radar blip sprite filename loader (0)
#Enable radar blip sprite filename loader = 0

; Radar blip sprite filename loader, number of type IDs (64)
#Radar blip sprite filename loader, number of type IDs = 64

; Enable model special feature loader (0)
#Enable model special feature loader = 0

[MAIN]
; author (fastman92)
author = fastman92

; Disable FLA loading text (0)
Disable FLA loading text = 1

; FLA main window disable code ()
FLA main window disable code = 

; Register global expection handler (1)
; Crash expection handler
; You should leave it enabled, or there will be no crash log.
; Please don't disable it unless you have a good reason.
Register global expection handler = 1

; Disable music on global exception handler (0)
#Disable music on global exception handler = 0

; Use a different INI ()
#Use a different INI = 

 

Your INI file seems good. Show me FLA log.

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Mihail92
Starting fastman92 limit adjuster 5.6, compilation time: Jul 12 2020 06:49:24 (UTC)
Website: http://fastman92.com

Launch time: 6-8-2020 18:00:00 (UTC)
Launched during the day.

Solution platform: WIN_X86
FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written.
Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes
Game uses dynamic image base? No
Game preferred image base: 0x400000
Game current image base: 0x400000

Number of FLA modules: 67
Delayed processing of limits? No

Root base directory: 
Root directory: F:\GTA San Andreas4\scripts
Initial directory: F:\GTA San Andreas4\scripts
INI filename: fastman92limitAdjuster_GTASA.ini

Global exception handler has been registered.
---------------------------------------------
Modified count of killable model IDs: 20000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 800 Is CCarGenerator_extended structure used: 0
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 1000
Number of bike lines = 200
Number of flying lines = 200
Number of boat lines = 100
Number of animation group lines = 30

&mod_HandlingManager = 0x1970A20, sizeof(mod_HandlingManager) = 0x466F8
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 200
---------------------------------------------
Modified limit of DYNAMIC LIMITS: rwObjectInstances to: 30000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Matrices to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 200000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 150000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 200
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 50000
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 10100
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 5100
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 10100
---------------------------------------------
Modified limit of IPL:inst, buildings to: 90000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 15000
---------------------------------------------
Modified limit of IPL: inst per file to: 15100
---------------------------------------------
Modified limit of IPL: entity index array to: 1000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 70
---------------------------------------------
Modified limit of IPL:Entry exits to: 800
---------------------------------------------
Modified limit of IDE:objs:type1 section to 34000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 1000
---------------------------------------------
Modified limit of IDE:hier section to 200
---------------------------------------------
Modified limit of IDE:tobj section to 1000
---------------------------------------------
Modified limit of IDE:cars section to 1000
---------------------------------------------
Modified limit of IDE:weap section to 60
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 24
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 2500
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 3505
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 9856
---------------------------------------------
Modified limit of WATER LIMITS -> Blocks to be rendered outside world to: 500
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Streaming memory available limit set to 3670016000 bytes (3500 MB)
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 350
---------------------------------------------
Modified limit of RENDERER: Visible super LOD pointers to: 100
---------------------------------------------
Modified limit of RENDERER: Visible LOD pointers to: 2000
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 2000
---------------------------------------------
Modified limit of VISIBILITY: Alpha list limit to: 40
---------------------------------------------
Modified limit of VISIBILITY: Alpha boat atomic list to: 30
---------------------------------------------
Modified limit of VISIBILITY: Alpha entity list limit to: 300
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 70
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 300
---------------------------------------------
Vehicle colours limit is over 255 and requires something more than uint8_t. Applying colour ID uint32_t patches.
Modified limit of OTHER LIMITS: Vehicle colors to: 256
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
Game terminated.

 

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fastman92
Posted (edited)
5 minutes ago, Mihail92 said:
Starting fastman92 limit adjuster 5.6, compilation time: Jul 12 2020 06:49:24 (UTC)
Website: http://fastman92.com

Launch time: 6-8-2020 18:00:00 (UTC)
Launched during the day.

Solution platform: WIN_X86
FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written.
Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes
Game uses dynamic image base? No
Game preferred image base: 0x400000
Game current image base: 0x400000

Number of FLA modules: 67
Delayed processing of limits? No

Root base directory: 
Root directory: F:\GTA San Andreas4\scripts
Initial directory: F:\GTA San Andreas4\scripts
INI filename: fastman92limitAdjuster_GTASA.ini

Global exception handler has been registered.
---------------------------------------------
Modified count of killable model IDs: 20000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 800 Is CCarGenerator_extended structure used: 0
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 1000
Number of bike lines = 200
Number of flying lines = 200
Number of boat lines = 100
Number of animation group lines = 30

&mod_HandlingManager = 0x1970A20, sizeof(mod_HandlingManager) = 0x466F8
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 200
---------------------------------------------
Modified limit of DYNAMIC LIMITS: rwObjectInstances to: 30000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Matrices to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Singles to: 200000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PtrNode Doubles to: 150000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: EntryInfoNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: QuadTreeNodes to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 200
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 50000
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 10100
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 5100
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 10100
---------------------------------------------
Modified limit of IPL:inst, buildings to: 90000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 15000
---------------------------------------------
Modified limit of IPL: inst per file to: 15100
---------------------------------------------
Modified limit of IPL: entity index array to: 1000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 70
---------------------------------------------
Modified limit of IPL:Entry exits to: 800
---------------------------------------------
Modified limit of IDE:objs:type1 section to 34000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 1000
---------------------------------------------
Modified limit of IDE:hier section to 200
---------------------------------------------
Modified limit of IDE:tobj section to 1000
---------------------------------------------
Modified limit of IDE:cars section to 1000
---------------------------------------------
Modified limit of IDE:weap section to 60
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 24
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 2500
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 3505
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 9856
---------------------------------------------
Modified limit of WATER LIMITS -> Blocks to be rendered outside world to: 500
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Streaming memory available limit set to 3670016000 bytes (3500 MB)
---------------------------------------------
Modified limit of RENDERER: Invisible entity pointers to: 350
---------------------------------------------
Modified limit of RENDERER: Visible super LOD pointers to: 100
---------------------------------------------
Modified limit of RENDERER: Visible LOD pointers to: 2000
---------------------------------------------
Modified limit of RENDERER: Visible entity pointers to: 2000
---------------------------------------------
Modified limit of VISIBILITY: Alpha list limit to: 40
---------------------------------------------
Modified limit of VISIBILITY: Alpha boat atomic list to: 30
---------------------------------------------
Modified limit of VISIBILITY: Alpha entity list limit to: 300
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 200
---------------------------------------------
Modified limit of VISIBILITY: Alpha really draw last list limit to: 70
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 300
---------------------------------------------
Vehicle colours limit is over 255 and requires something more than uint8_t. Applying colour ID uint32_t patches.
Modified limit of OTHER LIMITS: Vehicle colors to: 256
---------------------------------------------
Error reporting going to be applied.
GTA_ERROR_ATTEMPT_TO_LOAD_OBJECT_INSTANCE_WITH_UNDEFINED_ID enabled.
GTA_ERROR_MODEL_DOES_NOT_HAVE_COLLISION_LOADED enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_IMG_ARCHIVE_NEEDS_REBUILDING enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
Game terminated.

 

Replace the FLA ASI to version 4.3, see if there is still a problem and tell me.

Edited by fastman92

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Mihail92

The effect is the same

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