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fastman92 limit adjuster


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13 hours ago, N1tin said:

ive installed fla 7.6 but now it shows asi loader error : failed to load $fastman92 Limit Adjuster.asi and when i check my task manager, gta sa pops up for some seconds and then disappears..

Edit : I have installed Silent Asi Loader, now the error is gone but the game does not even launches ( i click the exe file, it changes my cursor to loading one and then nothing happens. )

mmm, that's weird, send screenshot from your gta sa root please.

Hamzeol Murf

Is It Possible That This Configuration Of .ini Is Causing A Memory Leak? The Game Crashes Sometimes At The Intro Movies When You Launch The Game And Sometimes Minutes Into The Game.

 

The Problem Occurs With Adding Weapons. I've Added Weapons, Peds & Objects. The Game Was Working Flawlessly, But Very Recently I Added A Weapon And This Problem Began. So I Removed Everything Related To It But It Still Kept Crashing. Now When I Even Add Weapons To A Fresh Copy Of The Game, It Still Crashes Like How I Described.

 

; fastman92limitAdjuster_GTASA.ini

; Important information: do not set limits to very high values like 9999999!
; Each increase of limit is usually correlated with an increase of memory being used.
; Some understanding is required to set up the limits.

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; Peds (140)
Peds = 8000

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
#Buildings = 13000

; Dummies (2500)
#Dummies = 2500

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

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

; Map zones (39)
#Map zones = 39

; 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 = 400

; 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 = 14000

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

; Timed Objects (169)
#Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
#Vehicle Models = 212

; Ped Models (278)
Ped Models = 8000

; Weapon Models (51)
Weapon Models = 800

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

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

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

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 20000

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 255

; 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 = 8000

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

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

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

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

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

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

[SCM LIMITS]
; Max size of MAIN segment (200000)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#Max size of MAIN segment = 200000

; Max mission size (69000)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#Max mission size = 69000

; Running scripts (96)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#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 = 160

; 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 = 128

; 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 (70)
Weapon type loader, number of type IDs = 800

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

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

[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

; Disable CINFO.BIN and MINFO.BIN loading (1)
Disable CINFO.BIN and MINFO.BIN loading = 1

[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 = 0

; 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 = 0

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

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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

Hamzeol Murf
24 minutes ago, Hamzeol Murf said:

Is It Possible That This Configuration Of .ini Is Causing A Memory Leak? The Game Crashes Sometimes At The Intro Movies When You Launch The Game And Sometimes Minutes Into The Game.

 

The Problem Occurs With Adding Weapons. I've Added Weapons, Peds & Objects. The Game Was Working Flawlessly, But Very Recently I Added A Weapon And This Problem Began. So I Removed Everything Related To It But It Still Kept Crashing. Now When I Even Add Weapons To A Fresh Copy Of The Game, It Still Crashes Like How I Described.

 

; fastman92limitAdjuster_GTASA.ini

; Important information: do not set limits to very high values like 9999999!
; Each increase of limit is usually correlated with an increase of memory being used.
; Some understanding is required to set up the limits.

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; Peds (140)
Peds = 8000

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
#Buildings = 13000

; Dummies (2500)
#Dummies = 2500

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

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

; Map zones (39)
#Map zones = 39

; 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 = 400

; 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 = 14000

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

; Timed Objects (169)
#Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
#Vehicle Models = 212

; Ped Models (278)
Ped Models = 8000

; Weapon Models (51)
Weapon Models = 800

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

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

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

; FILE_TYPE_DFF (20000)
#FILE_TYPE_DFF = 20000

; FILE_TYPE_TXD (5000)
#FILE_TYPE_TXD = 5000

; FILE_TYPE_COL (255)
#FILE_TYPE_COL = 255

; 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 = 8000

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

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

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

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

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

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

[SCM LIMITS]
; Max size of MAIN segment (200000)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#Max size of MAIN segment = 200000

; Max mission size (69000)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#Max mission size = 69000

; Running scripts (96)
; Altering this limit can produce different savefiles that can't be loaded if value of this limit is different.
#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 = 160

; 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 = 128

; 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 (70)
Weapon type loader, number of type IDs = 800

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

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

[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

; Disable CINFO.BIN and MINFO.BIN loading (1)
Disable CINFO.BIN and MINFO.BIN loading = 1

[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 = 0

; 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 = 0

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

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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

Here's A Crash Log, Turns Out It Happens After Doing Anything To Weapon Files, Not Just Adding

 

fastman92 limit adjuster 7.6, compilation time: Jun 14 2024 06:14:37 (UTC)
Game has crashed, here's a crash log:
Current process ID: 25136
Current thread ID: 25048
Last file to be loaded: D:\GTA_SAS\Fresh\audio/sfx/spc_pa Last library loaded: avrt
Exception address: 0x00603CED ("gta_sa.exe"+0x203CED)
Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) Inaccessible memory address: 0x27
General registers:
EAX: 0x00000000 (0) EBX: 0x00000000 (0)
ECX: 0x1516923C (353800764) EDX: 0x04267458 (69629016) ESI: 0x17DD5514 (400381204) EDI: 0x15169408 (353801224) EBP: 0x17DD2E40 (400371264)
ESP: 0x0177F4DC (24638684)
EIP: 0x00603CED (6307053) [gta_sa.exe"+0x203CED]
EFL: 0x00210246 (2163270)
Please do not take a screenshot, but send a full log file to others!
OK

Hello everybody! Sometimes my game crashes at the intro at the launch and sometimes on the loading. I've only added some cars and changed dff's and txd's of some canilla ones. I've already double checked all files (handling, carcols, carmods etc.) and found no mistakes. Also I've tried to delete everything connected to the lastly added cars but the problem still presist. Can anybody help me, please?

 

Starting fastman92 limit adjuster 6.5, compilation time: May 14 2022 15:55:55 (UTC)
Website: http://fastman92.com

Launch time: 24-6-2024 20:33:23 (UTC), 23:33 (local)
Launched during the night.

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: 70
Delayed processing of limits? No

Root base directory: 
Root directory: D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas
Initial directory: D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas
INI filename: fastman92limitAdjuster_GTASA.ini

Global exception handler has been registered.
---------------------------------------------
Model special features are enabled. Because of this, the ID limits will be patched.

New ID limits:
0 - 19999 (20000) - DFF models defined within IDE files
20000 - 24999 (5000) - TXD texture archives.
25000 - 25254 (255) - COL collision archives.
25255 - 25510 (256) - IPL Binary IPL files.
25511 - 25574 (64) - DAT files limited to nodes*.dat
25575 - 25754 (180) - IFP animation archives.
25755 - 26229 (475) - RRR car recordings, carrec*.rrr files
26230 - 26311 (82) - SCM scripts
26312 - 26313 (2) - Loaded list
26314 - 26315 (2) - Requested list
26316 - count of all file IDs


Addresses:
CModelInfo::ms_modelInfoPtrs: 0xA9B0C8
CStreaming::ms_aInfoForModel: 0x8E4CC0
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60


Model special features loader enabled.
---------------------------------------------
---------------------------------------------
Modified count of killable model IDs: 12800
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 350
Number of bike lines = 13
Number of flying lines = 24
Number of boat lines = 12
Number of animation group lines = 30

&mod_HandlingManager = 0x18D3770, sizeof(mod_HandlingManager) = 0x16740
---------------------------------------------
Modified limit of IDE:cars section to 350
---------------------------------------------
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.
---------------------------------------------
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Number of memory changes made: 3619
---------------------------------------------

Game has crashed, here's a crash log:
Current process ID: 13428
Current thread ID: 16608
Last file to be loaded: DATA\CARCOLS.DAT
Last library loaded: NOT SET
Exception address: 0x005B6B2F ("GTA_SA.EXE"+0x1B6B2F)
Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION)
Inaccessible memory address: 0x2D0

General registers:
EAX: 0x00000008 (8)
EBX: 0x00000000 (0)
ECX: 0xFFFFFFFF (-1)
EDX: 0x00000000 (0)
ESI: 0x00000000 (0)
EDI: 0x00000011 (17)
EBP: 0x00000002 (2)
ESP: 0x0177F004 (24637444)
EIP: 0x005B6B2F (5991215) ["GTA_SA.EXE"+0x1B6B2F]
EFL: 0x00010202 (66050)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 260414.671875 bytes: 00 00 00 00 00 AB 4F FE 10 40
ST1: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST2: -73206.445313 bytes: 00 00 00 00 00 39 FB 8E 0F C0
ST3: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
ST4: -130207.335938 bytes: 00 00 00 00 00 AB 4F FE 0F C0
ST5: 260417.671875 bytes: 00 00 00 00 00 6B 50 FE 10 40
ST6: 0.000000 bytes: 00 00 00 00 00 00 00 00 00 00
ST7: 1.000000 bytes: 00 00 00 00 00 00 00 80 FF 3F
CTRL: 007F
STAT: 0130
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 AB 4F FE
MM1: 00 00 00 00 00 00 00 80
MM2: 00 00 00 00 00 39 FB 8E
MM3: 00 00 00 00 00 00 00 80
MM4: 00 00 00 00 00 AB 4F FE
MM5: 00 00 00 00 00 6B 50 FE
MM6: 00 00 00 00 00 00 00 00
MM7: 00 00 00 00 00 00 00 80

XMM registers, 16 bytes:
XMM0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Stack (printing from 0x177F004):
+0x000  00 00 00 00  08 34 38 10  38 4E AD 04  00 FF FF FF
+0x010  02 00 00 00  7D E6 B4 00  A0 2D 7B 72  6A 00 00 00
+0x020  AE 00 00 00  EC 00 00 00  2B 00 00 00  01 00 00 00
+0x030  00 00 00 00  78 DC 5A 0C  0E 00 00 00  01 00 00 00
+0x040  00 00 00 00  00 00 00 00  25 00 00 00  01 00 00 00
+0x050  70 F0 77 01  C8 67 18 6E  01 00 00 00  01 00 00 00
+0x060  D4 EF 5A 0C  78 DC 5A 0C  03 00 00 00  01 00 00 00
+0x070  D4 EF 5A 0C  00 00 00 00  0F 00 00 00  01 00 00 00
+0x080  50 5B 18 6E  14 F1 77 01  0C 00 00 00  01 00 00 00
+0x090  00 00 00 00  02 00 00 00  18 00 00 00  01 00 00 00
+0x0A0  64 00 00 00  28 04 00 00  70 69 6F 6E  65 65 72 00
+0x0B0  00 F0 FE 7F  76 13 00 00  7F BE 97 77  5C F1 77 01
+0x0C0  60 F1 77 01  00 00 00 00  FF FF FF FF  00 00 00 00
+0x0D0  00 00 00 00  20 F1 77 01  11 1F 18 6E  40 41 5C 0C
+0x0E0  14 F1 77 01  00 00 00 00  70 69 6F 6E  65 65 72 20
+0x0F0  20 34 33 20  31 20 20 31  34 20 31 20  20 33 37 20
+0x100  31 20 20 31  20 31 20 20  33 20 31 20  20 31 35 20
+0x110  31 20 20 31  32 20 31 20  20 32 34 20  31 00 00 33
+0x120  00 00 00 20  31 31 30 20  20 36 36 20  32 35 00 00
+0x130  00 00 20 36  33 20 20 37  37 20 37 37  20 20 38 20

base: 0x1580000   top: 0x177F004   bottom: 0x1780000

Module list
; Path    Module file size        Base    Size of image    Entry point
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\GTA_SA.EXE    14383616    0x00400000    0x01177000    0x00824570
C:\Windows\SYSTEM32\ntdll.dll    1700528    0x77920000    0x001A4000    0x00000000
C:\Windows\System32\KERNEL32.DLL    642000    0x76010000    0x000F0000    0x7602F8E0
C:\Windows\System32\KERNELBASE.dll    2339368    0x76F50000    0x0023A000    0x7706F950
C:\Windows\SYSTEM32\apphelp.dll    639488    0x74980000    0x0009F000    0x749B88E0
C:\Windows\SYSTEM32\AcLayers.DLL    384000    0x6F9D0000    0x00285000    0x6F9ED5C0
C:\Windows\System32\msvcrt.dll    776448    0x76720000    0x000BF000    0x76755AC0
C:\Windows\System32\USER32.dll    1684872    0x769B0000    0x0019D000    0x769ED4A0
C:\Windows\System32\win32u.dll    94032    0x778F0000    0x00018000    0x00000000
C:\Windows\System32\GDI32.dll    138536    0x76E30000    0x00023000    0x76E37470
C:\Windows\System32\gdi32full.dll    933456    0x77280000    0x000E6000    0x772E1930
C:\Windows\System32\msvcp_win.dll    496920    0x768E0000    0x0007B000    0x768F7800
C:\Windows\System32\ucrtbase.dll    1182408    0x76110000    0x00120000    0x7613BA30
C:\Windows\System32\SHELL32.dll    6154200    0x75A30000    0x005D7000    0x75BB1DD0
C:\Windows\System32\SHLWAPI.dll    276872    0x777E0000    0x00045000    0x777F7890
C:\Windows\System32\OLEAUT32.dll    607944    0x762A0000    0x00096000    0x762D6020
C:\Windows\System32\combase.dll    2633736    0x76B50000    0x00280000    0x76C8B8F0
C:\Windows\System32\RPCRT4.dll    769096    0x77830000    0x000BC000    0x7786AC50
C:\Windows\System32\SETUPAPI.dll    4455456    0x77370000    0x00438000    0x7739F790
C:\Windows\System32\cfgmgr32.dll    239760    0x76570000    0x0003B000    0x7657CC10
C:\Windows\System32\bcrypt.dll    97744    0x76550000    0x00019000    0x765593E0
C:\Windows\SYSTEM32\MPR.dll    94568    0x6F9B0000    0x00019000    0x6F9B3540
C:\Windows\SYSTEM32\sfc.dll    12360    0x66680000    0x00003000    0x00000000
C:\Windows\SYSTEM32\WINSPOOL.DRV    491520    0x75610000    0x0007D000    0x75629EE0
C:\Windows\System32\shcore.dll    546016    0x764B0000    0x00087000    0x764F2480
C:\Windows\SYSTEM32\sfc_os.DLL    54288    0x6F9A0000    0x00010000    0x6F9A5DD0
C:\Windows\System32\IMM32.DLL    147864    0x76610000    0x00026000    0x76614E40
C:\Windows\System32\WS2_32.dll    399848    0x76230000    0x00063000    0x76234B40
C:\Windows\System32\ADVAPI32.dll    506704    0x76860000    0x0007D000    0x76872750
C:\Windows\SYSTEM32\WINMM.dll    150352    0x74A80000    0x00028000    0x74A855B0
C:\Windows\System32\sechost.dll    487640    0x767E0000    0x00078000    0x768011D0
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\vorbisfile.dll    53760    0x727F0000    0x00011000    0x727F197B
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
C:\Windows\System32\ole32.dll    929296    0x76E60000    0x000E3000    0x76E8C9E0
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\vorbishooked.DLL    65536    0x01C10000    0x00011000    0x01C14C98
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\ogg.dll    36864    0x00110000    0x00009000    0x0011302E
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\vorbis.dll    1060864    0x03900000    0x00108000    0x03913F7C
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\$fastman92limitAdjuster.asi    11247616    0x713F0000    0x00AC4000    0x714F9717
C:\Windows\System32\PSAPI.DLL    18104    0x777B0000    0x00006000    0x777B14D0
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.19041.3636_none_c0df324c38bbc0ce\COMCTL32.dll    569200    0x74150000    0x0008D000    0x741B7340
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\MinHook.x86.dll    14848    0x73DE0000    0x00007000    0x00000000
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\DllTricks.dll    33792    0x727E0000    0x0000D000    0x727E147F
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\CLEO.asi    149504    0x72790000    0x0004B000    0x72799225
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\BASS.dll    107584    0x11000000    0x0004D000    0x1104C036
C:\Windows\SYSTEM32\MSACM32.dll    93472    0x72770000    0x00019000    0x72774420
C:\Windows\SYSTEM32\winmmbase.dll    110720    0x72750000    0x0001D000    0x72763850
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\gsx.asi    336384    0x726F0000    0x00056000    0x72709652
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader.asi    643584    0x725A0000    0x000A4000    0x725F4403
C:\Windows\SYSTEM32\dbghelp.dll    1494016    0x75480000    0x00188000    0x754B8B70
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\sa_widescreenfix_lite.asi    65024    0x726D0000    0x00014000    0x726D4B4A
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\SilentPatchSA.asi    282624    0x72550000    0x00049000    0x72571860
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\VehFuncs.asi    548648    0x724A0000    0x000A7000    0x724DBFDE
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\VehicleAudioLoader.asi    10240    0x723E0000    0x000B5000    0x723E178D
C:\Windows\SYSTEM32\MSVCR100.dll    773968    0x72320000    0x000BF000    0x72331DFC
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\V_HUD_by_DK22Pac.asi    354816    0x72280000    0x00095000    0x722AE3A1
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\WantedLevelEditor.asi    856888    0x6FDA0000    0x00308000    0x6FE15F88
C:\Windows\SYSTEM32\windows.storage.dll    6412488    0x74DE0000    0x00615000    0x74FBCE50
C:\Windows\SYSTEM32\Wldp.dll    148248    0x74AC0000    0x00025000    0x74AC8E10
C:\Windows\SYSTEM32\profapi.dll    103440    0x74620000    0x0001B000    0x7462A5D0
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.asi.dll    202240    0x72240000    0x00037000    0x72255506
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.bank.dll    241664    0x721F0000    0x00042000    0x722093E8
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.data.dll    2716672    0x6E250000    0x0029E000    0x6E40A471
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.fx.dll    299008    0x721A0000    0x0004E000    0x721BE728
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.movies.dll    143360    0x72170000    0x00028000    0x7217AF48
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.scm.dll    142848    0x72140000    0x00028000    0x7214ACB8
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.sprites.dll    413184    0x720D0000    0x0006A000    0x720FE279
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.stream.dll    388096    0x72060000    0x00065000    0x7208A050
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.text.dll    162816    0x72030000    0x0002D000    0x7203D1D4
D:\Games\Grand Theft Auto - San Andreas\GTA San Andreas\modloader\.data\plugins\gta3\std.tracks.dll    178176    0x71FF0000    0x00031000    0x720002B4
C:\Windows\system32\uxtheme.dll    454144    0x74D00000    0x00074000    0x74D372A0
C:\Windows\System32\MSCTF.dll    860488    0x76640000    0x000D3000    0x7668DD70
C:\Windows\SYSTEM32\kernel.appcore.dll    53760    0x74A20000    0x0000F000    0x74A247E0
C:\Windows\System32\bcryptPrimitives.dll    384440    0x77220000    0x0005F000    0x772536C0
C:\Windows\SYSTEM32\textinputframework.dll    755784    0x73E80000    0x000B9000    0x73EC08B0
C:\Windows\System32\CoreUIComponents.dll    2623336    0x6EAA0000    0x0027F000    0x6EAFEBA0
C:\Windows\System32\CoreMessaging.dll    632200    0x6EE00000    0x0009B000    0x6EE611B0
C:\Windows\SYSTEM32\ntmarta.dll    154080    0x75400000    0x00029000    0x75407E90
C:\Windows\SYSTEM32\wintypes.dll    905936    0x6ED20000    0x000DD000    0x6ED99130
C:\Windows\SYSTEM32\TextShaping.dll    613680    0x74870000    0x00095000    0x748FF2F0
C:\Windows\SYSTEM32\DDRAW.dll    527360    0x72B30000    0x000E9000    0x72B412A0
C:\Windows\SYSTEM32\dxgi.dll    785176    0x702A0000    0x000C2000    0x702D4290
C:\Windows\SYSTEM32\DCIMAN32.dll    11776    0x741F0000    0x00007000    0x741F2020
C:\Windows\SYSTEM32\dxcore.dll    165832    0x700D0000    0x0002C000    0x700EABA0
C:\Windows\SYSTEM32\DSOUND.dll    493568    0x72AB0000    0x0007F000    0x72ADF300
C:\Windows\SYSTEM32\powrprof.dll    269168    0x75430000    0x00044000    0x75436ED0
C:\Windows\SYSTEM32\UMPDC.dll    48552    0x74A30000    0x0000D000    0x74A37560
C:\Windows\System32\clbcatq.dll    505736    0x758B0000    0x0007E000    0x7591BDA0
C:\Windows\System32\MMDevApi.dll    422552    0x72A40000    0x0006B000    0x72A65ED0
C:\Windows\System32\DEVOBJ.dll    160664    0x74BA0000    0x00029000    0x74BAA0D0
C:\Windows\SYSTEM32\AUDIOSES.DLL    1259440    0x72900000    0x00136000    0x72943040
C:\Windows\SYSTEM32\resourcepolicyclient.dll    53760    0x741E0000    0x0000F000    0x741E42F0
C:\Windows\SYSTEM32\DINPUT8.dll    171008    0x70100000    0x00037000    0x70107F90
C:\Windows\SYSTEM32\inputhost.dll    968568    0x6EEA0000    0x000ED000    0x6EF65EB0
C:\Windows\SYSTEM32\PROPSYS.dll    792984    0x70DA0000    0x000C2000    0x70E00B90
C:\Windows\SYSTEM32\HID.DLL    25600    0x6F410000    0x0000A000    0x6F411BB0
C:\Windows\System32\WINTRUST.dll    313600    0x76960000    0x0004C000    0x76976540
C:\Windows\System32\CRYPT32.dll    1038696    0x75930000    0x00100000    0x75985A60
C:\Windows\SYSTEM32\MSASN1.dll    51688    0x74A40000    0x0000E000    0x74A45910
C:\Windows\SYSTEM32\d3d9.dll    1619752    0x6E0C0000    0x0018F000    0x6E138760
C:\Windows\SYSTEM32\dwmapi.dll    140120    0x74950000    0x00026000    0x74956050
C:\Windows\SYSTEM32\cryptnet.dll    146344    0x74CD0000    0x00026000    0x74CDDBA0
C:\Windows\SYSTEM32\cryptbase.dll    32600    0x72650000    0x0000A000    0x72652A60
C:\Windows\System32\imagehlp.dll    96568    0x777C0000    0x00019000    0x777C6560
C:\Windows\SYSTEM32\CRYPTSP.dll    69384    0x72690000    0x00013000    0x72695D30
C:\Windows\system32\rsaenh.dll    185984    0x72660000    0x0002F000    0x7266CB30
C:\Windows\System32\DriverStore\FileRepository\nvhmi.inf_amd64_0af53489e3f09e46\nvldumd.dll    619768    0x72860000    0x00094000    0x7288DCC0
C:\Windows\SYSTEM32\VERSION.dll    28424    0x74AB0000    0x00008000    0x74AB1800
C:\Windows\SYSTEM32\drvstore.dll    1038720    0x74BD0000    0x00100000    0x74C062A0
C:\Windows\System32\DriverStore\FileRepository\nvhmi.inf_amd64_0af53489e3f09e46\nvgpucomp32.dll    28905240    0x6C570000    0x01B4E000    0x6C5ED64F
C:\Windows\System32\DriverStore\FileRepository\nvhmi.inf_amd64_0af53489e3f09e46\nvd3dum.dll    41672440    0x69DF0000    0x02778000    0x6AB09760
C:\Windows\system32\nvspcap.dll    2235944    0x69BC0000    0x0022A000    0x69BC6ADC
C:\Windows\SYSTEM32\gpapi.dll    112120    0x74DC0000    0x0001E000    0x74DC95F0
C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_51f685305808e3a5\igdumdim32.dll    1576752    0x69A40000    0x00180000    0x69B38700
C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_51f685305808e3a5\igd9dxva32.dll    50797184    0x66AA0000    0x02F9C000    0x670059C0
C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_51f685305808e3a5\igdgmm32.dll    3348128    0x66770000    0x00322000    0x669EEFA0
C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_51f685305808e3a5\igdinfo32.dll    137696    0x72840000    0x0001F000    0x72841FB0
C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_51f685305808e3a5\igc32.dll    50059384    0x5B270000    0x02F26000    0x5C194C60
C:\Windows\SYSTEM32\dcomp.dll    1453960    0x736F0000    0x00165000    0x7375FC80
C:\Windows\System32\quartz.dll    1470976    0x0FD10000    0x0019A000    0x0FD3B160
C:\Windows\System32\devenum.dll    95136    0x72820000    0x00018000    0x72830D60
C:\Windows\SYSTEM32\D3DIM700.DLL    388096    0x71F10000    0x00063000    0x71F5FEA0
C:\Windows\SYSTEM32\wdmaud.drv    215040    0x713B0000    0x0003A000    0x713BCEA0
C:\Windows\SYSTEM32\ksuser.dll    20328    0x72810000    0x00007000    0x72811EC0
C:\Windows\SYSTEM32\AVRT.dll    28408    0x726C0000    0x00008000    0x726C1AA0
C:\Windows\SYSTEM32\msacm32.drv    23552    0x726B0000    0x0000A000    0x726B4270
C:\Windows\SYSTEM32\midimap.dll    18944    0x71FE0000    0x00008000    0x71FE1990
C:\Windows\System32\Windows.UI.dll    999424    0x664D0000    0x000F3000    0x6652B230
C:\Windows\System32\WindowManagementAPI.dll    469624    0x66450000    0x00073000    0x664AED30
C:\Windows\SYSTEM32\twinapi.appcore.dll    1645184    0x73550000    0x00191000    0x735D4020
C:\Windows\SYSTEM32\wmvcore.dll    2138440    0x661F0000    0x0020D000    0x6622DA40
C:\Windows\SYSTEM32\mfperfhelper.dll    1075528    0x660A0000    0x00106000    0x6618C3B0
C:\Windows\SYSTEM32\WMASF.DLL    247344    0x661B0000    0x0003D000    0x661E5DC0
C:\Windows\system32\mlang.dll    198656    0x66060000    0x00034000    0x66070580
C:\Windows\SYSTEM32\mscms.dll    595664    0x65FC0000    0x00093000    0x65FD6DF0
C:\Windows\SYSTEM32\USERENV.dll    142088    0x74D80000    0x00025000    0x74D886D0
C:\Windows\SYSTEM32\ColorAdapterClient.dll    47080    0x71380000    0x0000C000    0x71385B60
C:\Windows\System32\Windows.Internal.Graphics.Display.DisplayColorManagement.dll    183296    0x65F80000    0x00031000    0x65FA2280
Game terminated.


 

On 6/23/2024 at 8:24 AM, E1FORWho said:

When I made the special feature of the vehicle work in my own way, the special feature of the model I added didn't work. When I used it with junior's steps, FLA crashed directly for me twice. Does anyone tell me why?

show me your configuration and error code please.

6 hours ago, Leinad said:

show me your configuration and error code please.

1:
May 142022 15:55.55(UTC)
Game has crashed, here's a crash log 
Current process ID: 7720 
Current thread ID:10452
Last file to be loaded: AUDIONSTREAMS\AMBIENCE
Last library loaded: kernel32.dll
Exception address: 0xE89F4C34 (module not found)
Exception code: 0xC0000005 EXCEPTION ACCESS VIOLATION)
Inaccessible memory address: 0xES9F4C34,
General registers
EAX;0x00000163(435)
EBX:0x00000003 (3)
ECX:0X0E69C008 (241811464
EDX:0×00002752(10066)
ESI OK0E69C000 12418114641
EDI:0×1363EF08 3253165E01
EBP:0×40000400 (0)
ESP:0x0177F318 (24638232
EIP:0xE89F4C34 G392213452; 「module not found」
EFL: Qx00010297 (66199)
Please do not take a screenshot, but send a full log file to others!

2:
fastman92 limit adjuster 6.5, compilation time: May 14 2022 15:55:55 UTC
Game has crashed, here's a crash log
Current process ID:5060
Current thread 1D: 4924
Last lie to be loaded, C/WINDOWS/systems32/fwpuclnt.dl
Last library loaded, kernels2dl
Exception address:OxE6DE62c5("lua51 dll-0×6205
Exception code: CDD0,00 5 TEXCEPTION AOCESS WIOLATION
In accessible memory address, 0xCB301C8
General registers;
EAX 0XOCB90100 1013395564
EBX:0×00000011(17)
ECX:OCFFFFDBFD -10O0
EDX:0X067B3FDO 11087405601
ESI:OMOCB80100 1213585664
EDI:QxOC6801C0 (213585664
EBP:0×Q6SBAFBC (109293420)
ESP:OXO177D264(24529950
EIP:0X66DE62C5(1725850309)1*lua51d+D×62C5
EFL:0×D0010246 (65118)
Please do not take a screenshot, but send a full log file to others!

On 6/25/2024 at 5:15 AM, Leinad said:

请向我展示您的配置和错误代码。

; fastman92limitAdjuster_GTASA.ini

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
#Buildings = 13000

; Dummies (2500)
#Dummies = 2500

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

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

; Map zones (39)
#Map zones = 39

; 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 = 400

; 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 = 14000

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

; Timed Objects (169)
#Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
#Vehicle Models = 212

; Ped Models (278)
#Ped Models = 278

; Weapon Models (51)
#Weapon Models = 51

; 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 = 1

; Number of hydra vehicles (100)
Number of hydra vehicles = 100

; Hydra 1 (520)
Hydra 1 = 520

; Number of ZR350 vehicles (300)
Number of ZR350 vehicles = 300

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
Car generators = 700

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

; 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 = 255

; 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 = 66666

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

; Number of standard lines (210)
Number of standard lines = 99999

; Number of bike lines (13)
Number of bike lines = 20

; Number of flying lines (24)
Number of flying lines = 30

; Number of boat lines (12)
Number of boat lines = 23

; 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 = 160

; 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 = 128

; 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  = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

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

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

[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 = 1

[MAIN]
; author (fastman92)
author = fastman92

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

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

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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

Edited by E1FORWho
Language errors

@fastman92 In the mobile version of GTA SA 2.0, when increasing the map limit in the sea part at the end of Las Venturas, there is no collision, even with the map size limits increased.

This only happens in the mobile version, in the PC version I don't have this problem, and I'm using the same settings that I use in the PC version.

What can it be?

 

trgb.8.99999

spacer.png

i just installed Mission Maker for GTA SA, but my game is crashed when i tried to enter in game with this error

please help me fix Fastman limit adjuster error: Handling.cft limit of vehicles exceeded! New count:28

thanks for your help

 

 

my crash log:

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

Launch time: 4-7-2024 0:45:38 (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: D:\GTA San Andreas
Initial directory: D:\GTA San Andreas
INI filename: fastman92limitAdjuster_GTASA.ini

---------------------------------------------
At least one ID limit is changed. ID limits will be patched.
Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches.
COL ID limit is over 256 and requires something more than uint8_t. Applying COL ID uint32_t patches.
IPL ID limit is over 256 and requires something more than uint8_t. Applying IPL ID uint32_t patches.

New ID limits:
0 - 29999 (30000) - DFF models defined within IDE files
30000 - 39999 (10000) - TXD texture archives.
40000 - 40449 (450) - COL collision archives.
40450 - 40849 (400) - IPL Binary IPL files.
40850 - 41873 (1024) - DAT files limited to nodes*.dat
41874 - 42062 (189) - IFP animation archives.
42063 - 57062 (15000) - RRR car recordings, carrec*.rrr files
57063 - 57162 (100) - SCM scripts
57163 - 57164 (2) - Loaded list
57165 - 57166 (2) - Requested list
57167 - count of all file IDs


Addresses:
CModelInfo::ms_modelInfoPtrs: 0x1894738
CStreaming::ms_aInfoForModel: 0x3FC3020
CAnimManager::ms_aAnimBlocks: 0x18B1C00
CVehicleRecording::StreamingArray: 0x18B33C8
CTheScripts::StreamedScripts: 0x18EDD50


Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit.
Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
Model special features loader enabled.
---------------------------------------------
---------------------------------------------
Modified count of killable model IDs: 21000
---------------------------------------------
Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit Car generators to: 1500 Is CCarGenerator_extended structure used: 1
---------------------------------------------
Modified limit of number of process counter passes for car generators to 10
---------------------------------------------
Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10).
---------------------------------------------
Tracks*.dat coordinate limit patch enabled.
Tracks.dat file size limit set to 56384
Max number of track stations set to 26
Track config loader enabled.
Renderware world map size set to 28000 x 28000
Radar map size set to 24000 x 24000
Water map size set to 24000 x 24000
World map size set to 24000 x 24000
World sector size set to 100 x 100
World LOD sector size set to 300 x 300
Paths limit patch enabled.
Paths map size set to 24000 x 24000

Radar info:
Number of radar tiles per dimension: 48
Total number of radar tiles: 2304

Water info:
Water map size: 24000 x 24000
Number of water blocks per dimension: 48
Total number of water blocks: 2304

World map info info:
World map size: 24000 x 24000

World sectors:
CWorld::ms_aSectors
type: buildings, dummies
count: 240 * 240 = 57600
sector area: 100 x 100

CWorld::ms_aLodPtrLists
type: lod
count: 80 * 80 = 6400
sector area: 300 x 300

CWorld::ms_aRepeatSectors
type: vehicles, peds, object
count: 16 * 16 = 256

Paths info:
ThePaths: 0x190FFD8
Number of path tiles per dimension: 1
Total number of path tiles: 32
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 470
Number of bike lines = 63
Number of flying lines = 64
Number of boat lines = 62
Number of animation group lines = 50

&mod_HandlingManager = 0x194D0C8, sizeof(mod_HandlingManager) = 0x20358
---------------------------------------------
Modified limit of DYNAMIC LIMITS: rwObjectInstances to: 4000
---------------------------------------------
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: 800
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Objects to: 1000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 5000
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 60150
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeMatDataPool to: 10096
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomEnvMapPipeAtmDataPool to: 5024
---------------------------------------------
Modified limit of DYNAMIC MODELS: CustomSpecMapPipeMaterialDataPool to: 10096
---------------------------------------------
Modified limit of IPL:inst, buildings to: 100000
---------------------------------------------
Modified limit of IPL: entity index array to: 16999
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:map zones to: 300
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Modified limit of IPL:navigation zones to: 620
---------------------------------------------
Modified limit of 'IPL:CULL tunnel attribute zones' to: 200
---------------------------------------------
Modified limit of 'IPL:CULL attribute zones' to: 5000
---------------------------------------------
Modified limit of IPL:Entry exits to: 900
---------------------------------------------
Modified limit of IPL:interior occluders to: 80
---------------------------------------------
Modified limit of IPL:occluders to: 2000
---------------------------------------------
Modified limit of IPL:AUZO boxes to: 258 Is extended structure used: 1
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Format of new savefiles will be different: patch for pickups is applied.

Modified limit of 'IPL:PICK' to: 18600, pickups collected: 120
---------------------------------------------
Modified limit of IDE:objs:type1 section to 30000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 170
---------------------------------------------
Modified limit of IDE:hier section to 192
---------------------------------------------
Modified limit of IDE:tobj section to 5000
---------------------------------------------
Modified max number of IMG archives to: 18
---------------------------------------------
Modified limit of DIRECTORY LIMITS: Extra to: 1100
---------------------------------------------
Modified limit of WATER LIMITS -> Water triangles to: 24
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads to: 2800
---------------------------------------------
Modified limit of WATER LIMITS -> Water quads and triangles list triangles to: 6309
---------------------------------------------
Modified limit of WATER LIMITS -> Water vertices to: 15200
---------------------------------------------
Modified limit of cargrp.dat, number of groups: 34 number of members per group to: 63
---------------------------------------------
Modified limit of Streaming_DesiredNumberOfVehiclesLoaded to: 62
---------------------------------------------
Streaming memory available limit set to 2146435072 bytes (2047 MB)
---------------------------------------------
Modified limit of 'Number of requested models above which the game considers loading very busy' to: 7
---------------------------------------------
Modified limit of 'Minimum number of iterations in LoadAllRequestedModels' to: 15
---------------------------------------------
Modified script space limits:
 - max size of MAIN segment from main.scm: 900000 bytes
 - max size of mission from main.scm: 120000 bytes
Total size of CTheScripts::ScriptSpace: 1020000 bytes
---------------------------------------------
Modified limit of SCM LIMITS: Running scripts to: 999
---------------------------------------------
Modified limit of SCM LIMITS: Mission cleanup to: 85
---------------------------------------------
Modified limit of SCM LIMITS: Max number of used objects to: 400
---------------------------------------------
Modified limit of SCM LIMITS: Switch jump table cases to: 400
---------------------------------------------
Modified limit of SCM LIMITS: Scripts for brains to: 80
---------------------------------------------
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 VISIBILITY: Weapon peds for PC limit to: 1000
---------------------------------------------
Modified limit of OTHER LIMITS: Collision size to: 92768
---------------------------------------------
Modified limit of OTHER LIMITS: Coronas to: 20000
---------------------------------------------
Modified limit of OTHER LIMITS: Object info entries to: 1000
---------------------------------------------
Modified limit of OTHER LIMITS: LOD distance to: 4999.000000
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
Format of new savefiles will be different: patch for radar traces is applied.

Modified limit of OTHER LIMITS: Radar traces to: 375
---------------------------------------------
Modified limit of OTHER LIMITS: Number of plate textures: 5
---------------------------------------------
Level limit is enabled

Number of levels = 6
Cop car level 0 = 599
Cop car level 1 = 596
Cop car level 2 = 597
Cop car level 3 = 598
Cop car level 4 = 10313
Cop car level 5 = 10312
Cop bike = 523

Cop ped level 0 = 283
Cop ped level 1 = 280
Cop ped level 2 = 281
Cop ped level 3 = 282
Cop ped level 4 = 15904
Cop ped level 5 = 15915
Cop ped bike = 284

Ambulance level  0 = -1
Ambulance level  1 = 416
Ambulance level  2 = 416
Ambulance level  3 = 416
Ambulance level  4 = 20102
Ambulance level  5 = 20109

Medic level 0 = -1
Medic level 1 = 274
Medic level 2 = 275
Medic level 3 = 276
Medic level 4 = 275
Medic level 5 = 276

Fire engine level 0 = -1
Fire engine level 1 = 407
Fire engine level 2 = 407
Fire engine level 3 = 407
Fire engine level 4 = 20101
Fire engine level 5 = 20112

Fireman level 0 = -1
Fireman level 1 = 277
Fireman level 2 = 279
Fireman level 3 = 278
Fireman level 4 = 279
Fireman level 5 = 278

Number of cab drivers for level 0 = 0
Number of cab drivers for level 1 = 2
Cab driver level 1 place 0 = 262
Cab driver level 1 place 1 = 261
Number of cab drivers for level 2 = 2
Cab driver level 2 place 0 = 220
Cab driver level 2 place 1 = 234
Number of cab drivers for level 3 = 2
Cab driver level 3 place 0 = 182
Cab driver level 3 place 1 = 206
Number of cab drivers for level 4 = 0
Number of cab drivers for level 5 = 0
---------------------------------------------
Modified limit of hospital restarts to: 20
---------------------------------------------
Modified limit of police restarts to: 20
---------------------------------------------
Format of new savefiles will be different: patch for save game of variable length is applied!
---------------------------------------------
SPECIAL: Make paintjobs work for any ID applied.
---------------------------------------------
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.
---------------------------------------------
Debugging output is enabled now. Use debugger to catch messages.
---------------------------------------------
Weapon type loader is enabled. NumberOfWeaponTypes = 170.
Melee combo type loader is enabled. Max number of melee combos = 22.
---------------------------------------------
Roadblox.dat better loader is enabled.
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Train type carriages loader is enabled. ms_numberOfTypeIDs = 22, ms_maxNumberOfVehiclesForType = 21.
---------------------------------------------
FLA loading text is disabled.
---------------------------------------------
Number of memory changes made: 9633
---------------------------------------------

Edited by trgb.8.99999
Marshall98

Hello Fastman92, nice to meet you again and I hope that I didn't disturb you but how can we add weapons without replacing?

Here's some screenshot that I made

 

20240705_084803.thumb.jpg.33eab3ff1cc8b7ea1a9a050b990ec188.jpg

 

Here's what I did it
(BTW, the model's name is cyclone.dff)
------------------------------------------------
Weapon.dat

#
# ALL WEAPONS
#-----------------------------------------------
# A: string weaponType
# B: string eFireType
# C,D: float targetRange, weaponRange
# E,F: int modelId1, modelId2
# G,H: int reloadSampleTime1, reloadSampleTime2
# I: int weaponslot
#
#GUN DATA (use $ identifier)
#-----------------------------------------------
# J: AssocGroupId
# K: int ammoClip
# L: int damage
# M,N,O: float fireOffset x, y, z
# P: int skillLevel 0:POOR 1:STD 2:PRO
# Q: req stat level to get this weapon skill level
# R, S: float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5)
# T,U,V: int animLoop start, end, fire
# W,X,Y: int animLoop2 start, end, fire
# Z: int breakoutTime
#
# a: hex flags
#
# b,c: float speed, radius
# d,e: float lifespan, spread
#
#
# 1stDigit: CANAIM:1 AIMWITHARM:2 1STPERSON:4 ONLYFREEAIM:8
# 2ndDigit: MOVEAIM:1 MOVEFIRE:2
# 3rdDigit: THROW:1 HEAVY:2 CONTINUOUSFIRE:4 TWIN_PISTOL:8
# 4thDigit: RELOAD:1 CROUCHFIRE:2 RELOAD2START:4 LONG_RELOAD:8
# 5thDigit: SLOWSDWN:1 RANDSPEED:2 EXPANDS:4
#
# MELEE DATA (use £ identifier)
#-----------------------------------------------
# J: string baseCombo
# K: int numCombos
# L: hex flags
#
# Melee Weapons
#-----------------------ranges------modelIds----slot----baseCombo---numCombos---flags---steathanimgrp----
# A B C   D E F I J K L M
£ UNARMED MELEE 10.0  1.76 -1 -1 0 UNARMED 4 1 null
£ BRASSKNUCKLE MELEE 10.0  1.76 331 -1 0 UNARMED 4 1 null
£ GOLFCLUB MELEE 10.0  1.76 333 -1 1 BBALLBAT 1 1 null
£ NIGHTSTICK MELEE 10.0  1.76 334 -1 1 BBALLBAT 1 1 null
£ KNIFE MELEE 10.0  1.76 335 -1 1 KNIFE 1 1 stealth_kn
£ BASEBALLBAT MELEE 10.0  1.76 336 -1 1 BBALLBAT 1 1 null
£ SHOVEL MELEE 10.0  1.6 337 -1 1 BBALLBAT 1 1 null
£ POOLCUE MELEE 10.0  1.76 338 -1 1 BBALLBAT 1 1 null
£ KATANA MELEE 10.0  1.76 339 -1 1 SWORD 1 1 null
#£ SKATEBOARD MELEE 10.0  1.76 340 -1 1 SKATEBOARD 1 1 null
£ CHAINSAW MELEE 10.0  1.76 341 -1 1 CHAINSAW 1 201 null
# gifts ----------------
£ DILDO1 MELEE 10.0  1.76 321 -1 10 DILDO 1 1 null
£ DILDO2 MELEE 10.0  1.76 322 -1 10 KNIFE 1 1 null
£ VIBE1 MELEE 10.0  1.76 323 -1 10 DILDO 1 1 null
£ VIBE2 MELEE 10.0  1.76 324 -1 10 KNIFE 1 1 null
£ FLOWERS MELEE 10.0  1.76 325 -1 10 FLOWERS 1 1 null
£ CANE MELEE 10.0  1.76 326 -1 10 SWORD 1 1 null
#- special -------------
£ PARACHUTE MELEE 10.0  1.76 371 -1 11 UNARMED 1 1 null
#
# Gun Weapons
#-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data-------
# A B C D E F I J K L M     N     O P  Q R S T  U  V  W  X  Y  Z a b    c    d      e
################
$ GRENADE PROJECTILE 30.0 40.0 342 -1 8 grenade 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99  8  99 100 0.25 -1.0 800.0 1.0
$ TEARGAS PROJECTILE 30.0 40.0 343 -1 8 grenade 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6  0 99 10  99 100 0.25 -1.0 800.0 1.0
$ MOLOTOV PROJECTILE 30.0 40.0 344 -1 8 grenade 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99  8  99 100 0.25 -1.0 2000.0 5.0
$ ROCKET PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99 10  99 100 0.25 -1.0 800.0 1.0
$ ROCKET_HS PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99 10  99 100 0.25 -1.0 800.0 1.0
$ FREEFALL_BOMB PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99 10  99 100 0.25 -1.0 800.0 1.0
################
$ PISTOL INSTANT_HIT 25.0 30.0 346 -1 2 colt45 17 25 0.25  0.05  0.09    0  0 0.75 1.0 6 17  6     6 16  6  99 3033
$ PISTOL INSTANT_HIT 30.0 35.0 346 -1 2 colt45 17 25 0.25  0.05  0.09 1  40 1.0  1.0 6 15  6     6 15  6  99 3033
$ PISTOL INSTANT_HIT 35.0 35.0 346 -1 2 colt45pro 34 25 0.25  0.05  0.09 2  999 1.25 1.0 6 18  6     6 17  6  99 3833
$ PISTOL INSTANT_HIT 30.0 35.0 346 -1 2 colt_cop 17 25 0.25  0.05  0.09 3  5000 1.0  1.0 6 15  6     6 15  6  99 7031

$ PISTOL_SILENCED INSTANT_HIT 25.0 30.0 347 -1 2 silenced 17 40 0.40  0.05  0.15    0  0 1.0  1.0 6 20  6 6 20  6  40 7001
$ PISTOL_SILENCED INSTANT_HIT 30.0 35.0 347 -1 2 silenced 17 40 0.40  0.05  0.15 1  500 1.25 1.2 6 18  6 6 18  6  40 7011
$ PISTOL_SILENCED INSTANT_HIT 35.0 35.0 347 -1 2 silenced 17 40 0.40  0.05  0.15 2  999 1.5  1.5 6 17  6 6 17  6  40 7031

$ DESERT_EAGLE INSTANT_HIT 25.0 30.0 348 -1 2 pythonbad 7 70 0.41  0.03  0.12    0  0 0.75 1.0 7 36  8     6 30  7  40 7001
$ DESERT_EAGLE INSTANT_HIT 30.0 35.0 348 -1 2 python 7 140 0.41  0.03  0.12    1  200 1.0 1.2 6 30  7     6 28  7  40 7011
$ DESERT_EAGLE INSTANT_HIT 35.0 35.0 348 -1 2 python 7 140 0.41  0.03  0.12    2  999 1.25 1.5 6 28  7 6 28  7  40 7031

$ CYCLONE INSTANT_HIT 25.0 30.0 1199 -1 2 silenced 7 70 0.41  0.03  0.12    0  0 0.75 1.0 7 36  8     6 30  7  40 7001
$ CYCLONE INSTANT_HIT 30.0 35.0 1199 -1 2 silenced 7 140 0.41  0.03  0.12    1  200 1.0 1.2 6 30  7     6 28  7  40 7011
$ CYCLONE INSTANT_HIT 35.0 35.0 1199 -1 2 silenced 7 140 0.41  0.03  0.12    2  999 1.25 1.5 6 28  7 6 28  7  40 7031
################
$ SHOTGUN INSTANT_HIT 30.0 40.0 349 -1 3 shotgunbad 1 10 0.82 -0.02  0.23    0  0 1.0  1.0 6 40  7 6 40  7  28 2001
$ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 10 0.82 -0.02  0.25    1  200 1.2 1.1 6 38  7 6 40  7  20 2011
$ SHOTGUN INSTANT_HIT 40.0 40.0 349 -1 3 shotgun 1 10 0.82 -0.02  0.25    2  999 1.4  1.3 6 38  7 6 40  7  25 2031

$ SAWNOFF INSTANT_HIT 25.0 30.0 350 -1 3 sawnoff 2 10 0.56  0.0   0.15    0  0 0.7  1.0 6 15  6 6 15  6  30 3033
$ SAWNOFF INSTANT_HIT 30.0 35.0 350 -1 3 sawnoff 2 10 0.56  0.0   0.15    1  200 0.8 1.1 6 15  6 6 15  6  30 3033
$ SAWNOFF INSTANT_HIT 35.0 35.0 350 -1 3 sawnoffpro 4 10 0.56  0.0   0.15    2  999 0.9  1.3 6 15  6 6 15  6  30 3833

$ SPAS12 INSTANT_HIT 35.0 40.0 351 -1 3 buddy 7 15 0.75 -0.06  0.22    0  0 1.4  1.0 6 18  7 6 18  7  35 7001
$ SPAS12 INSTANT_HIT 40.0 40.0 351 -1 3 buddy 7 15 0.75 -0.06  0.22    1  200 1.8 1.0 6 16  7 6 16  7  35 7011
$ SPAS12 INSTANT_HIT 40.0 40.0 351 -1 3 buddy 7 15 0.75 -0.06  0.22    2  999 2.0  1.2 6 16  7 6 16  7  35 7031
################
$ MICRO_UZI INSTANT_HIT 25.0 30.0 352 -1 4 colt45 50 20 0.25  0.0   0.11    0  0 0.75 1.0 6 10  6 6 10  6  99 3013
$ MICRO_UZI INSTANT_HIT 30.0 35.0 352 -1 4 colt45 50 20 0.25  0.0   0.11    1  50 1.05 1.0 6 10  6 6 10  6  99 3033
$ MICRO_UZI INSTANT_HIT 35.0 35.0 352 -1 4 colt45pro 100 20 0.25  0.0   0.11    2  999 1.1  1.0 6 10  6 6 10  6  99 3833

$ TEC9 INSTANT_HIT 25.0 30.0 372 -1 4 colt45 50 20 0.45 -0.05  0.11    0  0 0.75 1.0 11 15 12 6 11  7  99 3013
$ TEC9 INSTANT_HIT 30.0 35.0 372 -1 4 colt45 50 20 0.45 -0.05  0.11    1  50 1.05 1.0 11 15 12 6 11  7  99 3033
$ TEC9 INSTANT_HIT 35.0 35.0 372 -1 4 colt45pro 100 20 0.45 -0.05  0.11    2  999 1.1  1.0 11 15 12 6 11  7  99 3833

$ MP5 INSTANT_HIT 35.0 40.0 353 -1 4 uzibad 30 25 0.51 -0.01  0.20    0  0 0.75 1.1 6  9  7 6  9  6  30 7001
$ MP5 INSTANT_HIT 40.0 45.0 353 -1 4 uzi 30 25 0.51 -0.01  0.20    1  250 1.0 1.3 6  9  7 6  9  6  30 7011
$ MP5 INSTANT_HIT 45.0 45.0 353 -1 4 uzi 30 25 0.51 -0.01  0.20    2  999 1.2  1.5 6  9  7 6  9  6  30 7031
################
$ AK47 INSTANT_HIT 40.0 70.0 355 -1 5 riflebad 30 30 0.78 -0.06  0.13    0  0 0.40 0.9 6 10  7 6 10  7  99 7001
$ AK47 INSTANT_HIT 45.0 70.0 355 -1 5 rifle 30 30 0.78 -0.06  0.13    1  200 0.50 1.0 6 10  7 6 10  7  99 7011
$ AK47 INSTANT_HIT 50.0 70.0 355 -1 5 rifle 30 30 0.78 -0.06  0.13    2  999 0.60 1.1 6 10  7 6 10  7  99 7031

$ M4 INSTANT_HIT 40.0 90.0 356 -1 5 riflebad 50 30 0.74 -0.04  0.13    0  0 0.45 0.9 6 10  7 6 10  7  99 7001
$ M4 INSTANT_HIT 45.0 90.0 356 -1 5 rifle 50 30 0.74 -0.04  0.13    1  200 0.65 1.0 6 10  7 6 10  7  99 7011
$ M4 INSTANT_HIT 50.0 90.0 356 -1 5 rifle 50 30 0.74 -0.04  0.13    2  999 0.80 1.1 6 10  7 6 10  7  99 7031
################
#$ COUNTRYRIFLE INSTANT_HIT 50.0 100.0 357 -1 6 sniper 1 75 0.7  -0.05  0.2 0  0 0.75 1.0 6 17  7 6 17  7  99 A018
$ COUNTRYRIFLE INSTANT_HIT 55.0 100.0 357 -1 6 sniper 1 75 0.7  -0.05  0.2 1  300 1.0 1.2 6 17  7 6 17  7  99 A008
#$ COUNTRYRIFLE INSTANT_HIT 60.0 100.0 357 -1 6 sniper 1 75 0.7  -0.05  0.2 2  999 1.25 1.3 6 17  7 6 17  7  99 A038

#$ SNIPERRIFLE INSTANT_HIT 40.0 100.0 358 -1 6 sniper 1 125 0.7  -0.05  0.2 0  0 0.75 1.0 6 17  7 6  17  7  99 A014
$ SNIPERRIFLE INSTANT_HIT 50.0 100.0 358 -1 6 sniper 1 125 0.7  -0.05  0.2 1  300 1.0 1.0 6 17  7 6  17  7  99 A014
#$ SNIPERRIFLE INSTANT_HIT 60.0 100.0 358 -1 6 sniper 1 125 0.7  -0.05  0.2 2  999 1.25 1.0 6 17  7 6  17  7  99 A014
################
$ RLAUNCHER PROJECTILE 50.0 55.0 359 -1 7 rocket 1 75 0.42  0.0   0.05    1  0 1.0 1.0 11 19 12 14 99 15  99 48214
$ RLAUNCHER_HS PROJECTILE 50.0 55.0 360 -1 7 rocket 1 75 0.42  0.0   0.05    1  0 1.0 1.0 11 19 12 14 99 15  99 48214
$ FTHROWER AREA_EFFECT 4.0  5.1 361 -1 7 flame 500 25 0.98  0.0   0.40    1  0 1.0 1.0 11 12 11 11 12 11  35 30238 0.5  0.0075 1000.0 2.0
$ MINIGUN INSTANT_HIT 65.0 75.0 362 -1 7 flame 500 140 1.15  0.0   0.40    1  0 1.0 1.0 11 12 11 11 12 11  35 238
#############
$ SATCHEL_CHARGE PROJECTILE 30.0 40.0 363 364 8 grenade 1 75 0.0   0.0   0.0 1  0 1.0 1.0 0 99  6 0 99  9  99 100 0.25 -1.0   800.0 1.0
$ DETONATOR USE 25.0 25.0 364 -1 12 null 1 0 0.0   0.0   0.13    1  0 1.0 1.0 0 10  3  0 10  3  99 0
################
$ SPRAYCAN AREA_EFFECT 4.0  6.1 365 -1 9 spraycan 500 1 0.20  0.0   -0.1    1  0 1.0 1.0 12 58 13 11 58 13  99 0431 0.05  0.5   1000.0 0.01
$ EXTINGUISHER AREA_EFFECT 10.0 10.1 366 -1 9 flame 500 1 0.45  0.10  0.15    1  0 1.0 1.0 11 12 11 11 12 11  35 0038 0.1   0.55  1000.0 0.01
$ CAMERA CAMERA 70.0 100.0 367 -1 9 rifle 36 0 0.0   -0.0  -0.0    1  0 1.0 1.0 10 99 11 14 99 15   0 4
################
$ NIGHTVISION USE 70.0 100.0 368 -1 11 goggles 0 0 0.0   -0.0  -0.0    1  0 1.0 1.0 10 99 11 14 99 15   0 0
$ INFRARED USE 70.0 100.0 369 -1 11 goggles 0 0 0.0   -0.0  -0.0    1  0 1.0 1.0 10 99 11 14 99 15   0 0
#$ JETPACK USE 25.0 25.0 370 -1 9 null 1 0 0.0   0.0   0.13    1  0 1.0 1.0 0 10  3  0 10  3  99 0
#
# Gun Aiming Offsets
#-------------------AimX----AimZ--------DuckX---DuckZ---RLoad-A/B---CrouchRLoad-A/B--
# A B C D E F G H I
% python 0.1 0.5 0.0 0.0 254 633 254 633
% python2 0.1 0.5 0.0 0.0 254 633 254 633
% pythonbad 0.1 0.55 0.05 0.0 254 633 254 633
% pythonbad2 0.1 0.55 0.05 0.0 254 633 254 633
% colt45 0.2 0.6 0.1 0.1 254 633 254 633
% colt_cop 0.2 0.6 0.1 0.0 254 633 254 633
% colt45pro 0.2 0.6 0.1 0.0 254 633 254 633
% sawnoff 0.2 0.6 0.1 0.1 189 815 254 633
% sawnoffpro 0.2 0.6 0.1 0.0 189 815 254 633
% silenced 0.1 0.55 0.1 0.0 254 633 254 633
% shotgun 0.18 0.44 0.0 0.0 0 726 0 726
% shotgunbad 0.15 0.15 0.0 0.0 0 726 0 726
% buddy 0.22 0.1 0.0 0.0 383 689 271 619
% buddybad 0.05 0.15 0.1 0.0 383 689 271 619
% uzi 0.19 0.45 0.1 0.0 382 933 382 933
% uzibad 0.18 0.25 0.1 0.0 382 933 382 933
% rifle 0.20 0.48 0.10 0.0 380 897 380 897
% riflebad 0.16 0.2 0.1 0.0 380 897 380 897
% sniper 0.20 0.48 0.10 0.0 429 633 429 633
% grenade 0.0 0.0 0.0 0.0 0 0 0 0
% flame 0.2 0.0 0.0 0.0 0 0 0 0
% rocket 0.1 0.7 0.0 0.0 254 633 254 633
% spraycan 0.0 0.44 0.0 0.0 0 0 0 0

ENDWEAPONDATA
------------------------------------------------

------------------------------------------------
Default.ide

#
# ModelIDs
# peds: 0-129 (special characters 99-109)
# vehicles: 400-799
# car components 800-805
# ped components 806-807
# wheels: 810-820
# gifts and misc weapons: 821-829
# weapons: 830-869
# cutscene heads/objs: 870-874
#


objs
#misc
320, airtrain_vlo, generic, 1, 2000, 0
end

weap
# gift type weapons
321, gun_dildo1, gun_dildo1, null, 1, 50, 0
322, gun_dildo2, gun_dildo2, null, 1, 50, 0
323, gun_vibe1, gun_vibe1, null, 1, 50, 0
324, gun_vibe2, gun_vibe2, null, 1, 50, 0
325, flowera, flowera, null, 1, 30, 0
326, gun_cane, gun_cane, null, 1, 50, 0
327, gun_boxwee, gun_boxwee, colt45, 1, 50, 0
328, gun_boxbig, gun_boxbig, null, 1, 50, 0
#663, bribe00, bribe00, null, 1, 1000, 0

# melee weapons
330, cellphone, cellphone, null, 1, 50, 0
331, brassknuckle, brassknuckle, null, 1, 50, 0
333, golfclub, golfclub, null, 1, 50, 0
334, nitestick, nitestick, null, 1, 50, 0
335, knifecur, knifecur, null, 1, 50, 0
336, bat, bat, null, 1, 50, 0
337, shovel, shovel, null, 1, 50, 0
338, poolcue, poolcue, null, 1, 50, 0
339, katana, katana, null, 1, 50, 0
#340, skateboard, skateboard, null, 1, 50, 0
341, chnsaw, chnsaw, chainsaw, 1, 50, 0

# projectiles
342, grenade, grenade, grenade, 1, 100, 0
343, teargas, teargas, grenade, 1, 50, 0
344, molotov, molotov, grenade, 1, 100, 0
345, missile, missile, null, 1, 100, 0

# handguns
346, colt45, colt45, colt45, 1, 30, 0
347, silenced, silenced, silenced, 1, 30, 0
348, desert_eagle, desert_eagle, python, 1, 30, 0

# shotguns
349, chromegun, chromegun, shotgun, 1, 50, 0
350, sawnoff, sawnoff, colt45, 1, 30, 0
351, shotgspa, shotgspa, buddy, 1, 50, 0

# sub-machineguns
352, micro_uzi, micro_uzi, colt45, 1, 30, 0
353, mp5lng, mp5lng, uzi, 1, 50, 0
#354, tec9, tec9, colt45, 1, 30, 0

# projectiles contd,
354, flare, flare, null, 1, 100, 0

# machineguns
355, ak47, ak47, rifle, 1, 50, 0
356, m4, m4, rifle, 1, 30, 0

# rifles
357, cuntgun, cuntgun, rifle, 1, 50, 0
358, sniper, sniper, rifle, 1, 50, 0

# specials
359, rocketla, rocketla, rocket, 1, 50, 0
360, heatseek, heatseek, rocket, 1, 50, 0
361, flame, flame, flame, 1, 50, 0
362, minigun, minigun, flame, 1, 50, 0
363, satchel, satchel, grenade, 1, 50, 0
364, bomb, bomb, null, 1, 50, 0
365, spraycan, spraycan, spraycan, 1, 50, 0
366, fire_ex, fire_ex, flame, 1, 50, 0
367, camera, camera, rifle, 1, 50, 0

368, nvgoggles, nvgoggles, goggles, 1, 50, 0
369, irgoggles, irgoggles, goggles, 1, 50, 0

370, jetpack, jetpack, null, 1, 100, 0
371, gun_para, gun_para, null, 1, 100, 0

372, tec9, tec9, colt45, 1, 30, 0
373, armour, armour, null, 1, 30, 0

# OLD REMOVED WEAPON MODELS
#332, screwdriver, screwdriver, null, 1, 50, 0
#337, hammer, hammer, null, 1, 50, 0
#338, cleaver, cleaver, null, 1, 50, 0
#339, machete, machete, null, 1, 50, 0
#351, buddyshot, buddyshot, buddy, 1, 50, 0
#353, tec9, tec9, colt45, 1, 30, 0
#355, ingramsl, ingramsl, colt45, 1, 50, 0
#358, laser, laser, rifle, 1, 50, 0
#361, M60, M60, m60, 1, 50, 0
#365, fingers, fingers, null, 1, 50, 0
#366, minigun2, minigun, null, 1, 50, 0

end

# leave ID 374 - 383 to use in temp car components
# 374, car_door
# 375, car_bumper
# 376, car_panel
# 377, car_bonnet
# 378, car_boot
# 379, car_wheel
# 380, bodypart_A
# 381, bodypart_B

hier
1, csplay, player, null, 2000.0
# clothes objects
384, clothes01, generic, null, 2000.0
385, clothes01, generic, null, 2000.0
386, clothes01, generic, null, 2000.0
387, clothes01, generic, null, 2000.0
388, clothes01, generic, null, 2000.0
389, clothes01, generic, null, 2000.0
390, clothes01, generic, null, 2000.0
391, clothes01, generic, null, 2000.0
392, clothes01, generic, null, 2000.0
393, clothes01, generic, null, 2000.0
# hands
394, SHANDL, generic, null, 15.0
395, SHANDR, generic, null, 15.0
396, FHANDL, generic, null, 15.0
397, FHANDR, generic, null, 15.0
# cutscene objects
300, cutobj01, generic, null, 2000.0
301, cutobj02, generic, null, 2000.0
302, cutobj03, generic, null, 2000.0
303, cutobj04, generic, null, 2000.0
304, cutobj05, generic, null, 2000.0
305, cutobj06, generic, null, 2000.0
306, cutobj07, generic, null, 2000.0
307, cutobj08, generic, null, 2000.0
308, cutobj09, generic, null, 2000.0
309, cutobj10, generic, null, 2000.0
310, cutobj11, generic, null, 2000.0
311, cutobj12, generic, null, 2000.0
312, cutobj13, generic, null, 2000.0
313, cutobj14, generic, null, 2000.0
314, cutobj15, generic, null, 2000.0
315, cutobj16, generic, null, 2000.0
316, cutobj17, generic, null, 2000.0
317, cutobj18, generic, null, 2000.0
318, cutobj19, generic, null, 2000.0
319, cutobj20, generic, null, 2000.0
#Addons Objects
1199, cyclone, cyclone, python, 1, 30, 0
end
------------------------------------------------

------------------------------------------------
fastman92limitAdjuster_GTASA.ini

; Weapon Models (51)
Weapon Models = 80

; 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

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

I think that what's missing:

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

; Weapon type loader, number of type IDs (70)
Weapon type loader, number of type IDs = 90

Those lines are not existed in mobile version.

 

Notes_240705_085011_acd.thumb.png.0232b21ce14bd877715d664dd67d2f26.png

 

And those files too are not working on mobile version
Can you port them to mobile version?

On 6/26/2024 at 11:21 PM, E1FORWho said:

; fastman92limitAdjuster_GTASA.ini

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
#Buildings = 13000

; Dummies (2500)
#Dummies = 2500

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

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

; Map zones (39)
#Map zones = 39

; 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 = 400

; 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 = 14000

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

; Timed Objects (169)
#Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
#Vehicle Models = 212

; Ped Models (278)
#Ped Models = 278

; Weapon Models (51)
#Weapon Models = 51

; 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 = 1

; Number of hydra vehicles (100)
Number of hydra vehicles = 100

; Hydra 1 (520)
Hydra 1 = 520

; Number of ZR350 vehicles (300)
Number of ZR350 vehicles = 300

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
Car generators = 700

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

; 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 = 255

; 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 = 66666

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

; Number of standard lines (210)
Number of standard lines = 99999

; Number of bike lines (13)
Number of bike lines = 20

; Number of flying lines (24)
Number of flying lines = 30

; Number of boat lines (12)
Number of boat lines = 23

; 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 = 160

; 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 = 128

; 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  = 0

; Weapon type loader, number of type IDs (70)
#Weapon type loader, number of type IDs = 70

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

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

[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 = 1

[MAIN]
; author (fastman92)
author = fastman92

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

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

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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

hi, i tried to replicate your crash, but i couldn't, i dont know why. :(

2 hours ago, BazzemBoi said:

I am trying to add new colors to the carcol (JVT's new car colors) and I have increase the car color limit, yet the colors don't show up. Why is that?

you can increase the limit of carcols, and add them, but there are no visible in transfender or trainer or tuning mods, you can only spawn them tru carcols.dat 

On 6/14/2024 at 1:38 PM, fastman92 said:

 fastman92 limit adjuster 7.6 is available for download

 

There were few changes, Android plugin deployment solution has been improved.


List of changes:

** 7.6
	- Android plugin deployment solution, more commands
	- Android plugin deployment solution, temporary files being removed now

** 7.5, 5 June 2024
	- WIN_X86, GTA SA 1.0 HOODLUM, (ADDONS -> Enable model special feature loader), for vehicle model that derives from 'hunter', door angle fixed
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Minimum number of iterations in LoadAllRequestedModels) implemented
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Number of requested models above which the game considers loading very busy) implemented
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug fixed. Nines and AK's can now be passed.
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with IPL not being loaded fixed. This caused reflection bug.

** 7.4, 26 May 2024
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with collision not being loaded fixed. This caused reflection bug.
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (MAP LIMITS -> World sector size), bug with stealable objects fixed. Now they can be picked up.
	- GTA SA, (MAP LIMITS -> Paths map size) bug fixed, when going to interiors

** 7.3, 2 May 2024
	- ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.86.44544238 added
	- ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.72.42919648 added
	- Android plugin deployment solution, fixed generation of APK/APKS, signing part
	- Android plugin deployment solution, can import library file from APKS file now
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (ID LIMITS -> FILE_TYPE_RRR) fixed.
	- ANDROID_X64, GTA SA 2.11.32, (ID LIMITS) implemented.
	- ANDROID_ARMEABI_V7A & ANDROID_ARM64_V8A, GTA SA 2.10, (SPECIAL -> Fix crashes on newer systems) implemented.

   

Project that allows to generate better APK package for GTA games:

No more problem with GTA Img Tool not being able to access the application files on Android.

 

 

I am putting a lot of effort to make sure that my projects meet the high quality requirements.
That takes a significant amount of work.
If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring.

btn_donateCC_LG.gif


Download: http://fastman92.com

hi tell me how to fix crash while i go to outside room / load save. i just enabled model special feature and cause it like that. but if i disable it, game will crash too "audio something like that"

On 6/14/2024 at 1:38 PM, fastman92 said:

 fastman92 limit adjuster 7.6 is available for download

 

There were few changes, Android plugin deployment solution has been improved.


List of changes:

** 7.6
	- Android plugin deployment solution, more commands
	- Android plugin deployment solution, temporary files being removed now

** 7.5, 5 June 2024
	- WIN_X86, GTA SA 1.0 HOODLUM, (ADDONS -> Enable model special feature loader), for vehicle model that derives from 'hunter', door angle fixed
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Minimum number of iterations in LoadAllRequestedModels) implemented
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Number of requested models above which the game considers loading very busy) implemented
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug fixed. Nines and AK's can now be passed.
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with IPL not being loaded fixed. This caused reflection bug.

** 7.4, 26 May 2024
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with collision not being loaded fixed. This caused reflection bug.
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (MAP LIMITS -> World sector size), bug with stealable objects fixed. Now they can be picked up.
	- GTA SA, (MAP LIMITS -> Paths map size) bug fixed, when going to interiors

** 7.3, 2 May 2024
	- ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.86.44544238 added
	- ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.72.42919648 added
	- Android plugin deployment solution, fixed generation of APK/APKS, signing part
	- Android plugin deployment solution, can import library file from APKS file now
	- ANDROID_ARMEABI_V7A, GTA SA 2.00, (ID LIMITS -> FILE_TYPE_RRR) fixed.
	- ANDROID_X64, GTA SA 2.11.32, (ID LIMITS) implemented.
	- ANDROID_ARMEABI_V7A & ANDROID_ARM64_V8A, GTA SA 2.10, (SPECIAL -> Fix crashes on newer systems) implemented.

   

Project that allows to generate better APK package for GTA games:

No more problem with GTA Img Tool not being able to access the application files on Android.

 

 

I am putting a lot of effort to make sure that my projects meet the high quality requirements.
That takes a significant amount of work.
If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring.

btn_donateCC_LG.gif


Download: http://fastman92.com

 

; fastman92limitAdjuster_GTASA.ini

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
Buildings = 13000

; Dummies (2500)
Dummies = 2500

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

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

; Map zones (39)
Map zones = 39

; 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 = 400

; 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 = 16000

; IDE Objects Type 2 (70)
IDE Objects Type 2 = 100

; Timed Objects (169)
Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
Vehicle Models = 250

; Ped Models (278)
Ped Models = 278

; Weapon Models (51)
Weapon Models = 80

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

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch (0)
Apply tracks.dat coordinate limit patch = 1

; 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 = 1

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

; 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 = 21000

; FILE_TYPE_TXD (5000)
FILE_TYPE_TXD = 5500

; FILE_TYPE_COL (255)
FILE_TYPE_COL = 255

; FILE_TYPE_IPL (256)
FILE_TYPE_IPL = 260

; FILE_TYPE_IFP (180)
FILE_TYPE_IFP = 180

; FILE_TYPE_RRR (475)
FILE_TYPE_RRR = 475

; FILE_TYPE_SCM (82)
FILE_TYPE_SCM = 127

; 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 = 8000

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

; Number of standard lines (210)
Number of standard lines = 290

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

; Number of flying lines (24)
Number of flying lines = 35

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

; 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 = 160

; 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 = 128

; 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 (70)
Weapon type loader, number of type IDs = 90

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

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

[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 = 1

[MAIN]
; author (fastman92)
author = fastman92

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

; FLA main window disable code ()
FLA main window disable code = 42B5B-A8191-DEFCE-0A62D-5B2DE

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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



Hi i have so much problems. whenever i use FLA it always crash. am i doing something wrong

1. this happen when i add weapons in game so i use different version which is found in random link. ive done many ways to fix it. the new weapons are good to use but i cant get out to room and crash.
2. when i enabled model special feature it crashed
3. when i disable model special feature it can play for while and crash. 
4. latest version also cause crashed
5. right now im using 6.5...
6. for point "3",when crash it always appear notification " audio.....,bass.....,stream,......sfx......" i even cant type words but problems is like that i have exceed limits too like scripts above there

Edited by delta040
3 hours ago, delta040 said:

; fastman92limitAdjuster_GTASA.ini

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

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

; rwObjectInstances (1000)
#rwObjectInstances = 1000

; Matrices (900)
#Matrices = 900

; PtrNode Singles (70000)
#PtrNode Singles = 70000

; PtrNode Doubles (3200)
#PtrNode Doubles = 3200

; EntryInfoNodes (500)
#EntryInfoNodes = 500

; 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 = 400

; Collision links (50)
#Collision links = 50

; CustomEnvMapPipeMatDataPool (4096)
#CustomEnvMapPipeMatDataPool = 4096

; CustomEnvMapPipeAtmDataPool (1024)
#CustomEnvMapPipeAtmDataPool = 1024

; CustomSpecMapPipeMaterialDataPool (4096)
#CustomSpecMapPipeMaterialDataPool = 4096

[IPL]
; Buildings (13000)
Buildings = 13000

; Dummies (2500)
Dummies = 2500

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

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

; Map zones (39)
Map zones = 39

; 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 = 400

; 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 = 16000

; IDE Objects Type 2 (70)
IDE Objects Type 2 = 100

; Timed Objects (169)
Timed Objects = 169

; Hier Objects (92)
; Clump models
#Hier Objects = 92

; Vehicle Models (212)
Vehicle Models = 250

; Ped Models (278)
Ped Models = 278

; Weapon Models (51)
Weapon Models = 80

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

[MAP LIMITS]
; Apply tracks.dat coordinate limit patch (0)
Apply tracks.dat coordinate limit patch = 1

; 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 = 1

; 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 = 6

; Water quads (301)
#Water quads = 301

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

; Water vertices (1021)
#Water vertices = 1021

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

[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 = 23

; Streaming_DesiredNumberOfVehiclesLoaded (22)
#Streaming_DesiredNumberOfVehiclesLoaded = 22

; Car generators (500)
#Car generators = 500

; 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 = 50

; 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 = 150

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

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

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

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

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

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

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

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

; 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 = 21000

; FILE_TYPE_TXD (5000)
FILE_TYPE_TXD = 5500

; FILE_TYPE_COL (255)
FILE_TYPE_COL = 255

; FILE_TYPE_IPL (256)
FILE_TYPE_IPL = 260

; FILE_TYPE_IFP (180)
FILE_TYPE_IFP = 180

; FILE_TYPE_RRR (475)
FILE_TYPE_RRR = 475

; FILE_TYPE_SCM (82)
FILE_TYPE_SCM = 127

; 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 = 8000

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

; Number of standard lines (210)
Number of standard lines = 290

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

; Number of flying lines (24)
Number of flying lines = 35

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

; 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 = 160

; 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 = 128

; 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 (70)
Weapon type loader, number of type IDs = 90

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

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

[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 = 1

[MAIN]
; author (fastman92)
author = fastman92

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

; FLA main window disable code ()
FLA main window disable code = 42B5B-A8191-DEFCE-0A62D-5B2DE

; Register global exception handler (1)
; Crash exception 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 exception handler = 1

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

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



Hi i have so much problems. whenever i use FLA it always crash. am i doing something wrong

1. this happen when i add weapons in game so i use different version which is found in random link. ive done many ways to fix it. the new weapons are good to use but i cant get out to room and crash.
2. when i enabled model special feature it crashed
3. when i disable model special feature it can play for while and crash. 
4. latest version also cause crashed
5. right now im using 6.5...
6. for point "3",when crash it always appear notification " audio.....,bass.....,stream,......sfx......" i even cant type words but problems is like that i have exceed limits too like scripts above there

what error code do you get?

 

41 minutes ago, Leinad said:

what error code do you get?

 

a lots....but i cant give a pictures...

the most notifs is audio and data....
whenever i go out of safehouse i got stuck...crashed

43 minutes ago, Leinad said:

what error code do you get?

 

if you have code....probably i will copy and try in latest code...if you willing to share 

44 minutes ago, Leinad said:

what error code do you get?

 

i have no problem when i tried FLA adding cars.... i got it via youtube/nathan...

13 hours ago, Leinad said:

you can increase the limit of carcols, and add them, but there are no visible in transfender or trainer or tuning mods, you can only spawn them tru carcols.dat 

Thanks for letting me know lol. However the new colors spawn all as very dark black, what is the reason for this?

Edited by BazzemBoi
On 6/22/2024 at 2:46 AM, Leinad said:

mmm, that's weird, send screenshot from your gta sa root please.

 

12 hours ago, Leinad said:

what error code do you get?

 

hi...i just tried download crash info...i can get out from safehouse but still crashing in few seconds...i can use model feature in new cars mod....i tried to add limit of killable id but it doesnt work. is there other scripts that i must delete the hashtag / "#"? like map? collision? ....how we can talk privately that i can send pics and files

Captain Northstar

My GTA VC crashes every time I try to increase Vehicle Models or Ped Models, even slightly. I don't have Open Limit Adjuster and tried it on clean version of the game (only SilentPatch, Widescreen Fix and Asi Loader were installed). Game still crashes every time I try to increase a limit. Crash log says it happens after loading default.ide. Anyone knows what could be the issue? Thanks.
 

13 hours ago, BazzemBoi said:

Thanks for letting me know lol. However the new colors spawn all as very dark black, what is the reason for this?

im not sure, i only have added one color to carcols, maybe the game doesn't recognize the limit or the new added colors.

8 hours ago, delta040 said:

 

hi...i just tried download crash info...i can get out from safehouse but still crashing in few seconds...i can use model feature in new cars mod....i tried to add limit of killable id but it doesnt work. is there other scripts that i must delete the hashtag / "#"? like map? collision? ....how we can talk privately that i can send pics and files

sure-

Starting fastman92 limit adjuster 6.4, compilation time: Jan 27 2022 04:19:03 (UTC)
Website: http://fastman92.com

Launch time: 10-7-2024 3:01:18 (UTC), 10:01 (local)
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: 70
Delayed processing of limits? No

Root base directory: 
Root directory: D:\GTA San Andreas
Initial directory: D:\GTA San Andreas
INI filename: fastman92limitAdjuster_GTASA.ini

Global exception handler has been registered.
---------------------------------------------
At least one ID limit is changed. ID limits will be patched.

New ID limits:
0 - 20999 (21000) - DFF models defined within IDE files
21000 - 26099 (5100) - TXD texture archives.
26100 - 26354 (255) - COL collision archives.
26355 - 26610 (256) - IPL Binary IPL files.
26611 - 26674 (64) - DAT files limited to nodes*.dat
26675 - 26854 (180) - IFP animation archives.
26855 - 27329 (475) - RRR car recordings, carrec*.rrr files
27330 - 27411 (82) - SCM scripts
27412 - 27413 (2) - Loaded list
27414 - 27415 (2) - Requested list
27416 - count of all file IDs


Addresses:
CModelInfo::ms_modelInfoPtrs: 0x1A710F8
CStreaming::ms_aInfoForModel: 0x3668020
CAnimManager::ms_aAnimBlocks: 0xB5D4A0
CVehicleRecording::StreamingArray: 0x97D880
CTheScripts::StreamedScripts: 0xA47B60

Format of new savefiles will be different: patch for enhanced format of model flags block is applied!
Format of new savefiles will be different: patch for save game of variable length is applied!
Model special features loader enabled.
---------------------------------------------
---------------------------------------------
Modified count of killable model IDs: 105000
---------------------------------------------
---------------------------------------------
Enabling handling.cfg limit adjuster.
New limits:
Number of standard lines = 300
Number of bike lines = 13
Number of flying lines = 36
Number of boat lines = 12
Number of animation group lines = 30

&mod_HandlingManager = 0x1BAB150, sizeof(mod_HandlingManager) = 0x13A28
---------------------------------------------
Modified limit of DYNAMIC LIMITS: VehicleStructs to: 100
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Vehicles to: 980
The replays may not work correctly if the limit of DYNAMIC LIMITS: Vehicles is higher than 256. Car generators may also crash.
---------------------------------------------
The replays may not work correctly if the limit of DYNAMIC LIMITS: Peds is higher than 256.
Modified limit of DYNAMIC LIMITS: Peds to: 260
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Objects to: 950
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedIntelligence to: 140
---------------------------------------------
Modified limit of DYNAMIC LIMITS: PedAttractors to: 64
---------------------------------------------
Modified limit of DYNAMIC LIMITS: Collision links to: 50
---------------------------------------------
Modified limit of DYNAMIC LIMITS: ColModels to: 15150
---------------------------------------------
Modified limit of IPL:inst, buildings to: 13000
---------------------------------------------
Modified limit of IPL:inst, dummies to: 2500
---------------------------------------------
Modified limit of IDE:objs:type1 section to 55000
---------------------------------------------
Modified limit of IDE:objs:type2 section to 70
---------------------------------------------
Modified limit of IDE:tobj section to 169
---------------------------------------------
Modified limit of IDE:cars section to 650
---------------------------------------------
Modified limit of IDE:peds section to 488
---------------------------------------------
Modified limit of IDE:weap section to 100
---------------------------------------------
IMG archive size limit increased to 32 GB.
---------------------------------------------
Modified max number of IMG archives to: 9
---------------------------------------------
Modified limit of SCM LIMITS: Running scripts to: 96
---------------------------------------------
Modified limit of SCM LIMITS: Mission cleanup to: 75
---------------------------------------------
Modified limit of SCM LIMITS: Max number of used objects to: 395
---------------------------------------------
Modified limit of SCM LIMITS: Scripts for brains to: 70
---------------------------------------------
Modified limit of OTHER LIMITS: Collision size to: 33000
---------------------------------------------
Modified limit of OTHER LIMITS: Vehicle colors to: 128
---------------------------------------------
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_MODEL_HAS_COLLISION_ALREADY_SET_UP enabled.
GTA_ERROR_CAR_GENERATOR_WITH_INVALID_MODEL_ID_IS_GETTING_REGISTERED enabled.
GTA_ERROR_STREAM_HANDLES_LIMIT_EXCEEDED enabled.
Error reporting is applied now.
---------------------------------------------
Weapon type loader is enabled. NumberOfWeaponTypes = 85.
---------------------------------------------
Vehicle audio loader is enabled
---------------------------------------------
Number of memory changes made: 4243
---------------------------------------------

Game has crashed, here's a crash log:
Current process ID: 3912
Current thread ID: 12096
Last file to be loaded: AUDIO\STREAMS\AA
Last library loaded: D:\GTA San Andreas\bass.dll
Exception address: 0x00749B7B ("gta_sa.exe"+0x349B7B)
Exception code: 0xC0000005 (EXCEPTION_ACCESS_VIOLATION)
Inaccessible memory address: 0x8

General registers:
EAX: 0x00000000 (0)
EBX: 0x00000000 (0)
ECX: 0x00000000 (0)
EDX: 0x0086C120 (8831264)
ESI: 0x00000000 (0)
EDI: 0x00000008 (8)
EBP: 0x158D0EAC (361565868)
ESP: 0x0177F3D0 (24638416)
EIP: 0x00749B7B (7641979) ["gta_sa.exe"+0x349B7B]
EFL: 0x00210246 (2163270)

Segment registers:
CS: 0023
DS: 002B
ES: 002B
FS: 0053
GS: 002B
SS: 002B

FPU registers:
ST0: 0.098434 bytes: 00 00 00 00 00 B9 97 C9 FB 3F
ST1: 201.024292 bytes: 00 00 00 00 00 38 06 C9 06 40
ST2: 46.453571 bytes: 00 00 00 00 00 75 D0 B9 04 40
ST3: -53.154724 bytes: 00 00 00 00 00 70 9E D4 04 C0
ST4: 1820.513916 bytes: 00 00 00 00 00 72 90 E3 09 40
ST5: 177.393280 bytes: 00 00 00 00 00 AE 64 B1 06 40
ST6: 18.000000 bytes: 00 00 00 00 00 00 00 90 03 40
ST7: 0.246460 bytes: 00 00 00 00 00 00 60 FC FC 3F
CTRL: 007F
STAT: 0020
TAGS: FFFF

MMX registers, 8 bytes:
MM0: 00 00 00 00 00 B9 97 C9
MM1: 00 00 00 00 00 38 06 C9
MM2: 00 00 00 00 00 75 D0 B9
MM3: 00 00 00 00 00 70 9E D4
MM4: 00 00 00 00 00 72 90 E3
MM5: 00 00 00 00 00 AE 64 B1
MM6: 00 00 00 00 00 00 00 90
MM7: 00 00 00 00 00 00 60 FC

XMM registers, 16 bytes:
XMM0: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM1: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM2: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM3: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM4: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM5: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM6: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00
XMM7: 03 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Stack (printing from 0x177F3D0):
+0x000  68 0E 8D 15  00 00 00 00  AC 0E 8D 15  00 00 00 00
+0x010  3D 48 73 00  00 00 00 00  10 48 73 00  F0 F3 77 01
+0x020  00 00 00 00  2B 67 4D 00  00 00 00 00  4C FC 34 12
+0x030  9E 48 5E 00  00 00 00 00  68 0E 8D 15  4C FC 34 12
+0x040  1B DE 5D 00  1F 01 00 00  68 0E 8D 15  06 00 00 00
+0x050  06 00 00 00  4C FC 34 12  78 F4 77 01  88 D7 83 00
+0x060  00 00 00 00  34 28 61 00  05 00 00 00  68 0E 8D 15
+0x070  06 00 00 00  01 00 00 00  3C 4A 11 45  E7 34 D8 C4
+0x080  9C 20 65 41  22 35 53 00  70 F4 77 01  28 AF C1 15
+0x090  64 F4 77 01  00 60 9E B9  A0 11 0A 3F  D0 4D 8F 3F
+0x0A0  68 0E 8D 15  AC 0E 8D 15  C4 F6 77 01  28 EE 83 00
+0x0B0  01 00 00 00  84 3B 61 00  4C FC 34 12  05 00 00 00
+0x0C0  A4 F4 77 01  00 00 00 00  28 AF C1 15  68 0E 8D 15
+0x0D0  0F 00 00 00  DD 52 11 45  BA 34 D8 C4  E2 36 53 41
+0x0E0  13 E0 1A 45  4F 78 D3 C4  C9 B5 39 42  7F 1A 6D 00
+0x0F0  68 0E 8D 15  01 00 00 00  0F 00 00 00  00 00 00 00
+0x100  00 00 00 00  00 00 00 00  68 0E 8D 15  DE 17 42 00
+0x110  0F 00 00 00  00 00 00 00  00 00 00 00  28 AF C1 15
+0x120  68 0E 8D 15  AC 0E 8D 15  0F 00 00 00  D6 1E 43 00
+0x130  68 0E 8D 15  0F 00 00 00  00 00 00 00  00 00 00 00

base: 0x1580000   top: 0x177F3D0   bottom: 0x1780000

Module list
; Path    Module file size        Base    Size of image    Entry point
D:\GTA San Andreas\gta_sa.exe    14383616    0x00400000    0x01177000    0x00824570
C:\WINDOWS\SYSTEM32\ntdll.dll    1758376    0x773B0000    0x001B2000    0x00000000
C:\WINDOWS\System32\KERNEL32.DLL    674952    0x75E40000    0x000F0000    0x75E577C0
C:\WINDOWS\System32\KERNELBASE.dll    2599200    0x76A40000    0x00279000    0x76B80420
C:\WINDOWS\SYSTEM32\apphelp.dll    674696    0x5FE90000    0x000A6000    0x5FEC5480
C:\WINDOWS\SYSTEM32\AcLayers.DLL    439296    0x5F170000    0x00292000    0x5F18ECB0
C:\WINDOWS\System32\msvcrt.dll    797504    0x760B0000    0x000C4000    0x760E5C30
C:\WINDOWS\System32\GDI32.dll    136000    0x771C0000    0x00023000    0x771C4810
C:\WINDOWS\System32\win32u.dll    103312    0x76180000    0x0001A000    0x00000000
C:\WINDOWS\System32\gdi32full.dll    921040    0x75F30000    0x000E2000    0x75F718C0
C:\WINDOWS\System32\msvcp_win.dll    492360    0x76EA0000    0x00079000    0x76EB91B0
C:\WINDOWS\System32\ucrtbase.dll    1128632    0x76D80000    0x00112000    0x76DA8260
C:\WINDOWS\System32\USER32.dll    1750512    0x75480000    0x001AA000    0x754AB710
C:\WINDOWS\System32\SHLWAPI.dll    302192    0x76FB0000    0x0004B000    0x76FC8DF0
C:\WINDOWS\System32\RPCRT4.dll    763496    0x75CB0000    0x000BA000    0x75CF0290
C:\WINDOWS\SYSTEM32\AcGenral.DLL    2504544    0x5EF00000    0x00262000    0x5EF32520
C:\WINDOWS\System32\sechost.dll    542496    0x759A0000    0x00086000    0x759C5380
C:\WINDOWS\System32\bcrypt.dll    101368    0x77130000    0x0001A000    0x77139D30
C:\WINDOWS\System32\ole32.dll    1398304    0x756D0000    0x00155000    0x756FEAD0
C:\WINDOWS\System32\combase.dll    2615040    0x75A30000    0x0027C000    0x75B6A070
C:\WINDOWS\System32\OLEAUT32.dll    632240    0x75630000    0x0009C000    0x7566ADF0
C:\WINDOWS\System32\advapi32.dll    512504    0x76F30000    0x0007F000    0x76F43410
C:\WINDOWS\System32\shcore.dll    792968    0x75D70000    0x000C2000    0x75DC6B10
C:\WINDOWS\System32\SHELL32.dll    6971728    0x761A0000    0x0069D000    0x7632F280
C:\WINDOWS\SYSTEM32\UxTheme.dll    511488    0x73FF0000    0x00081000    0x74022B70
C:\WINDOWS\SYSTEM32\WINMM.dll    189184    0x73CA0000    0x00031000    0x73CA9680
C:\WINDOWS\SYSTEM32\samcli.dll    72192    0x5F750000    0x00016000    0x5F756240
C:\WINDOWS\SYSTEM32\MSACM32.dll    97088    0x5F730000    0x00019000    0x5F734FE0
C:\WINDOWS\SYSTEM32\VERSION.dll    28912    0x74780000    0x00008000    0x747818E0
C:\WINDOWS\SYSTEM32\USERENV.dll    121408    0x74790000    0x0001F000    0x74797090
C:\WINDOWS\SYSTEM32\dwmapi.dll    128224    0x6FD50000    0x00024000    0x6FD55140
C:\WINDOWS\SYSTEM32\urlmon.dll    1653760    0x73350000    0x001A2000    0x733D3E60
C:\WINDOWS\SYSTEM32\WINSPOOL.DRV    500736    0x74370000    0x0007F000    0x7438A930
C:\WINDOWS\SYSTEM32\ntmarta.dll    155488    0x747C0000    0x00029000    0x747C9A40
C:\WINDOWS\SYSTEM32\MPR.dll    94544    0x67BB0000    0x00019000    0x67BB3A20
C:\WINDOWS\SYSTEM32\SspiCli.dll    144792    0x73B20000    0x00026000    0x73B30F60
C:\WINDOWS\SYSTEM32\iertutil.dll    2328024    0x730E0000    0x0023A000    0x732AAE00
C:\WINDOWS\SYSTEM32\srvcli.dll    80688    0x73330000    0x0001D000    0x733351B0
C:\WINDOWS\SYSTEM32\netutils.dll    39264    0x73320000    0x0000B000    0x733231F0
C:\WINDOWS\SYSTEM32\SortWindows61.dll    48640    0x5F720000    0x00010000    0x5F72B360
C:\WINDOWS\System32\IMM32.DLL    147320    0x75010000    0x00025000    0x75012B30
C:\WINDOWS\System32\WS2_32.dll    389440    0x770D0000    0x0005F000    0x770E80C0
D:\GTA San Andreas\vorbisfile.dll    53760    0x5F700000    0x00011000    0x5F70197B
D:\GTA San Andreas\EAX.DLL    188416    0x10000000    0x00030000    0x1001A472
D:\GTA San Andreas\vorbishooked.DLL    65536    0x01980000    0x00011000    0x01984C98
D:\GTA San Andreas\vorbis.dll    1060864    0x03DE0000    0x00108000    0x03DF3F7C
D:\GTA San Andreas\ogg.dll    36864    0x019A0000    0x00009000    0x019A302E
D:\GTA San Andreas\$fastman92limitAdjuster.asi    11245056    0x5E430000    0x00AC4000    0x5E538E67
C:\WINDOWS\System32\PSAPI.DLL    18080    0x75990000    0x00006000    0x75991550
D:\GTA San Andreas\DllTricks.dll    33792    0x5F6F0000    0x0000D000    0x5F6F147F
D:\GTA San Andreas\zlib1.dll    107520    0x62E80000    0x00022000    0x62E81440
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.22621.3527_none_fbe8b6227808ef55\COMCTL32.dll    583136    0x67A40000    0x00091000    0x67AAA130
D:\GTA San Andreas\MinHook.x86.dll    14848    0x5F6E0000    0x00007000    0x00000000
D:\GTA San Andreas\CLEO.asi    479992    0x5F630000    0x000A1000    0x5F662A47
D:\GTA San Andreas\cleo\cleo_plugins\SA.Audio.cleo    191744    0x5E3F0000    0x00031000    0x5E3FFAAB
D:\GTA San Andreas\bass.dll    107584    0x11000000    0x0004D000    0x1104C036
D:\GTA San Andreas\cleo\cleo_plugins\SA.DebugUtils.cleo    244480    0x5E3B0000    0x0003D000    0x5E3BD3F0
D:\GTA San Andreas\cleo\cleo_plugins\SA.FileSystemOperations.cleo    200960    0x5E370000    0x00033000    0x5E3789CB
D:\GTA San Andreas\cleo\cleo_plugins\SA.IniFiles.cleo    144640    0x5F600000    0x00026000    0x5F602FE0
D:\GTA San Andreas\cleo\cleo_plugins\SA.Math.cleo    174848    0x5E340000    0x0002D000    0x5E346DE0
D:\GTA San Andreas\cleo\cleo_plugins\SA.MemoryOperations.cleo    192256    0x5E300000    0x00031000    0x5E30E746
D:\GTA San Andreas\cleo\cleo_plugins\SA.Text.cleo    284416    0x5E2B0000    0x00048000    0x5E2C10C4
D:\GTA San Andreas\cleo\IntOperations.cleo    58368    0x5E290000    0x00013000    0x5E291181
C:\WINDOWS\SYSTEM32\kernel.appcore.dll    69864    0x747F0000    0x00013000    0x747F4770
D:\GTA San Andreas\modloader.asi    700928    0x5E1D0000    0x000B2000    0x5E224637
C:\WINDOWS\SYSTEM32\dbghelp.dll    1814496    0x6FB60000    0x001D6000    0x6FBA1440
D:\GTA San Andreas\rundll32exefix.asi    11264    0x5E1C0000    0x00007000    0x5E1C1C18
C:\WINDOWS\SYSTEM32\MSVCP100.dll    421200    0x5E150000    0x00069000    0x5E183CF4
C:\WINDOWS\SYSTEM32\MSVCR100.dll    773968    0x5E090000    0x000BF000    0x5E0A1DFC
D:\GTA San Andreas\SilentPatchSA.asi    282624    0x5E040000    0x00049000    0x5E061860
D:\GTA San Andreas\VehicleAudioLoader.asi    10240    0x5DF80000    0x000B5000    0x5DF8178D
C:\WINDOWS\System32\MSCTF.dll    1043464    0x75890000    0x00100000    0x758E6140
C:\WINDOWS\System32\bcryptPrimitives.dll    400960    0x77150000    0x00063000    0x77188550
C:\WINDOWS\SYSTEM32\textinputframework.dll    1038312    0x6FD80000    0x000FE000    0x6FDCB4A0
C:\WINDOWS\SYSTEM32\TextShaping.dll    611120    0x677B0000    0x00095000    0x67811F90
C:\WINDOWS\SYSTEM32\CoreMessaging.dll    834192    0x66A40000    0x000CD000    0x66AD5F30
C:\WINDOWS\SYSTEM32\CoreUIComponents.dll    2701352    0x667A0000    0x00291000    0x6680A7C0
C:\WINDOWS\SYSTEM32\wintypes.dll    816208    0x74830000    0x000C7000    0x748992C0
C:\WINDOWS\SYSTEM32\CRYPTBASE.DLL    33144    0x73500000    0x0000B000    0x73502AE0
C:\WINDOWS\SYSTEM32\windows.storage.dll    7319992    0x74900000    0x006F1000    0x74AFF6B0
C:\WINDOWS\SYSTEM32\DDRAW.dll    535552    0x5DE90000    0x000EB000    0x5DEA4180
C:\WINDOWS\SYSTEM32\dxgi.dll    819192    0x6B6C0000    0x000CA000    0x6B706070
C:\WINDOWS\SYSTEM32\DCIMAN32.dll    11776    0x5DE80000    0x00007000    0x5DE820F0
C:\WINDOWS\SYSTEM32\dxcore.dll    174208    0x6EF60000    0x0002E000    0x6EF7C0C0
C:\WINDOWS\SYSTEM32\DSOUND.dll    444928    0x60510000    0x00072000    0x60527870
C:\WINDOWS\SYSTEM32\winmmbase.dll    117792    0x60590000    0x0001F000    0x605A4740
C:\WINDOWS\SYSTEM32\ResampleDmo.DLL    626640    0x60470000    0x00099000    0x6049DCB0
C:\WINDOWS\SYSTEM32\powrprof.dll    274928    0x73F10000    0x00045000    0x73F17960
C:\WINDOWS\SYSTEM32\msdmo.dll    33032    0x60460000    0x00009000    0x60463030
C:\WINDOWS\SYSTEM32\UMPDC.dll    51632    0x73B10000    0x0000E000    0x73B17AD0
C:\WINDOWS\System32\clbcatq.dll    521768    0x76020000    0x00082000    0x7608F560
C:\WINDOWS\System32\MMDevApi.dll    495368    0x6EF90000    0x0007C000    0x6EFBAD80
C:\WINDOWS\System32\DEVOBJ.dll    142560    0x72000000    0x00024000    0x7200A2B0
C:\WINDOWS\System32\CFGMGR32.dll    246376    0x71FC0000    0x0003D000    0x71FCC4A0
C:\WINDOWS\SYSTEM32\AUDIOSES.DLL    1604888    0x5DCF0000    0x0018A000    0x5DD5F510
C:\WINDOWS\SYSTEM32\resourcepolicyclient.dll    57896    0x5DCE0000    0x00010000    0x5DCE54C0
C:\WINDOWS\SYSTEM32\sfc.dll    12336    0x66680000    0x00003000    0x00000000
C:\WINDOWS\SYSTEM32\sfc_os.DLL    20720    0x735F0000    0x00008000    0x735F1680
C:\WINDOWS\SYSTEM32\ServicingCommon.dll    801088    0x67AE0000    0x000C4000    0x67B79F40
C:\WINDOWS\SYSTEM32\DINPUT8.dll    178688    0x5DCA0000    0x00038000    0x5DCA8850
C:\WINDOWS\SYSTEM32\inputhost.dll    1368904    0x5DB50000    0x0014F000    0x5DC67F20
C:\WINDOWS\SYSTEM32\HID.DLL    27648    0x72060000    0x0000B000    0x72061C80
C:\WINDOWS\System32\SETUPAPI.DLL    4477552    0x75040000    0x0043D000    0x75071E20
C:\WINDOWS\System32\WINTRUST.dll    353968    0x75830000    0x00058000    0x7584A700
C:\WINDOWS\System32\CRYPT32.dll    1054272    0x771F0000    0x00103000    0x77242130
C:\WINDOWS\SYSTEM32\MSASN1.dll    52208    0x75000000    0x0000E000    0x75006470
C:\WINDOWS\SYSTEM32\d3d9.dll    1496840    0x6D460000    0x00171000    0x6D4E0310
C:\WINDOWS\SYSTEM32\directxdatabasehelper.dll    239248    0x6B900000    0x0003C000    0x6B931430
C:\WINDOWS\System32\DriverStore\FileRepository\u0399660.inf_amd64_d7fa3539ce499e50\B399655\aticfx32.dll    1517104    0x6D2F0000    0x00167000    0x6D3B7726
C:\WINDOWS\System32\DriverStore\FileRepository\u0399660.inf_amd64_d7fa3539ce499e50\B399655\atiu9pag.dll    200608    0x6D2C0000    0x0002B000    0x6D2CF90E
C:\WINDOWS\System32\DriverStore\FileRepository\u0399660.inf_amd64_d7fa3539ce499e50\B399655\atiumdag.dll    11355552    0x6C800000    0x00AB7000    0x6C8166E0
C:\WINDOWS\SYSTEM32\dbgcore.DLL    149504    0x6C7D0000    0x00029000    0x6C7EF830
C:\WINDOWS\System32\DriverStore\FileRepository\u0399660.inf_amd64_d7fa3539ce499e50\B399655\atiumdva.dll    14882480    0x6B970000    0x00E55000    0x6BA14E30
C:\WINDOWS\SYSTEM32\amdihk32.dll    187576    0x6B940000    0x00028000    0x6B946C68
C:\WINDOWS\SYSTEM32\dcomp.dll    1676224    0x6A0E0000    0x0019C000    0x6A152120
C:\Windows\System32\quartz.dll    1502208    0x5D9A0000    0x001A2000    0x5D9CB1F0
C:\Windows\System32\devenum.dll    102960    0x5D980000    0x0001C000    0x5D991FE0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\DirectVobSub\vsfilter.dll    1909248    0x5D790000    0x001E3000    0x5D8EA5AA
C:\WINDOWS\SYSTEM32\WININET.dll    4770456    0x72A90000    0x00488000    0x72DD9DD0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\LAVVideo.ax    1049600    0x5D680000    0x00104000    0x5D71F682
C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.22621.3672_none_6ec0f0a887fe525b\COMCTL32.dll    2245088    0x6EC60000    0x00227000    0x6ED22210
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\swscale-lav-7.dll    504396    0x5B2B0000    0x0008C000    0x5B2B13B0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avfilter-lav-9.dll    212044    0x5B270000    0x0003C000    0x5B2713B0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avutil-lav-58.dll    900172    0x5C580000    0x010F5000    0x5C5813B0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\avcodec-lav-60.dll    13698124    0x5B340000    0x01239000    0x5B3413B0
C:\Program Files (x86)\K-Lite Codec Pack\Filters\LAV\swresample-lav-4.dll    126540    0x5B240000    0x00027000    0x5B2413B0
C:\WINDOWS\SYSTEM32\D3DIM700.DLL    394240    0x5B1D0000    0x00065000    0x5B221320
C:\WINDOWS\SYSTEM32\wdmaud.drv    220672    0x5B190000    0x0003B000    0x5B19F390
C:\WINDOWS\SYSTEM32\ksuser.dll    23744    0x5B180000    0x00007000    0x5B182230
C:\WINDOWS\SYSTEM32\AVRT.dll    29976    0x73C00000    0x00009000    0x73C01D10
C:\WINDOWS\SYSTEM32\msacm32.drv    27136    0x5B170000    0x0000B000    0x5B174630
C:\WINDOWS\SYSTEM32\midimap.dll    21504    0x5B160000    0x00008000    0x5B161D70
C:\Windows\System32\Windows.UI.dll    1099720    0x6F010000    0x0010B000    0x6F06DA30
C:\WINDOWS\SYSTEM32\wmvcore.dll    1901368    0x5F9E0000    0x001D0000    0x5F9FB250
C:\WINDOWS\SYSTEM32\WMASF.DLL    262360    0x5F990000    0x00041000    0x5F9C91D0
C:\WINDOWS\system32\mlang.dll    202240    0x5B120000    0x00035000    0x5B131030
C:\WINDOWS\SYSTEM32\mscms.dll    653472    0x6D5E0000    0x000A0000    0x6D5F9160
C:\Windows\System32\Windows.Internal.Graphics.Display.DisplayColorManagement.dll    238080    0x5B0E0000    0x0003E000    0x5B10DB20
Game terminated.



please help... i tried and fix gtasa vehicle audio loader...but still not working 

vehicle horn is like bycle horn....engine no sound...whats wrong with my script...please help...anybody....

trgb.8.99999

fastman i do need your help. We asked DYOM developer to increase the higher limit of spawns cars and actors in that mod. He would extend it to higher number. But Fastman Limit Adjuster not allow GTA SA spawns more than 50 cars. COuld u please extend w

 thing called "mission cleanup list" inside the game's code. Generally is stores references to all spawned actors, cars and some other elements like actor tasks. 

 

could u please extend  "mission clean up list" to 200 or something. So we could spanws more cars in our mission. To be honest, this things demanded by a lot of people. So i hope  u would help us. Because its very useful for DYOM and GTA SA community

Thanks so much for your help. Cheers

Edited by trgb.8.99999

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