GTAmodding/III.VC.SA.LimitAdjuster

Limits Compared to VC Limit Adjuster v2.0 beta 6

ThirteenAG opened this issue · 0 comments

Probably there's more limits implemented than i selected, but that needs to be verified later.

Boundaries:

  • West Boundary
  • East Boundary
  • North Boundary
  • South Boundary
  • Maximum Height for Aircraft

Map Limits:

  • IDE Objects
    Maximum number of object definitions. Each IDE object definition occupies 68 bytes of memory space. The required memory, to the next multiple of 4096, is automatically added to the end of the executable.
  • ID numbers
    Sets the highest ID allowed in the game and adjusts the static memory allocation.
  • TXD objects
    Maximum number of TXDs allowed in gta3.img. When Vice City loads TXD objects, it assigns ID numbers to them just above the range used for map objects.
  • 2dfx Objects
    Maximum number of 2dfx objects allowed in the game. These are all the things like lights declared in the 2dfx section of an IDE file.
  • Time Objects
    Maximum number of time-defined Tobj objects allowed in the game.

Streaming Memory:

  • Streaming Memory
    Total streaming memory allocation. Setting this number too low (or too high and memory runs out) will cause game crashes and instability.

IPLs:

  • Dynamic IPL Objects
    Maximum number of dynamic IPL objects allowed in the game. These include everything defined in object.dat.
  • Static IPL Objects
    Maximum number of static IPL objects allowed in the game. These include all IPLs defined outside of object.dat.
  • Draw Distance
    Farthest allowed distance for non-LOD map objects. Note that this changes the place where LODs and objects are drawn, so the IPLs need appropriate adjustments. Otherwise, the game will look like shit.
  • Number of paths
    Number of paths - will be supported in Beta 7

Nodal Limits:

  • Pointer Nodes
    Maximum number of pointer nodes. Try values equal to or higher than twice the sum of the IPLs, IDs, and TXDs allocated. Higher values also require more streaming memory.
  • Entry Info Nodes
    Maximum number of entry info nodes. Try values equal to or higher than the number of ID spaces allocated. Higher values also require more streaming memory.
  • Collision Models
    Maximum number of collision models. Everything that starts with an ID except TXDs must have at least one, so set this to at least that.
  • Object Pointers
    Maximum number of object pointers. Despite the name, it appears related more to TXDs. In other words, if you are having texture-related issues, try increasing this value.