Mirror sync 1:1 from local (part 2)
Browse files
.gitattributes
CHANGED
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@@ -507,3 +507,4 @@ data-tripoint/files/modloader/xsaa/data/script/main.scm filter=lfs diff=lfs merg
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| 507 |
data-tripoint/files/modloader/xsaa/data/script/script.img filter=lfs diff=lfs merge=lfs -text
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| 508 |
data-tripoint/files/modloader/xsaa/models/generic/vehicle.txd filter=lfs diff=lfs merge=lfs -text
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| 509 |
data-tripoint/files/modloader/xsaa/models/txd/loadscs.txd filter=lfs diff=lfs merge=lfs -text
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| 507 |
data-tripoint/files/modloader/xsaa/data/script/script.img filter=lfs diff=lfs merge=lfs -text
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| 508 |
data-tripoint/files/modloader/xsaa/models/generic/vehicle.txd filter=lfs diff=lfs merge=lfs -text
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| 509 |
data-tripoint/files/modloader/xsaa/models/txd/loadscs.txd filter=lfs diff=lfs merge=lfs -text
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| 510 |
+
data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open[[:space:]]Limit[[:space:]]Adjuster/III.VC.SA.LimitAdjuster.asi filter=lfs diff=lfs merge=lfs -text
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data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open Limit Adjuster/III.VC.SA.LimitAdjuster.asi
ADDED
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@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:d93a64e8637902e04b1d18df11a1433625cb733733f975b83c8f60c4a8e6261e
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| 3 |
+
size 402944
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data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open Limit Adjuster/III.VC.SA.LimitAdjuster.ini
ADDED
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@@ -0,0 +1,249 @@
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| 1 |
+
; See explanation of limits at the end of the file
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| 2 |
+
|
| 3 |
+
[SALIMITS]
|
| 4 |
+
PtrNodeSingle = unlimited
|
| 5 |
+
PtrNodeDouble = unlimited
|
| 6 |
+
EntryInfoNode = unlimited
|
| 7 |
+
ExtraObjectsDir = 512
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| 8 |
+
Peds = 140
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| 9 |
+
PedIntelligence = 140
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| 10 |
+
Vehicles = 110
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| 11 |
+
Buildings = 100000
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| 12 |
+
Objects = 10000
|
| 13 |
+
Dummys = 50000
|
| 14 |
+
ColModel = unlimited
|
| 15 |
+
Task = unlimited
|
| 16 |
+
Event = unlimited
|
| 17 |
+
PointRoute = unlimited
|
| 18 |
+
PatrolRoute = unlimited
|
| 19 |
+
NodeRoute = unlimited
|
| 20 |
+
TaskAllocator = unlimited
|
| 21 |
+
PedAttractors = unlimited
|
| 22 |
+
VehicleStructs = unlimited
|
| 23 |
+
MatrixList = unlimited
|
| 24 |
+
OutsideWorldWaterBlocks = 500
|
| 25 |
+
AlphaEntityList = unlimited
|
| 26 |
+
VisibleEntityPtrs = unlimited
|
| 27 |
+
VisibleLodPtrs = unlimited
|
| 28 |
+
StreamingObjectInstancesList = 30000
|
| 29 |
+
AtomicModels = unlimited
|
| 30 |
+
DamageAtomicModels = unlimited
|
| 31 |
+
TimeModels = unlimited
|
| 32 |
+
ClumpModels = unlimited
|
| 33 |
+
VehicleModels = unlimited
|
| 34 |
+
PedModels = unlimited
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| 35 |
+
WeaponModels = unlimited
|
| 36 |
+
EntitiesPerIpl = unlimited
|
| 37 |
+
EntityIpl = unlimited
|
| 38 |
+
StaticShadows = 2048
|
| 39 |
+
Coronas = 20000
|
| 40 |
+
ScriptSearchLights = 1024
|
| 41 |
+
MemoryAvailable = 2048
|
| 42 |
+
|
| 43 |
+
[VCLIMITS]
|
| 44 |
+
TxdStore = 1385
|
| 45 |
+
ExtraObjectsDir = 256
|
| 46 |
+
PtrNode = 300000
|
| 47 |
+
EntryInfoNode = 3200
|
| 48 |
+
Peds = 140
|
| 49 |
+
Vehicles = 110
|
| 50 |
+
Buildings = 300000
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| 51 |
+
Treadables = 1
|
| 52 |
+
Objects = 10000
|
| 53 |
+
Dummys = 30000
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| 54 |
+
AudioScriptObj = 192
|
| 55 |
+
ColModel = 15000
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| 56 |
+
AlphaEntityList = 2000
|
| 57 |
+
VisibleEntityPtrs = unlimited
|
| 58 |
+
AtomicModels = 10000
|
| 59 |
+
TimeModels = 10000
|
| 60 |
+
ClumpModels = unlimited
|
| 61 |
+
VehicleModels = unlimited
|
| 62 |
+
PedModels = unlimited
|
| 63 |
+
WeaponModels = unlimited
|
| 64 |
+
2dEffects = unlimited
|
| 65 |
+
OutsideWorldWaterBlocks = 40
|
| 66 |
+
StaticShadows = 2048
|
| 67 |
+
Coronas = 5000
|
| 68 |
+
CollisionSize = 1024
|
| 69 |
+
MemoryAvailable = 30%
|
| 70 |
+
|
| 71 |
+
[GTA3LIMITS]
|
| 72 |
+
StreamingInfo = 6350
|
| 73 |
+
TxdStore = 850
|
| 74 |
+
ExtraObjectsDir = 256
|
| 75 |
+
PtrNode = 90000
|
| 76 |
+
EntryInfoNode = 30000
|
| 77 |
+
Peds = 140
|
| 78 |
+
Vehicles = 110
|
| 79 |
+
Buildings = 100000
|
| 80 |
+
Treadables = 1214
|
| 81 |
+
Objects = 10000
|
| 82 |
+
Dummys = 30000
|
| 83 |
+
AudioScriptObj = 256
|
| 84 |
+
AlphaEntityList = 2000
|
| 85 |
+
VisibleEntityPtrs = unlimited
|
| 86 |
+
TimeModels = 10000
|
| 87 |
+
OutsideWorldWaterBlocks = 40
|
| 88 |
+
StaticShadows = 2048
|
| 89 |
+
Coronas = 5000
|
| 90 |
+
MemoryAvailable = 30%
|
| 91 |
+
|
| 92 |
+
[OPTIONS]
|
| 93 |
+
DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)
|
| 94 |
+
|
| 95 |
+
; ### StreamingInfo
|
| 96 |
+
; Size of the streaming info array.
|
| 97 |
+
; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming)
|
| 98 |
+
; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500).
|
| 99 |
+
;
|
| 100 |
+
; ### ExtraObjectsDir
|
| 101 |
+
; Size of the extra objects directory.
|
| 102 |
+
; Number of streamed DFFs the game can store that have no IDE definition.
|
| 103 |
+
;
|
| 104 |
+
; ### TxdStore
|
| 105 |
+
; Size of the Txd Pool.
|
| 106 |
+
; Number of Txds the game can use, StreamingInfo must be increased too.
|
| 107 |
+
;
|
| 108 |
+
; ### Buildings
|
| 109 |
+
; Buildings on the building pool
|
| 110 |
+
; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
|
| 111 |
+
;
|
| 112 |
+
; ### Peds
|
| 113 |
+
; Peds on the peds pool
|
| 114 |
+
; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
|
| 115 |
+
;
|
| 116 |
+
; ### Vehicles
|
| 117 |
+
; Vehicles on the vehicles pool
|
| 118 |
+
; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
|
| 119 |
+
;
|
| 120 |
+
; ### Objects
|
| 121 |
+
; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
|
| 122 |
+
; See also: Dummys
|
| 123 |
+
;
|
| 124 |
+
; ### Dummys
|
| 125 |
+
; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
|
| 126 |
+
; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
|
| 127 |
+
;
|
| 128 |
+
; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
|
| 129 |
+
; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
|
| 130 |
+
;
|
| 131 |
+
; ### PedIntelligence
|
| 132 |
+
; Ped AI instances
|
| 133 |
+
; **MUST** be the same value as Peds
|
| 134 |
+
;
|
| 135 |
+
; ### ColModel [CanBeUnlimited]
|
| 136 |
+
; Collision models loaded at once
|
| 137 |
+
; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
|
| 138 |
+
;
|
| 139 |
+
; ### PtrNodeSingle [CanBeUnlimited]
|
| 140 |
+
; Nodes for the pool of singly linked lists
|
| 141 |
+
; Directly related to the amount of entities spawned in the world and values stored in quad trees.
|
| 142 |
+
;
|
| 143 |
+
; ### PtrNodeDouble [CanBeUnlimited]
|
| 144 |
+
; Nodes for the pool of double linked lists
|
| 145 |
+
; Directly related to the amount of entities spawned in the world
|
| 146 |
+
;
|
| 147 |
+
; ### PtrNode
|
| 148 |
+
; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
|
| 149 |
+
;
|
| 150 |
+
; ### EntryInfoNode [CanBeUnlimited]
|
| 151 |
+
; Directly related to the amount of collidable entities spawned in the world
|
| 152 |
+
;
|
| 153 |
+
; ### Task [CanBeUnlimited]
|
| 154 |
+
; Running pedestrian tasks around the world
|
| 155 |
+
;
|
| 156 |
+
; ### Event [CanBeUnlimited]
|
| 157 |
+
; Events notification around the world (vehicles collided, etc)
|
| 158 |
+
;
|
| 159 |
+
; ### PointRoute [CanBeUnlimited]
|
| 160 |
+
; Related to AI routes (see scm command 05D7)
|
| 161 |
+
;
|
| 162 |
+
; ### PatrolRoute [CanBeUnlimited]
|
| 163 |
+
; Related to AI patrol routes (see scm command 0755)
|
| 164 |
+
;
|
| 165 |
+
; ### NodeRoute [CanBeUnlimited]
|
| 166 |
+
; Related to dynamic AI routes to go somewhere (for example, the command 05F5)
|
| 167 |
+
;
|
| 168 |
+
; ### TaskAllocator [CanBeUnlimited]
|
| 169 |
+
; Allocator of tasks to organized group of peds
|
| 170 |
+
;
|
| 171 |
+
; ### PedAttractors [CanBeUnlimited]
|
| 172 |
+
; Peds attracted to specific objects (e.g. ped using a cassino machine)
|
| 173 |
+
;
|
| 174 |
+
; ### VehicleStructs [CanBeUnlimited]
|
| 175 |
+
; Loaded vehicles models information.
|
| 176 |
+
;
|
| 177 |
+
; ### Treadables
|
| 178 |
+
; Animated buildings?
|
| 179 |
+
;
|
| 180 |
+
; ### AudioScriptObj
|
| 181 |
+
; Script sounds (see scm command 018D)
|
| 182 |
+
;
|
| 183 |
+
;
|
| 184 |
+
; ### MatrixList [CanBeUnlimited]
|
| 185 |
+
; Pool of transformation matrices, directly related to the amount of physical objects in the world
|
| 186 |
+
;
|
| 187 |
+
; ### AlphaEntityList [CanBeUnlimited]
|
| 188 |
+
; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
|
| 189 |
+
;
|
| 190 |
+
; ### VisibleEntityPtrs [CanBeUnlimited]
|
| 191 |
+
; List of visible non-lod entities
|
| 192 |
+
;
|
| 193 |
+
; ### VisibleLodPtrs [CanBeUnlimited]
|
| 194 |
+
; List of visible lod entities
|
| 195 |
+
;
|
| 196 |
+
; ### OutsideWorldWaterBlocks
|
| 197 |
+
; Amount of blocks outside the world boundaries to be rendered
|
| 198 |
+
; Fixes water flickering outside world bondaries
|
| 199 |
+
;
|
| 200 |
+
; ### StreamingObjectInstancesList
|
| 201 |
+
; List of streamed in entities RwObjects (dff models)
|
| 202 |
+
; Fixes buildings flickering when seeing too many of them
|
| 203 |
+
;
|
| 204 |
+
; ### AtomicModels [CanBeUnlimited]
|
| 205 |
+
; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
|
| 206 |
+
;
|
| 207 |
+
; ### DamageAtomicModels [CanBeUnlimited]
|
| 208 |
+
; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
|
| 209 |
+
;
|
| 210 |
+
; ### TimeModels [CanBeUnlimited]
|
| 211 |
+
; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
|
| 212 |
+
;
|
| 213 |
+
; ### ClumpModels [CanBeUnlimited]
|
| 214 |
+
; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
|
| 215 |
+
;
|
| 216 |
+
; ### VehicleModels [CanBeUnlimited]
|
| 217 |
+
; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
|
| 218 |
+
;
|
| 219 |
+
; ### PedModels [CanBeUnlimited]
|
| 220 |
+
; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
|
| 221 |
+
;
|
| 222 |
+
; ### WeaponModels [CanBeUnlimited]
|
| 223 |
+
; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
|
| 224 |
+
;
|
| 225 |
+
; ### EntitiesPerIpl [CanBeUnlimited]
|
| 226 |
+
; Maximum amount of instantiated entities (in INST section) from a single IPL file.
|
| 227 |
+
;
|
| 228 |
+
; ### EntityIpl [CanBeUnlimited]
|
| 229 |
+
; Maximum number of IPL files that creates entities.
|
| 230 |
+
;
|
| 231 |
+
; ### StaticShadows
|
| 232 |
+
; Maximum amount of static shadows
|
| 233 |
+
;
|
| 234 |
+
; ### Coronas
|
| 235 |
+
; Maximum amount of coronas
|
| 236 |
+
;
|
| 237 |
+
; ### ScriptSearchLights
|
| 238 |
+
; Maximum amount of searchlights that can be created with opcode 06B1
|
| 239 |
+
;
|
| 240 |
+
; ### MemoryAvailable
|
| 241 |
+
; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**.
|
| 242 |
+
; The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory
|
| 243 |
+
; from the amount of physical memory available in your system.
|
| 244 |
+
;
|
| 245 |
+
; ### CollisionSize
|
| 246 |
+
; Maximum size of a single collision model (.col file, 1M = 1024kb)
|
| 247 |
+
;
|
| 248 |
+
;
|
| 249 |
+
;
|