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SuperKurochka

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  1. Та же самая проблема. При старте игры (начало катсцены, когда появляется первый текст) либо при начале любой миссии в загруженной игре (тоже на моменте начала катсцены) происходит вылет. Во всем остальном - все нормально работает. При запуске игры от имени администратора, после загрузки сохранения получаю черный экран (при начале новой игры - так же зависает на моменте, где первый текст). Добавлены машины, в FLA расширен handling.cfg. Вся проблема в FLA, так как без него все работает нормально. Пробовал поставить dll от версии 2.1., но проблема не решилась. Кто сталкивался с подобной проблемой? Уже все перепробовал, ничего не помогает. Добавлю также, что помимо FLA у меня установлен OLA, но проблема, как мне кажется, не в этом, так как если я удаляю OLA (и соответственно увеличиваю лимиты уже в FLA), результат тот же. [spoiler=Лог FLA]Starting fastman92 limit adjuster 4.3 for WIN_X86, compilation time: Jun 19 2017 19:00:46 Please visit http://fastman92.com Solution platform: WIN_X86 Game detected: GTA SA 1.0 HOODLUM 14383616 bytes Global exception handler has been registered. --------------------------------------------- Modified count of killable model IDs: 8000 --------------------------------------------- Format of new savefiles will be different: patch for save game of variable length is applied! Modified limit Car generators to: 5000 Is CCarGenerator_extended structure used: 0 --------------------------------------------- Applied patch to make car generator accept any vehicle ID that meets a condition (ID == -1 || ID >= 10). --------------------------------------------- --------------------------------------------- Enabling handling.cfg limit adjuster. New limits: Number of standard lines = 227 Number of bike lines = 13 Number of flying lines = 24 Number of boat lines = 12 Number of animation group lines = 30 &mod_HandlingManager = 0x3842920, sizeof(mod_HandlingManager) = 0xF1B8 sizeof_cHandlingDataMgr_header = 0x68 sizeof(tHandlingData_extended) = 0x100 --------------------------------------------- Enabled handling of new enhanced IMG archives. --------------------------------------------- IMG archive size limit increased to 32 GB. --------------------------------------------- Modified max number of IMG archives to: 10 --------------------------------------------- Modified limit of DIRECTORY LIMITS: Extra to: 5500 --------------------------------------------- Modified limit of DIRECTORY LIMITS: Cutscene directory to: 5120 --------------------------------------------- Modified limit of DIRECTORY LIMITS: Clothes directory to: 5500 --------------------------------------------- Streaming memory available limit set to 1073741824 bytes (1024 MB) --------------------------------------------- --------------------------------------------- Number of memory changes made: 316 --------------------------------------------- Game crashed unfortunately, here's a crash log: Current process ID: 9900 Current thread ID: 5048 Last file to be loaded: AMERICAN.GXT Last library loaded: NOT SET Exception address: 0x007C51A8 ("gta_sa.exe"+0x3C51A8) Exception code: 0xC0000005 Exception name: EXCEPTION_ACCESS_VIOLATION Inaccessible memory address: 0x10 General registers: EAX: 0xFFFFFFFF (-1) EBX: 0x0177FA88 (24640136) ECX: 0x0177FA88 (24640136) EDX: 0x00000000 (0) ESI: 0x00000000 (0) EDI: 0x00BBC8C8 (12306632) EBP: 0x00000000 (0) ESP: 0x0177FA00 (24640000) EIP: 0x007C51A8 (8147368) EFL: 0x00210286 (2163334) Segment registers: CS: 0023 DS: 002B ES: 002B FS: 0053 GS: 002B SS: 002B FPU registers: ST0: 185183.187500 bytes: 00 00 00 00 00 CC D7 B4 10 40 ST1: 0.983206 bytes: 00 00 00 00 00 69 B3 FB FE 3F ST2: 0.000000 bytes: 00 00 00 00 00 00 00 80 E8 3F ST3: 0.522190 bytes: 00 00 00 00 00 40 AE 85 FE 3F ST4: 0.544552 bytes: 00 00 00 00 00 C7 67 8B FE 3F ST5: -0.722627 bytes: 00 00 00 00 00 19 FE B8 FE BF ST6: -0.141329 bytes: 00 00 00 00 00 79 B8 90 FC BF ST7: 0.951382 bytes: 00 00 00 00 00 C7 8D F3 FE 3F CTRL: 007F STAT: 0028 TAGS: FFFF MMX registers, 8 bytes: MM0: 00 00 00 00 00 CC D7 B4 MM1: 00 00 00 00 00 69 B3 FB MM2: 00 00 00 00 00 00 00 80 MM3: 00 00 00 00 00 40 AE 85 MM4: 00 00 00 00 00 C7 67 8B MM5: 00 00 00 00 00 19 FE B8 MM6: 00 00 00 00 00 79 B8 90 MM7: 00 00 00 00 00 C7 8D F3 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 Module list ; Path Module file size Base Size of image Entry point C:\Program Files (x86)\Rockstar Games\GTA San Andreas\gta_sa.exe 14383616 0x00400000 0x01177000 0x00824570 C:\WINDOWS\SYSTEM32\ntdll.dll 1615720 0x77C10000 0x0018D000 0x00000000 C:\WINDOWS\System32\KERNEL32.DLL 594552 0x75F60000 0x000D0000 0x75F70690 C:\WINDOWS\System32\KERNELBASE.dll 1930224 0x769E0000 0x001D7000 0x76AC8440 C:\WINDOWS\SYSTEM32\apphelp.dll 614912 0x71FC0000 0x0009A000 0x71FF3700 C:\WINDOWS\SYSTEM32\AcLayers.DLL 372224 0x67810000 0x00281000 0x6782B2D0 C:\WINDOWS\System32\msvcrt.dll 769096 0x77920000 0x000BD000 0x77955610 C:\WINDOWS\System32\USER32.dll 1528904 0x74650000 0x00175000 0x7466B810 C:\WINDOWS\System32\win32u.dll 83728 0x76030000 0x00016000 0x00000000 C:\WINDOWS\System32\GDI32.dll 133824 0x76050000 0x00022000 0x76056D20 C:\WINDOWS\System32\gdi32full.dll 1432816 0x77160000 0x0015E000 0x7721B600 C:\WINDOWS\System32\msvcp_win.dll 504272 0x748F0000 0x0007C000 0x74905620 C:\WINDOWS\System32\ucrtbase.dll 1145104 0x76550000 0x00117000 0x76573DF0 C:\WINDOWS\System32\SHELL32.dll 20286120 0x74B50000 0x01333000 0x74C58000 C:\WINDOWS\System32\cfgmgr32.dll 224216 0x748B0000 0x00038000 0x748BDA30 C:\WINDOWS\System32\shcore.dll 550168 0x76950000 0x00088000 0x769974A0 C:\WINDOWS\System32\RPCRT4.dll 777904 0x77B50000 0x000BE000 0x77B7F310 C:\WINDOWS\System32\SspiCli.dll 123512 0x74630000 0x00020000 0x7463C980 C:\WINDOWS\System32\CRYPTBASE.dll 31584 0x74620000 0x0000A000 0x74622A10 C:\WINDOWS\System32\bcryptPrimitives.dll 353848 0x76F00000 0x00057000 0x76F2DAE0 C:\WINDOWS\System32\sechost.dll 267112 0x76C60000 0x00043000 0x76C6A050 C:\WINDOWS\System32\combase.dll 2386312 0x76CB0000 0x00246000 0x76DBA200 C:\WINDOWS\System32\windows.storage.dll 6092664 0x77350000 0x005C6000 0x77534040 C:\WINDOWS\System32\advapi32.dll 481464 0x75E90000 0x00078000 0x75EAEF20 C:\WINDOWS\System32\shlwapi.dll 279472 0x77AE0000 0x00045000 0x77AF94A0 C:\WINDOWS\System32\kernel.appcore.dll 47600 0x76F70000 0x0000E000 0x76F73F80 C:\WINDOWS\System32\powrprof.dll 273840 0x76770000 0x00045000 0x76777980 C:\WINDOWS\System32\profapi.dll 73416 0x772C0000 0x00014000 0x772C7550 C:\WINDOWS\System32\OLEAUT32.dll 593536 0x76BC0000 0x00093000 0x76BE7CB0 C:\WINDOWS\System32\SETUPAPI.dll 4382032 0x76120000 0x00426000 0x7613DEB0 C:\WINDOWS\SYSTEM32\MPR.dll 86976 0x71E20000 0x00017000 0x71E23DC0 C:\WINDOWS\SYSTEM32\sfc.dll 2560 0x66680000 0x00003000 0x00000000 C:\WINDOWS\SYSTEM32\WINSPOOL.DRV 419328 0x74540000 0x0006C000 0x74556D40 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL 189112 0x74510000 0x00030000 0x74514C40 C:\WINDOWS\SYSTEM32\bcrypt.dll 97144 0x73720000 0x00019000 0x737295E0 C:\WINDOWS\SYSTEM32\sfc_os.DLL 48640 0x72980000 0x00011000 0x72987EA0 C:\WINDOWS\System32\IMM32.DLL 143152 0x749D0000 0x00025000 0x749D49C0 C:\WINDOWS\System32\WS2_32.dll 409168 0x772E0000 0x00066000 0x772F74D0 C:\WINDOWS\System32\ole32.dll 1003152 0x779E0000 0x000F7000 0x77A1AA10 C:\WINDOWS\SYSTEM32\WINMM.dll 135432 0x71B70000 0x00024000 0x71B74CE0 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\vorbisfile.dll 3170 0x73490000 0x0000206C 0x73491116 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\EAX.DLL 188416 0x10000000 0x00030000 0x1001A472 C:\WINDOWS\SYSTEM32\WINMMBASE.dll 129864 0x71B40000 0x00023000 0x71B484D0 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\vorbisHooked.dll 51928 0x00140000 0x00010DBC 0x00144C98 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\ogg.dll 36864 0x001B0000 0x00009000 0x001B302E C:\Program Files (x86)\Rockstar Games\GTA San Andreas\vorbis.dll 1060864 0x05890000 0x00108000 0x058A3F7C C:\Program Files (x86)\Rockstar Games\GTA San Andreas\$fastman92limitAdjuster.asi 5919744 0x63E70000 0x005B5000 0x63F1E3FE C:\WINDOWS\System32\PSAPI.DLL 17104 0x766D0000 0x00006000 0x766D1470 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\DllTricks.dll 7680 0x72A30000 0x00006000 0x72A31593 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\MinHook.x86.dll 14848 0x72A20000 0x00007000 0x00000000 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\zlib1.dll 107520 0x62E80000 0x00022000 0x62E81440 C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.16299.125_none_d02560fb5f387566\COMCTL32.dll 572312 0x724A0000 0x0008E000 0x72507E50 C:\WINDOWS\SYSTEM32\MSVCR100.dll 773968 0x6A420000 0x000BF000 0x6A431DFC C:\Program Files (x86)\Rockstar Games\GTA San Andreas\CLEO.asi 264704 0x72430000 0x0006B000 0x7243E3D4 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\BASS.dll 107584 0x11000000 0x0004D000 0x1104C036 C:\WINDOWS\SYSTEM32\MSACM32.dll 93568 0x72A00000 0x00019000 0x72A04430 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\cleo\FileSystemOperations.cleo 65024 0x729E0000 0x00014000 0x729E1203 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\cleo\IniFiles.cleo 81920 0x72410000 0x00018000 0x724113AC C:\Program Files (x86)\Rockstar Games\GTA San Andreas\cleo\IntOperations.cleo 58368 0x723F0000 0x00013000 0x723F1181 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\Hooks.asi 10240 0x729D0000 0x00009000 0x729D1D35 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\GUI.fp 59904 0x630F0000 0x00D7C000 0x630F93AF C:\Program Files (x86)\Rockstar Games\GTA San Andreas\FirstPerson.sp 445952 0x67AD0000 0x00072000 0x67ADA313 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\III.VC.SA.LimitAdjuster.asi 388608 0x677A0000 0x00065000 0x677D85F5 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\sa_widescreenfix_lite.asi 65024 0x723D0000 0x00014000 0x723D4B4A C:\Program Files (x86)\Rockstar Games\GTA San Andreas\SilentPatchSA.asi 253952 0x67750000 0x00042000 0x67770171 C:\Program Files (x86)\Rockstar Games\GTA San Andreas\VehicleAudioLoader.asi 55808 0x05AA0000 0x00020000 0x05ABD001 C:\WINDOWS\system32\uxtheme.dll 472576 0x72900000 0x00079000 0x729394A0 C:\WINDOWS\SYSTEM32\DDRAW.dll 531456 0x67660000 0x000EA000 0x67673020 C:\WINDOWS\SYSTEM32\DCIMAN32.dll 11776 0x723C0000 0x00007000 0x723C2010 C:\WINDOWS\SYSTEM32\dxgi.dll 590944 0x6B260000 0x00093000 0x6B2880B0 C:\WINDOWS\System32\crypt32.dll 1575896 0x767C0000 0x00182000 0x76819870 C:\WINDOWS\System32\MSASN1.dll 49648 0x76FE0000 0x0000E000 0x76FE53D0 C:\WINDOWS\System32\WINTRUST.DLL 284112 0x75F10000 0x00046000 0x75F2A3C0 C:\WINDOWS\System32\imagehlp.dll 95576 0x77B30000 0x00019000 0x77B364A0 C:\WINDOWS\SYSTEM32\CRYPTSP.dll 68264 0x73580000 0x00013000 0x73586C40 C:\WINDOWS\system32\rsaenh.dll 184984 0x73550000 0x0002F000 0x7355CE10 C:\WINDOWS\SYSTEM32\DSOUND.dll 501248 0x675E0000 0x00080000 0x6760F0A0 C:\WINDOWS\System32\clbcatq.dll 519640 0x76090000 0x00082000 0x760B0090 C:\WINDOWS\System32\MMDevApi.dll 361632 0x67580000 0x0005B000 0x675A5830 C:\WINDOWS\System32\DEVOBJ.dll 132288 0x73110000 0x00022000 0x731195F0 C:\WINDOWS\System32\PROPSYS.dll 1555232 0x6B890000 0x0017A000 0x6B8F1830 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL 982016 0x67480000 0x000F4000 0x674BCFC0 C:\WINDOWS\SYSTEM32\AVRT.dll 27416 0x723B0000 0x00008000 0x723B1A70 C:\WINDOWS\SYSTEM32\wintypes.dll 832648 0x671C0000 0x000CB000 0x6722F730 C:\WINDOWS\System32\MSCTF.dll 1323840 0x74A00000 0x00144000 0x74A53B80 C:\WINDOWS\system32\dwmapi.dll 126872 0x729A0000 0x00023000 0x729A4DA0 C:\WINDOWS\SYSTEM32\DINPUT8.dll 178176 0x6A8B0000 0x00038000 0x6A8BBB10 C:\WINDOWS\SYSTEM32\inputhost.dll 149840 0x6B550000 0x00026000 0x6B56C000 C:\WINDOWS\SYSTEM32\CoreMessaging.dll 566664 0x67130000 0x0008C000 0x67186B80 C:\WINDOWS\SYSTEM32\CoreUIComponents.dll 2313472 0x66EF0000 0x00234000 0x66F483A0 C:\WINDOWS\SYSTEM32\ntmarta.dll 152440 0x733C0000 0x00028000 0x733C7ED0 C:\WINDOWS\SYSTEM32\HID.DLL 25600 0x723A0000 0x0000A000 0x723A2170 C:\WINDOWS\SYSTEM32\d3d9.dll 1474680 0x6AF20000 0x0016C000 0x6AF94D60 C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumd.dll 787472 0x6B190000 0x000C4000 0x6B1923D0 C:\WINDOWS\SYSTEM32\VERSION.dll 27416 0x745B0000 0x00008000 0x745B17E0 C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvd3dum.dll 15525768 0x67EB0000 0x00EA4000 0x6862EF80 C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll 760032 0x66E20000 0x000CC000 0x66E76A15 C:\WINDOWS\System32\TextInputFramework.dll 480912 0x63070000 0x00077000 0x630A5CB0 C:\WINDOWS\SYSTEM32\dcomp.dll 1027912 0x6AC00000 0x000FE000 0x6AC6B110 C:\Windows\System32\quartz.dll 1508864 0x62EC0000 0x001A4000 0x62EEBFA0 C:\Windows\System32\Windows.UI.dll 844528 0x0FEF0000 0x000CE000 0x0FF46DF0 C:\WINDOWS\SYSTEM32\wmvcore.dll 2197912 0x62BD0000 0x0021C000 0x62C14580 C:\WINDOWS\SYSTEM32\WMASF.DLL 253656 0x67440000 0x0003F000 0x67477320 C:\WINDOWS\SYSTEM32\mfperfhelper.dll 1081592 0x62AC0000 0x00107000 0x62BAD180 C:\WINDOWS\SYSTEM32\MFPlat.DLL 1522176 0x62940000 0x00174000 0x62990F90 C:\WINDOWS\SYSTEM32\RTWorkQ.DLL 139192 0x62910000 0x00027000 0x62919310 C:\WINDOWS\system32\mlang.dll 201216 0x628D0000 0x00035000 0x628E2950 Game terminated. [spoiler=Настройки FLA]; fastman92limitAdjuster_GTASA.ini [DYNAMIC LIMITS] ; ColModels (10150) #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 (32) #PointRoute = 32 ; 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] ; IPL : inst section, buildings (13000) #Buildings = 13000 ; IPL: inst section, dummies (2500) #Dummies = 2500 ; IPL : inst entries per file (4096) #Inst entries per file = 4096 ; IPL: entity index array (40) #Entity index array = 40 ; IPL: map zones (39) #Map zones = 39 ; IPL: navigation zones (380) #Navigation zones = 380 ; IPL: occl for interiors (40) #Interior occluders = 40 ; IPL: occl for map (1000) #Occluders = 1000 ; IPL: tcyc (32) #Timecycle modifiers = 32 ; IPL: cull mirror attribute zones (72) #CULL mirror attribute zones = 72 ; IPL: cull tunnel attribute zones (40) #CULL tunnel attribute zones = 40 ; IPL: cull attribute zones (1300) #CULL attribute zones = 1300 ; IPL: jump (256) #Stunt jumps = 256 ; IPL: enex (400) #Entry exits = 400 ; IPL: auzo zone boxes (158) #Auzo zone boxes = 158 ; IPL: auzo zone boxes coordinate (0) #Auzo zone boxes, apply coordinate limit patch = 0 ; IPL: auzo zone spheres (3) #Auzo zone spheres = 3 ; Enable pickup limit patch #Enable pickup limit patch = 0 ; IPL: pickups, coordinate limit will be hacked as well (620) #Pickups = 620 ; Pickup collected #Pickup collected = 20 [iDE LIMITS] ; IDE : objs section type 1 (14000) #IDE Objects Type 1 = 140000 ; IDE : objs section type 2 (70) #IDE Objects Type 2 = 700 ; IDE : tobj section (169) #Timed Objects = 169 ; IDE : hier (92) #Hier Objects = 92 ; IDE : cars section (212) #Vehicle Models = 2120 ; IDE : peds section ( 278 ) #Ped Models = 278 # IDE : weap section ( 51 ) #Weapon Models = 51 # IDE: 2dfx section (100) #2DFX Effects = 100 [MAP LIMITS] ; Apply tracks.dat coordinate limit patch #Apply tracks.dat coordinate limit patch = 0 ; tracks.dat file size limit #Tracks.dat file size limit = 46384 ; Max number of track stations (6) #Max number of track stations = 6 ; Enables track config loader #Enable track config loader = 0 ; Apply paths limit patch #Apply paths limit patch = 0 ; Enables path debugging #Enable path debugging = 0 ; Paths map size (6000) ; This option requires new set of files if map size is changed!!! #Paths map size = 6000 ; Radar map size (6000) ; This option requires new set of files if map size is changed!!! #Radar map size = 6000 ; Enables frontend map different, using fradar**.txd files #Enable frontend map different = 0 ; Water map size (6000) #Water map size = 6000 ; Renderware world map size (10000) #Renderware world map size = 10000 ; 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] ; Level limits are enabled if you uncomment 'Number of levels' ; Currently it's only possible to put the default car/ped IDs for levels. ; Random IDs won't work #Number of levels = 4 ; Cop car IDs for levels Cop car level 0 = 599 Cop car level 1 = 596 Cop car level 2 = 597 Cop car level 3 = 598 Cop bike = 523 ; Cop ped IDs for levels Cop ped level 0 = 283 Cop ped level 1 = 280 Cop ped level 2 = 281 Cop ped level 3 = 282 Cop ped bike = 284 ; Ambulance IDs for levels Ambulance level 1 = 416 Ambulance level 2 = 416 Ambulance level 3 = 416 ; Medic IDs for levels Medic level 1 = 274 Medic level 2 = 275 Medic level 3 = 276 ; Fire engine IDs for levels Fire engine level 1 = 407 Fire engine level 2 = 407 Fire engine level 3 = 407 ; Fireman IDs for levels Fireman level 1 = 277 Fireman level 2 = 279 Fireman level 3 = 278 ; Cab driver IDs for levels 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 ; Item price multipliers for levels Item price multiplier 0 = 1.0 Item price multiplier 1 = 1.0 Item price multiplier 2 = 1.0 Item price multiplier 3 = 1.2 [VEHICLE SPECIAL FEATURES] #Enable special features = 0 Number of hydra vehicles = 1 Hydra 1 = 520 Number of ZR350 vehicles = 1 ZR350 1 = 477 [RESTARTS] #Max number of hospital restarts = 10 #Max number of police restarts = 10 LIMITS ; Max number of IMG archives (8) Max number of IMG archives = 10 ; Enable handling of new enhanced IMG archives Enable handling of new enhanced IMG archives = 1 ; Increase the IMG archive size limit (max limit 32 GB) Increase the IMG archive size limit = 32 ; Enable handling of IMGLIST keyword #Enable handling of IMGLIST keyword = 1 [DIRECTORY LIMITS] ; Extra objects directory (550) Extra objects directory = 5500 ; Cutscene directory (512) Cutscene directory = 5120 ; Clothes directory (550) Clothes directory = 5500 [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 [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 minutes of playing, because a limit of VehicleStructs will be exceeded. #Cargrp cars per group = 23 ; Streaming : DesiredNumberOfVehiclesLoaded (22) ; This limit must be lower than a number of members per car group. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded. #Streaming_DesiredNumberOfVehiclesLoaded = 22 ; Car generators (500) Car generators = 5000 ; Number of process counter passes for car generators (4) #Number of process counter passes for car generators = 4 ; Should CCarGenerator_extended be used? #Use extended format for car generators = 0 ; Accept any ID for car generator? Accept any ID for car generator = 1 [PED STREAMING] ; Pedgrp peds per group (21) #Pedgrp peds per group = 21 [sTREAMING] ; Memory available, in MB unit (megabytes), default value 50 Memory available = 1024 ; 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 ; ------- Information: ; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher. ; ---- Total number of file IDs virtually unlimited (__int32) ; DFF (20000) FILE_TYPE_DFF = 65535 ; TXD (5000) FILE_TYPE_TXD = 65535 ; COL (255) FILE_TYPE_COL = 65535 ; IPL (256) FILE_TYPE_IPL = 65535 ; IFP (180) FILE_TYPE_IFP = 65535 ; RRR (475) FILE_TYPE_RRR = 65535 ; SCM (82) FILE_TYPE_SCM = 65535 ; LOADED_START (2) #FILE_TYPE_LOADED_START = 2 ; REQUESTED_START (2) #FILE_TYPE_REQUESTED_START = 2 ; different limits below ; These limits don't require 'ID limit patch' to be enabled. ; Count of killable model IDs (vehicles/peds) (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. ; ; In short, this value will affect the max possible ID for ped/vehicle. Count of killable model IDs = 8000 [HANDLING.CFG LIMITS] Apply handling.cfg patch = 1 ; Number of standard lines (210) Number of standard lines = 227 ; 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 in bytes of MAIN segment from main.scm (200000) #Max size of MAIN segment = 200000 # max mission size from main.scm (69000) #Max mission size = 69000 ; Running scripts (96) #Running scripts = 96 ; Mission cleanup array limit (75) #Mission cleanup = 75 ; Used object array (395) #Max number of used objects = 395 ; Switch jump table cases (75) #Switch jump table cases = 75 [OTHER LIMITS] ; Coronas (64) #Coronas = 64 ; Max size of single collision from .col archive (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 ; Limit for 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 ; Vehicle colors (128) #Vehicle colors = 128 ; Number of plate textures (3) #Number of plate textures = 3 [ROADBLOCK LIMITS] ; Apply roadblox.dat better loader #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 [WEAPON LIMITS] ; Enable weapon type loader #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 #Enable melee combo type loader = 0 ; Max number of melee combos (17) #Max number of melee combos = 17 [sPECIAL] ; Disables radar rotation #Disable radar rotation = 0 ; Disables 270 km\h plane speed limit. #Disable plane speed limit = 0 ; Make helicopters land on water when cars on water cheat enabled #Make helicopters land on water when cars on water cheat enabled = 1 ; Make save of variable size #Make save of variable size = 0 ; Make paintjobs work for any ID #Make paintjobs work for any ID = 0 [ERROR REPORTING] Enable error reporting = 0 Attempt to load object instance with undefined ID = 0 #Car generator limit exceeded = 0 Car generator with invalid model ID is getting registered = 0 IMG archive needs rebuilding = 0 Model does not have collision loaded = 0 #Model has collision already set up = 0 #Model name is declared on multiple IDs = 0 #Requested file does not exist = 0 Stream handles limit exceeded = 0 [DEBUG OUTPUT] ; Enables debug output from sprintf and printf functions. #Enable debug output = 0 ; Enable logging of files loaded #Enable logging of files loaded = 0 [DEBUGGING] ; Makes pad 1 act like pad 0 #Copy info to pad 1 from pad 0 = 0 [PLUGIN PATCHES] ; Enables plugin patches. #Enable plugin patches = 0 [ADDONS] #Enable cheat string loader = 0 #Enable vehicle audio loader = 0 #Enable train type carriages loader = 0 ; Train carriage loader, max number of vehicles (15) #Train type carriage loader, max number of vehicles for type = 15 ; Train carriage loader, number of type IDs (16) #Train type carriage loader, number of type IDs = 16 #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 [MAIN] author = fastman92 donation window disable code = F527F-56C35-4EFD9-0E7FE-BE780 ; Crash expection handler ; You should leave it enabled, or there will be no crash log. ; Please don't disable it unless you have a good reason. Register global expection handler = 1 #Disable music on global exception handler = 0 [spoiler=Настройки OLA (на всякий случай)]; See explanation of limits at the end of the file [sALIMITS] PtrNodeSingle = unlimited PtrNodeDouble = unlimited EntryInfoNode = unlimited Peds = 140 PedIntelligence = 140 Vehicles = 110 Buildings = 100000 Objects = 100000 Dummys = 500000 ColModel = unlimited Task = unlimited Event = unlimited PointRoute = unlimited PatrolRoute = unlimited NodeRoute = unlimited TaskAllocator = unlimited PedAttractors = unlimited VehicleStructs = unlimited MatrixList = unlimited OutsideWorldWaterBlocks = 500 AlphaEntityList = unlimited VisibleEntityPtrs = unlimited VisibleLodPtrs = unlimited StreamingObjectInstancesList = 30000 AtomicModels = unlimited DamageAtomicModels = unlimited TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited EntitiesPerIpl = unlimited EntityIpl = unlimited StaticShadows = 2048 Coronas = 20000 ScriptSearchLights = 1024 FrameLimit = 60 MemoryAvailable = 1024 [VCLIMITS] ExtraObjectsDir = 256 PtrNode = 300000 EntryInfoNode = 3200 Peds = 140 Vehicles = 110 Buildings = 300000 Treadables = 1 Objects = 10000 Dummys = 30000 AudioScriptObj = 192 ColModel = 15000 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited AtomicModels = 10000 TimeModels = unlimited ClumpModels = unlimited VehicleModels = unlimited PedModels = unlimited WeaponModels = unlimited 2dEffects = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [GTA3LIMITS] StreamingInfo = 6350 TxdStore = 850 ExtraObjectsDir = 128 PtrNode = 90000 EntryInfoNode = 30000 Peds = 140 Vehicles = 110 Buildings = 100000 Treadables = 1214 Objects = 10000 Dummys = 30000 AudioScriptObj = 256 AlphaEntityList = 2000 VisibleEntityPtrs = unlimited TimeModels = unlimited OutsideWorldWaterBlocks = 40 Coronas = 5000 FrameLimit = 30 MemoryAvailable = 30% [OPTIONS] DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx) ; ### StreamingInfo ; Size of the streaming info array. ; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) ; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500). ; ; ### ExtraObjectsDir ; Size of the extra objects directory. ; Number of streamed DFFs the game can store that have no IDE definition. ; ; ### TxdStore ; Size of the Txd Pool. ; Number of Txds the game can use, StreamingInfo must be increased too. ; ; ### Buildings ; Buildings on the building pool ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object) ; ; ### Peds ; Peds on the peds pool ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created ; ; ### Vehicles ; Vehicles on the vehicles pool ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created ; ; ### Objects ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player ; See also: Dummys ; ; ### Dummys ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects) ; ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it. ; ; ### PedIntelligence ; Ped AI instances ; **MUST** be the same value as Peds ; ; ### ColModel [CanBeUnlimited] ; Collision models loaded at once ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels. ; ; ### PtrNodeSingle [CanBeUnlimited] ; Nodes for the pool of singly linked lists ; Directly related to the amount of entities spawned in the world and values stored in quad trees. ; ; ### PtrNodeDouble [CanBeUnlimited] ; Nodes for the pool of double linked lists ; Directly related to the amount of entities spawned in the world ; ; ### PtrNode ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble) ; ; ### EntryInfoNode [CanBeUnlimited] ; Directly related to the amount of collidable entities spawned in the world ; ; ### Task [CanBeUnlimited] ; Running pedestrian tasks around the world ; ; ### Event [CanBeUnlimited] ; Events notification around the world (vehicles collided, etc) ; ; ### PointRoute [CanBeUnlimited] ; Related to AI routes (see scm command 05D7) ; ; ### PatrolRoute [CanBeUnlimited] ; Related to AI patrol routes (see scm command 0755) ; ; ### NodeRoute [CanBeUnlimited] ; Related to dynamic AI routes to go somewhere (for example, the command 05F5) ; ; ### TaskAllocator [CanBeUnlimited] ; Allocator of tasks to organized group of peds ; ; ### PedAttractors [CanBeUnlimited] ; Peds attracted to specific objects (e.g. ped using a cassino machine) ; ; ### VehicleStructs [CanBeUnlimited] ; Loaded vehicles models information. ; ; ### Treadables ; Animated buildings? ; ; ### AudioScriptObj ; Script sounds (see scm command 018D) ; ; ; ### MatrixList [CanBeUnlimited] ; Pool of transformation matrices, directly related to the amount of physical objects in the world ; ; ### AlphaEntityList [CanBeUnlimited] ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...) ; ; ### VisibleEntityPtrs [CanBeUnlimited] ; List of visible non-lod entities ; ; ### VisibleLodPtrs [CanBeUnlimited] ; List of visible lod entities ; ; ### OutsideWorldWaterBlocks ; Amount of blocks outside the world boundaries to be rendered ; Fixes water flickering outside world bondaries ; ; ### StreamingObjectInstancesList ; List of streamed in entities RwObjects (dff models) ; Fixes buildings flickering when seeing too many of them ; ; ### AtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### DamageAtomicModels [CanBeUnlimited] ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS) ; ; ### TimeModels [CanBeUnlimited] ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ) ; ; ### ClumpModels [CanBeUnlimited] ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM) ; ; ### VehicleModels [CanBeUnlimited] ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section)) ; ; ### PedModels [CanBeUnlimited] ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS) ; ; ### WeaponModels [CanBeUnlimited] ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP) ; ; ### EntitiesPerIpl [CanBeUnlimited] ; Maximum amount of instantiated entities (in INST section) from a single IPL file. ; ; ### EntityIpl [CanBeUnlimited] ; Maximum number of IPL files that creates entities. ; ; ### StaticShadows ; Maximum amount of static shadows ; ; ### Coronas ; Maximum amount of coronas ; ; ### ScriptSearchLights ; Maximum amount of searchlights that can be created with opcode 06B1 ; ; ### FrameLimit ; By default this is set to 30, which is actually 25fps. For 60fps, the value is 105. ; ; ### MemoryAvailable ; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**. ; 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 ; from the amount of physical memory available in your system. ; ; ; Прошу помощи UPD: Обнаружено, что после 5 минут игра намертво фризит и вылетает. - Решено увеличением "VehicleStructs" в FLA.ini
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