DLC Cars - Pack de 50 carros adicionados sem substituir.

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    Matheus Rivaldo
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    DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Seg 16 Maio 2016, 17:10

    DLC Cars é um pack de carros para GTA San Andreas que consiste em adicionar os carros sem substituir os originais do jogo. O pack conta com 50 carros no total. No pack os carros andam pelas ruas e você pode roubá-los. Todos os carros foram selecionados para se encaixar na "atmosfera" do jogo, tendo a mesma definição de texturas, modelo, etc dos carros originais do jogo, sendo assim, só quem conhece os carros originais conseguirá identificar se os carros são do jogo, caso não conheça os carros do jogo, pensará que são carros do próprio jogo.

    Link de download: https://drive.google.com/open?id=0B8NcrddSMESrX3I1VkstQVRscEE

    Autores dos carros no download.

    Créditos (do pack):
    Pedreiro Master (Matheus Rivaldo) (Autor principal do pack, idealizador do pack)
    Mystertv (selecionamento dos carros e lista de autores de cada carro)

    Agradecimentos:
    Junior_Djjr (conselhos, dicas, etc)
    webster (ajuda inicial do pack)
    Ricardo_Ribas (ajuda inicial do pack)
    Cereal_Guy (ajuda inicial do pack, conselhos, etc)

    Prints:
    Spoiler:


    Austra



    Balbo



    Band:



    Bang:



    Batch



    Dollar



    Borboi



    Branger



    Brucutu



    Butti



    Carata



    Cedar



    Cousin



    Crenatus



    Debrasa



    Double



    Executo



    Flatbad



    Fortuna



    Gensac



    Greenao



    Horbi



    Infernal



    Kaiser



    M105



    Manguei



    Marsbeam



    Meteor



    Metil



    Miley



    Military



    Morina



    Nassin



    Neander



    Orto



    Overw



    Plutorec



    Poly



    Pribera



    Prison



    Progen



    Pudge



    Puma



    Pusco



    Raybau



    Roter



    Sinuata



    Spider



    Sykes




    O que acharam?


    Última edição por mathnoobsxx em Qui 06 Out 2016, 17:20, editado 2 vez(es)


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    Cereal Guy
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Cereal Guy em Seg 16 Maio 2016, 17:51

    Parabéns, você conseguiu concluir um projeto. Enquanto eu estou há séculos tentado fazer uma tradução e um blog que nem comecei direito..
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    Victor SantosBR
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Victor SantosBR em Ter 17 Maio 2016, 20:45

    Eu tava procurando isso, vlw vc me ajudo muito...
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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Ter 17 Maio 2016, 20:50

    @Victor SantosBR escreveu:Eu tava procurando isso, vlw vc me ajudo muito...
    De nada :), qualquer bug, problema me avise que eu corrijo e atualizo o download.


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    Victor_Troquetti
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Victor_Troquetti em Ter 17 Maio 2016, 22:11

    Se podia usar infernus q eu e o black converteu ne?
    Infernus beta do gta vc


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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Ter 17 Maio 2016, 22:15

    @Victor_Troquetti escreveu:Se podia usar infernus q eu e o black converteu ne?
    Infernus beta do gta vc
    Manda ae que eu coloco no pack.


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    webster
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por webster em Ter 17 Maio 2016, 22:38

    ficou muito bom! ia baixei amanhã vou colocar em meu gta


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    Mystertv
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Mystertv em Qua 18 Maio 2016, 13:27

    vai fazer outra versão com os outros carros que sobraram? pq ficou muito carro bom de fora


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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 18 Maio 2016, 13:35

    SRBL4CK escreveu:vai fazer outra versão com os outros carros que sobraram? pq ficou muito carro bom  de fora
    Vou, só que não prometo que saia tão cedo, vai ter muuuuuuuuuuitos carros talvez, não sei se eu continuo adicionando.


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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 18 Maio 2016, 14:59

    Vou iniciar a criação de um pack de armas quando der para adicionar na Ammu Nation.

    Obs: SRBL4CK, quer participar do pack de armas? No pack de armas terá uma lista com o autor de cada arma, tudo organizadinho e talz.


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Danilo Conceição em Qua 18 Maio 2016, 15:40

    Eu instalei e os carros ficaram sem sounds, é assim mesmo ou tenho que adicioná-los?
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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 18 Maio 2016, 15:42

    @Danilo Conceição escreveu:Eu instalei e os carros ficaram sem sounds, é assim mesmo ou tenho que adicioná-los?
    era para terem sons, você colocou a pasta data na pasta do seu GTA?


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Danilo Conceição em Qua 18 Maio 2016, 15:49

    Sim, amigo. Coloquei o arquivo "gtasa_vehicleAudioSettings". Feel Bro
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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 18 Maio 2016, 15:55

    @Danilo Conceição escreveu:Sim, amigo. Coloquei o arquivo "gtasa_vehicleAudioSettings". Feel Bro
    Colocou "1" na linha "Enable vehicle audio loader" do .ini e tirou o "#"?.


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Danilo Conceição em Qua 18 Maio 2016, 16:08

    Tinha esquecido disso. Estava com tantos erros que esqueci!! (BG)
    Consegui ativar os sons, obrigado pela atenção e parabéns pelo mod. (WINK)
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Cláudio Velocidade em Qui 19 Maio 2016, 09:34

    Prison Bus bugadão.

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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qui 19 Maio 2016, 13:00

    Duwd escreveu:Prison Bus bugadão.

    eita O_o, vou ver isso mais tarde.


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Mystertv em Qui 19 Maio 2016, 13:45

    vai ser armas na qualidade original ou como?


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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qui 19 Maio 2016, 13:46

    SRBL4CK escreveu:vai ser armas  na qualidade original ou como?
    Talvez lowpoly, vou ver.
    Edit: Provavelmente serão do vice city, eu converto e adiciono.


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por DSTV_M4A1 em Ter 24 Maio 2016, 20:30

    Amigo deu crash aqui, reparei que no "leia-me.txt" pede para ter o "Open Limi..." e o "Fastman92..." certo, fiz todas as alterações no .ini e retirei os #.
    Porem deu um o crash 0x004C678E , e fui ate "Lista de crash e solu..." e la diz "Caso use fastman92 limit adjuster, se a configuração "Vehicle Models" está bem configurada. Lembrando que caso você use Open Limit Adjuster você deve colocar um "#" no início dessa linha no .ini do fastman92 limit adjuster, já que o Open Limit Adjuster configura ela automaticamente para você."
    Se eu fizer isso o jogo nem carrega e já crash, o que devo fazer?

    Edit: Acho que encontrei o erro, estava alterando os números e reparei que quando coloco mais de 212 no Vehicle Models = o game crash, como proceder?
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Ter 24 Maio 2016, 20:44

    @DSTV_M4A1 escreveu:Amigo deu crash aqui, reparei que no "leia-me.txt" pede para ter o "Open Limi..." e o "Fastman92..." certo, fiz todas as alterações no .ini e retirei os #.
    Porem deu um o crash 0x004C678E , e fui ate "Lista de crash e solu..." e la diz "Caso use fastman92 limit adjuster, se a configuração "Vehicle Models" está bem configurada. Lembrando que caso você use Open Limit Adjuster você deve colocar um "#" no início dessa linha no .ini do fastman92 limit adjuster, já que o Open Limit Adjuster configura ela automaticamente para você."
    Se eu fizer isso o jogo nem carrega e já crash, o que devo fazer?

    Edit: Acho que encontrei o erro, estava alterando os números e reparei que quando coloco mais de 212 no Vehicle Models = o game crash, como proceder?
    Não altere o "Vehicle Models" , coloque "#" no início da linha dele e use Open Limit Adjuster.


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por DSTV_M4A1 em Qua 25 Maio 2016, 02:35

    Pedreiro Master escreveu:Não altere o "Vehicle Models" , coloque "#" no início da linha dele e use Open Limit Adjuster.

    Fiz isso porem o jogo abre e depois de 2 seg fecha, crash 0x0041005C. :(
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    Matheus Rivaldo
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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 25 Maio 2016, 08:43

    @DSTV_M4A1 escreveu:
    Pedreiro Master escreveu:Não altere o "Vehicle Models" , coloque "#" no início da linha dele e use Open Limit Adjuster.

    Fiz isso porem o jogo abre e depois de 2 seg fecha, crash 0x0041005C. :(
    Mande seu .ini do fastman92 limit adjuster e o do OLA


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por DSTV_M4A1 em Qua 25 Maio 2016, 12:31

    Pedreiro Master escreveu:
    @DSTV_M4A1 escreveu:
    Pedreiro Master escreveu:Não altere o "Vehicle Models" , coloque "#" no início da linha dele e use Open Limit Adjuster.

    Fiz isso porem o jogo abre e depois de 2 seg fecha, crash 0x0041005C. :(
    Mande seu .ini do fastman92 limit adjuster e o do OLA

    Pode ser assim?

    limit_adjuster_gta3vcsa.ini:
    ; See explanation of limits at the end of the file

    [SALIMITS]
    PtrNodeSingle = unlimited
    PtrNodeDouble = unlimited
    EntryInfoNode = unlimited
    Peds = 140
    PedIntelligence = 140
    Vehicles = 262
    Buildings = 15000
    Objects = 3500
    Dummys = 9500
    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 = 7500
    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 = 30
    MemoryAvailable = 30%
    #MAINsegmentSize = 200000
    #MissionSize = 69000

    [VCLIMITS]
    PtrNode = 300000
    EntryInfoNode = 3200
    Peds = 140
    Vehicles = 110
    Buildings = 300000
    Treadables = 1
    Objects = 3500
    Dummys = 9500
    AudioScriptObj = 192
    ColModel = 10500
    AlphaEntityList = 1250
    VisibleEntityPtrs = unlimited
    AtomicModels = 10000
    TimeModels = unlimited
    ClumpModels = unlimited
    VehicleModels = unlimited
    PedModels = unlimited
    WeaponModels = unlimited
    2dEffects = unlimited
    OutsideWorldWaterBlocks = 40
    Coronas = 2048
    FrameLimit = 30
    MemoryAvailable = 30%

    [GTA3LIMITS]
    PtrNode = 90000
    EntryInfoNode = 25400
    Peds = 140
    Vehicles = 110
    Buildings = 35500
    Objects = 9500
    Dummys = 22802
    AlphaEntityList = 1250
    VisibleEntityPtrs = unlimited
    TimeModels = unlimited
    OutsideWorldWaterBlocks = 40
    Coronas = 2048
    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)

    ;
    ;
    ; ### 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.
    ;
    ;
    ;

    fastman92limitAdjuster_GTASA.ini:
    ; 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

    ; 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 = 14000

    ; IDE : objs section type 2 (70)
    #IDE Objects Type 2 = 70

    ; IDE : tobj section (169)
    #Timed Objects = 169

    ; IDE : hier (92)
    #Hier Objects = 92

    ; IDE : cars section (212)
    #Vehicle Models = 212

    ; 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

    ; Number of tracks.dat files = 4
    ; It must be an exact value of how many tracks.dat files there are in your game.
    #Number of tracks.dat files = 4

    ; 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

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

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

    ; Increase the IMG archive size limit (max limit 32 GB)
    #Increase the IMG archive size limit = 0

    [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

    [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 = 500

    ; 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 = 0

    [STREAMING]
    ; Memory available, in MB unit (megabytes), default value 50
    #Memory available = 50

    ; 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

    #I want to increase the IPL limit and I know it may cause bugs = 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 = 20000

    ; TXD (5000)
    #FILE_TYPE_TXD = 5000

    ; COL (255)
    #FILE_TYPE_COL = 255

    ; IPL (256)
    #FILE_TYPE_IPL = 256

    ; IFP (180)
    #FILE_TYPE_IFP = 180

    ; RRR (475)
    #FILE_TYPE_RRR = 475

    ; SCM (82)
    #FILE_TYPE_SCM = 82

    ; 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 = 14000

    [HANDLING.CFG LIMITS]
    Apply handling.cfg patch = 1

    ; Number of standard lines (210)
    Number of standard lines = 300

    ; 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

    ; 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

    [WEAPON LIMITS]
    ; Enable weapon type loader
    #Enable weapon type loader = 1

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

    [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

    ; Fix streaming memory bug
    Fix streaming memory bug = 1

    [ERROR REPORTING]
    Enable error reporting = 1

    Attempt to load object instance with undefined ID = 1
    #Car generator limit exceeded = 0
    IMG archive needs rebuilding = 1
    Model does not have collision loaded = 1
    #Model has collision already set up = 0
    #Model name is declared on multiple IDs = 0
    #Requested file does not exist = 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 = 1

    #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 =

    ; 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 = 0
    avatar
    Matheus Rivaldo
    Scripter CLEO - Básico
    Scripter CLEO - Básico

    Título : Noob
    Mensagens : 789
    Reputação : 28
    Desde : 13/08/2015
    Localização : Passo de Torres - SC

    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

    Mensagem por Matheus Rivaldo em Qua 25 Maio 2016, 12:37

    @DSTV_M4A1 escreveu:
    Pedreiro Master escreveu:
    @DSTV_M4A1 escreveu:
    Pedreiro Master escreveu:Não altere o "Vehicle Models" , coloque "#" no início da linha dele e use Open Limit Adjuster.

    Fiz isso porem o jogo abre e depois de 2 seg fecha, crash 0x0041005C. :(
    Mande seu .ini do fastman92 limit adjuster e o do OLA

    Pode ser assim?

    limit_adjuster_gta3vcsa.ini:
    ; See explanation of limits at the end of the file

    [SALIMITS]
    PtrNodeSingle = unlimited
    PtrNodeDouble = unlimited
    EntryInfoNode = unlimited
    Peds = 140
    PedIntelligence = 140
    Vehicles = 262
    Buildings = 15000
    Objects = 3500
    Dummys = 9500
    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 = 7500
    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 = 30
    MemoryAvailable = 30%
    #MAINsegmentSize = 200000
    #MissionSize = 69000

    [VCLIMITS]
    PtrNode = 300000
    EntryInfoNode = 3200
    Peds = 140
    Vehicles = 110
    Buildings = 300000
    Treadables = 1
    Objects = 3500
    Dummys = 9500
    AudioScriptObj = 192
    ColModel = 10500
    AlphaEntityList = 1250
    VisibleEntityPtrs = unlimited
    AtomicModels = 10000
    TimeModels = unlimited
    ClumpModels = unlimited
    VehicleModels = unlimited
    PedModels = unlimited
    WeaponModels = unlimited
    2dEffects = unlimited
    OutsideWorldWaterBlocks = 40
    Coronas = 2048
    FrameLimit = 30
    MemoryAvailable = 30%

    [GTA3LIMITS]
    PtrNode = 90000
    EntryInfoNode = 25400
    Peds = 140
    Vehicles = 110
    Buildings = 35500
    Objects = 9500
    Dummys = 22802
    AlphaEntityList = 1250
    VisibleEntityPtrs = unlimited
    TimeModels = unlimited
    OutsideWorldWaterBlocks = 40
    Coronas = 2048
    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)

    ;
    ;
    ; ### 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.
    ;
    ;
    ;

    fastman92limitAdjuster_GTASA.ini:
    ; 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

    ; 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 = 14000

    ; IDE : objs section type 2 (70)
    #IDE Objects Type 2 = 70

    ; IDE : tobj section (169)
    #Timed Objects = 169

    ; IDE : hier (92)
    #Hier Objects = 92

    ; IDE : cars section (212)
    #Vehicle Models = 212

    ; 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

    ; Number of tracks.dat files = 4
    ; It must be an exact value of how many tracks.dat files there are in your game.
    #Number of tracks.dat files = 4

    ; 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

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

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

    ; Increase the IMG archive size limit (max limit 32 GB)
    #Increase the IMG archive size limit = 0

    [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

    [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 = 500

    ; 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 = 0

    [STREAMING]
    ; Memory available, in MB unit (megabytes), default value 50
    #Memory available = 50

    ; 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

    #I want to increase the IPL limit and I know it may cause bugs = 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 = 20000

    ; TXD (5000)
    #FILE_TYPE_TXD = 5000

    ; COL (255)
    #FILE_TYPE_COL = 255

    ; IPL (256)
    #FILE_TYPE_IPL = 256

    ; IFP (180)
    #FILE_TYPE_IFP = 180

    ; RRR (475)
    #FILE_TYPE_RRR = 475

    ; SCM (82)
    #FILE_TYPE_SCM = 82

    ; 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 = 14000

    [HANDLING.CFG LIMITS]
    Apply handling.cfg patch = 1

    ; Number of standard lines (210)
    Number of standard lines = 300

    ; 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

    ; 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

    [WEAPON LIMITS]
    ; Enable weapon type loader
    #Enable weapon type loader = 1

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

    [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

    ; Fix streaming memory bug
    Fix streaming memory bug = 1

    [ERROR REPORTING]
    Enable error reporting = 1

    Attempt to load object instance with undefined ID = 1
    #Car generator limit exceeded = 0
    IMG archive needs rebuilding = 1
    Model does not have collision loaded = 1
    #Model has collision already set up = 0
    #Model name is declared on multiple IDs = 0
    #Requested file does not exist = 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 = 1

    #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 =

    ; 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 = 0

    Lá no "Vehicles = 262" do .ini do OLA coloque "Vehicles = unlimited"


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    Re: DLC Cars - Pack de 50 carros adicionados sem substituir.

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      Data/hora atual: Dom 23 Jul 2017, 23:47