

Modified limit of IDE:cars section to 212 Modified limit of IDE:objs:type1 section to 25000 Modified limit of IPL: entity index array to: 100 Modified limit of IPL:inst, buildings to: 32767 Modified limit of DYNAMIC LIMITS: ColModels to: 32767 Modified limit of DYNAMIC LIMITS: VehicleStructs to: 50 &mod_HandlingManager = 0xD592A2C0, sizeof(mod_HandlingManager) = 0xDD70 Renderware world map size set to 20000 x 20000 ID limits will be patched.Ġ - 24999 (25000) - DFF models defined within IDE filesĢ5000 - 30999 (6000) - TXD texture archives.ģ1000 - 31254 (255) - COL collision archives.ģ1255 - 31510 (256) - IPL Binary IPL files.ģ1511 - 31574 (64) - DAT files limited to nodes*.datģ1575 - 31754 (180) - IFP animation archives.ģ1755 - 32229 (475) - RRR car recordings, carrec*.rrr filesĬVehicleRecording::StreamingArray: 0xD5383FB4įormat of new savefiles will be different: patch for enhanced format of model flags block is applied! Global exception handler has been registered.Īt least one ID limit is changed. INI filename: fastman92limitAdjuster_GTASA.ini Root directory: /storage/emulated/0/Android/data//files/Ĭache directory: /data/user/0//cache Starting fastman92 limit adjuster 5.3, compilation time: 03:35:57 (UTC) And keep on looking for what projects the future might bring.

If you like any of my projects, you can consider making a donation. I am putting a lot of effort to make sure that my projects meet the high quality requirements. ANDROID_ARM32, GTA SA 2.0, ID limits implemented ANDROID_ARM32, GTA SA 2.0, (MAP LIMITS -> Renderware world map size) implemented ANDROID_ARM32, GTA SA 2.0, (MAP LIMITS -> World map size, World sector size, World LOD sector size) implemented ANDROID_ARM32, GTA SA 2.0, (MAP LIMITS -> Water map size) implemented

ANDROID_ARM32, GTA SA 2.0, (MAP LIMITS -> Enable path debugging) implemented ANDROID_ARM32, GTA SA 2.0, (IMG LIMITS -> Max number of IMG archives) implemented ANDROID_ARM32, GTA SA 2.0, (STREAMING -> Max number of stream handles) implemented ANDROID_ARM32, GTA SA 2.0, (DYNAMIC LIMITS -> ColModels) implemented WIN_X86, GTA SA 1.0 HOODLUM, ( -> Paths map size) interriors fixed Now files from "game root directory" take a precedence over asset files from APK archive. ANDROID_ARM32, GTA III 1.8, GTA VC 1.09, GTA SA 2.0(SPECIAL -> Alter file loading order) implemented.
