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	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Almost610</id>
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	<updated>2026-04-09T10:48:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11165</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11165"/>
		<updated>2012-12-19T02:08:18Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
A more stable version of the tool (The Beta 6 version, to be exact) has been released by {{U|X-Seti}} called SOL Limits&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOL Limits===&lt;br /&gt;
&lt;br /&gt;
SOL Limits is {{U|X-Seti}}'s updated version of Andy's Beta 6, it is the same interface and nothing notable has been changed but it is designed to be a more stable version, with only some coding changed it is more reliable as bugs in that Beta 6 that Crashed the game or Appeared in it no longer happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://almost610.ucoz.com/load/vc_limit_adjuster_2_beta_6/1-1-0-1 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=TXD_Workshop&amp;diff=10881</id>
		<title>TXD Workshop</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=TXD_Workshop&amp;diff=10881"/>
		<updated>2012-05-08T04:16:01Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool-stub}}&lt;br /&gt;
{{ToolBox&lt;br /&gt;
| version = 5.0&lt;br /&gt;
| date    = 28 Mar, 2012&lt;br /&gt;
| author  = {{U|JernejL}}&lt;br /&gt;
| game    = [[GTA 3]], [[GTA VC]], [[GTA SA]]&lt;br /&gt;
| genre   = texture editing&lt;br /&gt;
| site    = {{Hint|http:/&amp;amp;#47;www.gtatools.com|Currently offline}}&lt;br /&gt;
| image   = [[Image:txdworkshop.jpg|250px|TXD Workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''TXD Workshop''' is an advanced [[Texture archive|texture dictionary]] editor, with support for all three PC RenderWare based GTA games. It also works with DXT compressed textures, uncompressed 8, 16 and 32 bit formats. TXD Workshop is probably one of the most complete and stable texture editing tools for GTA.&lt;br /&gt;
&lt;br /&gt;
== File support ==&lt;br /&gt;
TXD Workshop supports [[GTA 3]], [[GTA VC]] and [[GTA SA]], it displays all textures inside txd file in a list, with a small thumbnail next to texture name and description. &lt;br /&gt;
Textures can be exported and imported into BMP, TGA and PNG graphical file format.&lt;br /&gt;
&lt;br /&gt;
== Future ==&lt;br /&gt;
{{U|JernejL}}, the author of TXD Workshop, has added working with TXD files inside [[IMG archive]]s support to TXD Workshop 4.0, this feature was under extensive testing before it was given to modders and was released stable in TXD Workshop 4.0B.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- *[http://www.gtatools.com GTATools.com - TXD Workshop website] --&amp;gt;&lt;br /&gt;
*{{GTAG|8320}}&lt;br /&gt;
*{{GTAF|227538|TXD Workshop 4.0 release topic}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA_VC]][[Category:GTA_3]]&lt;br /&gt;
{{SA-navi}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10322</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10322"/>
		<updated>2011-10-30T09:59:41Z</updated>

		<summary type="html">&lt;p&gt;Almost610: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
A more stable version of the tool (The Beta 6 version, to be exact) has been released by {{U|X-Seti}} called SOL Limits&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOL Limits===&lt;br /&gt;
&lt;br /&gt;
SOL Limits is {{U|X-Seti}}'s updated version of Andy's Beta 6, it is the same interface and nothing notable has been changed but it is designed to be a more stable version, with only some coding changed it is more reliable as bugs in that Beta 6 that Crashed the game or Appeared in it no longer happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://www.almost610.dmon.com/load/2-1-0-3 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10237</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10237"/>
		<updated>2011-10-03T00:05:25Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
A more stable version of the tool (The Beta 6 version, to be exact) has been released by {{U|X-Seti}} called SOL Limits&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOL Limits===&lt;br /&gt;
&lt;br /&gt;
SOL Limits is {{U|X-Seti}}'s updated version of Andy's Beta 6, it is the same interface and nothing notable has been changed but it is designed to be a more stable version, with only some coding changed it is more reliable as bugs in that Beta 6 that Crashed the game or Appeared in it no longer happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://www.almost610.dmon.com/load/1-1-0-3 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10233</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10233"/>
		<updated>2011-10-01T07:36:27Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Node _, 0, X, Y, Z, Median, Left, Right, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] by [http://www.gtaforums.com/index.php?showuser=146289 Maxorator]&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10232</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10232"/>
		<updated>2011-10-01T07:29:34Z</updated>

		<summary type="html">&lt;p&gt;Almost610: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paths''' are special structures of waypoints which define random AI spawns (such as peds, cars and boats) and the possible route an AI agent can take.&lt;br /&gt;
&lt;br /&gt;
All 3D GTA games use different paths systems. [[GTA III]] uses an [[IDE]]-related paths system, which binds paths to certain objects. [[GTA Vice City]] uses groups of mapped paths defined in [[IPL]]s. [[GTA San Andreas]] and [[GTA IV]] use a collection of binary files which are linked to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{Icon|3}} [[PATH_(IDE_Section)|GTA III's Paths System]]&lt;br /&gt;
* {{Icon|VC}} [[Paths (Vice City)|GTA VC's Paths System]]&lt;br /&gt;
* {{Icon|SA}} [[Paths (GTA SA)|GTA SA's Paths System]]&lt;br /&gt;
* {{Icon|4}} [[Paths (GTA4)|GTA IV's Paths System]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - Topic by {{U|REspawn}} detailing Vice City's paths&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Explanation of the path-section in a VC IPL] - by {{U|Cerbera}}&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10231</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10231"/>
		<updated>2011-10-01T07:26:40Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Node _, 0, X, Y, Z, Median, Left, Right, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] by [http://www.gtaforums.com/index.php?showuser=146289 Maxorator]&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10230</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10230"/>
		<updated>2011-10-01T07:11:25Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Node _, 0, X, Y, Z, Median, Left, Right, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] by {{U|Maxorator}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10228</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10228"/>
		<updated>2011-10-01T06:52:23Z</updated>

		<summary type="html">&lt;p&gt;Almost610: moved PATH to Paths (Vice City):&amp;amp;#32;There is actually content on this page now and it is specifically for Vice City.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Node _, 0, X, Y, Z, Median, Left, Right, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10227</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10227"/>
		<updated>2011-10-01T06:44:45Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Node _, 0, X, Y, Z, Median, Left, Right, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10043</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=10043"/>
		<updated>2011-08-21T02:35:35Z</updated>

		<summary type="html">&lt;p&gt;Almost610: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
A more stable version of the tool (Beta 6, to be exact) has been released by {{U|X-Seti}} called SOL Limits&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SOL Limits===&lt;br /&gt;
&lt;br /&gt;
SOL Limits is {{U|X-Seti}}'s updated version of Andy's Beta 6, it is the same interface and nothing notable has been changed but it is designed to be a more stable version, with only some coding changed it is more reliable as bugs in that Beta 6 that Crashed the game or Appeared in it no longer happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://www.almost610.dmon.com/load/1-1-0-3 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Almost610</name></author>
		
	</entry>
</feed>