![]() |
Re: 110 Image Limit... megamod anyway?
Ich - could you post (or link to) the exact mod you used, so I can take a look at it?
|
Re: 110 Image Limit... megamod anyway?
I have posted the preliminary mod here: http://www.shrapnelcommunity.com/thr...?Number=526583
The last four or something units have their descriptions removed, namely some of Jomon Broken's commanders. If you remove some of the descriptions of new units from the mod (or cut and paste them higher in the mod), their descriptions show up again. |
Re: 110 Image Limit... megamod anyway?
This mod has 161 new-unit-sprite-pairs, which is more than works when I test with full-sized sprites. However, if you use undersized sprites you can fit more.
The mod doesn't use anything in the 24xx range, so I tried adding another 100 sprite-pairs 2400-2499. Can I add one dummy unit entry at the begining without breaking anything.... yes. Can I add ten of the same dummy unit entry at the begining (different unit #s) without breaking anything.... yes Can I add 100 of the same summy unit entry at the begining without breaking anything.... no! The hoburgs play just fine but jomon crashes with the good old "sprnbr too high for file" error. Again, it has to do with order of declarations in the file (the Jomon units are declared last). Anyway, the actual limit on the number of sprites depends on sprite size. Since most of the sprites in this mod are well below 256x256, you can fit more than the 220 pairs limit I ran into. I'm eventually going to put together a megamod, but it'll be structured a little differently and it won't have any relationship to conceptual balance. |
Re: 110 Image Limit... megamod anyway?
Shortlist has been updated to reflect the new information.
|
Re: 110 Image Limit... megamod anyway?
I think I just worked it out.
When Ich replaced all the #spr1 and #spr2 in that file with --spr1 and --spr2 he got the same sprnmber too high error. This didn't make sense to me, since that error comes from having too many extra sprites, as far as we know. When you don't input a spr1 and spr2 the game uses a default, either the pic of unit number 1, which is a arco hero or a centurion or something, a vanilla looking human, anyway,.... or it uses some huge four armed yellow trouser wearing indianesque monster (one of the mandaha or whatever demons?). I believe that all those added monsters who got converted to the huge four armed indian demon thing resulted in too much sprite size total. In other words, using the default sprite or perhaps even copyspr might not stop space from being used up - it all depends on the size. Since the indian demon thing is very large, it takes up a lot of space and thus he got the error,.... That's my theory, anyway. |
Re: 110 Image Limit... megamod anyway?
I can confirm that copyspr seems to be just as bad as using new sprites, even if you are copyspr-ing a vanilla unit.
Mine and Sombre's mods contain a set of new units which copystats vanilla pretenders and then make them available for the nation. Removing this section improves the sprnbr situation. I've just managed to make my mod for Marmoset work by doing that. |
Re: 110 Image Limit... megamod anyway?
So not just copyspr, but any new monsters wth sprites (ie all of them) at all?
That's harsh. Maybe the solution is to overwrite base game monsters and declare new sprites then? Possibly to overwrite all the non used monsters so they have the smallest possible sprites? (32x32 I think). |
Re: 110 Image Limit... megamod anyway?
I have created a dummy awk script to try out where exactly the sprnbr error too high error hits, but so far I have not been able to reproduce it. What's funny, I tested replacing sprites of existing units and that stops after a couple of them, too. It doesn't crash, but even when I replaced all sprites for all the units in the game, only some of them were really replaced.
|
All times are GMT -4. The time now is 01:03 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.