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ImageMod getting full...
IIRC SE4 only supports 999 component and facility images, right? Well, the ImageMod has over 800 components... this looks like it might be a problem! I wonder what it would take to get support for more, say 9999 or 32767? Otherwise the imagemod would have to be culled when better quality images arrive, and that would be a bad thing, since it would make the mod no longer compatible with earlier Versions... http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: ImageMod getting full...
It supports more than 999 images.
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Re: ImageMod getting full...
Nope! The image numbers can go well beyond 256 and even 1024, so I believe they will reach at least to 32K.
There is more than enough room left, I just need to get some time to add the submissions to it http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: ImageMod getting full...
Ive been hunting for the latest Version of the image mod... where is it?
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Re: ImageMod getting full...
Check my sig.
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Re: ImageMod getting full...
SJ,
Quote:
Instar, everything is in fyron's sig! http://forum.shrapnelgames.com/images/icons/icon10.gif <font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: ImageMod getting full...
Quote:
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Re: ImageMod getting full...
Why don't you test it out, and then report your results? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: ImageMod getting full...
SJ said 1024 worked, below.
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Re: ImageMod getting full...
It works right now with Comp_0999.bmp. It probably does something like
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">val(right(bmp_name,len(bmp_name-5)))</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Depending on how it's set up (unsigned/signed long/short int), there might not be a practical limit to the number of pictures. |
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