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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old February 9th, 2007, 03:49 PM

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Default Re: 110 Image Limit... megamod anyway?

Are you sure it isn't anything to do with the namepools?
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  #2  
Old February 9th, 2007, 06:58 PM
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Default Re: 110 Image Limit... megamod anyway?

I wonder if there is a conflict between two mods your trying to mesh, as far as #unit numbers or a bad command line pointing to an invalid image for the default or action sprite.

I'm sorry, that's *220* unit-sprite limit, counting only units. The declarations for banners etc. are all *after* the unit sprites in the megamod file, and they all load just fine, leading me to believe that only unit sprites count against the 220 limit. It may also be that smaller sprite files use up less space.

It definitely isn't a unit # conflict or the like - I deal with that in some detail in my previous thread, but basically - if you change the order in which the units are declared, the first 110 units load fine, and units after that produce a sprnbr error when you try to display them.

I have a script to rationalize the unit #s between different mods - but after extensive checking *I* can't find an error in it Since other people have downloaded the output and not posted the error I've made - I tend to think that I haven't made one, although it would be foolish to assume that, of course.

Blockquote me (follow the link above to get the attachments):
Quote:

Okay, here's how I know that isn't the problem.

Compare the two mod files I've attached (megamod_late.dm and megamod_late2.dm are zipped together) - you can swap from one to the other by renaming and then restarting the dominions executable. The only difference between the two is WHERE IN THE FILE the dwarves (Kharam Dzu) appear. You will also need the attachment at the root of this thread for the graphics if you don't already have it.

If Kharam Dzu appears in the middle of the file, you can play them (sprites for their initial commander load just fine), but when you try to recruit units, the game crashes (one of their recruitables is triggering the sprite error, therefore.)

On the other hand, if you move that entire block of monsters to the begining (as in the second file) Kharam Dzu becomes playable - and Trade Confederation, which appears immediately before Kharam Dzu in the first file, becomes unplayable. If you look at exactly what I'm moving, it has to be the number of things and not any particular thing which is causing the crash. The other nations that are playable in version 1 remain playable in version 2, even though they are also now-after Khazam Dzu.

So - Trade Federation becomes unplayable when you add Kharam Dzu to the begining of the file, but everything before Trade Federation remains playable, meaning I haven't added anything to the begining that screws up the entire rest of the file. Am I making sense?

I think this means that something somewhere is overflowing, and it's happening halfway through the unit list, and effecting all units after the overflow, even though all the units are formatted just fine.

Since whatever it is that's overflowing is triggering a sprite loading error - I would tend to assume that it's the custom sprite memory block (or something, again I don't know how Johan has engineered the thing) which is overflowing.

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Old February 9th, 2007, 07:16 PM
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Default Re: 110 Image Limit... megamod anyway?

Ok, to help alleviate this problem, I am switching my mod "Haida Gwaii" to using ingame graphics. I am going to use external graphics for the pretender, the flag and the banner. This should help if you decide my mod is worthy enough to be included
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Old February 9th, 2007, 09:23 PM
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Default Re: 110 Image Limit... megamod anyway?

I think that's premature. The problem - whatever it may be - will probably be fixed in a future patch.

If you want to develop a version without custom graphics, though, for temporary inclusion, that'd be fine.
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Old February 11th, 2007, 03:56 PM
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Default Re: 110 Image Limit... megamod anyway?

Quote:
DrPraetorious said:
I think that's premature. The problem - whatever it may be - will probably be fixed in a future patch.

I hope you're right, but I haven't seen much activity from the developers on the forums or on the patch progress website. We're not even sure they are aware of this issue.
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Old February 11th, 2007, 04:01 PM
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Default Re: 110 Image Limit... megamod anyway?

Johan replied in the original thread.

I'd still like someone else to run some tests to verify that the issue is real. Johan didn't correct me, so I assume that the bug is real and that he's aware of it.

It might be platform dependent or something.
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Old February 11th, 2007, 09:35 PM
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Default Re: 110 Image Limit... megamod anyway?

I run some tests and the issue is real, at least with my mods.
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