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January 28th, 2003, 01:13 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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...
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The Ed draws near! What dost thou deaux?
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January 28th, 2003, 01:15 AM
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Shrapnel Fanatic
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Re: ImageMod getting full...
It supports more than 999 images.
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January 28th, 2003, 01:16 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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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
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Things you want:
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January 28th, 2003, 08:01 AM
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Major
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Re: ImageMod getting full...
Ive been hunting for the latest Version of the image mod... where is it?
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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January 28th, 2003, 08:21 AM
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Shrapnel Fanatic
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Re: ImageMod getting full...
Check my sig.
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January 28th, 2003, 06:18 PM
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Major
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Re: ImageMod getting full...
SJ,
Quote:
so I believe they will reach at least to 32K.
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Whew! Sure am glad to hear, er see that. I like pretty pictures!
Instar, everything is in fyron's sig!
mlmbd
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January 28th, 2003, 11:22 PM
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General
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Join Date: Apr 2001
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Re: ImageMod getting full...
Quote:
Originally posted by Imperator Fyron:
It supports more than 999 images.
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So what comes after Comp_999.bmp? Does the game actually know that 1000 comes after 999 - I figured since the first few components were something like Comp_025.bmp that there had to be the leading zeroes... you're saying the game will take Comp_1000.bmp and not return an error or think it's Comp_100.bmp or something?
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The Ed draws near! What dost thou deaux?
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January 29th, 2003, 01:51 AM
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Shrapnel Fanatic
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Re: ImageMod getting full...
Why don't you test it out, and then report your results?
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January 29th, 2003, 01:56 AM
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National Security Advisor
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Re: ImageMod getting full...
SJ said 1024 worked, below.
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January 29th, 2003, 03:09 AM
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Lieutenant Colonel
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Re: ImageMod getting full...
It works right now with Comp_ 0999.bmp. It probably does something like
code:
val(right(bmp_name,len(bmp_name-5)))
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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"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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