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April 29th, 2007, 11:38 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: 110 Image Limit... megamod anyway?
I didn't notice gandalf saying it had been resolved. Where did he say that?
He suggested an alternative cause in the original thread - that possibly the game doesn't like duplicate unit names.
That doesn't appear to be the problem, at least on cursory examination. Maybe I'm missing something.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 29th, 2007, 11:45 PM
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Major General
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Join Date: Oct 2006
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Re: 110 Image Limit... megamod anyway?
Quote:
I think he was emphasizing "perfect sprites" rather than "perfect extraction"
and I thought the sprite cap was worked out. Something to do with the order that the commands were put into the mod file?
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This is from the perfect sprite extraction thread. I thought maybe I had missed a thread where someone had found a fix to this problem. If you guys are perplexed, then I guess I got my hopes up too soon. /sad in the pants.
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BLAH BLAH BLAH BLAH NEXT TURN.
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April 30th, 2007, 05:44 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: 110 Image Limit... megamod anyway?
I think Gandalf refers to when I suggested that it was a problem with multiple nations sharing the same name and existing in the same age. I think I used EA and MA Machakas (a mod and the vanilla nation) as an example in that post, although that wouldn't cause a crash because they are in two different ages.
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April 30th, 2007, 05:53 AM
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Brigadier General
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Re: 110 Image Limit... megamod anyway?
The image limit in Dominions is 1000 images from enabled mods. So it should be quite a while before you reach that.
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April 30th, 2007, 06:58 AM
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BANNED USER
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Re: 110 Image Limit... megamod anyway?
Despite the evidence to the contrary? What else could the problem be DrP? Any ideas?
I'm not actually that fussed because I've yet to run into this issue, but I can see it being aggravating in the future, when I try to get all the LA nations I like working together and CBM balanced.
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April 30th, 2007, 08:58 AM
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National Security Advisor
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Re: 110 Image Limit... megamod anyway?
The limit is theoretically 1000, but that does not mean that it couldn't be broken in some way. It'll get listed later.
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April 30th, 2007, 10:03 AM
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Major General
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Re: 110 Image Limit... megamod anyway?
Okay, here's the last mod I tested before concluding that "sprnbr too high for file" really is a bug with the number of custom graphics I'm using. The mod was generated automatically by an awk script.
The nation of test is playable - and can recruit their two units.
The nation of example is playable - but when you try to recruit units, the game crashes.
The units and graphics are exactly the same, but there are hundreds of units of filler in the mod file between them.
It isn't a duplicate names issue, because the first nation is still 20 units into the file.
I've also attached the mod and the crash output, but I can't think of any other elucidating tests to run. I should note that the mod does load just fine - it doesn't complain about the sprites until you actually display them.
Oh! The bug still appears if you split the mod back up into individual mod files and load them all at once. It depends on the order in which the mods are loaded, which sprites cause a crash when you try to display them.
Other than that, can't think of anything.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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