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  #1  
Old May 1st, 2007, 03:29 AM

Sombre Sombre is offline
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Default Re: 110 Image Limit... megamod anyway?

Ok I just did some further testing and came up with a very interesting result.

I noticed that all the nations worked (although they were missing descriptions) except for Vaettihiem. Now Vaettihiem wasn't the last mod I enabled in preferences, or the last side I added,.... but alphabetically it was the last in terms of the name of the DM file, the name of the mod etc, since it started with V.

I then renamed CBM Ulm Reborn.dm to CBM Zulm Reborn.dm and made a new game on Aran, LA, same settings but with Zulm Reborn now enabled rather than Ulm Reborn.

Now vaetti works but Zulm (ulm) reborn does not. This means that the game loads up the .dms alphabetically and that once is reaches (z)Ulm Reborn there are too many sprites.

I hope this test helps in finding a solution. I am personally convinced that it's to do with the number of sprites. I have no idea why the descriptions broke as well though -scratches head-
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Old May 1st, 2007, 03:39 AM

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

DOH

I just ran another test to confirm what I thought I had found out and it turns out I'm wrong.

It's the order that you enable the mods in preferences that determines the order they are loaded and therefore which one will produce the sprite error. The only reason I thought it was alphabetical was because I was enabling them in that order because that's the order they were listed. When I renamed Ulm to Zulm I had to re-enable it and therefore it was the last one I enabled and so it was the one that crashed.

So yeah, it's the order you load them up in that determines when the crash happens, not the order they are alphabetically or otherwise.
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Old May 1st, 2007, 12:06 PM
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Default Re: 110 Image Limit... megamod anyway?

Good info. Thanks for that.
That should help someone pin it down.

Just a stray thought but in many programming/scripting problems its non-closure. Im not a modder so this may be way off but will a mod operate on its own happily without a final closer (such as #end) but fail when chained together?

And on the massive checks, did we get a search/count on sprite lines? Im guessing thats what we need in case some sprites were used multiple times rather than a count of the files themselves.

Missing descriptions? So it might not be the cap on sprites but the space allocated for new descriptions? 1000 sprites I can see but 1000 descriptions? wow.
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Old May 1st, 2007, 12:08 PM
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Default Re: 110 Image Limit... megamod anyway?

Well, the 110 limit does come from a line-count.

But it might vary on the size of the sprites. In fact, if it's a memory overflow error or something, I'd expect it to.
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Old May 1st, 2007, 01:32 PM
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Default Re: 110 Image Limit... megamod anyway?

I think it is a memory issue as well because descriptions are getting truncated sometimes or end up completely missing it seems from reports.
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Old May 1st, 2007, 02:57 PM
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Default Re: 110 Image Limit... megamod anyway?

Johan might have increased the sprite size, resolution, colors for Dom3 but not tested as much as we are. He is still using batches of his old sprites. And a linux. It might work fine for 1000 of HIS sprites.
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Old May 1st, 2007, 03:00 PM
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Default Re: 110 Image Limit... megamod anyway?

It should be possible (for someone other than me) to script up a mod generation script that duplicates a sprite 100 under 100 new names. Try it for different kinds of sprites.
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