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  #1  
Old June 7th, 2007, 12:44 PM

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

I think I just worked it out.

When Ich replaced all the #spr1 and #spr2 in that file with --spr1 and --spr2 he got the same sprnmber too high error. This didn't make sense to me, since that error comes from having too many extra sprites, as far as we know. When you don't input a spr1 and spr2 the game uses a default, either the pic of unit number 1, which is a arco hero or a centurion or something, a vanilla looking human, anyway,.... or it uses some huge four armed yellow trouser wearing indianesque monster (one of the mandaha or whatever demons?). I believe that all those added monsters who got converted to the huge four armed indian demon thing resulted in too much sprite size total.

In other words, using the default sprite or perhaps even copyspr might not stop space from being used up - it all depends on the size. Since the indian demon thing is very large, it takes up a lot of space and thus he got the error,....

That's my theory, anyway.
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Old November 3rd, 2007, 10:43 AM

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

I can confirm that copyspr seems to be just as bad as using new sprites, even if you are copyspr-ing a vanilla unit.

Mine and Sombre's mods contain a set of new units which copystats vanilla pretenders and then make them available for the nation. Removing this section improves the sprnbr situation. I've just managed to make my mod for Marmoset work by doing that.
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Old November 3rd, 2007, 10:50 AM

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

So not just copyspr, but any new monsters wth sprites (ie all of them) at all?

That's harsh.

Maybe the solution is to overwrite base game monsters and declare new sprites then? Possibly to overwrite all the non used monsters so they have the smallest possible sprites? (32x32 I think).
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Old November 3rd, 2007, 06:00 PM
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Default Re: 110 Image Limit... megamod anyway?

I have created a dummy awk script to try out where exactly the sprnbr error too high error hits, but so far I have not been able to reproduce it. What's funny, I tested replacing sprites of existing units and that stops after a couple of them, too. It doesn't crash, but even when I replaced all sprites for all the units in the game, only some of them were really replaced.
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