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February 9th, 2007, 09:23 PM
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Major General
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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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February 11th, 2007, 03:56 PM
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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.
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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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February 11th, 2007, 04:01 PM
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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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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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February 11th, 2007, 09:35 PM
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Re: 110 Image Limit... megamod anyway?
I run some tests and the issue is real, at least with my mods.
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April 29th, 2007, 04:20 PM
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Re: 110 Image Limit... megamod anyway?
I read somewhere that this issue had been resolved, that it had to do with mod command order? Is this really the case? I never saw a post anywhere describing the proper command order or that the issue had even been looked into.
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April 29th, 2007, 05:52 PM
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Re: 110 Image Limit... megamod anyway?
DrP, your link to the earlier thread is screwed up, it has some extra in the beginning of the url.
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April 29th, 2007, 09:42 PM
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Re: 110 Image Limit... megamod anyway?
Was it gandalf who said this had been resolved?
He tends to get confused about some stuff to do with modding, so he might just have made a mistake there,... or it might actually be fixed. I don't know the fix though -shrug-
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April 29th, 2007, 09:47 PM
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Re: 110 Image Limit... megamod anyway?
Aye, in the perfect sprite thread. I figured a sure way to find out is to bump this and see what DrP has to say.
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April 29th, 2007, 11:38 PM
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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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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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