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  #31  
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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  #32  
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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  #33  
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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  #34  
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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  #35  
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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  #36  
Old May 1st, 2007, 03:33 PM
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Default Re: 110 Image Limit... megamod anyway?

The mod I just posted uses the same name for each of the 700 sprites, but it's the "same" sprite every time (but loaded individually rather than duplicated with copyspr.)

What exactly do you want me to test?
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  #37  
Old May 1st, 2007, 03:34 PM

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

Different sized sprites? Two colour vs coloured?
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  #38  
Old May 1st, 2007, 03:51 PM
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Default Re: 110 Image Limit... megamod anyway?

Im not sure of the diff between dom2 sprites and dom3. Didnt we get a bigger size allowed and more colors?
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  #39  
Old June 7th, 2007, 07:15 AM
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Default Re: 110 Image Limit... megamod anyway?

Just saw this in the bug thread. As I want to host a game of the CBM LA mod nations I created some kind of "megamod" as you call it and I did not have problems even with the > 300 custom sprites that I used. Or is this about all units being in a battle at the same time? I have, however, gotten "Nagot gick Fel: spritenbr too high" errors when I removed sprites from some new units.

What I noticed is that there seems to be a limit to the number of custom description texts. See my bug entry .
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  #40  
Old June 7th, 2007, 07:54 AM
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Default Re: 110 Image Limit... megamod anyway?

Ah, thanks for reminding me and pointing this out, Ich. I'll update that bug entry to reflect this new discovery.
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