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January 28th, 2003, 08:21 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: ImageMod getting full...
Check my sig.
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January 28th, 2003, 06:18 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: ImageMod getting full...
SJ,
Quote:
so I believe they will reach at least to 32K.
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Whew! Sure am glad to hear, er see that. I like pretty pictures!
Instar, everything is in fyron's sig!
mlmbd
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January 28th, 2003, 11:22 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: ImageMod getting full...
Quote:
Originally posted by Imperator Fyron:
It supports more than 999 images.
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So what comes after Comp_999.bmp? Does the game actually know that 1000 comes after 999 - I figured since the first few components were something like Comp_025.bmp that there had to be the leading zeroes... you're saying the game will take Comp_1000.bmp and not return an error or think it's Comp_100.bmp or something?
__________________
The Ed draws near! What dost thou deaux?
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January 29th, 2003, 01:51 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: ImageMod getting full...
Why don't you test it out, and then report your results? 
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January 29th, 2003, 01:56 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: ImageMod getting full...
SJ said 1024 worked, below.
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January 29th, 2003, 03:09 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: ImageMod getting full...
It works right now with Comp_ 0999.bmp. It probably does something like
code:
val(right(bmp_name,len(bmp_name-5)))
Depending on how it's set up (unsigned/signed long/short int), there might not be a practical limit to the number of pictures.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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