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April 30th, 2007, 05:44 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: 110 Image Limit... megamod anyway?
I think Gandalf refers to when I suggested that it was a problem with multiple nations sharing the same name and existing in the same age. I think I used EA and MA Machakas (a mod and the vanilla nation) as an example in that post, although that wouldn't cause a crash because they are in two different ages.
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April 30th, 2007, 05:53 AM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: 110 Image Limit... megamod anyway?
The image limit in Dominions is 1000 images from enabled mods. So it should be quite a while before you reach that.
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April 30th, 2007, 06:58 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: 110 Image Limit... megamod anyway?
Despite the evidence to the contrary? What else could the problem be DrP? Any ideas?
I'm not actually that fussed because I've yet to run into this issue, but I can see it being aggravating in the future, when I try to get all the LA nations I like working together and CBM balanced.
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April 30th, 2007, 08:58 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: 110 Image Limit... megamod anyway?
The limit is theoretically 1000, but that does not mean that it couldn't be broken in some way. It'll get listed later.
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April 30th, 2007, 10:03 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: 110 Image Limit... megamod anyway?
Okay, here's the last mod I tested before concluding that "sprnbr too high for file" really is a bug with the number of custom graphics I'm using. The mod was generated automatically by an awk script.
The nation of test is playable - and can recruit their two units.
The nation of example is playable - but when you try to recruit units, the game crashes.
The units and graphics are exactly the same, but there are hundreds of units of filler in the mod file between them.
It isn't a duplicate names issue, because the first nation is still 20 units into the file.
I've also attached the mod and the crash output, but I can't think of any other elucidating tests to run. I should note that the mod does load just fine - it doesn't complain about the sprites until you actually display them.
Oh! The bug still appears if you split the mod back up into individual mod files and load them all at once. It depends on the order in which the mods are loaded, which sprites cause a crash when you try to display them.
Other than that, can't think of anything.
__________________
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April 30th, 2007, 01:20 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: 110 Image Limit... megamod anyway?
Thank you. Its a very thoughtful and complete test which will be passed on.
To answer the original question "110 Image Limit... megamod anyway? " I would say that its still worthwhile to continue working on megamods since it is obvious that Johan wanted it the game to be much more supportive of large mods than this. So at least I would say that it will get fixed.
Johan loves modders.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 30th, 2007, 04:20 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: 110 Image Limit... megamod anyway?
I hope so. I am working on my 12th nation currently, most of them use custom graphics and I was afraid that I would have to make due eventually with just in game graphics. When this issue is resolved, I am going to go back through and do custom graphics for my public releases 
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