|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 01:13 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Apr 2001 Location: Cincinnati, Ohio, USA 
						Posts: 4,547
					 Thanks: 1 
		
			
				Thanked 7 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 ImageMod getting full... 
 IIRC SE4 only supports 999 component and facility images, right? Well, the ImageMod has over 800 components... this looks like it might be a problem! I wonder what it would take to get support for more, say 9999 or 32767? Otherwise the imagemod would have to be culled when better quality images arrive, and that would be a bad thing, since it would make the mod no longer compatible with earlier Versions...   
				__________________The Ed draws near! What dost thou deaux?
 |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 01:15 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 It supports more than 999 images. |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 01:16 AM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 Nope!  The image numbers can go well beyond 256 and even 1024, so I believe they will reach at least to 32K. 
There is more than enough room left, I just need to get some time to add the submissions to it   
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 08:01 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Aug 2000 
						Posts: 1,246
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 Ive been hunting for the latest Version of the image mod... where is it? 
				__________________When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
 |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 08:21 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 Check my sig. |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 06:18 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2002 Location: Irving, TX 
						Posts: 1,237
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 SJ,   
	Whew! Sure am glad to hear, er see that. I like pretty pictures!Quote: 
	
		| so I believe they will reach at least to 32K. |  
 Instar, everything is in fyron's sig!
   
 mlmbd
     |  
	
		
	
	
	| 
			
			 
			
				January 28th, 2003, 11:22 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Apr 2001 Location: Cincinnati, Ohio, USA 
						Posts: 4,547
					 Thanks: 1 
		
			
				Thanked 7 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 
	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?Quote: 
	
		| Originally posted by Imperator Fyron: It supports more than 999 images.
 | 
				__________________The Ed draws near! What dost thou deaux?
 |  
	
		
	
	
	| 
			
			 
			
				January 29th, 2003, 01:51 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 Why don't you test it out, and then report your results?    |  
	
		
	
	
	| 
			
			 
			
				January 29th, 2003, 01:56 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Dec 1999 
						Posts: 8,806
					 Thanks: 54 
		
			
				Thanked 33 Times in 31 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 SJ said 1024 worked, below. |  
	
		
	
	
	| 
			
			 
			
				January 29th, 2003, 03:09 AM
			
			
			
		 |  
	| 
		
			|  | 
 Lieutenant Colonel |  | 
					Join Date: Jul 2001 Location: Orlando, FL 
						Posts: 1,259
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: ImageMod getting full... 
 It works right now with Comp_0 999.bmp. It probably does something like
 code:Depending on how it's set up (unsigned/signed long/short int), there might not be a practical limit to the number of pictures.
 val(right(bmp_name,len(bmp_name-5))) 
				__________________ 
				The Unpronounceable Krsqk
 
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |