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May 1st, 2007, 03:34 PM
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BANNED USER
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Join Date: Feb 2007
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Re: 110 Image Limit... megamod anyway?
Different sized sprites? Two colour vs coloured?
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May 1st, 2007, 03:51 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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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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June 7th, 2007, 07:15 AM
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General
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Join Date: Feb 2007
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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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June 7th, 2007, 07:54 AM
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National Security Advisor
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Join Date: Oct 2003
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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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June 7th, 2007, 08:54 AM
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Major General
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Join Date: Feb 2005
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Re: 110 Image Limit... megamod anyway?
Ich - could you post (or link to) the exact mod you used, so I can take a look at it?
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June 7th, 2007, 09:25 AM
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General
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Join Date: Feb 2007
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Re: 110 Image Limit... megamod anyway?
I have posted the preliminary mod here: http://www.shrapnelcommunity.com/thr...?Number=526583
The last four or something units have their descriptions removed, namely some of Jomon Broken's commanders. If you remove some of the descriptions of new units from the mod (or cut and paste them higher in the mod), their descriptions show up again.
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June 7th, 2007, 10:25 AM
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Major General
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Join Date: Feb 2005
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Re: 110 Image Limit... megamod anyway?
This mod has 161 new-unit-sprite-pairs, which is more than works when I test with full-sized sprites. However, if you use undersized sprites you can fit more.
The mod doesn't use anything in the 24xx range, so I tried adding another 100 sprite-pairs 2400-2499.
Can I add one dummy unit entry at the begining without breaking anything.... yes.
Can I add ten of the same dummy unit entry at the begining (different unit #s) without breaking anything.... yes
Can I add 100 of the same summy unit entry at the begining without breaking anything.... no!
The hoburgs play just fine but jomon crashes with the good old "sprnbr too high for file" error. Again, it has to do with order of declarations in the file (the Jomon units are declared last).
Anyway, the actual limit on the number of sprites depends on sprite size. Since most of the sprites in this mod are well below 256x256, you can fit more than the 220 pairs limit I ran into.
I'm eventually going to put together a megamod, but it'll be structured a little differently and it won't have any relationship to conceptual balance.
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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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