Guest Cairn Posted October 20, 2013 Posted October 20, 2013 Hey there.. If anyone has ever created NPC's for JA before, they would have noticed that after creating too many, an error pops up saying something a long the lines of '' .npc extensions are too large!" I was wondering if there is any modification that can be done to fix this limit and raise it? I would really like to be able to create more than 30+ NPC's without this error stopping me. Thanks
Stoiss Posted October 20, 2013 Posted October 20, 2013 need to find the game code to set it higher upif i remember right it is a bit count there need to be change to 0020000 or somthing @@Scooper
Asgarath83 Posted October 20, 2013 Posted October 20, 2013 Thanks for the suggest! i have a some trouble, but is possible to solve, if yu replace the NPC of original game with your owner...but.... original game will do some bad crashes if in a level there are more of 5 NPC with a saber in the load of level, yu have a crash of level. i hope Openjkcode can resolve this trouble because is one thing that become me... CRAZY! >.<
Scooper Posted October 21, 2013 Posted October 21, 2013 For multiplayer you can increase the limit by increasing the following line in "codemp\game\NPC_stats.c": #define MAX_NPC_DATA_SIZE 0x40000For example doubling it to 0x80000.And recompile the game. For singleplayer it's the same thing, but in the "code\game\NPC_stats.cpp" file instead. Smoo and Evulant like this
NumberWan Posted October 21, 2013 Posted October 21, 2013 My game never actually crashed, but instead it removed some of the NPCs our of order... And that's bad. We resolved the problem though, when creating a mod via ordinary scripts. NPC limit is no longer truly an issue.
eezstreet Posted October 21, 2013 Posted October 21, 2013 Hint: you can eliminate some of the unused NPCs by using a .npc file with the same file name. But if you use a different name for the NPC, it'll be a seamless replace. So, you could replace reborn_weequay with palpatine by just using the same file name.
Asgarath83 Posted October 21, 2013 Posted October 21, 2013 Hint: you can eliminate some of the unused NPCs by using a .npc file with the same file name. But if you use a different name for the NPC, it'll be a seamless replace. So, you could replace reborn_weequay with palpatine by just using the same file name. yes Eez, but for do that, need to call palpatine "weequay" in NPC file, or if NPClist is full, the NPC weequay was removed and cannot spawn. i tell that for personal experience in many mod there is NPC with new names, and NPC replaced: same name, same playermodel address. is replaced the model with the new model, and are edited the parameters of NPC file.
eezstreet Posted October 21, 2013 Posted October 21, 2013 No you don't. All you need to do is replace the .npc file with a different one. If the contents are totally different, then it won't matter. It loads the first file from the search path.
ZanderNao Posted October 22, 2013 Posted October 22, 2013 Forgive my novice-ness, but one of the files I've kept in my base folder since I found Jedi Academy mods is "Unlimited" which lifts the restrictions on map number, npc number, saber number and the like. I'm not sure on the JK3files/JKhub policy so we can remove the link if necessary, but it is obtainable at this link.
Circa Posted October 22, 2013 Posted October 22, 2013 Forgive my novice-ness, but one of the files I've kept in my base folder since I found Jedi Academy mods is "Unlimited" which lifts the restrictions on map number, npc number, saber number and the like. I'm not sure on the JK3files/JKhub policy so we can remove the link if necessary, but it is obtainable at this link.That's for MP only though.
ZanderNao Posted October 22, 2013 Posted October 22, 2013 That's for MP only though. Oh... Yeah, that does present a problem for all the fun SP mods... Well, thanks for the feedback. Sorry to distract from the solution making.
Asgarath83 Posted October 22, 2013 Posted October 22, 2013 No you don't. All you need to do is replace the .npc file with a different one. If the contents are totally different, then it won't matter. It loads the first file from the search path.mh, that's is interessing, but in my mod i recicle some level by JA changing NPC, so i need also old NPC with old name for make recognized, or the maps of the game cannot work because not found the NPC spawned. :\ (in same level, this make crash game, example: vjun3, i never understand why.)
Guest Cairn Posted October 22, 2013 Posted October 22, 2013 Wait guys... I'm using openJK, a version Scooper sent me.. And I have made over 300 NPC's and still no crash?! this problem is pretty much solved!
Asgarath83 Posted October 22, 2013 Posted October 22, 2013 Wait guys... I'm using openJK, a version Scooper sent me.. And I have made over 300 NPC's and still no crash?! this problem is pretty much solved! Nice! I see in the description of download of Openjk that the our coder staff has removed many of unusufel error message like shader _max indexes hit (very boring, never can do massive effect -.- ) if ha sremoved also the NPC trouble that's was great! W the open source JKA! when i download code the first time by the fork page, i not understood what mean what "remove some error message" by the list of modify of the code. now i know! very nice!
darthpepo1 Posted September 19, 2014 Posted September 19, 2014 Wait guys... I'm using openJK, a version Scooper sent me.. And I have made over 300 NPC's and still no crash?! this problem is pretty much solved! can you send it to me please
NumberWan Posted September 20, 2014 Posted September 20, 2014 One helpful alternative for modders would be the rule "one model - one NPC", which means, that if you want to create R2-H8 droid for instance, you don't have to create a new folder R2-H8 and a file R2-H8.npc Instead you make a R2_H8.skin in R2D2 folder, and a script, which sets this skin for R2 model. No need to create dozens of rodians, grans, humans (like Jedi_HM).
eezstreet Posted September 20, 2014 Posted September 20, 2014 ? What does that have to do with the .npc extension limit?
Lancelot Posted September 20, 2014 Posted September 20, 2014 I tried OpenJK, used the NpcSP tool and rapidly pressed the spawn button.I don't know how many NPCs I've spawned, but it was far more than the unmoddedJedi Academy can handle. Of course the FPS dropped a little bit, but there was no error message at all.
DTIII Posted July 31, 2016 Posted July 31, 2016 So what's the solution to this again? I wanna try out all these badass mods you guys have made but the links provided within here don't work.
Circa Posted July 31, 2016 Posted July 31, 2016 So what's the solution to this again? I wanna try out all these badass mods you guys have made but the links provided within here don't work.Use OpenJK if you want to raise the NPC limit. https://jkhub.org/topic/2220-frequently-asked-questions/
DTIII Posted August 1, 2016 Posted August 1, 2016 Use OpenJK if you want to raise the NPC limit. https://jkhub.org/topic/2220-frequently-asked-questions/Thanks, the link to it is actually in here but it didn't work for me. Luckily I just switched browser and its fine.
CoryTrash Posted May 8, 2023 Posted May 8, 2023 On 10/21/2013 at 11:47 AM, Scooper said: For multiplayer you can increase the limit by increasing the following line in "codemp\game\NPC_stats.c": #define MAX_NPC_DATA_SIZE 0x40000 For example doubling it to 0x80000. And recompile the game. For singleplayer it's the same thing, but in the "code\game\NPC_stats.cpp" file instead. how do I find "code\game\NPC_stats.cpp" file?
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