Fire Phoenix Posted August 10, 2016 Share Posted August 10, 2016 Greetings,I mentioned the bug in the last post of this thread: https://jkhub.org/topic/8041-kotf-21/page-5I thought I will post the issue here. So basicly I'm pretty sure that there is a specie limit somewhere in OpenJK code. It would be great if someone extended the limit as it is impossible to have more customizable characters with it. Link to comment
Xycaleth Posted August 10, 2016 Share Posted August 10, 2016 Are you able add more customisable characters in regular JKA? Link to comment
Fire Phoenix Posted August 10, 2016 Author Share Posted August 10, 2016 No, But the limit has been extended in JA Unilimted mod So I guess it's also possible for OpenJK. Also the bug is only uix86.dll file related. Link to comment
ensiform Posted August 10, 2016 Share Posted August 10, 2016 There's no hard limit in OpenJK. It was expanded for dynamically growing species list I thought? Link to comment
Fire Phoenix Posted August 10, 2016 Author Share Posted August 10, 2016 There's no hard limit in OpenJK. It was expanded for dynamically growing species list I thought?What about head torso and lower feeders? Link to comment
redsaurus Posted August 10, 2016 Share Posted August 10, 2016 There's no hard limit on those either. There's probably an effective limit of ~100 because of how the search for .skin files is done, but it's more likely that there's a bug or something in what I did. What's the exact issue that you're having? If in SP are your files properly pk3'd up? Link to comment
Fire Phoenix Posted August 10, 2016 Author Share Posted August 10, 2016 It's Multiplayer. It will be best if I show it on photos:https://jkhub.org/albums/uS7ZeMy guess is that the game loads skins in alphabetical order. As a result some skins from the beginning A,B,C,D,E etc.. work but later some limit occurs which blocks loading the rest of the skins and puts the icons from the last loaded custom skin.For example a presented skin begins with the letter "U". Im not sure what causes the error, but I'm definetly sure it's in uix86.dll file. Not sure if that information helps but I'm afraid that's all the information I can provide. Link to comment
ensiform Posted August 10, 2016 Share Posted August 10, 2016 If you're playing with a mod or the original base version of the UI module then the fix cannot be applied. The one from openjk-x86.pk3 must be used in order to have this fixed. It's not part of the OpenJK engine that fixes this. Link to comment
Fire Phoenix Posted August 11, 2016 Author Share Posted August 11, 2016 The screenshots I presented, First one from the left shows a customizable character with OpenJK uix86.dll file and the one on right with uix86.dll from JA unlimited mod. This is the only diffrence between these photos, Which means it's uix86.dll file related and thus I'm 100% sure it's part of OpenJK engine =) Link to comment
Xycaleth Posted August 11, 2016 Share Posted August 11, 2016 I'll try to take a look this weekend. How many customisable characters do you have before it starts breaking? Link to comment
Fire Phoenix Posted August 11, 2016 Author Share Posted August 11, 2016 It will be pain to count them all in alphabetical order. But If it proves to be an important and helpful information then I can try to count them. Link to comment
ensiform Posted August 11, 2016 Share Posted August 11, 2016 The screenshots I presented, First one from the left shows a customizable character with OpenJK uix86.dll file and the one on right with uix86.dll from JA unlimited mod. This is the only diffrence between these photos, Which means it's uix86.dll file related and thus I'm 100% sure it's part of OpenJK engine =) uix86.dll is 100% not part of OpenJK engine. It is the mod portion of the OpenJK project which means fs_game should be fs_game OpenJK. Link to comment
Fire Phoenix Posted August 11, 2016 Author Share Posted August 11, 2016 Oh okay, I thought dll, coding = game engine. My mistake. Link to comment
ensiform Posted August 11, 2016 Share Posted August 11, 2016 Is the source for JA Unlimited available? Link to comment
Fire Phoenix Posted August 11, 2016 Author Share Posted August 11, 2016 I have no idea. Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 Any news @@Xycaleth? Do you still need customizable characters count? Link to comment
Xycaleth Posted August 13, 2016 Share Posted August 13, 2016 Any news @@Xycaleth? Do you still need customizable characters count?The weekend's only just started ! A rough count would be good, yeah. e.g. to the nearest 10. Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 The weekend's only just started ! A rough count would be good, yeah. e.g. to the nearest 10.Sorry for the rush. I think the count is around "51". 52nd character is bugged. Link to comment
Xycaleth Posted August 13, 2016 Share Posted August 13, 2016 What do you mean by 'bugged'? What problems do you see? Please give as much information as you can EDIT: I've looked through the code and don't see limits in place for the customisable characters so it might be a different issue. Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 Well as I posted on image. bugged = wrong icons for head torso and lower. 51 first characters work fine and the problem begins with 52nd. I will try to contact JA unlimited mod author so maybe he knows how to fix that.https://jkhub.org/albums/uS7Ze Link to comment
Xycaleth Posted August 13, 2016 Share Posted August 13, 2016 Are you setting fs_game when you load OpenJK? And can you post a list of all your character PK3s? I can't fix this unless I can reproduce the same issue. Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 It will take a while to upload them all but I found some interesting line in ui_main.cnumfiles = trap->FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, 2048 );Does it mean there is 2048 limit of .skin files or smth?OpenJK loads fine Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 I think the answer begins with 9631 line in codemp/ui/ui_main.c Link to comment
Xycaleth Posted August 13, 2016 Share Posted August 13, 2016 It will take a while to upload them all but I found some interesting line in ui_main.c numfiles = trap->FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, 2048 ); Does it mean there is 2048 limit of .skin files or smth? OpenJK loads fineIt means the total lengths of all the skin file names for a single model have to be less than 2048 characters. EDIT: You would need over 100 skin files for a single model to reach that limit. Link to comment
Fire Phoenix Posted August 13, 2016 Author Share Posted August 13, 2016 Oh, okay then it's definetly not that : ( Link to comment
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