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Everything posted by Fire Phoenix
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Oh, okay then it's definetly not that : (
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I think the answer begins with 9631 line in codemp/ui/ui_main.c
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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 fine
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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. http://imgur.com/a/uS7Ze
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Sorry for the rush. I think the count is around "51". 52nd character is bugged.
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Any news @@Xycaleth? Do you still need customizable characters count?
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I have no idea.
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Oh okay, I thought dll, coding = game engine. My mistake.
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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.
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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 =)
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It's Multiplayer. It will be best if I show it on photos: http://imgur.com/a/uS7Ze My 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.
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What about head torso and lower feeders?
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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.
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Greetings, I mentioned the bug in the last post of this thread: https://jkhub.org/topic/8041-kotf-21/page-5 I 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.
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Sure thing @Śăļvõö ! @@Xycaleth I have yet another request if you have some time could you extend the number of available customization characters? just like in JA_Unlimited mod. Here is the link: http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Multiplayer/87847/ With OpenJK uix86.dll some characters have wrong icons for head torso and lower. The problem is gone with JA unlimited mod so I guess there is limit somewhere in openJK. "-It removes the limit on the number of species (customizable characters) you can have, which was previously 32." PS: If I needed more string pool memory is it possible to extend it further?
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It Works! Excellent work Xycaleth. I am in Your debt.
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I cant compile myself. I would like to have new build.
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I said I won't rename it for now right? @@Xycaleth are there news by any chance?
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Yes, All models are already updated and there are plenty of new ones as well. I'm not convinced about changing mods name though, so for now I think I will keep the old one. I also plan to add updated maps, lightsaber hilts, effects, textures, sounds, huds and more. I'm also working on new saber menu with RGB sabers. I think that will be it for 2.1 . I have some plans for next releases though which will simply improve visual side of the mod.
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Yeah I do. Thats great thanks! And the crash occurs when I add far too much menus. If I add slightly more, The game opens but can't click anything. I hope both these errors are related with String Pool limit.
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Well, it's not that simple. I realise that people have other stuff to do, their real lifes and own projects. Their help is a token of good will. I decided pay though because I'm stuck with the mod and I can't work further untill the bug is fixed. I even didn't know if it's possible to make this mod working. Now I have hope that someone can find the proper code to extend String Pool bytes limit.
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Don't worry about republic models error I am still working on them and these errors will be fixed, It is due to the name of some item defs that contain numbers or pauses - for example 501stFives or Plo-Koon. The game somehow takes "501st" as 50 st and 1 value idk how to say this but it is of no concern trust me. It's not the reason of bug. I already condensed the menus much and I'm afraid I won't be able to condense them more. Maybe few itemDefs but it definetly wont be enough as I planned to add twice more.
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GUYS! I think I may have a clue. I started researching on github OpenJK code and I found a command: ui_report . The results are interesting. Check out String Pool section on the images: This one when menu is working fine: And this one when I can't click anything: My guess is that when There is too much content in bytes , string pool reaches 100% and menu stops working. What do you guys think? Is there any way to extend the bytes limit? @@ensiform @@eezstreet
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I bump this thread and I'm still willing to pay if anyone fixes the issue.
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