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Posted: Thu Jun 30, 2005 9:28 pm
by Phrozen Heart
Anyone happen to know the limits for UniqueAppellation.txt, UniquePrefix.txt or UniqueSuffix.txt?

Posted: Fri Jul 01, 2005 12:55 am
by Ulmo
Those 3 files are just a collection of TBL index, so I think there is no limit here (besides the usual 2^32 ;) ).

Posted: Fri Jul 01, 2005 1:19 am
by Phrozen Heart
Sweet, thanks :D I was about to pass 256 and wanted to make sure :)

Posted: Sun Aug 07, 2005 7:17 pm
by Brother Laz
~tcex.txt...?

Re: Txt File Limits

Posted: Sun Aug 07, 2005 11:22 pm
by I_only_pressed_Esc
How about LvlTypes.txt as apparently it produces a random error in the new map if using more lines.

I haven't encountered this as yet. :)

Posted: Mon Aug 08, 2005 8:33 pm
by Ulmo
Brother Laz";p="237054" wrote:~tcex.txt...?
Various *.bin indicate 65535, but it may be 32767.

BUT this limit does count the autoTC generated via ItemTypes.txt (32 for each).

Posted: Thu Dec 29, 2005 7:56 pm
by SilverShadowHell
Umm.. monseq.txt?? I'm about to start some anims and.. well I need to know what the limit is and.. how do you find out these limits?? try to fill them till they stop or look in code?

Posted: Fri Dec 30, 2005 1:47 am
by Ulmo
It seems that there is only one byte to handle MonSeq index; meaning 255 sequence max.

Testing is an option, but most limits are known by reading the BIN generation routine, or knowing what part of what struct uses this field.

Posted: Fri Dec 30, 2005 9:42 am
by SilverShadowHell
255 sequences not depending how long?? That's great news THX THX THX Ulmo :victory:

Posted: Fri Dec 30, 2005 12:43 pm
by Ulmo
255 sequences of 255 frames max. Good work :)

Re: Txt File Limits

Posted: Wed Feb 08, 2006 4:30 pm
by madsurgery
gems.txt

reached the 300th line. The 300th rune works corectly. Runewords too.

Re: Txt File Limits

Posted: Wed Feb 08, 2006 6:33 pm
by Volf
I_only_pressed_Esc";p="237081" wrote:How about LvlTypes.txt as apparently it produces a random error in the new map if using more lines.

I haven't encountered this as yet. :)
Thats not due to a file limit, the random error is coz new lvltypes do not have automap entries. I cant remember if adding entries for them solves the problem, never had to since there is still so much room in my lvltypes.txt

Re: Txt File Limits

Posted: Wed Feb 08, 2006 11:48 pm
by Char
I just wanted to point out that lines higher than 2048 DO work in magicprefix.txt / magicsuffix.txt. However, there is a problem: You will always get the name of line 2047 displayed on all those magic pre/suffixes which are in lines > 2047.
all lines in magicprefix / suffix count, including blank lines. maybe the expansion line doesnt count, though.

Re: Txt File Limits

Posted: Thu Feb 09, 2006 12:58 am
by Nefarius
There is another limitation with magicprefix/suffix.

AFAIK - if more then a certain number (which I can't remember ATM :-|) of affixes can spawn on an item at any time (that means at iLvl) all modifiers after that certain number will be excluded from the random generation. Albeit this means you'd have to put every modifier in it's own group. The limit does exist.



*The Expansion line probably doesn't count since it isn't compile into the bin files (IIRC) (thus it also doesn't alter ID #s)








PS: That 2047 display limit should not be too hard to alter, I will probably look into this in the future. It might be related to the MonType.txt bug that I fixed a while ago (just that here it probably is intentional and occurs across all processor types).

Re: Txt File Limits

Posted: Thu Feb 09, 2006 2:30 am
by Ulmo
Nefarius";p="257954" wrote:*The Expansion line probably doesn't count since it isn't compile into the bin files (IIRC) (thus it also doesn't alter ID #s)
I do confirm.
That 2047 display limit should not be too hard to alter, I will probably look into this in the future. It might be related to the MonType.txt bug that I fixed a while ago (just that here it probably is intentional and occurs across all processor types).
Items only have 9 bits to store MagicAffix index. *You* may be able to alter this, but I doubt ISC can do it.

Edit : 11 bits of course (2047 was suspect + checked sticky).

Re: Txt File Limits

Posted: Thu Feb 09, 2006 1:07 pm
by Char
ISC for sure cannot do this, cause there is no stat for that in there :). At least i could find none, looking at the ones with 11 savebits :).

I know this other limitation exists, although I do not remember what value it had. Something like 256 or 512 probably. However, I would need more than 2048 lines in magicprefix / suffix.txt, while it would only be about 50-100 per itemtype. Would indeed be great if you could remove that limit (do you do it for 1.10 or 1.11?).

Re: Txt File Limits

Posted: Thu Feb 09, 2006 2:27 pm
by Nefarius
If I look into it, it'll be for 1.10 certainly.

Posted: Fri Feb 10, 2006 4:31 pm
by Char
That would really be great, since I just arrived at line 2287 ....

Posted: Sat Nov 04, 2006 5:23 am
by Malachor
About cubemain.txt, I think that it's going to be a physical size limit rather than limited by number of recipes.

I was in the process of making a large number of recipes, then thought, maybe I should see how big cubemain.txt would get before I got too far.
For approximately 19,000,000 recipes, it be about 4,750 Megabytes in size 8-O .
Based on about 4,00 recipes per Megabyte.
So, 2^32 (or 4,294,967,296) would be approximately 1,073,741 Megabytes in size 8-O 8-O . Which would be more than most people's total hard drive capacity.
Even when I cut it back to 3,000,000, it would still have been about 750 MB.
On that note, I think it would be very hard to actually get cubemain.txt that big, by adding recipes, unless you've got much more ram than that. Because the computer would slow down or lock up.
Then, of course, is how the game would behave if you did get that many recipes. And, not to forget, uploading and downloading the mod. 8-O

Re: Txt File Limits

Posted: Sat Nov 04, 2006 8:49 am
by Myhrginoc
The entire game has to fit in addressable space. Windows reserves everything above 6FFFFFFF for itself, and the bottom memory pages are also restricted. So you have somewhat less than 1.75GB for everything that is associated with the game. Since most people have 512MB or 1GB of RAM these days, even half that amount will mean you swap data in and out of virtual memory (a.k.a. swap file) and that will slow you down every time you hit the transmute button. Zy-El's cubemain (around 110K recipes) is the largest one I know; it needs about 36MB, and it takes a long time to start a game with even that many.

Re: Txt File Limits

Posted: Sat Nov 04, 2006 12:30 pm
by Nefarius
Win9x has further restrictions on how much RAM it can use, even if you have more. On windows RAM however is not the only thing that counts, more weight falls on the 'system resources' which are a list of object currently processed by the OS, this list can hold a specific maximum, even if you have 1 GB of ram FREE, if this list fills up the OS will {filtered} about it and crash.

Posted: Mon Feb 26, 2007 1:56 am
by TekRock
how about MonEquip.txt?

Re: Txt File Limits

Posted: Mon Nov 05, 2007 10:47 am
by Hygiliak
Is the runes.txt a hard limit? can it be extended somehow without coding?

Re: Txt File Limits

Posted: Mon Nov 05, 2007 11:58 am
by Nefarius
Runes.txt has a superimposed limit that can be removed with CE (according to Isolde), but to me it seams that limit that it currently has was put there due to D2S format restrictions (like for affix Ids).

Re: Txt File Limits

Posted: Mon Nov 05, 2007 2:51 pm
by kingpin
Nefarius";p="364004" wrote:Runes.txt has a superimposed limit that can be removed with CE (according to Isolde), but to me it seams that limit that it currently has was put there due to D2S format restrictions (like for affix Ids).
That depend how runes.txt is used. Haven't checked into runes.txt code. But, if it's handled in same way as gems.txt. This can't be the reason.