Txt File Limits
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Re: Txt File Limits
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.
I haven't encountered this as yet.
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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?
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255 sequences not depending how long?? That's great news THX THX THX Ulmo
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Re: Txt File Limits
gems.txt
reached the 300th line. The 300th rune works corectly. Runewords too.
reached the 300th line. The 300th rune works corectly. Runewords too.
Re: Txt File Limits
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.txtI_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.
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- Principality
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Re: Txt File Limits
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.
all lines in magicprefix / suffix count, including blank lines. maybe the expansion line doesnt count, though.
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- Cherub
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Re: Txt File Limits
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).
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).
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- Angel
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Re: Txt File Limits
I do confirm.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)
Items only have 9 bits to store MagicAffix index. *You* may be able to alter this, but I doubt ISC can do it.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).
Edit : 11 bits of course (2047 was suspect + checked sticky).
Last edited by Ulmo on Thu Feb 09, 2006 2:35 am, edited 1 time in total.
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- Principality
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Re: Txt File Limits
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?).
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?).
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- Cherub
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Re: Txt File Limits
If I look into it, it'll be for 1.10 certainly.
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- Principality
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That would really be great, since I just arrived at line 2287 ....
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- Paladin
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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 .
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 . 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.
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 .
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 . 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.
Re: Txt File Limits
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.
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- Cherub
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Re: Txt File Limits
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.
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Re: Txt File Limits
Is the runes.txt a hard limit? can it be extended somehow without coding?
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- Cherub
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Re: Txt File Limits
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).
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Re: Txt File Limits
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.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).