Txt File Limits

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Post by Phrozen Heart » Thu Jun 30, 2005 9:28 pm

Anyone happen to know the limits for UniqueAppellation.txt, UniquePrefix.txt or UniqueSuffix.txt?
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Post by Ulmo » Fri Jul 01, 2005 12:55 am

Those 3 files are just a collection of TBL index, so I think there is no limit here (besides the usual 2^32 ;) ).

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Post by Phrozen Heart » Fri Jul 01, 2005 1:19 am

Sweet, thanks :D I was about to pass 256 and wanted to make sure :)
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Post by Brother Laz » Sun Aug 07, 2005 7:17 pm

~tcex.txt...?
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Re: Txt File Limits

Post by I_only_pressed_Esc » Sun Aug 07, 2005 11:22 pm

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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Post by Ulmo » Mon Aug 08, 2005 8:33 pm

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).

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Post by SilverShadowHell » Thu Dec 29, 2005 7:56 pm

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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Post by Ulmo » Fri Dec 30, 2005 1:47 am

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.

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Post by SilverShadowHell » Fri Dec 30, 2005 9:42 am

255 sequences not depending how long?? That's great news THX THX THX Ulmo :victory:
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Post by Ulmo » Fri Dec 30, 2005 12:43 pm

255 sequences of 255 frames max. Good work :)

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Re: Txt File Limits

Post by madsurgery » Wed Feb 08, 2006 4:30 pm

gems.txt

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

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Re: Txt File Limits

Post by Volf » Wed Feb 08, 2006 6:33 pm

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

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Re: Txt File Limits

Post by Char » Wed Feb 08, 2006 11:48 pm

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.

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Re: Txt File Limits

Post by Nefarius » Thu Feb 09, 2006 12:58 am

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).
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Re: Txt File Limits

Post by Ulmo » Thu Feb 09, 2006 2:30 am

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).
Last edited by Ulmo on Thu Feb 09, 2006 2:35 am, edited 1 time in total.

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Re: Txt File Limits

Post by Char » Thu Feb 09, 2006 1:07 pm

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?).

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Re: Txt File Limits

Post by Nefarius » Thu Feb 09, 2006 2:27 pm

If I look into it, it'll be for 1.10 certainly.
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Post by Char » Fri Feb 10, 2006 4:31 pm

That would really be great, since I just arrived at line 2287 ....

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Post by Malachor » Sat Nov 04, 2006 5:23 am

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

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Re: Txt File Limits

Post by Myhrginoc » Sat Nov 04, 2006 8:49 am

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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Re: Txt File Limits

Post by Nefarius » Sat Nov 04, 2006 12:30 pm

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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Post by TekRock » Mon Feb 26, 2007 1:56 am

how about MonEquip.txt?

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Re: Txt File Limits

Post by Hygiliak » Mon Nov 05, 2007 10:47 am

Is the runes.txt a hard limit? can it be extended somehow without coding?
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Re: Txt File Limits

Post by Nefarius » Mon Nov 05, 2007 11:58 am

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

Post by kingpin » Mon Nov 05, 2007 2:51 pm

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.

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