Implement new script functions such as a notifyOnButtonPressed or something of the sort.
Good luck, i have faith. You should really reach out on all communities to find the best of the best for this project. ;)Already have them :please:
You know, Celtic Ruins was cancelled due to material asset limit... :poker:( ͡° ͜ʖ ͡°)
It'd be nice to increase the terrain verts limit so I don't sweat spinal fluid whenever I place down a patch. I don't if it's possible but it'd be nice to improve the lighting system so that spec maps look less cartoony and more like BO1/2. That'd be awesome.the spec maps look great actually, just world at war has shit textures. Export them from another game
you fixed the ram problem?MAX_SURFS_SCENE is caused by a person not portaling their maps, the paths no idea, player limit hell no.
it will be cool to increase the max_surfs_scene that shit error and also the "Max numer of disconnected paths exceed"(Actually i know a fix for this) and maybe akimbo? :P
Also like i tell you 8-16 players :troll:
the spec maps look great actually, just world at war has shit textures. Export them from another game
Another note, very good job on the project dukip
Videos(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdhMeAzK.gif&hash=095582225e0cd025d5baac431b56387aea221fe1)
! No longer available (http://www.youtube.com/watch?v=VWolE2pQbs8#)
Yay increased asset limits.
Just wondering, is it also possible through this to raise the amount of zombies that can be alive at the same time? ???Networking related, not touching that.
Memory limit, memory limit, memory limit.http://i.imgur.com/Ex326u1.png (http://i.imgur.com/Ex326u1.png)
Just wondering, is it also possible through this to raise the amount of zombies that can be alive at the same time? ???there is a option on the _zombiemode.gsc on the start of the code, the limit is 24 or more i cant remember....
No I mean the crash to desktop you get when your map/mod is too big.Got the exact error message?
Got the exact error message?
Got the exact error message?Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966
Weird, never gave me thatIt only gives it rarely, but if you make a logfile and get the crash it will be in there.
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966
is that related to this?No idea never seen that before I don't think.
(http://i.imgur.com/C5fYnfl.png)
No idea never seen that before I don't think.
Ahh, I've seen it a couple times for it in a few maps but it's a simple fix anyone can do by setting textures to low and back to auto.Oh yeh, that's the error Quizz's maps give to some people right?
Oh yeh, that's the error Quizz's maps give to some people right?
Oh yeh, that's the error Quizz's maps give to some people right?
Can you do anything to the AI to make them less derpy? Maybe the ability to use cover without having to put a cover node?That's also a no :/
Guess i could script it but i don't feel like writing thousands of lines of code. :poker:
That's also a no :/
Are you going to modify the weapon system to make stuff like akimbo or rechambering after a certain amount of ammo is used like that shotgun in bo2?
I want my empty sprints, but it cant be done :(I miss empty sprints :(
Are you going to modify the weapon system to make stuff like akimbo or rechambering after a certain amount of ammo is used like that shotgun in bo2?That won't be possible as that requires reworking pretty much a quarter of the game.
That won't be possible as that requires reworking pretty much a quarter of the game.
We're already going without any debug symbols so that's that.
People keep asking me about the pool sizes look at the video or this table
FX -> 600
Image -> 4096
Loaded Sound -> 2400
Material -> 4096
String Table -> 80
Weapon -> 320 (/2, probably still haven't tested this limit yet)
That won't be possible as that requires reworking pretty much a quarter of the game.
We're already going without any debug symbols so that's that.
People keep asking me about the pool sizes look at the video or this table
FX -> 600
Image -> 4096
Loaded Sound -> 2400
Material -> 4096
String Table -> 80
Weapon -> 320 (/2, probably still haven't tested this limit yet)
So you can't set the limits to something like 9999 without the engine freaking out?It probably would if people STILL hit the limits at this rate then they're doing something wrong.
It probably would if people STILL hit the limits at this rate then they're doing something wrong.
The weapon limit is weird.... I added 100 colts, no error, added 200 more.
(http://i.imgur.com/Udzqlki.png)
Edit: This is without T4M.
... 256? Thought the limit was like 128 or something.
Weapon -> 320 (/2, probably still haven't tested this limit yet)
I want my empty sprints, but it cant be done :(Yeh it can be done OTW has done it.
Is the weapon limit actually 128, cause with the limits unchanged, I manage to fit in 171 colts.(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fugx-mods.com%2Fforum%2FSmileys%2Falive%2Ffacepalm2.gif&hash=48811b40aa324aaa63ee88670ef0f2229b1b6e8a) you do realize the error comes from the engine not launcher? plus just building a mod with 129+ wont cause the error. theres more to adding a weapon than including it to the iwd. -_- I should know, I'm the first person to do 420 ( It was national weed day, so thats why 420 -_- ) weapons without using any external support. -_-
https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4 (https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4)
(http://ugx-mods.com/forum/Smileys/alive/facepalm2.gif) you do realize the error comes from the engine not launcher?
plus just building a mod with 129+ wont cause the error.
Is the weapon limit actually 128, cause with the limits unchanged, I manage to fit in 171 colts.Another thing I'm assuming that's a DLC3 map so we're adding on 62 more weapons give or take 8-10 more from common.ff
https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4 (https://dl.dropboxusercontent.com/u/134307129/ShareX/2015/07/2015-07-10_19-07-19.mp4)
Another thing I'm assuming that's a DLC3 map so we're adding on 62 more weapons give or take 8-10 more from common.ff
Your map has an included set of weapons + your set of mod weapons + common weapons and that would reach the limit.
Are you planning on increasing the AI limit too?The AI limit is related to networking which I'm not touching.
Are you planning on increasing the AI limit too?
I'm pretty sure you can change the ai limit in _zombiemode.gsc in the first few lines but it says that it limited at 24 because of networking issues.
To 32, yes. However for something that i want to make i'd need the AI limit to be 64 atleast(not CoD zombies).All about you, you, you. ::) If it's something that only you need why don't you incorporate that into your own mod then?
All about you, you, you. ::) If it's something that only you need why don't you incorporate that into your own mod then?
So far all your requests have been about stuff for your groundbreaking 'Soviet mod'. ::)Spoiler: click to open...Would you look at that? Steviewonder replying to one of my replies just to start crap. How (not) unexpected. ::)
No, increasing the AI limit wouldn't just be for me. I've heard people say in the past that they want to have more zombies in custom maps but couldn't because of the stupidly low AI limit.
Even the source engine has a higher AI limit and thats based off of the Quake 2 engine(as far as i can remember).
To 32, yes. However for something that i want to make i'd need the AI limit to be 64 atleast(not CoD zombies).
In it's current state, it doesn't work with retail version, although it has Steam DRM patch which means that if you get the steam EXE from someone, it will still work, although the patch might be causing some issues.
Could this little dll mod cause problems for online or should it all be fine.Should be fine really, it doesn't mess with anything related to DemonWare so it should be fine.
In it's current state, it doesn't work with retail version, although it has Steam DRM patch which means that if you get the steam EXE from someone, it will still work, although the patch might be causing some issues.So this only works with the Steam version? :-\
So this only works with the Steam version? :-\It should work with Retail I just need a copy of the exe or someone who has it.
It should work with Retail I just need a copy of the exe or someone who has it.
Though it probably won't since I'm using addresses specific to the exe.
Now, if only this could increase the brush limit... :rainbow:
So far all your requests have been about stuff for your groundbreaking 'Soviet mod'. ::)
Small update, game crashes when running the dll with the DRM patch.
Disabling this and using a copy of the "LanFix" seems to work in the mean time (as it hasn't been giving me problems). So, I'll notify the DRM patch creator and ask him to take a look into it. Now I can get back into it properly now.
Gspawn anyone? lol im guessing thats a networking thing too though
please sir... can i have another?
Gspawn anyone? lol im guessing thats a networking thing too though
i r8 8/8 m8 4 the gr8 b8 but ur 2 l8
Edit: Threw a segfault when I replaced the value :(
Now, we only need memorylimit pushed further (ง ͠° ͟ل͜ ͡°)งThis this this this....
This this this this....The memory limit is entirely based on your own computer. We're simply increasing the number of assets that you can have loaded at once. This doesn't effect the size of those assets (usually images) which take up loads of memory.
Messing with any kind of entity limit is going to break compatibility with anyone not running the mod since they'll just crash when trying to allocate a new entity.
i r8 8/8 m8 4 the gr8 b8 but ur 2 l8
Edit: Threw a segfault when I replaced the value :(
The memory limit is entirely based on your own computer.
So, you are saying I cant play Oil Rig, cos Stevie is hitting it and he has way more memory than me on his PC? :alone:
Messing with any kind of entity limit is going to break compatibility with anyone not running the mod since they'll just crash when trying to allocate a new entity.Increasing asset limit already breaks compatibility if someone's map exceeds the stock limit :please:
So, you are saying I cant play Oil Rig, cos Stevie is hitting it and he has way more memory than me on his PC? :alone:I probably don't have more memory. But the memory limit is NOT dependent on your PC. It's an engine limit, nothing to do with RAM or anything else. You could have the best PC in the world and you would still get it if I added another gun to my map :P
I probably don't have more memory. But the memory limit is NOT dependent on your PC. It's an engine limit, nothing to do with RAM or anything else. You could have the best PC in the world and you would still get it if I added another gun to my map :PThen why are all of the memory errors posted here the direct results of failed VirtualAlloc calls? Granted the memory management is pretty atrocious but I'm not planning on rewriting it anytime soon.
Then why are all of the memory errors posted here the direct results of failed VirtualAlloc calls? Granted the memory management is pretty atrocious but I'm not planning on rewriting it anytime soon.No idea. But it's an error you get when you have too much stuff in your mod/map. It's not related to your PC specs at all. It's 100% determined by WAW. And it's literally the ONLY limit I particularly care about, all the others I can overcome with ease tbh. And it's the single biggest reason why maps like mine are about as far as you can take WAW. Without the memory limit the potential for WAW would be insane.
No idea. But it's an error you get when you have too much stuff in your mod/map. It's not related to your PC specs at all. It's 100% determined by WAW. And it's literally the ONLY limit I particularly care about, all the others I can overcome with ease tbh. And it's the single biggest reason why maps like mine are about as far as you can take WAW. Without the memory limit the potential for WAW would be insane.Mind sharing a cope of your mod where it throws it 100% of the time your side?
Mind sharing a cope of your mod where it throws it 100% of the time your side?That would take hours and hours and require me sending you tons of assets that aren't really 'mine'. If you keep adding hi-poly viewmodels (i.e AW guns) and sounds, etc. you'll hit it soon enough. Maybe Hitman can share his mod since he's getting it to.
That would take hours and hours and require me sending you tons of assets that aren't really 'mine'. If you keep adding hi-poly viewmodels (i.e AW guns) and sounds, etc. you'll hit it soon enough. Maybe Hitman can share his mod since he's getting it to.
Um, I think he meant a compiled mod
Nobody wants raw pft yes compiled please :-[You probably already have a copy of Hitman's map anyway, so Hitman add another gun and hit the limit then send it over to PWN and let's get rid of this memory limit once and for all :P
You probably already have a copy of Hitman's map anyway, so Hitman add another gun and hit the limit then send it over to PWN and let's get rid of this memory limit once and for all :P
He doesnt :please: I might send it, when I hit it ;)You know the sooner the better.
You know the sooner the better.
Compiling atm, checking if I hit the limit and then uploading itShould be fixed now. I increased the blocksize for g_mem so it should have more room to alloc memory for the DB.
@steviewonder87 Open the champaigne, memorylimit is increased!Really?
(http://3.bp.blogspot.com/-H-PKNlrFg0A/UksPlnc2p9I/AAAAAAAAAQs/HTWTfnSI9zs/s1600/shampanja.png)
Could you make a step by step how to on compiling/building this? Everytime i try i get this:It worked fine for me on Visual Studio 2013, just open the solution and compile.
Haven't use Vis Studio so i have no freaking clue what i'm supposed to include. :-\
It worked fine for me on Visual Studio 2013, just open the solution and compile.
buildnumber.h is generated by gitrev.bat
though gitrev is broken for me and I have no idea why :|
Which map and what's the stop address?
If you can duplicate the error again send me steps & files.
Adding more FF's to load is possible but I don't see a reason why.
Because some maps already utilize all of the FFs(that i know of anyway), such as:What more do you need really? mod.ff shouldn't actually contain anything, custom assets and such should be going in your map fastfiles regardless.
mod.ff
<mapname>.ff
<mapname>_patch.ff
localized_<mapname>.ff
<mapname>_load.ff
Is there more?
What more do you need really?
mod.ff shouldn't actually contain anything, custom assets and such should be going in your map fastfiles regardless.
Only one or two.I guess I'll try to do a method a friend told me about earlier, mod.auto.ff
Yeah but not everyone does that which is why having a few more could be very helpful for something like a precompiled custom weapon pack or something if they already used their other FFs for BO perks or something.
The compiler throwing errors is solely related to WaW being retarded I had the same issue before but was because I had duplicate functions.
Adding more FF's to load is possible but I don't see a reason why.
Edit2: Forgot to answer other question, the patch will apply only to SP.
As for performance boosts it won't, unless you assume the giant frame drops from ragdoll allocation failed and other console spasm is a boost.
Edit: I'll take a look at the function related to SRE and try to figure out what's missing. It might need a good overhaul though.
that reminds me, can you increase the max ragdoll count? Try to stop random frozen zombies on occasion?ai_corpseCount has no limit, well it does at 32 but you can set it to be higher as there's no "real" limit.
Its alright if you set bodies to tiny in the menu, but those that dont assume all thunderguns are bugged lol
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)
everything that you could ever want to add falls into one of these files.
Yeah but few people actually use the FastFiles as they are supposed to be used. Most people these days just add assets to their mod.ff and use their patch for Black Ops perks. :gusta:Well we aren't in the business of fixing people's laziness. There is no limit to each individual fastfile, only a hard limit to the total loaded assets at once. And if you can even come close to the number of assets in common_mp.ff then I would be surprised.
Isn't there a limit on how much can be included into a FF anyway? I vaguely remember getting one from launcher after adding a bunch of stuff. Might have just been something else.
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.This.
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)
everything that you could ever want to add falls into one of these files.
There is absolutely no reason to add more fastfiles to get loaded. Each one already has a purpose.you forgot localized_common :troll:
mapname.ff - anything specific for the map
mapname_patch.ff - any kind of patches that allow for downloading a smaller update instead of re-downloading the entire map
localized_mapname.ff - anything that needs to be different for each language such as localization, sounds, and maybe images
mapname_load.ff - anything loaded before the map officially loads (offtopic: idk why they didn't just make an automatic system for loading the loadscreen as it is the only thing ever put into this fastfile)
mod.ff - anything global related to the mod that isn't map specific (if you have more than one map in the mod)
everything that you could ever want to add falls into one of these files.
You know, Celtic Ruins was cancelled due to material asset limit... :poker:
Alright, FX limit is hitting me hard right now, so im using this mod for the time being, however whenever I add it, I suffer a 90% drop in framerate, no lies.What the hell?
I can run solid 90FPS all the time on my map, I add T4M, and run it, 8/9FPS all game, it is unplayable.
I would love to make use of this mod, but for some reason it kills my game performance dead in its tracks, any idea why?
i dont know if this has been posted yet but im too lazy to look myself. ::) but what i think would be cool is to increase the amount of zombies that can spawn at one time. and also i would like to be able to increase/decrease the distance that a Projectile weapon pushes a player backwards when firing.
1st. Answered multiple times, dont CBA and look at the answers
2nd. Weaponfile
1st. Answered multiple times, dont CBA and look at the answers
2nd. Weaponfile