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40oz
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Joined: 03 January 2004
Posts: 1799
19 September 2008 02:28 (UK time)

It's come to my attention that M2's Items editor only allows 128 different items. Would making a new items list extend this limit? I'm currently modifying the default items list. Should I be making all my new items using a brand new items list in the first place?
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James Bunting
Joined: 17 September 2003
Posts: 1302
22 September 2008 15:50 (UK time)

Meteor 2 currently has a max limit of 128, it won't let you add any more than that.

I can increase this in a later release?

James

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40oz
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Joined: 03 January 2004
Posts: 1799
22 September 2008 20:22 (UK time)

That may not be necessary, as long as removing many of M2's stock items and powerups won't damage a mod that doesn't use them, 128 should be enough for now. However extending it couldn't hurt(^^,)
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Edited: 22 September 2008 20:22


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arezey

Joined: 16 June 2005
Posts: 1599
24 September 2008 11:12 (UK time)

Why is there such limit anyway?

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40oz
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Joined: 03 January 2004
Posts: 1799
24 September 2008 14:24 (UK time)

It makes me wonder too. I haven't tested yet, but I dont think M1 is restrained to any Item Limit. You would think M2 would be capable of the same thing.
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ParaSait

Joined: 26 June 2007
Posts: 1478
24 September 2008 18:24 (UK time)

The item list is probably an array, with 128 slots. And I don't think it's possible to "Push" an array in C++ (Correct me if I'm wrong).

Same goes for the Static Flags; "Why only 100 and not more?". Well that's because Staticflags is declared as an array with 100 slots.


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James Bunting
Joined: 17 September 2003
Posts: 1302
02 October 2008 02:14 (UK time)

Mrazerty wrote:
The item list is probably an array, with 128 slots. And I don't think it's possible to "Push" an array in C++ (Correct me if I'm wrong).

Same goes for the Static Flags; "Why only 100 and not more?". Well that's because Staticflags is declared as an array with 100 slots.


Quite right, M1 and M2 use fixed length arrays for much of their data.

All of the post M2 stuff (Rod3D, Meteor 3 etc) uses C++ vectors which can be "pushed" and in effect have no limit.

Meteor 1 and 2 are written in straight C, Rod 3D and Meteor 3 are C++.

James



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ParaSait

Joined: 26 June 2007
Posts: 1478
02 October 2008 15:25 (UK time)

@James Bunting

So practically, infinite static flags and weapon slots for M3 and R3D? Awsum! ^_^
Hows the progress of M3 going, by the way?


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arezey

Joined: 16 June 2005
Posts: 1599
05 October 2008 07:44 (UK time)

Great to hear that (though I don't know any map/mod that would need 100+ StaticFlags). (^^,)

BTW arezey apologizes that he hasn't been appearing in a while in here and in IRC, his computer is broken.

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ParaSait

Joined: 26 June 2007
Posts: 1478
05 October 2008 11:18 (UK time)

arezey wrote:
(though I don't know any map/mod that would need 100+ StaticFlags)


Well, actually I'd be happy if... uh... Rabbits... wouldn't need more than 100 Static Flags. Sure thing is that it will come close to 100 anyway. =/


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