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Code limit? #371484
05/21/11 17:28
05/21/11 17:28
Joined: Apr 2010
Posts: 47
D
Darkmatters Offline OP
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Darkmatters  Offline OP
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Joined: Apr 2010
Posts: 47
Has anyone come across a limit of lines of code in A7?

Is there any way to increse code limit if there is one?

As always, your help is much appreciated.

Thanks in advance

F.

Re: Code limit? [Re: Darkmatters] #371485
05/21/11 17:34
05/21/11 17:34
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Did you encounter a limit/ problem because of the size of your code?

When the size of your code is above 6MB in total, you need to increase the nexus.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Code limit? [Re: Superku] #371489
05/21/11 17:57
05/21/11 17:57
Joined: Apr 2010
Posts: 47
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Darkmatters Offline OP
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Darkmatters  Offline OP
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Joined: Apr 2010
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the nexus just seems to relate to creating a large .mdl file?

Don't quite get it???

Re: Code limit? [Re: Darkmatters] #371490
05/21/11 18:02
05/21/11 18:02
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
What .mdl has to do with code?


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Re: Code limit? [Re: 3run] #371492
05/21/11 18:12
05/21/11 18:12
Joined: Apr 2010
Posts: 47
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Darkmatters Offline OP
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Darkmatters  Offline OP
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if (max_nexus - nexus > 30000)
{
ent_create("big_model.mdl",nullvector, null);
}

Thats the part I dont get???

Must be missing summat!!

Re: Code limit? [Re: Darkmatters] #371534
05/22/11 10:54
05/22/11 10:54
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
the nexus is the memory allocated by the engine...
it's not only for models, it's for all things you load into your game(also your code)...


Visit my site: www.masterq32.de
Re: Code limit? [Re: MasterQ32] #371539
05/22/11 11:06
05/22/11 11:06
Joined: Apr 2010
Posts: 47
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Darkmatters Offline OP
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Darkmatters  Offline OP
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Joined: Apr 2010
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Well thats the only info I can seem to find about changing it??

Not very forthcoming really.....

How do I change it? just not grasping this at all???

F.

Re: Code limit? [Re: Darkmatters] #371545
05/22/11 11:18
05/22/11 11:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
What problem(s) did you encounter?
Describe precisely!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Code limit? [Re: Superku] #371548
05/22/11 11:25
05/22/11 11:25
Joined: Apr 2010
Posts: 47
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Darkmatters Offline OP
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Darkmatters  Offline OP
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Joined: Apr 2010
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Ok....

Got a lot of code, and been trying to add some more, but then it wont assemble and run, if I take out some code, then its ok. Now I know what you're thinking... that the new code was at fault, but that is not the case, it happens no matter what code I try to insert.
I can // out some code that is included on assembly that is not needed at the moment( but will be) and I can carry on as normal. Trouble is, that when I try to re-include that code, it wont assemble again.
Hope this makes sense, I mean its not huge huge by any means, whole thing publishes at under 400MB.
I just cant seem to grasp what I am supposed to do? I mean, its a game programming program, and thai limitation seems silly to me?
Thanks for looking too...
F.

Re: Code limit? [Re: Darkmatters] #371549
05/22/11 11:29
05/22/11 11:29
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
I have seen Gamestudio projects with nearly 100k lines of code and more, I doubt that there is any limitation to the size of an script, expect integer precision but then you must have at least two gigabytes in _one_ file.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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