Midtown Madness 2 2013/2014 Community Patch Discussion
Need help for fixes to do!
- The_Most_Wanted
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Hey Aaron why don't you make that EXE handle too much of high poly cars?
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- Diatosta
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The cause of that MW, is the already discussed "Heap Overrun", fixable by increasing the games memory limits (I think?) thus not possible atleast now :/
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@The_Most_Wanted : The polygons limit in vehicles is set by DirectX and not MM2. Sorry
@GKRacer, the paintjobs limit is 127.
@GKRacer, the paintjobs limit is 127.
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- Diatosta
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Aaron don't you mean 27? Cause I think 127 is really a lot.
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It's just a code patch.Whoops my bad....@GKRacer, the paintjobs limit is 127.
BTW, I can help with this project by remastering the default car's textures, if you want
@Diatosta , Nope. 127. 128 would make it think you have 0 paintjobs .
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- Diatosta
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Oh wow, I didn't knew that. Next project: Car with 127 paintjobs XD
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- Franch88
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The 10 paintjobs limit issue is related with the ZModeler 1.07b version PKG filter, it's not by the game. The maximum done so far is of 21 with the MM2BR's PKG filter.
Curious to know of well 127 paintjobs limit in the game, but anyway, there's always the 100 characters limit concerning their names in the .info file. If is possible increase this, would be just great.
Curious to know of well 127 paintjobs limit in the game, but anyway, there's always the 100 characters limit concerning their names in the .info file. If is possible increase this, would be just great.
Also this causes the Heap Overrun game crash error, but maybe about this there's a remote possibility to get a workaround.Increased car limit in game, too much cars in the game would cause a crash on the splash screen.
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I keep trying to fix the heap thing without success.
And the 127 paintjobs limit is a limit of the PKG file format, the highest bit (128) indicates shader type, if the paintjobs # is > 128 then paintjobs = nPaintjobs - 128. E.g. If shader type = 1 and you have 2 paintjobs, it will show as 130 paintjobs to the game, which then will be subtracted by 128. If you have 128+ paintjobs with shader type 0, it's impossible
And the 127 paintjobs limit is a limit of the PKG file format, the highest bit (128) indicates shader type, if the paintjobs # is > 128 then paintjobs = nPaintjobs - 128. E.g. If shader type = 1 and you have 2 paintjobs, it will show as 130 paintjobs to the game, which then will be subtracted by 128. If you have 128+ paintjobs with shader type 0, it's impossible
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- whoami
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You know, that heap overrun thing sounds a lot like a buffer overflow - the game reserves, say, 2 bytes for something, but the stuff you're giving it is 3 bytes, and the game says, "Whoops, you don't have any space, last byte." The last byte tries to get in anyway, the game gets mad and crashes.
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- BUGATTIMAN253MPH
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I was going to say fix some of SF's roads, like the road at the start of Take it Easy where your car gets lifted off the ground, sometimes you get stuck there forever unless you restart.
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