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Author Topic: Limit on number of built-ins  (Read 1864 times)

Offline apfarmakis

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Limit on number of built-ins
« on: January 25, 2009, 11:21:31 PM »
I know I have seen this question before but I can't seem to find it in the archives so here goes: Is there a limit on the number of built-in characters you can make via FFEdit before FFX goes wonky due to the need for the complex attribute being used?
Like an eye that sees but cannot see itself,
Like a sword that cuts but cannot cut itself.

Offline daglob

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Re: Limit on number of built-ins
« Reply #1 on: January 26, 2009, 02:38:41 AM »
I don't know a out the built-ins, but around 2500-3000 custom meshes my computer starts to have trouble (curse you FastHeap). People with more memory might have a higher number.

Offline tommyboy

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Re: Limit on number of built-ins
« Reply #2 on: January 26, 2009, 02:58:35 AM »
I know I have seen this question before but I can't seem to find it in the archives so here goes: Is there a limit on the number of built-in characters you can make via FFEdit before FFX goes wonky due to the need for the complex attribute being used?

If I remember right, there is both a limit to what FFX allows, AND a built in limit to the number of characters you can set in the Dats anyway, regardless of FFX.
Big "IF" though, as I haven't Modded in a while.
Oh, and I can't recall either number..if they exist..

Offline detourne_me

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Re: Limit on number of built-ins
« Reply #3 on: January 26, 2009, 04:10:32 AM »
I don't know a out the built-ins, but around 2500-3000 custom meshes my computer starts to have trouble (curse you FastHeap). People with more memory might have a higher number.

I was just wondering about this too actually.
I know that having a lot of hero files to load up takes up system resources, but I was also wondering about having so much content in the custom folder...
does this affect gameplay as well?

Offline M25

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Re: Limit on number of built-ins
« Reply #4 on: January 26, 2009, 05:45:48 AM »
FFX uses the numbers 1000+ as the complex attribute for hero files and I think it makes assumptions as to whether or not something is a hero file vs. a built-in based on the number.  So, theoretically, the limit is 999.  I don't know if the game itself can handle that many entries though.

Someone can correct me if I'm wrong.


Offline daglob

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Re: Limit on number of built-ins
« Reply #5 on: January 27, 2009, 02:21:29 AM »
My comptuer barely runs FF as it is, so my results may not be typical. I first had the FastHeap error when I got over 3600 Hero files. I was told the "FastHeap" error meant that I was out of resources/memory. There were a lot of duplicates (six skins for Male Hulking Thing meant six hero files, exactly the same- nine skins that go on Plastic Man meant nine hero files, plus a couple that I was experimenting with, ditto Spider Man, Superman, Daredevil, Batman, The Hulk, etc.). I copied all the files to another folder, then started deleting files. At around 3000 files, I quit getting the FastHeap error, although I had a 15 minute loading time. I cut back to 2500 Hero files and the loading time dropped to around 10 minutes. But then I kept geting all these neat skins and meshes, and I made some skins and scoped some meshes, and at around 3000 meshes, FastHeap came back. I had taken the meshes from several mods and added them to the Custom Characters, and I knew I had a lot of duplicates. So I went through and tried to eliminate the dupes. Then I took some of the lesser-used meshes (X-Com, which I was using for bad guys), all the non-effects basic male and female meshes (switched everything to the effects meshes), some stuff that I liked, but just didn't use often, and put them in another directory. I got the number of meshes down below 3000. It still loads slow, but unless I play someone like Captain Everything or the villain has Private Army, it will run. Or maybe stagger is the right word.

I'm still working on it.

It doesn't help, I imagine, that I constantly make skins for characters that y'all never see.