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[Fusion Overloader] Having too many img's breaks the traffic&peds in TBoGT #390
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There's img limit of 255 (sizeof(uint8_t)) that's not possible to increase. And original game loads quite a lot. |
So, it isn't bypassable in any way? Oh well. |
The game uses indices from 0 to 255 to access imgs. Without symbols it's hard to tell how many places this happens in. So it's not possible to do without a massive research into the subject. |
Haha, do .rpf packfiles have the same limit, I wonder? |
Not bypassable but manageable. Authors of larger mods should not package features into too many separate .img files that need to be installed as a set together. Users hitting the limit may need to go into OpenIV and consolidate the contents of multiple .img files into fewer .img files, which is an anti-ease-of-use burden meant to be avoided by having drag-and-drop install! If a mod has multiple options it would be better to package the choices in a way that the user can choose one .img to install with the combination they want. |
Happened to me to when i installed anim.img everything vanished from pedestrians to vehicles but when i removed it everything turned back to normal |
Game version this happens in
v1.2.0.59
What area of the game
In TBoGT, my modpack ends up totaling at 39 img files loading in. The result is that all peds and traffic completely vanish from the world. If I remove two files, everything goes back to normal.
Attaching an archive with dummy IMG's to throw in
update
for testing - they account for the FusionFix files, totaling at 38 files. Removing one file fixes the problem. Doesn't seem to occur in IV or TLAD.DummyImgs.zip
I'm entirely aware that you can just merge img's, but this is still a problem. I only really had this happen because of Higher Resolution Miscalleneous Pack, really.
What should happen
It shouldn't do that I think
CrashDumps and logs
No response
Last working version
No response
Checklist
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