Mainmenu: -1000- Maps slots!

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neodos
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Mainmenu: -1000- Maps slots!

Post by neodos »

Hello,

Finaly i got more than 50 max map slots, you can now have 1000 maps slots, the menu loads perfectly.

Perfect for mappacks, have fun and if you use menumenumenu it can take 1 minute to load the chunks but once it's loaded there's no problem :)

Credits:

Entity ^^
Attachments
mainmenu_1000.rar
Mainmenu 1000 maps slots: Serenity patch and SPPF patch
(539.84 KiB) Downloaded 622 times
Last edited by neodos on Mon Aug 13, 2007 12:48 am, edited 1 time in total.
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Zone 117




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Post by Zone 117 »

Damn dude.. nice work.
Maybe some day I'll combine all my mappacks together and fill up a quarter of those slots! =p
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Post by DWells55 »

Very cool! No need to worry about having too much content between Mimesis and my own mainmenu!
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Post by -Treetoad- »

That's insane :shock:
But 1000??
Well I guess it's alright for people with massive harddrives :)
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xzodia




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Post by xzodia »

OMG how?
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Post by killarzachary »

Wow. This is really going to help a lot of people. Hopefully whoever made the killtrocity map packs will combine them.
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Th3 ScarY BeaR




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Post by Th3 ScarY BeaR »

Finally. Haha. This is awesome.

Horray for a buttload of maps. =]


Thanks alot man. Good work.
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Post by bricksarefun »

Nice work, just imagine having that many map, and trying to find a specific one >_>
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Post by StalkingGrunt911 »

Cool. Too bad a lot of people are gonna be making map packs and pretty soon it's gonna be just like how no one likes race track mods.
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Post by shade45 »

Good job now I'll be able to fill a whole dvd-9 with maps only using one menu :D
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Post by Agent ME »

Cool - what prevented us from having more than 50 before?
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Post by shade45 »

Agent ME wrote:Cool - what prevented us from having more than 50 before?
I believe it was unused values?
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Post by Shadow LAG »

Cool, nice achievement... If only it was sooner.
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Post by neodos »

I am glad to see it will be useful for some modders.

The reflexives with values set to "unused" in the .ent plugins are not cloned OR corretly handled by entity while clonning chunks, if you change the values set to unused to floats(don't forget to split the unused to float of 4 bytes each one) it will clone correctly :wink:

After making some test with many tags, it's indee a big problem which should be fixed please xD because i am not going to change all the unuseds to float on all the plugins because it takes too long to do.

Per example for the effe tags, if you clone the TAG with a .ent which has unused or undefined(i believe undefined have the same problem if the size is more than 4 bytes) the cloned tag will not work, in game you'll not see that effect tag cloned or just half of the effect.

Also this may be a reason of the broken idents.

Please fix this for the next Entity version ^^ if you need more information about those bugs contact me on aim or msn ;)
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Post by Xiion »

OMFG!!! how'd you do this? now i definently need a bigger hardrive!

Congrats on the "thought to be impossible" achievement!
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Post by T1xAnton »

This is awesome, good job!
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Post by ScottyGEE »

Now I can have almost all shader swap maps on my mainmenu! :D
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Post by Noxicity »

ScottyGEE wrote:Now I can have almost all shader swap maps on my mainmenu! :D
Lawlz.

Is there really any way to have so much memory to even handle 1000 maps?
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Post by Sgt.Peppers »

Ugh now I need to go get a new, bigger HD.
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Post by T1xAnton »

Is it possible to have more than one HDD in an xbox? ..*sorry to go offtopic* answer in PM. I need to know because well.. I have 3 20 gb hdd's laying next to my old xboxes 160 GB one. .. Sorry again.
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