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Hope i wont get warned for this, but u guys are always in this zone.
#1
:( 
have u guys ever met a problem that some sprites wont work?
i have.

whenever the sprite is over 1000X ?px or ? X1000px, it just cant load.
please tell me, is there any other way to solve this problem instead of resizing the whole thing and editing the data file which costs a lot of calculating?

the most recent problem is that i cant open rocky fury. =.=
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#2
Why would you need a sprite as big as 1000 pixels anyways, or even bigger?

It would be wise to ask these questions in the data changing forum, and I hope you will get warned as you actually know that you are not doing to right thing by posting this here. Besides, the data changing board is being read commonly as well.
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#3
Jup, too big sprites will sometimes crash the LF2 engine.
Some people guess it's as well related to the PCs efficiency (bad PC = more crashes).

However, Neocrypt is right, why do you need something as big as 1000 px?
I sometimes use "screencovering" effects, but these are usually 200x700 or similar px and work quite fine.
If you need some really big picture, you will most likely need it as screencover or background texture. Just create smaller pictures and make the responding object opointing itself every x px to cover the entire game area.
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#4
@injured.Hey! this is not a project so don't make questions here!First go and read rules of project's forum.You would get not warning if you have not posted this here.

My computer have the same thing.I "sloved" by croping them and they became with 773 pixels width,but now I think that it can be some pixels more.I think that this happend from low resolution of the computer,from video(graphic) cart.Because my laptop can load everything and it has hight parameters.
Maybe you should show us your parameters of your compouter.
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#5
I think we now cleared up that he posted in the wrong forum (which is now not valid anymore because the thread has been moved) :p


LF2 buffers the sprites during loading so when you get over the loading-phase, you're pretty much good to go.


LF2 reserves a certain amount of ram (as a fraction of available ram) for each sprite. When this fraction is smaller than the bitmap's filesize, LF2 will crash. Possible solutions: smaller dimensions (duh) or reducing colors (when you have a 4-colored bitmap, saving it in 4-color-mode would be best, of course).
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#6
@alblaka. I think that he want to play any mod, character or a background and big sprites comes from new mods,char and mostly from background. The ninja tales(your characters) have some very big sprites at supermovies.40%-60% of characters in LFE have also big sprites,70%-80% of backgrounds have big sprites and I think 100% of mods have minimum 2-3 big sprites and some stages too (maybe lf mystic,LF2NH,GJP,ice stage,potion,LF2_Gunslinger don't have and I am very sure that lf2 SWU don't have big ones but: lf2 robotical,kindom,saga,turbo,naroto(NTSD),julian war 2,lf2 v_2.5,reinforced etc have)
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#7
(02-17-2011, 08:53 PM)Blue Phoenix Wrote:  I think we now cleared up that he posted in the wrong forum (which is now not valid anymore because the thread has been moved) :p


LF2 buffers the sprites during loading so when you get over the loading-phase, you're pretty much good to go.

<hypothesis>
LF2 reserves a certain amount of ram (as a fraction of available ram) for each sprite. When this fraction is smaller than the bitmap's filesize, LF2 will crash. Possible solutions: smaller dimensions (duh) or reducing colors (when you have a 4-colored bitmap, saving it in 4-color-mode would be best, of course).
</hypothesis>


I don't think reducing the color depth of the bitmap will help. They all get stored in 24bit format afiak to make drawing easier. That's what 1.9 loaded quicker, it ran in 16bit mode and thus had to do less image processing during loading.

Then again, lf2 is like vodoo magic so who knows.
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#8
(02-17-2011, 09:18 PM)Lord Silva Wrote:  That's what 1.9 loaded quicker, it ran in 16bit mode and thus had to do less image processing during loading.
I always thought that was because v1.9 flipped the sprites during gameplay, and thus lags occurred.

In 1.9c sprites were flipped during loading and thus it took longer to load, the lags were gone.
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#9
(02-17-2011, 08:53 PM)Blue Phoenix Wrote:  I think we now cleared up that he posted in the wrong forum (which is now not valid anymore because the thread has been moved) :p


LF2 buffers the sprites during loading so when you get over the loading-phase, you're pretty much good to go.

<hypothesis>
LF2 reserves a certain amount of ram (as a fraction of available ram) for each sprite. When this fraction is smaller than the bitmap's filesize, LF2 will crash. Possible solutions: smaller dimensions (duh) or reducing colors (when you have a 4-colored bitmap, saving it in 4-color-mode would be best, of course).
</hypothesis>

Well i did try your suggestion and it didn't work, i even saved it in 2 color mode=.= still couldn't work.
is there any better lf2 loader or sth?


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#10
actually there`re just two usages i can imagine.

1. Backgrounds
you might use big images in bgs, i once did myself on easter island - i got report that the bg crash on the computers from other fans, so i made the image smaller, seperated it into 4 other images and it worked fine. since the newest lf2 version dont have the 30 layer limit on bg files this sholdnt be the problem

2. Screen-Effects
Maybe a bolt in stage meaning you want a white image covering the screen for 1 tu. then ni suggest ou activate the image the following way.
a. as invisible object means: opoint facing 10
b. now move the object to the left so it`s definitly outside the left corner of the screen with dvy, also move it to the lower rim with hit_j (must be type 3 so, check the basic dc tuts on the mainside for details)
c. now activate the image, make sure the centery is correct, centerx should be unimportant and use state 9997 so it covers the screen. now it`s enough if the image has the same size as the lf2 screen and this size shouldnt create a crash...
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