Mmf_eqmax_items=100,000?
FYI to devs;
In Item.h, there is this define: Code:
#define MMF_EQMAX_ITEMS 100000 I once manually created an item > 100,000 and it did not work. I cannot remember if I crashed, or if I just couldn't find it (was ID 150,000 for custom items). Just thought I'd bring it up in case it becomes an issue on the next Items import. -J |
The way memshare works is it allocates memory space for a given amount of items, npcs, doors, etc (Everything that is handled in memshare has a #), if you exceed the ID number of the maximum, you have to increase it and re-compile.
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I'm slowly rewriting the item editor code to use a smarter way of finding the next available item_id, instead of using SELECT MAX(id) FROM ITEMS...
In this way it will not go over 100K limit. GeorgeS |
When you insert into a table using MySQL you are able to pass in a integer to retrieve the unique insert id, this would probably be the best way by just letting mysql decide the newest ID.
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Right, Image. So long as someone knows that time is coming. I think that item ID was the latest from 13th Floor, as of May.
Will the shared memory just not load those 100k+ items? Or will it crap something out? I think the former is true. I can't remember. i guess I could just go create item id's 100,000 through 100,100 and see if they show up. |
Well you are confusing me, you are talking about an item editor and then you are bringing up code for the emulator. If you have item ID's that exceed that define, the items simply will not load into EQEMu's memshare because it needs more memory space. There is no other way around it other than increasing the define to exceed the highest item id number.
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No, I was talking about Emu only... not the item editor. Sorry for not being clear. I actually created my item by inserting a new SQL row manually. :) I'm a barbarian at heart.
But thanks for clearing it up. |
100k should be enough for anybody.
Or was that 640k? ;) |
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