Ambrosia Garden Archive
    • Plugin Help


      I am building a plugin for EVO which involves ships and planets, ect. When I try to test the plugin in EVO I get a memory error message at the very end of the loading. I read some earlier topics and found that charmin (i think) said this is caused by having bad sprite graphics. But I have triple-checked all the resource numbers and they appear fine. The ship graphics have ID numbers less than the escape pod and the ship id is 184. Also, the size of the sprites in 96 by 96 and there are 36 of them. I am completely stuck. Please help!!

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      Confucius says "do not use cannon to kill mosquito."

    • did you increase the memory allocation to evo/ev? if not, highlite the ev or evo application, press command-I then go to the memory part of the window and increase the pref. size by a megabyte (more or less depending on how big your plug is)

      -Capt'n Hector

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      "I'm getting out of this place alive even if it kills me!"

    • Quote

      Originally posted by Gladiator:
      **I am building a plugin for EVO which involves ships and planets, ect. When I try to test the plugin in EVO I get a memory error message at the very end of the loading. I read some earlier topics and found that charmin (i think) said this is caused by having bad sprite graphics. But I have triple-checked all the resource numbers and they appear fine. The ship graphics have ID numbers less than the escape pod and the ship id is 184. Also, the size of the sprites in 96 by 96 and there are 36 of them. I am completely stuck. Please help!!

      **

      Have you checked the spďns?
      This problem usually occurs because one of the sprite IDs is 0, or the number in one of the spďn resources dosint actually exist! :eek:

      Rodger

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      (url="http://"http://www.sutherland-studios.com.au/family/evo_software.html")R & R software(/url)

    • Quote

      Originally posted by Rodger:
      **Have you checked the spďns?
      This problem usually occurs because one of the sprite IDs is 0, or the number in one of the spďn resources dosint actually exist! :eek:

      Rodger

      **

      if its a fairly large plugin, and the memory is at EV default, then it probably is not enough memory...

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      DeAdBoY-
      (url="http://"http://www.grybs.com/harzius")Harzius Productions(/url)
      (url="http://"http://www.IcedEarth.com")Iced Earth(/url)

    • The strange thing is, I've checked all the id numbers and increased evo's memory allocation. I still get the same problem. Is there a certain limit to the highest a resource number for a sprite can be? Is 1110 too high? Does anybody out there know?

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      Confucius says "do not use cannon to kill mosquito."

    • Quote

      Originally posted by Gladiator:
      ...the size of the sprites in 96 by 96 and there are 36 of them.

      Well, I'm no expert on memory allocation but I'd say there's your problem. I can almost guarantee that a plug of that magnitude won't ever work on anything older than a G3, if my own prior experience is anything to go by. Why so many big sprites?

      (This message has been edited by Squibix (edited 11-17-2000).)

    • you need to check it with the plug cheacker thats in the archives that should work because thats what i did when i had that problem

      and look for my new plug Kennedy comming soon! 🙂

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      It doesn't take rocket science, but it sure helps.

    • is the plug actually finished and ready to test

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    • If you were adding sprites and not just replacing them, I suggest you check the spďt (Yes, that is a 't' at the end) resource. The number in spďt resource 128 is the total number of sprites. The spďt resource controls the rate at which the progress bar fills up (When it finishes loading a sprite, it checks the spďt resource to see how many more there are to load, and updates the bar accordingly). If the number is off, it might cause out of memory errors.

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      May the world never rest in peace.

      (This message has been edited by goomeister (edited 11-19-2000).)