[WIP Patch] Enjoy Median At Full Capabilities !

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What could that be !

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Really, i have no idea.
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Total votes: 27

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ReverseEngine
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romanN1 wrote:Hope you will succeed dude. FPS drops and sprite limit really affects the beauty of proc machines :D. Though an easy solution for this is to just remove brimstone :D.


It seem that the current limit of the Display is around "580" , at 580/583 sprite dissapear, what a good finding :mrgreen: .

Edit: Actually this could be the Lightmaps that make them dissapear, not sure for now.

Edit 2: I'm guessing it's the lightmaps LOL, each time you create something or view sprites this is "Lightmapped", casting skill like brimstones make an abusive "creation of lightmaps" on each tile cells, because it's creating multiple sub sprite of "small fire" that need to be rendered (the engine create a little lightmap on each of these sprites) to make them visible and off course with a little "light" so we can see it, I think that this mean after you have exceeded the maximum rendered lightmaps the engine clearly deny rendering more,

Lightmaps affect nearly everything visible on screen except tiles which are different, it's more targeting Aura (Overlays, Entity, Npc, Game Object, Skills (Missiles) etc), No doubt why with Median known to spam skills or mass summoning we have all those sprite issue, I'm still searching in D2Client.dll this must be somewhere, it's not only a question of increasing the Sprite/Cache/Cof allocated memory defined (Actually that is a great thing) but i also need to find where the lightmapping occure and then change the maximum limit, once this will be done (if i find it ...) we could spam hard no sprite will dissapear until you are in a P8 player party and everyone with max caster rate abuse, and even with that, this shouldn't reach the limit so you have an "enforced display sprite" but if your computer sux this would be a bit slower, but i doubt since the cache is made to handle that and once the Missiles are deleted from the in-game rendering the Actor is deleted and then this free some memory.

TL;DR Wall of text but i needed to explain.
Edited by ReverseEngine 9 years.
qweqwe
Cog
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hard tho cos if there are too many dead enemies on screen (eg uldy) and you cast some sprite-intensive skill, you hit sprite limit.

i hope you succeed dude!
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Ask in PK - some there know where everything is located :D
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void
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Dude, I only have 2GB of total memory. :lol:
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ReverseEngine
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void wrote:Dude, I only have 2GB of total memory. :lol:


Well if you ask Yoshimitsu in Tekken shop for 250€ you have 32gb DDR3 which is cheap :mrgreen:
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suchbalance
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From what I understand this sprite limit issue has been one of the biggest unsolved (partially solved?) challenges in d2 code editing because of the huge amount of work involved. As far as I know only Nefarius over at the phrozen keep (d2mods.info) has ever managed to pull it off and even so his pet project has never had a playable build.

Therefore due to the scope of the problem it is highly unlikely that this issue can be "solved" in a quick fix, so I am moving this topic in the archives to avoid confusion.



That being said if you are serious on attempting this the best course of action would be to get in contact with Nefarius and/or Whist via PM and take it from there.