Zyxpsilon Posted April 5, 2016 Share Posted April 5, 2016 (edited) As i am adding plenty of new "Countries" ( nearly 170 more! ) with my qUIck_FLG project(s)... i came upon a weird side-effect of having soooo many customization items on that list. The default parser code seems to just lose track of the alphabetic order beyond a certain number of valid data-slots from our mod files. Anyone knows how or what to fix as to maintain a correct "A_to_Z" structure even after stacking more than what the current function is capable to handle? Edited April 5, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
zingfharn Posted April 5, 2016 Share Posted April 5, 2016 I ran into this trying to sort Grimy's mod items in an array via a number of factors. I didn't find anything, I'm afraid. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) I also went into the basic UC script parser function and couldn't find anything particular except that there seems to be a "Strings hook" linked at runtime with pre-defined instructions (Country with X2Template classes) on a per/slots basis. But after awhile i realized it's NOT the exact cause of this messy scrambling of items... more like some RNG factors that defies any logic.Here's a snapshot of three such sections; http://s21.postimg.org/lmirlix5z/List_Parsing_Flaw_s.png Soooo... Cuba to Kenya are showing off in the proper cyclic pattern. But everything else rationally would belong somewhere else in the expected alphabetic order. :sick: Simply -- pure chaos, AFAIC! I really have to wonder if Astograph's MNM mod also gets this wacky flaw. Anyone out there could confirm if that's how *IT* reacts too? Edited April 5, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
swinka6666 Posted April 5, 2016 Share Posted April 5, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 6, 2016 Author Share Posted April 6, 2016 That's one Array trick amongst the many, btw. CharacterGenerator performs its task by looping into the whole available templates --which are currently stacked in memory by mods like mine--. The customization process must have something similar but as a direct HUD feed of unique strings for each items. But that one probably takes an extra step for RE_organizing the source templates against its (possibly variable) stacked array. That SYNC_RAND instruction call is even a juicy hint to fiddle with, i guess.Your suggestion gave me another idea to explore though. Thanks. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 7, 2016 Author Share Posted April 7, 2016 Figured it out.. FP2+FP3+FP4+FP5 -- each packages have some unique UC scripts that forms **individual** arrays that are later fused by the gameplay engine to re-build a workable static (valid) Array where everything must be slotted as usable X2CountryTemplates!! No wonder -- the 36+164 mathematics can produce such a scramble for runtime attention. But ya know what, after playing a few test games... this newly organized pattern of (highly scrollable) selections is kind of fun to use! :D Link to comment Share on other sites More sharing options...
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