After hours spent tracing code in a debugger and comparing to Torque's source code. The number of bytes changed doesn't really affect the magnitude of the complexity.
Over the past few days we've been discussing some of the massive projects we'll be building once this is implemented. Should be neat, we'll get lots of pictures when we do go about it.
A vl2 is an archive, and would be used to store files for the exe to use. What is being done cannot be changed in script, as it is hardcoded into the game, so requires the modified executable to work.
Was having a bit of a talk with Antman last night, and he tells me that there is another 4 byte variable that must be changed (2^b and b), and if done right, it negates the need of the additional script.
I'm not exactly equipped to test it out for myself, but maybe it'll help.
Changing said variable would also completely break backwards compatibility with the original T2 server/clients. Also, changing the variable in the compiled code might be more complicated than changing it in one location.
To clarify: the script I'm writing is strictly optional. The visible limit to clients not running the script will be only slightly lower than before (slack space for the creation of projectiles, vehicles, players will be left by the servers) -- say 900 pieces. People running the script and reprogrammed T2 binary will be able to see over the normal limit.
Whoa... wouldn't the vis limit also be referred to as the Datablock Limit? Does this increase that, or is this just a fix that would allow a person to deploy more visible pieces?
Comments
i only changed 4 bytes ^^
so i just modify t2 ^^
I'm not exactly equipped to test it out for myself, but maybe it'll help.