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DLL Talk / NGC v2.03 and higher object numbers

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Lost in Thought
20
Years of Service
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 23rd Aug 2005 12:40 Edited at: 5th Dec 2009 12:25
I have posted a simple modified version of the NGC include file for NGC v2.03 to use object numbers of any >0 integer value. You cannot enter more than 5000 objects into the collision system as I cannot access the internal NGC dll array. This simply converts the object number to a NGC index. All functions work the same when calling and using. Just make sure to put the 2 array dims in when you put the NGC constants in your main source.

NGC Forum
http://www.nuclearglory.com/php-bin/forums/

Actual thread
http://www.nuclearglory.com/php-bin/forums/view_topic.php?id=325&forum_id=2

Link to .zip containing the code for those too lazy to visit the NGC forums
http://mapmasterz.com/lit/higher_obj_nums.zip

Pricey
21
Years of Service
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Joined: 22nd Feb 2003
Location:
Posted: 25th Aug 2005 11:39
HEHEHE!

thanks :p

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::

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Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 25th Aug 2005 12:40
Hope that is what you wanted I have another way that saves a bit of memory when only using a small number of objects in the collision system. I did not post it because it makes NGC crash if you try to change the collision type of an object once loaded into the dll. If you will not be changing your types around I can post it as well if it helps. The most it can save you is around 20kB though

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