G_FindConfigStringIndex: overflow?


(Mean Mr. Mustard) #1

I’ve recently added some custom textures/shaders to my map and am using the ‘remapshader’ command to switch the shaders in the script. The textures/shaders are being used as status lights for machines.

Everything was working great, so I decided to add a few more. Now I get a ‘G_FindConfigStringIndex: overflow’ error. If I comment out one ‘remapshader’ at random, then all works ok. Is there a limit to the number of remapshaders you can ‘define’.

Of course, I can do all the above by making script_movers and using setstate, but I thought I’d try something new.

Any ideas?

Thanks


(sock) #2

This really needs a coder response like rr2do2 or digibob. Moving to the mod forum so it will be noticed more by coders.

Sock
:moo:


(grizzlybear) #3

small world :wink:
i have just hit this too

but for me it is tags im playing with

it seems that only 2 objects can be attached to the same tag :frowning:
every time i try to add a third “attachtotag plane tag_x0y0z0” it blips out

i would say it is definatly a limit error
how many remapshaders have u got ???


(Mean Mr. Mustard) #4

I believe 23 individual remapshaders worked. It was that 24th one that killed me. So, I just replaced the last three with script movers and did the whole setstate disappearing/appearing trick.

I have a truck in my map that has more than 3 enitities attached to the wback tag. I’m pretty sure I have at least 6 things (models, entities and script movers attached to that tag…)


(grizzlybear) #5

mmmmmm… relooking at mi script
i have erick’s tagblock as the main mover model2
attached at tag_x0y0z0 is a .ase model and smoke entity
it dont like another tagblock being added to tag_x0y0z0

possibly because it is the same model (diff scriptname and modelscale) but has the same origin when attached ??? mmmm…

attachtotag limit seems to be 67

:wink:


(LaggingTom) #6

I got this as well when working with my remapshaders. I eventually gave up, but according to the source code, I got this error because I matched the MAX_CS_SHADERS.

From the code:

#define MAX_CS_SHADERS		32

Bad doo doo. :frowning: