Marvel Mods

XML and MUA - Common Items => Knowledge Base - (not for questions) => Topic started by: BaconWizard17 on May 20, 2020, 01:55PM

Title: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on May 20, 2020, 01:55PM
MUA1 PC Limit Documentation

This is a list of all known quantifiable limits within Ultimate Alliance for PC (so anything that relates to a certain quantity; file size limits are harder to find). If anyone has any additional information or conducts any tests related to any of these limits (or other limits that may not be identified here), please feel free to comment on them! It is currently unknown which of these limits pertain to consoles.

Most of these limts can be tracked with the debug menu, which is part of the 50 roster hack (https://marvelmods.com/forum/index.php/topic,10774.0.html). Press F6 to show the debug windows in game and arange them with the mouse to reveal the limits and current count.

Title: Re: [MUA1 PC] Limit Documentation
Post by: ak2yny on June 11, 2020, 10:13PM
Thank you for this documentation. This is very helpful for modders, and you see the reason why you shouldn't go over top with new mods.

when I read this post (https://marvelmods.com/forum/index.php/topic,10833.msg198975.html#msg198975), a light went on in my head and I thought, maybe this is the reason there are several unused conversations: The game might crash upon adding too many special conversation (in some stages), and so the developers left out some in favor of stability.

I have no experience with conversation mods. Enchlore knows more about it. With enough testing this could be determinated and another limit added...
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on June 12, 2020, 08:22AM
Quote from: ak2yny on June 11, 2020, 10:13PM
Thank you for this documentation. This is very helpful for modders, and you see the reason why you shouldn't go over top with new mods.

when I read this post (https://marvelmods.com/forum/index.php/topic,10833.msg198975.html#msg198975), a light went on in my head and I thought, maybe this is the reason there are several unused conversations: The game might crash upon adding too many special conversation (in some stages), and so the developers left out some in favor of stability.

I have no experience with conversation mods. Enchlore knows more about it. With enough testing this could be determinated and another limit added...

If someone could test and determine this limit, it would certainly be helpful. However, it seems like it may be more of a file size limit rather than a specific item-based limit.
Title: Re: [MUA1 PC] Limit Documentation
Post by: UltraMegaMagnus on August 14, 2020, 11:17PM
Global Event Per Powerstyle Limit found by Rock:
Limit: 14 for skinsegment or less
Error if Exceeded: break power functionality

Rock found out that there is a limit of global event per powerstyle:
"Well then, in that case, I would like to make a statement as a result of experience and research - declaring too many events globally WILL break power functionality"
The exact value of global event in one powerstyle that breaks is unknown atm.

About Fightmove
I encourage modders to avoid the use of unique fightstyle that will probably add another powerstyle in the total limit count, mixing anim is a thing, so it's now possible to only use 2 animations set.
Maegawa also thinks that special affecters also count affect the limit, rightfully so, it adds another fightstyle file in the total limit count.

Still every causes and solution we are looking for this limitation are not 100% sure.
Title: Re: [MUA1 PC] Limit Documentation
Post by: uValley on November 06, 2020, 09:15PM
WOW, this is SO HELPFUL! Thank you!
Title: Re: [MUA1 PC] Limit Documentation
Post by: Clarityman on January 19, 2021, 06:39PM
I agree with UValley above. This is essential information! I have it bookmarked and I refer back to this constantly as I continue my years-long quest of building the most error-free dream roster possible for the best Marvel game we've ever had.

Here's a thought: maybe this should include the Talent limit for the herostat with the information of what to do if it's exceeded, which is constantly referenced for people using the 50 Roster Hack.
Title: Re: [MUA1 PC] Limit Documentation
Post by: ak2yny on May 01, 2021, 04:01AM
Simulator limits:

Total course entries in simulator.engb: 35
This might be a limit of the list menu...
Total disk capacity for review_stats.xmlb: 32
The numbers can't be above 32 either. They are accounted for in the stats, but not added in the correct section when collected.
The idnum of each disk located across the maps should not be above 32. We can have higher numbers, but in order to make them correctly disappear (make the game remember that we collected it), we need to add the same number to review_stats.xmlb...
It might be a limit of the save mechanics.

As you can see, we can have more simulations than disks. There are 27 disks in the default game and 29 simulations (5 are hidden).
Daredevil's and Black Panther's SIM are unlocked by collecting 5 of their respective action figures. We can add 5 more disks. To make the remaining extra mission unlockable, I recommend to unlock the simulation differently (with scripts). It's also possible to make them unlocked from the start.
Title: Re: [MUA1 PC] Limit Documentation
Post by: Outsider on May 01, 2021, 11:11AM
Limit entry for "charinfo.xmlb" is 31. Characters listed after the 31st character will not be unlocked at the start. Both ak2yny and myself confirmed this.

Also, the limit for Loading Screens per Character Number is indeed 3. Any more loading screens will not be seen at all. The solution is to limit them to 3.

Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on May 02, 2021, 11:55AM
Limits have been updated. Thank you for the research!
Title: Re: [MUA1 PC] Limit Documentation
Post by: UltraMegaMagnus on October 20, 2021, 01:30AM
boltonactoranims.xmlb

    Limit: 14 "actor_skin" or an unknow limit of "anim" entries, moving the not working entry at the top of the file does not help, so it must be an overall limit
    Error if exceeded: bolton_anim for menu won't show (example: Toad menu action in OCP 2.3, and probably since OCP 1.3)
    Solution: limit to 14 "actor_skin", vanilla file has 8 entries, latest OCP will use 8 entries too
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on October 21, 2021, 10:07AM
Quote from: UltraMegaMagnus on October 20, 2021, 01:30AM
boltonactoranims.xmlb

    Limit: 14 "actor_skin" or an unknow limit of "anim" entries, moving the not working entry at the top of the file does not help, so it must be an overall limit
    Error if exceeded: bolton_anim for menu won't show (example: Toad menu action in OCP 2.3, and probably since OCP 1.3)
    Solution: limit to 14 "actor_skin", vanilla file has 8 entries, latest OCP will use 8 entries too

Added. Thanks!
Title: Re: [MUA1 PC] Limit Documentation
Post by: UltraMegaMagnus on November 18, 2021, 12:24PM
From Maegawa:
https://marvelmods.com/forum/index.php/topic,10316.msg190802.html#msg190802
70 unique talent in herostat, above it won't load.

Unique Talent Herostat Entries:

    Limit: 70
    Error if exceeded: Later unique talent won't load
    Solution: Unlock all powers cheat

Shared Talent Entries:

    Limit: 100
    Error if exceeded: Later shared talent won't load
    Solution: Don't go past 100 shared talent entries, possibly tied to herostat, npcstat
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on November 19, 2021, 06:06PM
Updated
Title: Re: [MUA1 PC] Limit Documentation
Post by: corvetterules on March 11, 2022, 01:29PM
Recently, I discovered (with certainty) that tag numbers cannot be 300 or more, or else the game simply will not recognize them when used with lines such as selfeventtag, victimeventtag etc.. I vaguely remember that the limit, more accurately, is somewhere in the 210-300 range, but I am not certain where. My speculation is that it's 255, as it's the roundest number I can think of considering the programming context, but it requires confirmation and further testing to identify the exact limit.
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on March 14, 2022, 05:45PM
Quote from: corvetterules on March 11, 2022, 01:29PM
Recently, I discovered (with certainty) that tag numbers cannot be 300 or more, or else the game simply will not recognize them when used with lines such as selfeventtag, victimeventtag etc.. I vaguely remember that the limit, more accurately, is somewhere in the 210-300 range, but I am not certain where. My speculation is that it's 255, as it's the roundest number I can think of considering the programming context, but it requires confirmation and further testing to identify the exact limit.

Is this a powerstyle thing? What's the best way to add it to the list? If you can put it in the format of the other limits, that would help
Title: Re: [MUA1 PC] Limit Documentation
Post by: corvetterules on July 08, 2022, 01:17PM
I would recommend mentioning between brackets that the 30 limit for Triggers in Powerstyle files is for each FightMove.
Title: Re: [MUA1 PC] Limit Documentation
Post by: corvetterules on July 08, 2022, 03:05PM
I recently discovered that this game has a limit to how many .xmlb effects files can be referenced in total by the powerstyle files of all members of a team. That limit, according to my findings, should be roughly 85. Breaching this limit will result in effects simply not appearing at all. Whose effects will start to not appear is irrespective of their position on the team, be they in the 4th/rightmost position or in the first/leftmost position.
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on July 11, 2022, 02:58PM
I've updated the thread with corvetterules' suggestions
Title: Re: [MUA1 PC] Limit Documentation
Post by: Outsider on August 23, 2022, 01:54PM
Updated the first post with the limit on the extraction points. The limit is 31.
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on August 23, 2022, 04:44PM
Quote from: Outsider on August 23, 2022, 01:54PM
Updated the first post with the limit on the extraction points. The limit is 31.

Is this just extraction points in general, or is it extraction points listed in the extraction menu?
Title: Re: [MUA1 PC] Limit Documentation
Post by: Outsider on August 26, 2022, 05:52AM
Quote from: BaconWizard17 on August 23, 2022, 04:44PM
Is this just extraction points in general, or is it extraction points listed in the extraction menu?

The latter. The former is still unknown... for now.

Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on August 27, 2022, 12:05PM
Quote from: Outsider on August 26, 2022, 05:52AM
The latter. The former is still unknown... for now.

Since they're just map objects, my guess is that there isn't an actual limit to the number of extraction points.
Title: Re: [MUA1 PC] Limit Documentation
Post by: Teancum on August 27, 2022, 03:04PM
... other than it'll play into the total memory usage like any other objects. Doubt it would make much difference, but it's good to be memory-conscious.
Title: Re: [MUA1 PC] Limit Documentation
Post by: BaconWizard17 on August 28, 2022, 02:33PM
Quote from: Teancum on August 27, 2022, 03:04PM
... other than it'll play into the total memory usage like any other objects. Doubt it would make much difference, but it's good to be memory-conscious.

Well yes, but I would imagine it would take a whole ton of extraction points for that to actually happen, more than would ever be added.
Title: Re: [MUA1 PC] Limit Documentation
Post by: Outsider on September 15, 2022, 02:59PM
New limit documented: Game Stages. The limit is 94. Only the first 94 stages listed in the "zoneinfo.engb" file will play. Any after that will just revert back the game's main menu.



Title: Re: [MUA1 PC] Limit Documentation
Post by: ak2yny on October 10, 2024, 05:00AM
I noticed that not all limits explicitly state how they apply. Here are the ones that don't:

The debug menu could be suggested, for a way to keep track of most of these limits.

I noticed that Game Stages seems to be incomplete. Maybe it should be completed to say something like "that can be saved from, and have working objectives and titles". The extraction point limit could also be written a little clearer, for example saying "You can still extract from them to other areas, but can't extract to them".

I learned today that on (some) consoles, if you exceed the skin limit, they are not loaded/shown, but the game doesn't crash. This was reported for the PSP (there isn't a limit documentation for consoles, is there?).

It might also be worth noting that the character limit is only expanded with the respective roster hacks and not removed.

A note about loading screens: Some reported that certain LS never appear. An example is Ultimate Iron Man, which ends in 04. I don't know if this is a name limit or a different issue, though. Other LS that were reported, are Moon Knight and Colossus (although, one of them apparently does appear) and they don't suffer from the problem.

Lastly, an update about scripts: Scripts are limited per command, or possibly per line (the former makes more sense). Errors are that at first, usually saves stop working, and it also happens that conversation choices appear which are supposed to be hidden. Most scripts are loaded with the map (most .py files, as listed in packages and maps, plus map commands). But some are probably only loaded when needed, such as menu commands and conversation checks (with the exception of pre-loaded scripts). This would explain why they're the first ones to break, as they're loaded last. The limit is usually very tight, allowing only little additional script commands. I know that the Sanctum Sanctorum in the OCP 2.4 doesn't allow any more script commands (strange1). Conversation checks/conversation scripts at least do contribute to the limit, but I don't know if character mod scripts and menu scripts contribute.
I suggest following entry: