very Interesting...
I have had to do some nifty workarounds to be able to add x4 times as much contents on
a map. Mostly by splitting the StaticObjects.con into 4 different areas NE,SE,SW,NW etc (different files for BF1942 to load).
The limitation in BC1942 doesnt exist in BF1942 it will x4 that contents easy..
What did you find when debugging? hard-coded limit (value) set somewhere?
If it is a hard-coded value then there most likely is a second part to it, as in it will go like this:
(programmer sets: max_number_of_objects=1024)
allocate memory for "pointers" to 1024 objects <--- FIND THIS ONE AND INCREASE
if max_number_of_objects IS EQUAL 1024 then dont load more else we might crash <-- YOU FOUND THIS ONE
back in the day of 32bit a "pointer" its x4 bytes address to tell where the object is stored in memory.. a look-up list..
so the allocate memory for this table of "pointers" is actually x4 ... aka something like 4096 (0x1000)
there would be probably be a malloc (memory allocate call with that value somewhere that correspond to 1024
(but would look like x4 aka 4096) you found.. as in the allocated memory size only fits 1024...
but those limitations are not a problem today..)
learnmore info on malloc:
https://www.cs.uaf.edu/2010/fall/cs301/ ... alloc.html
Not sure how much knowledge you have in asm and c/c++ and the debugger.. so wrote generically as easy as I could (hopefully it was helpful!).
If I had more time in my day I would loved to get my hands dirty right here..
Since you are debugging hard... the one biggest annoying thing about BC1942 (except the one above) is the damn
"loading/splash dialog" ... the first thing that pops up "battlecraft develop by bla bla" that sits there and waits for you to click it...
then finally loads the rest... find the "call" to that one and replace it with NOP's (No OPeration) or if you can make it go away instantly it would
soo make my day better... anyway I a big wish from me...
Well done on finding and patching that limit in the first place!!
Duffman