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 Post subject: NavMap Set Best Path No Of Waypoints issues
 Post Posted: Thu Mar 14, 2013 8:48 am 
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Hi There,

My mod has 179 systems all connected by jump gates (max 8 jump gates per system).
I have generated the shortest paths ini files using a path generator (can't recall the name of it), and it produces quite large files, and I have manually checked a few of the connections and it seems ok.

When setting best path across systems, it all works fine for systems that are close by (small number of jump gates), but when I try to pick a best path to a system on the other side of the universe (like about 20 systems away), then the navmap causes the game to crash.

I have searched the various forums for information on the maximum number of waypoints the navmap can handle, and can't find anything on that, or how to possibly increase the number.

So my options are as follows:
Increase max waypoints to stop the navmap crashing (but don't know how to do it.
Remove all shortest path information, effective disabling the best path function (don't like to do this because I like using it - it saves having to select tradelane gates and jump gates on longer journeys)
Reduce the shortest paths to only go as far as a few systems (say 3 or 4) and hope that prevents the crashing (a bit untidy, but a reasonable compromise)

Any ideas?

Thanks in advance


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 Post subject: Re: NavMap Set Best Path No Of Waypoints issues
 Post Posted: Sat Mar 16, 2013 11:03 pm 
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I believe the limit is 10 in the shortest_legal_path.ini file. Any more than that and it barfs. I don't remember if Adoxa found a hack to extend that or not.

What I did in the UnderVerse was to make my far-end areas wormholes (which are counted as illegal, not legal).

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 Post subject: Re: NavMap Set Best Path No Of Waypoints issues
 Post Posted: Sat Mar 16, 2013 11:49 pm 
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We all know, Dwn would never do anything, "illegal" and we all know that so, mums the word. :lol: 8)

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 Post subject: Re: NavMap Set Best Path No Of Waypoints issues
 Post Posted: Sun Mar 17, 2013 1:34 am 
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:twisted:

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 Post subject: Re: NavMap Set Best Path No Of Waypoints issues
 Post Posted: Sun Mar 17, 2013 5:18 am 
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DwnUndr wrote:
I believe the limit is 10 in the shortest_legal_path.ini file. Any more than that and it barfs. I don't remember if Adoxa found a hack to extend that or not.

What I did in the UnderVerse was to make my far-end areas wormholes (which are counted as illegal, not legal).


Cheers for the info - I will have to limit the paths to 10 systems.

Thanks


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