Originally posted by TheNiceUb3r
I mean I have been saying it for a while now, Due to the fact that my menu works perfectly on the xbox 360 but injecting to the PS3 instantly freezes the console as soon as it is finished, Others who have made menus and play PS3 that I know on the forums have also hit such limit where PS3 no longer works but xbox 360 does, I mean I don't know the exact cause of it but wouldn't you say it would have to be some kind of limit causing this?
Originally posted by AUS
Well,i would only assume it has limits due to the fact that if i inject to a different location console will freeze on pre loading screen,if i reduce code ( to test the limit ) injection works without issues!
Originally posted by OfficialCoolJay
Good question and for an example of some kind of limitation would be for instance i couldn't use both _developement_dvars.gsc and _rank.gsc and inject them both, so i merged the stuff i had in _rank into just 1 gsc file and it works, keep in my i don't know why. All sorts of limits though, the only kind of limits i've run into mp are string limits, precache limits, array limits. But there are also like variable limits which i have never made something so big that i have faced that issue, and all of these would probably differ from which platform you use to run gsc on, i believe these limitations people talk about don't fully know why haha.
To make a example of why a menu might work on Xbox 360 & PC but not PS3, could be that a menu uses 60+ array size and PS3's limit is roughly 60 im pretty sure.
Im not saying that is the issue for what these people talk of but could be one right.
So here is my interpretation of this: No, there isnt. Technical max value is 4294967295 bytes, due to GSC file structure.
Here is my response to all:
1: NiceUber, you responded by saying its cause a menu didnt work. No comment here.
2: DF_AUS, where are you injecting? Because we are injecting to a different memory segment entirely than where the original GSC is.
3: Cooljay, the game does not have seperate limits per platform, hence why PC and console have equal variable limits when PC could obviously handle more. Thats why developing for last gen hinders the newer console's quality.
4: Cooljay, Most likely the reason your script merge fixed the issue is because GSC Studio adds a buffer in between files, so a combination removes the buffer and effectively adds space back for the file.
5: All: I havent attempted to find a fix to this 'issue' because i dont have a menu that big (because in reality a menu shouldnt reach that size to begin with) but i have a feeling if you simple injected to a different memory address GSC does not have a limit whatsoever. GSC Studio injects mid memory so that is why there is a small limit, and JWM just moves the injection spot
. Im going to assume this is the answer, but i would still like to leave this open in case someone with a counterargument pops up and corrects me.