Post: String overflow fix.
10-01-2014, 06:07 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I started to work on a GSC menu on BO2 and I keep running into the overflow error.
I remember this was a major problem on COD4 until Amanda released a fix.
She found a way to free up a large amount of strings. I'm wondering if this can be done on BO2.
Here is a link to Amanda's overflow error fix.

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Any kind of help would be greatly appreciated.
10-07-2014, 12:34 PM #29
dtx12
Do a barrel roll!
Originally posted by TheFallen View Post
I did that too but I had no luck with it. If you remove the clearAllblah part does it still work?


Try my code, it'll throw overflow if you remove clearAllTextAfterHudElem.
10-07-2014, 02:03 PM #30
TheFallen
Former Dark Night
Originally posted by dtx12 View Post
Try my code, it'll throw overflow if you remove clearAllTextAfterHudElem.


I'll have to because I couldn't get mine to work and I tested everything I could think of. If it really does work I don't know what's different about mine.
10-09-2014, 04:44 AM #31
TheFallen
Former Dark Night
Originally posted by dtx12 View Post
Try my code, it'll throw overflow if you remove clearAllTextAfterHudElem.


Here was the script I used

    
StringTest()
{
if(level.debug)
{
display = createFontString("default",1.5);
display setPoint("CENTER","CENTER",0,0);
i=0;
k = 0;
for(;Winky Winky
{
if(i == 62)
{
display ClearAllTextAfterHudElem();
display destroy();
display = createFontString("default",1.5);
display setPoint("CENTER","CENTER",0,0);
i=0;
}
display setText("String" + k);
self iprintln(i);
i++;
k++;
wait 0.05;
}
}
}


I don't see what would make mine not work and yours work though. Ignore the destroy() and creation those were to test something else.

Edit:
Never mind I see what is making it work. I was calling it on the last cached string so it wasn't clearing anything.
Last edited by TheFallen ; 10-09-2014 at 04:51 AM.

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ItsLollo1000
01-17-2015, 02:07 AM #32
jwm614
NextGenUpdate Elite
Originally posted by TheFallen View Post
Here was the script I used

    
StringTest()
{
if(level.debug)
{
display = createFontString("default",1.5);
display setPoint("CENTER","CENTER",0,0);
i=0;
k = 0;
for(;Winky Winky
{
if(i == 62)
{
display ClearAllTextAfterHudElem();
display destroy();
display = createFontString("default",1.5);
display setPoint("CENTER","CENTER",0,0);
i=0;
}
display setText("String" + k);
self iprintln(i);
i++;
k++;
wait 0.05;
}
}
}


I don't see what would make mine not work and yours work though. Ignore the destroy() and creation those were to test something else.

Edit:
Never mind I see what is making it work. I was calling it on the last cached string so it wasn't clearing anything.


ive been messing with ClearLocalizedStrings(); with no luck tho



no overflow
    overflowfix()
{ //credits dtx 12
//put level.result = 0; on init
//call it on onplayerspawned self threadoverflowfix();
//put level.result +=1; where your setting the text no in this function tho
test = self createfontstring("default",1.5);
test setText("^5Jwm614"); //you have too have some type of text here
test setPoint("CENTER","CENTER",-190,200);//you can set the point to what ever u want

for(;Winky Winky
{
if(level.result == 60)//67 actual strings just calling it early
{
test ClearAllTextAfterHudElem();//prevents overflow
level.result=0;
}

wait 0.05;

}
}

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Last edited by jwm614 ; 01-18-2015 at 04:07 AM.
01-23-2015, 05:46 PM #33
oCmKs_4_LiFe
< ^ > < ^ >
so could somone post a script to stop overflow? the one by jwm614 freezes my ps3 after 10min and the one dtx12 posted overflows on 60
01-23-2015, 09:48 PM #34
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by dtx12 View Post
After more digging, I found, that we just used this function wrong, this will work for example(really strange implementation, also).
Also I don't like this solution, I'll try to find the way to extend strings limit.
    
Overflow()
{
test = self createfontstring("default",1.5);
test setText("fuck it");
display = self createfontstring("default",1.5);
display setPoint("CENTER","CENTER",0,0);
for(i = 0;;i++)
{
display setText("Overflow on " + i);
result = i%60;
if(result == 0)
test clearAllTextAfterHudElem();//prevent overflow
wait .1;
}
}



bro i called that script onplayerspawned and wen i start match it just kicks me out and says: G_FindConfigstringIndex: overflow (48Cool Man (aka Tustin): 'Overflow on 60'
01-24-2015, 01:07 PM #35
dtx12
Do a barrel roll!
Originally posted by LiFe View Post
bro i called that script onplayerspawned and wen i start match it just kicks me out and says: G_FindConfigstringIndex: overflow (48Cool Man (aka Tustin): 'Overflow on 60'


You do something wrong then.

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jwm614
03-08-2015, 02:35 PM #36
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by codybenti View Post
I started to work on a GSC menu on BO2 and I keep running into the overflow error.
I remember this was a major problem on COD4 until Amanda released a fix.
She found a way to free up a large amount of strings. I'm wondering if this can be done on BO2.
Here is a link to Amanda's overflow error fix.

You must login or register to view this content.

Any kind of help would be greatly appreciated.


I looked into Amandas Fix and was able to free some strings -

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I haven't tried to much but more can be freed up.

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EternalHabit
03-08-2015, 08:13 PM #37
Originally posted by SyGnUs View Post
I looked into Amandas Fix and was able to free some strings -

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I haven't tried to much but more can be freed up.


That's great! I was able to as well but this was a while ago and I kind of put the project on hold because of my full time job. Now that i Know I'm not the only one looking in to this I'm more determined then ever in finding a way to free up a large amount of strings.
Last edited by codybenti ; 03-08-2015 at 08:15 PM.

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