I Think There Was A Patch That Fixed That
Aguirre had a patch for oblivion. A long time ago to fix some of the biggest problems, I think that was one of them
It only fixed the crashing problems, but stuff not showing up due to the index overflow error was not fixable. A new DLL is still the best solution.
I believe Argh had the source and was also working on a patch many years ago. Not sure if he still visits this board though.
Argh's original solution was to cut the big level into 2, so I guess the map sources are needed?
There Is A Way
To make harvester1.bsp playable without a new dll. I tried deleting like half of the monsters from the map via an .ent file and it doesn't crash any more when blowing up the barrels above the prisoner room or engaging too many enemies.
Still, a new dll could fix this without altering the map that drastically, maybe.
i found out that "The Index overflow problem is due to images, models, and/or sounds overflowing the limits of their respective indexes. The limit for each of these indexes is 256. Therefore, you cannot have more than 256 unique images, 256 unique models, or 256 unique sounds in a single map."
and there are a lot of people talking about Q2 custom maps with this "Index overflow" error showing up only with Yamagi, but not with the old/original Q2 engine.
Maybe would be better fix the Yamagi engine, not the custom maps :P
Thing Is Only
This already crashed in Q2 3.20, there are Youtube videos showing it happen. Yamagi doesn't aim for raising vanilla limits and they don't want to change that.
Unofficial Q2 v3.24 or KMQuake2 crash as well. The latter doesn't even run the custom game code. I wonder if there's actually any port that works with this.
Aguirre's engine works, but like I said, the "stuff not showing up" is not fixable.
You would have to overhaul the game more directly, I think. If I may ask, what doesn't show up in Oblivion?
Anything that Oblivion adds, i.e. new weapons, enemies, items, sounds... KMQ2 seems to ignore the custom gamex86.dll completely.
Anyway, I got it fully working in Yamagi now. Solution: Maphacks (.ent files).
So you just deleted a bunch of enemies?
That would be one way of solving the issue. Though it might be better to try and locate the worst offenders of the adds and remove them until the error stops.
If that was done, then I take this back.
I had to delete quite a few enemies, basically any without any target or other relevant flag on them. It's about 2/3 less now.
On top I removed three explosive barrels and about 50 sound sources. It's seems like a lot, but ingame you won't actually notice (besides the enemies, ofc).
These measures were necessary to guarantee a crash-free experience under any circumstances, also including spawns that might happen later on (e.g. a spawning health when discovering a secret, which also led to a crash before).
The end of Oblivion seemed to be going in a Zerstorer-esque direction. Any idea what the team had planned for the final level / boss?
I was on that team, and I remember that the people who would have been making the boss were pretty burnt out on the project at that point. I don't remember any specific plans they had for the boss.
As it was a giant undertaking. Thanks though.
It's Still Amazing
How big this mod is. It takes quite a bit of time to finish it and map quality is quite decent. Sure, some additional polishing here or there wouldn't have hurt, but I guess it needed to be finished in time to make it on that X-Mas issue of PC Gamer. Even without that last map, it's a remarkable journey.
Can you share the files? I want to try it in Aguirre's engine.
Not Ready Yet
Will need some more tweaking.
D/L Link For Mapfixes
I think it should work well enough.
Oblivion mapfixes (120 KB)
Instructions are included in zipfile.