There are more limits. Maybe you hit another one.
Code:
Changed Limits/Limitations
--------------------------
Note that not all limits imply that it's possible to push as far as the limit suggests, because other parts of the
engine might hit another limit first. For example the max brush limit might be hit before the max regions limit,
or vice versa. Also note that the increased limits do not imply that the game will run at playable framerates up
to those limits, or even close.
Max concrete object IDs: 8192 (from 4096)
Max visible objects: 1280 (from 128)
Max texture dimension: 4096 (from 1024)
Max texture animation frames: 99 (from 20)
Max drawn terrain polys: 20480 (from 1024)
Max ambient sound objects: 1024 (from 256)
Max cells for bounding sphere spatial queries: 1024 (from 512)
Max cells a dynamic light can reach: 1024 (from 512)
Max portal clip regions: 20480 (from 2048)
Max characters per cfg-file line: 8192 (from 80)
Max display resolution: <unlimited>x4800 (actual limit depends on HW) DX9 / 2048x2048 DX6 (from 1024x768)
Max brushes: 16384 (from 7068)
Max regions (/ worldrep (WR) cells): 32760 (from 28672)
Max active regions: 20480 (from 768)
Max rooms: 4096 (from 1024)
Max AI path cells: 131070 (from 65534)
Max texture families: 32 (from 16)
Max family textures: 1024-ish (from 256-ish)
Max application data handles: 4096 (from 2048)
Max model handles: 2048 (from 1024)
Max static lights: 2016 (from 736)
Max cells a static/anim light can reach: 32760 (from 512)
Max anim light to cell pairings: 49152 (from 16384)
Max brush faces/sides: 28 (from 12)
Max decals per page on Thief maps: 256 (from 64)
Max pages per mission on Thief maps: 32 (from 8) [where visited area functionality works correctly]
Max world size: configurable up to +/-2000 (from +/-1000) [only increase if absolutely necessary]
MAX_TJOINT_EDGES: 131072 (from 65536) [internal processing buffer]
MAX_TJOINT_DIRS: 32768 (from 16384) [internal processing buffer]
MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
MAX_GLOBAL_PLANES: 65536 (from 16384) [internal processing buffer]
MAX_GLOBAL_POINTS: 256k (from 128k) [internal processing buffer]
New image formats: PNG, DDS, PCX 32-bit, BMP 24/32-bit, BMP RLE, TGA RLE
Full 32-bit rendering pipeline support, from 32-bit textures to 32-bit render surfaces.
Notable Unchanged Limitations
-----------------------------
Polygon limits for objects have NOT changed, those limits are due to format constraints (the use of 16-bit
data offsets in object data).
Texture size limitations have NOT changed, they have to be power-of-two (POT) sized, i.e. 1, 2, 4, 8, 16, 32,
64, 128, 256, 512, 1024, 2048, 4096.
Family palettes are still used for indexed (/palette based) family textures. Only true color image formats (16-/
24-/32-bit) can ignore family palettes.
Max sunlight ray length remains 1000 units.
This is nothing new, it has always been this way but it may not have been known or widely enough known.
All filenames and directory names for files used by Dark must be 30 characters or less (excluding extension).
FMs/mods containing files or directories with longer names may have worked, but they may as well only appeared
to have worked and causing not immediately noticeable problems under the hood. While there some exceptions for
certain types of files, it wouldn't be helpful or wise to go into what those are, instead the rule should simply
be to NEVER use names longer than 30 characters.