I am using the latest GZDoom and playing a mixture of mods which amount to 2.45 GB (2,638,448,040 bytes) and I noticed 50% of the actors turn into randomized sprites from the GZDoom.pk3 archive. For example, projectiles will turn into the helper dog and monsters will turn into ZDoom's red speaker icon. If I move some stuff around in the one of the files and launch again, then the sprites will be changed to a another completely different set of sprites from the pk3 archive. For example the ones that were displaying as the helper dog will now display as a crouching marine.
None of their decorate points to those sprites (for example VRU2 will be displaying DOGS sprites). There is also no additional code such as Model Defs, ZScript or ACS in any of the loaded pk3s. It is strictly Decorate and Sndinfo. Also none of the sprites from the GZDoom file are anywhere in the mods files, nor do any of the sprites share the same name as anything pre-existing. If I am to remove a bunch of sounds and sprites to knock the file size down, then it resolves the issue. It is only when I put that stuff back in that it continues.
This issue also continues on to any mods with custom actors that I add into the mix. For example if I add in a level pack that has custom trees and decorations, then those will all turn into randomized helper dog corpses, crouching marines and speaker icons. If I move them in a different order in the load order, then the things that were dog corpses are now crouching marines and vice versa. It is really making me think that it is a memory limit, it is confirmed when I remove the mp3 music from those custom level packs, then the sprites will go back to normal.
I am beginning to think that GZDoom has a memory limit, and when that is exceeded then it will stop displaying some sprites and auto replace them with existing ones. Is this a known occurrence?
Thank you and I apologize about any language issues, English is my second language.