Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: SadisticSid on November 18, 2002, 02:42:02 pm
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Hi guys. I downloaded the fs2_open files yesterday which boasted increased table limits. That works, in the sense that you can make them bigger in file size, but in some missions I just hear a cacophony of sound effects and am dead when I enter a mission. I tested one without any enemy ships and found that the clock had advanced by several minutes... is there any fix for this, either available now or planned for the open source project?
Sid.
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They'll probably fix the problem sooner or later. But if this is the famous player entry delay problem you can solve it by opening the mission in Notepad and changing the player entry delay back to zero.
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Alas the player entry delay is set to zero already. I wonder why it tends to happen with missions with a lot of ships? :(
Sid.
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Originally posted by SadisticSid
Alas the player entry delay is set to zero already. I wonder why it tends to happen with missions with a lot of ships? :(
Sid.
Is it actually set to zero, or is it simply not defined? It should be noted that Fred has always been broken where player entry delay is set in the Team Loadout dialogue box, and doesn't really mean anything. If you want to check out this particular bit of the mission file, you have to use a text editor (i.e. Notepad or Wordpad for larger files).
Near the start of the mission file (open it up in Notepad/Wordpad) you want to see this:+Game Type Flags: 1
+Flags: 0
+Red Alert: 0
+Scramble: 0
+Disallow Support: 0
+Player Entry Delay: 2
If that last line isn't there, you'll get the late player entry bug.
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heres what i just came up with a few days ago, its faster then editing the mission afterwards. Basically, as soon as you open a new doc in fred, save it under the mission name you want. then start building the mission. Your going to save it after anyways.
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Hee hee... I actually know the answer to this one...
I had this problem when I exceeded the maximum number of entries in ships.tbl. By default, FS2 supports 130. You put in 131, and it screws up the player entry delay. You guys can dispute this if you want, but I have isolated the cause of the problem down to exactly this... course, that was for my settings. Perhaps a different problem is mucking up your game, Sid, but I'd try experimenting with the tbls.
Out of interest... anyone know if the SCP boys raise the maximum number of tbl entries as well, or just the file size limit?
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Anything over 130 max ships breaks multiplayer. It's being looked into I'm told.
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Bling!
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Well, I tried removing some entries from ships.tbl and hey presto, the mission works fine. I'll try Sesquipadalian's suggestion when I get back tonight. Thanks guys.
Sid.
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Originally posted by EdrickV
Anything over 130 max ships breaks multiplayer. It's being looked into I'm told.
http://forums.shatteredstar.com/user-cgi/ubb/ultimatebb.cgi?ubb=get_topic;f=13;t=000482
Just a quick note for ya, that might be the origins of that comment, the eri's speed is 130 (including after burner)
However if you turn while doing it you go fasta ;p (...although it doesn't say that on your screen)
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Originally posted by QuantumDelta
http://forums.shatteredstar.com/user-cgi/ubb/ultimatebb.cgi?ubb=get_topic;f=13;t=000482
Just a quick note for ya, that might be the origins of that comment, the eri's speed is 130 (including after burner)
However if you turn while doing it you go fasta ;p (...although it doesn't say that on your screen)
Thanks, QD, for proving that you have NO IDEA what is going on here. This is a source code issue dealing with ships.tbl and the maximum number of ship entries there, not ship speed. Over 130 ships causes errors to build up in the game, causing a delayed entry in single player or (if bumped up in source) multiplayer to fail completely. However, there is no restriction on how fast a ship can go, so long as you stay within the mission's area limit. In fact, the Pegasus has a top speed of 160, and it is perfectly legal in multiplayer.
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To clarify, for anyone who might not quite get this thread, what it's talking about is this:
// ****************************************************************
// DO NOT CHANGE THIS - IT WILL LIKELY BREAK FREESPACE2 PXO SUPPORT
// TALK TO DAVE B FIRST
// ****************************************************************
#define MAX_SHIP_TYPES 130
That means you can only have a max of 130 types of ships, like Orion, Hecate, Pegasus, etc.
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Hmm, perhaps we should talk to Dave B first.... :drevil:
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Originally posted by EdrickV
To clarify, for anyone who might not quite get this thread, what it's talking about is this:
// ****************************************************************
// DO NOT CHANGE THIS - IT WILL LIKELY BREAK FREESPACE2 PXO SUPPORT
// TALK TO DAVE B FIRST
// ****************************************************************
#define MAX_SHIP_TYPES 130
That means you can only have a max of 130 types of ships, like Orion, Hecate, Pegasus, etc. [/B]
Does this really matter for FS-open though? The PXO support was taken out IIRC anyway.
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Originally posted by karajorma
Does this really matter for FS-open though? The PXO support was taken out IIRC anyway.
I believe someone in the SCP forums said the same thing, but apparently it doesn't just break PXO, it breaks multiplayer. (Maybe a packet size issue or something?)
Edit: And it's being looked into, so this may be a temporary limit anyways. (Hard for me to imagine a campaign that requires over 130 different ship classes, would have to be one huge campaign.)
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It's useful for backwards-compatability issues, so that the main campaign can be played without uninstalling a mod. That's about the only real use though.
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Originally posted by EdrickV
(Hard for me to imagine a campaign that requires over 130 different ship classes, would have to be one huge campaign.)
*points at avatar*
We're having to drop a lot of FS2 ships... sometimes when we'd rather not...
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I don't think I have quite 130 ship entries in the ships.tbl file... there certainly aren't more than double the number of V's original ones.
Sid.
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Originally posted by SadisticSid
I don't think I have quite 130 ship entries in the ships.tbl file... there certainly aren't more than double the number of V's original ones.
Sid.
There are nearly 100 ships on the original table. So you only have to add about 30 more to break the limit
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Actually, I think Volition had 110 (maybe 111) entries in there, which doesn't leave as much room for additions as I'd once thought.
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Originally posted by EdrickV
Actually, I think Volition had 110 (maybe 111) entries in there, which doesn't leave as much room for additions as I'd once thought.
I counted 97 but I only counted once. Then again I was using table view and that might miss some out.
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note it was 128 polygon models
whatever they mean by that, every model should be a polygon model.
bumped it to 198, forgot to decrease it.
but the good news is that fs2_open still supports far more
Cap-ships than original because of the in-1-mission total_subsystem_limit_not counting_waves was bumped to 2100 from 700 something.
that means average Juggernaut has 100 = 21 capships not counting any other ships with subsystems.
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err without reading what everyone else said, Can't you just set it to 1.0 in notepad and its fine? works for me, i think.
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I looked it up in the source code, and it's a stupidly obvious bug. The start-mission-delay variable is never initialized. It's set if the parser encounters +Player Entry Delay in the mission file, but not otherwise. If you start the mission, the entry delay has a garbage value.
I fixed it - twas very easy, just initialize the variable to zero. Problem is, I won't be able to commit the change until after Thanksgiving, when I get back to college and my computer. :)
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Just so you know, there are exactly 126 canon Volition ships. The other four in the Port's table are the Volition Bravos, SJD Sathanas, and the Lucifer and Demon scan versions.
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Recounted and Adding the USS Galaxy bumped my ship count up to 182 :nervous: Don't tell V ok? :lol:
I forgot the RAYNOR!!!! dammit going for 183 (crosses fingers).
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:eek2:?
As in the ship class of the Enterprise-D?
Where can I download it? ;7