Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Whitelight on October 06, 2004, 07:45:31 pm
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Where can I find a version of FS2Open that will support 200 entries in the ship table?
I`m workin on AHTW and am attempting to merge it with the port, but the port already has 130 entries, not wanting to cut ships from it or AHTW, this would be a great help.
So is it possible in the latest version of of the FSO?
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Isn't the 130 limit sacred to multiplayer working?
In short, I think it's out for a reason. Unless we can have some kind of dynamic-load for modular tables, I don't know how else it could be gotten around.
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multiplayer isn't an issue here though...
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As Hippo stated... this will be single player so thats not an issue.
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Any Inferno build of SCP has bumped table limits. There should be a thread in the "Recent Builds" sub-forum for some.
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Inferno builds are outdated though... They would work though, but they don't have the pilot code changes, or some of the newer stuff... They'd be fine for temporary stuff though...
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Originally posted by Hippo
Inferno builds are outdated though... They would work though, but they don't have the pilot code changes, or some of the newer stuff... They'd be fine for temporary stuff though...
I'll make an Inferno build of what I just released if you want. I don't want to put it up at icculus.org but if you want a 1.6Meg e-mail I'll do that or we can work something else out.
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That'd be great :)
@gmail.com
Thanks! :yes2: :nod: :yes:
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Alright it's building now. I'll make sure it runs and then send it your way.
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Thanks :p
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There's a slight problem... it eats campaign savefiles. Did Inferno builds require new pilots before? It's choking on the MAX_SHIP/WEAPONS_TYPES defines and I don't see a really good way around that at the moment. If sharing savefiles between builds isn't a problem for you I'll go ahead and send it. Otherwise we'll have to come up with a way to keep everything separate between Inferno and regular builds.
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Wait... What? My pilots don't exist any more anyway (other then the backups from pre-fso)... If creating a new pilot is the only thing, thats fine... So long as there's nothing that would disrupt something else...
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This is working out better than I had hoped... Let the beacon of light shine brightly on Taylor, he`s the man and a saint... :D
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It's on the way Hippo.
The new format of the pilot file should be able to handle this fine, as long as the pilot has already been upgraded with a normal build. The campaign savefile is no longer dependant on the data used but it is dependant on some build values and I forgot about that. When I started working on the new formats I knew that could eventually be an issue but didn't really figure it for a problem since networking would break too and that's a bigger deal. I can already think of a way to keep the savefiles separated between normal and Inferno builds but a better long term solution is probably needed. For now you should be able to use the .pl2 files with both builds but not the .plr, .csg or .css files.
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200 entries in the ships.tbl breaks multiplayer
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Multi wasn't our aim though... But taylor got the build to us anyway :p