Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Trekker on January 26, 2005, 02:53:23 am

Title: Ship limits
Post by: Trekker on January 26, 2005, 02:53:23 am
When i was using wwcoolman ship tbl editor/view it said 125/130 ships.

Does that mean there a limit on how many ships the game supports(130 ship limit)??


Trekker
Title: Ship limits
Post by: WMCoolmon on January 26, 2005, 02:58:40 am
Yeah, maximum ship types is 130, except for an Inferno build - then it's 250, but multiplayer doesn't support more than 130.
Title: Ship limits
Post by: Trekker on January 26, 2005, 03:04:53 am
thanks for the fast reply

also coolman as i asked in this threat http://www.hard-light.net/forums/index.php/topic,29719.0.html


is your ships tbl editor work in progress or are you working on other things,  i am amazeed at all the stuff you produced :)
Title: Ship limits
Post by: Kie99 on January 26, 2005, 09:55:44 am
What about FSO?
Title: Ship limits
Post by: Moonsword on January 26, 2005, 10:10:30 am
Kie, FSO is what they're talking about.  An Inferno build is a special type of FSO build with bumped limits in several areas.
Title: Ship limits
Post by: Primus on January 26, 2005, 10:23:19 am
Why Inferno limits aren't in all builds?
Title: Ship limits
Post by: Woolie Wool on January 26, 2005, 11:26:31 am
Quote
Originally posted by WMCoolmon
Yeah, maximum ship types is 130, except for an Inferno build - then it's 250, but multiplayer doesn't support more than 130.


Why? PXO has been replaced by FS2NetD. I thought that ought to have fixed the problem.
Title: Ship limits
Post by: Moonsword on January 26, 2005, 12:25:55 pm
I don't know why, but it is.
Title: Ship limits
Post by: Kie99 on January 26, 2005, 12:38:29 pm
WTFH has happened to my post count??????
Title: Ship limits
Post by: Moonsword on January 26, 2005, 12:48:51 pm
The admins reset it because you kept trying to compare digital penis size with Cobra.
Title: Ship limits
Post by: Trekker on January 26, 2005, 05:49:59 pm
any chance the limits changing for the MP side in one of the new releases?
Title: Ship limits
Post by: WMCoolmon on January 26, 2005, 06:34:25 pm
The issue with the limits is the packet size in multiplayer, from what I understand. Think of it like mail. You can only fit so much inside an envelope before you have to get a bigger one; FS2_Open either needs to divide the ship limits-dependant data in between envelopes or use a bigger one.

Doing that has been talked about but it's yet to be done; the only person with significant experience with the netcode is Kazan, who's disappeared for the time being.
Title: Ship limits
Post by: Trekker on January 26, 2005, 06:37:16 pm
also expect it woudl increase lag
Title: Ship limits
Post by: Trekker on January 26, 2005, 06:42:01 pm
could i continue past 130 enties in the ships tbl but antyehing greater than 130 would not show up except in single player mode.

As i working on a project that will contacin both single and mutiplayer missions in the end
Title: ??
Post by: Swamp_Thing on January 26, 2005, 07:10:02 pm
Quote
Originally posted by kietotheworld
WTFH has happened to my post count??????


That´s the first time i ever saw someone with a zero (0) post count, AFTER posting in a thread.
:D
Title: Ship limits
Post by: Grimloq on January 26, 2005, 08:13:08 pm
Quote
Originally posted by Trekker
As i working on a project that will contacin both single and mutiplayer missions in the end


is that even possible?

and... digital.. penis... sizes? :wtf:

if you dont mind, i dont think ill watch that competition... *leaves in a hurry*

[edit] woohoo! 700th! :D
Title: Ship limits
Post by: Trekker on January 27, 2005, 05:25:53 am
so where can i find infomation about the ship limits and ow to have the signle player and mutiplayer at differnt limits
Title: Ship limits
Post by: Moonsword on January 27, 2005, 06:25:25 am
Uhm, Trekker, we just told you.  Use an Inferno build rather than a normal build to get the bumped limits...
Title: Ship limits
Post by: Trekker on January 27, 2005, 08:45:59 am
woops silly me lol
Title: Ship limits
Post by: Woolie Wool on January 27, 2005, 10:45:49 am
Quote
Originally posted by WMCoolmon
The issue with the limits is the packet size in multiplayer, from what I understand. Think of it like mail. You can only fit so much inside an envelope before you have to get a bigger one; FS2_Open either needs to divide the ship limits-dependant data in between envelopes or use a bigger one.

Doing that has been talked about but it's yet to be done; the only person with significant experience with the netcode is Kazan, who's disappeared for the time being.


*shrug* Since Starforce will have only 90-100 ships and T&T has been dead for a long time, it doesn't really matter for me anyway...
Title: Ship limits
Post by: karajorma on January 27, 2005, 12:48:50 pm
Quote
Originally posted by Grimloq
is that even possible?


I assume he means he'll edit his single player missions to make multiplayer missions but it is actually possible to have a mission which is both single and multplayer at the same time.

Simply open the mission in notepad and edit the +Game Type Flags:  section from 1 to 11.

I have no idea what happens if you start using SEXPs that expect multiplayer in a singleplayer game though.
Title: Ship limits
Post by: Trivial Psychic on January 27, 2005, 01:41:28 pm
Quote
Originally posted by WMCoolmon
The issue with the limits is the packet size in multiplayer, from what I understand. Think of it like mail. You can only fit so much inside an envelope before you have to get a bigger one; FS2_Open either needs to divide the ship limits-dependant data in between envelopes or use a bigger one.

Doing that has been talked about but it's yet to be done; the only person with significant experience with the netcode is Kazan, who's disappeared for the time being.

This couldn't be overcome by a -load_only_used_ships flag could it?  We have a semi-functional one for weapons after all.
Title: Ship limits
Post by: Moonsword on January 27, 2005, 02:38:55 pm
It doesn't load anything but the used models in a mission anyway, I think.  That's why you can't just run FS2 once to get all of the IBX files made in one pass, IIRC.