Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started 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
-
Yeah, maximum ship types is 130, except for an Inferno build - then it's 250, but multiplayer doesn't support more than 130.
-
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 :)
-
What about FSO?
-
Kie, FSO is what they're talking about. An Inferno build is a special type of FSO build with bumped limits in several areas.
-
Why Inferno limits aren't in all builds?
-
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 PXO has been replaced by FS2NetD.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.
-
I don't know why, but it is.
-
WTFH has happened to my post count??????
-
The admins reset it because you kept trying to compare digital penis size with Cobra.
-
any chance the limits changing for the MP side in one of the new releases?
-
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.
-
also expect it woudl increase lag
-
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
-
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
-
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
-
so where can i find infomation about the ship limits and ow to have the signle player and mutiplayer at differnt limits
-
Uhm, Trekker, we just told you. Use an Inferno build rather than a normal build to get the bumped limits...
-
woops silly me lol
-
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...
-
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.
-
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.
-
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.