Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RED DIAMOND on July 29, 2005, 08:12:50 pm
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:) Hi all. What is the top number of ships that can be added via ships.tbl & Shp-tbm COMBINED??
It seems to be a limit, because if I add more than 10-12 to Inferno the game stops reading some of the ships. Thx :D
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Inferno's limits are even higher than standard FSO.
If you need more ships than that, you're nuts.
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Only if you use an inferno build.
For normal builds, I forget exactly how many more, but it's around 5 or so. Any more and you'll start corrupting other areas of memory.
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#ifdef INF_BUILD
#define MAX_SHIP_TYPES 250
#else
#define MAX_SHIP_TYPES 130
#endif
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Hmm. this does create an issue. I guess its back to the drawing board on how to approach what I had planned. No worries, I will sort it out.
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Originally posted by Goober5000
#ifdef INF_BUILD
#define MAX_SHIP_TYPES 250
#else
#define MAX_SHIP_TYPES 130
#endif
[/B]
That sortof fixes this sort of questions for now. ;) ;) ;)
May this eventually be done with Cmdline parameters sometime in the future?
How big exactly is the MP trouble with large ship numbers?:confused:
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If you go over the original limit by much, scores get ****ed up because there's more information than the maximum packet size.
I have no cluie what problems it would cause to simply bump the packet size up, as I'm not familiar enough with TCP/IP.
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Originally posted by Raa
Inferno's limits are even higher than standard FSO.
If you need more ships than that, you're nuts.
:o I luv you too Raa:eek2:
The real reason I was asking about the ship limits is that I wanted to add about new 35 craft to the exsisiting Inferno number for the mod I planned. I wanted to make sure it would work "with" Inferno as well. Clearly, less than a 3rd of all of the ships would be used in telling the stories based on this verse, but because of the level of the original concept and the expanded Inferno ship number per Woo, it became an issue. ;)
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Can't you just delete the ones you don't need? Seriously, no-one could* need that many ships.
*Within reason. I'm sure someone could come up with a campaign that would need that many ships, but it'd probably be called "A Museum of all Mods and possible ships creatable in the future which would work on the SCP"
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Originally posted by RED DIAMOND
The real reason I was asking about the ship limits is that I wanted to add about new 35 craft to the exsisiting Inferno number for the mod I planned. I wanted to make sure it would work "with" Inferno as well. Clearly, less than a 3rd of all of the ships would be used in telling the stories based on this verse, but because of the level of the original concept and the expanded Inferno ship number per Woo, it became an issue. ;)
If you add 35 ships to Inferno it would work under the Inferno builds
INFR1 126 ships + 35 = 161
INF SCP 175 ships + 35 = 210
Your not near the 250 limit yet.