Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Axem on December 21, 2005, 09:27:36 am

Title: stars.tbl problemo
Post by: Axem on December 21, 2005, 09:27:36 am
What's the limit on entries on the stars.tbl? For my campaigns I want to use Lightspeed's nebulas, and Lt. Cannonfodder's planets, but I also want to keep the old nebulas and planets for backward compatability. However the amount of stuff in the stars.tbl seems to do weird things to the background editor in FRED. Depending where I place the new planets, they either wipe out a portion of the background list, or don't appear at all. So is this a limit thing, or do new bitmaps need a careful way of putting them in? (I've been grouping the Bitmaps and BitmapsXs together)
Title: Re: stars.tbl problemo
Post by: Axem on December 22, 2005, 07:12:20 pm
*Bump*

So this a limit thing, or something that should go into Mantis?

Would this also be a bad time to see about the possibility of a modular stars.tbl?
Title: Re: stars.tbl problemo
Post by: WMCoolmon on December 22, 2005, 10:27:02 pm
Not rly, seeing as how I had a pretty good day today. :D

http://fs2source.warpcore.org/exes/latest/stars.zip

Tell me if that works...the magical suffix is "*-str.tbm". Since there are no section headers, for now just add in a "#end" to skip to the next section. From what I can tell you can have 160 starfield bitmaps ($Bitmap and $BitmapX combined total <= 160), and 160 suns. It should tell you if you go over now. It's not XMT-compliant because I didn't see much reason to do so.

Assuming you don't have any problems with that build, I'll add some section names for modular tables and upload it to CVS.
Title: Re: stars.tbl problemo
Post by: Axem on December 22, 2005, 10:39:38 pm
W00t. (Link doesn't work, but my directory backtracking skills found it)

And briefly checking my stars.tbl, there were 185 total Bitmap/BitmapX's.

I'll remove some for now and see how testing works. :)

Edit: Er, it seems to CTD for me... I just tried to run it without using any modular tables.
Title: Re: stars.tbl problemo
Post by: WMCoolmon on December 23, 2005, 12:24:44 am
Erg, just forgot, you might want to use shiptypes.tbl from this Zip, as this build requires it (Make sure you don't overwrite the new EXE with the one in the ZIP): http://fs2source.warpcore.org/exes/latest/shiptypes3.zip

If there's a CTD inherent to the code, I'll catch it & fix it when I run into it. (I just started the build and it seemed to work fine, at least with shiptypes.tbl)
Title: Re: stars.tbl problemo
Post by: Axem on December 23, 2005, 07:54:17 am
Even with the shiptypes.tbl it crashes.
Title: Re: stars.tbl problemo
Post by: WMCoolmon on December 23, 2005, 11:29:24 am
Weird... :wtf:

I haven't been able to catch this myself, using the mediaVPs, so far. I tried BR's derelict but apparently it's not compatible with the 3.6.8 mVPs anymore, what mod(s) does this give you crashes on?

Also note that I found a situation where the Warning popped up even if you weren't at the max yet...this is fixed in my local codebase, but if you get it make sure that you actually DO have more than the max.
Title: Re: stars.tbl problemo
Post by: Axem on December 23, 2005, 03:32:16 pm
It's crashing on everything for me. I tried running it with no mods and I removed every media vp and tables from the root directory, but no dice.