Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Explodinglemur on March 11, 2006, 01:08:39 am

Title: Apologies from a newbie...
Post by: Explodinglemur on March 11, 2006, 01:08:39 am
I've poked around the fs2_source site, as well as the HLP wiki, and haven't been able to find the answer to this question:
What are the differences between all the various CVS build packs (FRED2_open, InfFRED2_open, Inferno, Optimized, P4FRED2_open, P4Inf, P4InfFRED2_open, redmenace...are they different forks)?
Also, which build is the most stable (build fork and date) for someone just looking to play with the 3.6.8 MVPs?
Title: Re: Apologies from a newbie...
Post by: Trivial Psychic on March 11, 2006, 01:53:52 am
"Inferno" is a campaign in progress (for the most part) that requires certain limits to be higher than standard builds, though one of these makes it non-multiplayer-capable.  Any build with "Inferno" or "Inf" in its name is geared for this campaign.  We also have some builds that have been configured to make better use of newer and more advanced processors.  These builds are listed as "Optimized", or "P4" for short.  Any build with FRED in it is for the mission editor program of the same name.  Any build that doesn't have "FRED" in its name is FS_Open.  The Redmenace build is standard FSO without any optimizations or bumped limits.  As for the Media VPs, I can't help you much with that one.
Title: Re: Apologies from a newbie...
Post by: CaptJosh on March 11, 2006, 04:12:34 am
IIRC, both Inferno and the SCP have changed enough that the specific Inferno builds are no longer necessary for Inferno, but it's useful to keep having a build around which has higher than standard limits.
Title: Re: Apologies from a newbie...
Post by: SadisticSid on March 11, 2006, 06:56:16 am
IIRC, both Inferno and the SCP have changed enough that the specific Inferno builds are no longer necessary for Inferno, but it's useful to keep having a build around which has higher than standard limits.

No, we still need our own builds because of the higher limits. Would you believe it, our shiplist is still growing... and those higher limits are what cause multiplayer to break. Marked Inferno builds are useful to people who have large amounts of ships in their tables, as well as us :)
Title: Re: Apologies from a newbie...
Post by: CaptJosh on March 11, 2006, 12:16:42 pm
Well, R1 doesn't need the INF builds, does it?
Title: Re: Apologies from a newbie...
Post by: FireCrack on March 11, 2006, 09:51:27 pm
What is it about higher limits that make multiplayer break?
Title: Re: Apologies from a newbie...
Post by: taylor on March 11, 2006, 09:56:48 pm
What is it about higher limits that make multiplayer break?
Packet size gets too large.
Title: Re: Apologies from a newbie...
Post by: ZmaN on March 11, 2006, 10:22:13 pm
Well, R1 doesn't need the INF builds, does it?

it doesnt need it but if Inferno runs bad on the build you are using, then you need to use an inferno build.. (at least, thats what happened to me...)