Author Topic: Ship Table Limits - A Quick Q  (Read 1575 times)

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Ship Table Limits - A Quick Q
Hey ppl,

I've been reading the forums for only a little time now and have been looking for anything regarding the ship tables and the 380kb limit on them. Has the SCP allowed us to make the file larger? If so how? atm if i go above that limit FRED2 doesn't load.

I would greatly appreciate any info in this! ;7
Peter

 

Offline karajorma

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Re: Ship Table Limits - A Quick Q
As far as I know that limit has been removed. If you're having trouble the first thing you should do though is simply do a search and replace every doublespace with a single space.

Repeating that a few times knocks 50-60kB off the tables easy.
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Offline StratComm

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Re: Ship Table Limits - A Quick Q
The limit may still be there but it's way up now (at least a megabyte) so you shouldn't run in to it now regardless.  The limit I suspect you're hitting is not filesize but ship count; that's still fixed at 130 or so as raising it any more breaks multiplayer.  And that one you can get around by using "Inferno" builds.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline taylor

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Re: Ship Table Limits - A Quick Q
There is no longer a limit on tbl size.  Also it will avoid using up that memory while you are actually in a mission.  When it's done parsing the initial startup tbls (all tbms, ships.tbl, wepons.tbl, etc) it releases the memory.  When playing a mission, after the mission loads, it releases that memory as well so that you aren't wasting anything that could otherwise be used by textures/sounds/etc.  Even when it is parsing it will only use as much memory as it actually needs.

This is all recent btw, the previous limit was a little less than 1meg and is still used for parsing while in FRED2.  But since that's only for FRED2 we can bump that limit quite easily now and not have to worry about wasting it for the regular game.  There are no longer parsing text arrays of a fixed size in FRED2, but FRED2 can't easily be made to use a dynamic limit so the memory for parsing is still allocated at a fixed size when it's needed.  The regular game itself no longer suffers from any tbl size limit other than available system RAM.

 
Re: Ship Table Limits - A Quick Q
Thanks for the replies everyone  :). I checked and yeah ive hit the 130 ship count barrier. What do you mean by using the Inferno build to break that? I have the inferno mod (i was playing the mod), but im not sure what you mean.

Thanks,
only_human

 

Offline Trivial Psychic

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Re: Ship Table Limits - A Quick Q
Inferno (the in-progress one, not the released one) exceeds some of the limitations of standard builds of FSO, and so requires special builds that have augmented limits in these areas.  The most obvious limit increases include the number of ships, which is bumped to 300 or 400, while weapons numbers and number of maps per sub-object have been bumped, as well as others that I don't know about.  The trade-off for the ships and weapons bumping, is that it invalidates multiplayer compatability.  If you chose to create a campaign that requires an Inferno build fur such a reason, you will not be able to make it multiplayer compatable.
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Re: Ship Table Limits - A Quick Q
oh ok thanks for that, i greatly appreciate the help :)