Author Topic: Any way to fix the x minute delay problem?  (Read 6010 times)

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Any way to fix the x minute delay problem?
Hi guys. I downloaded the fs2_open files yesterday which boasted increased table limits. That works, in the sense that you can make them bigger in file size, but in some missions I just hear a cacophony of sound effects and am dead when I enter a mission. I tested one without any enemy ships and found that the clock had advanced by several minutes... is there any fix for this, either available now or planned for the open source project?

Sid.

 

Offline karajorma

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Any way to fix the x minute delay problem?
They'll probably fix the problem sooner or later. But if this is the famous player entry delay problem you can solve it by opening the mission in Notepad and changing the player entry delay back to zero.
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Any way to fix the x minute delay problem?
Alas the player entry delay is set to zero already. I wonder why it tends to happen with missions with a lot of ships? :(

Sid.

 

Offline Sesquipedalian

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Any way to fix the x minute delay problem?
Quote
Originally posted by SadisticSid
Alas the player entry delay is set to zero already. I wonder why it tends to happen with missions with a lot of ships? :(

Sid.
Is it actually set to zero, or is it simply not defined?  It should be noted that Fred has always been broken where player entry delay is set in the Team Loadout dialogue box, and doesn't really mean anything.  If you want to check out this particular bit of the mission file, you have to use a text editor (i.e. Notepad or Wordpad for larger files).

Near the start of the mission file (open it up in Notepad/Wordpad) you want to see this:
Code: [Select]
+Game Type Flags: 1
+Flags: 0
+Red Alert: 0
+Scramble: 0
+Disallow Support: 0
+Player Entry Delay: 2

If that last line isn't there, you'll get the late player entry bug.
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Offline vadar_1

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Any way to fix the x minute delay problem?
heres what i just came up with a few days ago, its faster then editing the mission afterwards. Basically, as soon as you open a new doc in fred, save it under the mission name you want. then start building the mission. Your going to save it after anyways.
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Offline diamondgeezer

Any way to fix the x minute delay problem?
Hee hee... I actually know the answer to this one...

I had this problem when I exceeded the maximum number of entries in ships.tbl. By default, FS2 supports 130. You put in 131, and it screws up the player entry delay. You guys can dispute this if you want, but I have isolated the cause of the problem down to exactly this... course, that was for my settings. Perhaps a different problem is mucking up your game, Sid, but I'd try experimenting with the tbls.

Out of interest... anyone know if the SCP boys raise the maximum number of tbl entries as well, or just the file size limit?

 

Offline EdrickV

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Any way to fix the x minute delay problem?
Anything over 130 max ships breaks multiplayer. It's being looked into I'm told.
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Offline diamondgeezer

Any way to fix the x minute delay problem?
Bling!

 
Any way to fix the x minute delay problem?
Well, I tried removing some entries from ships.tbl and hey presto, the mission works fine. I'll try Sesquipadalian's suggestion when I get back tonight. Thanks guys.

Sid.

 
Any way to fix the x minute delay problem?
Quote
Originally posted by EdrickV
Anything over 130 max ships breaks multiplayer. It's being looked into I'm told.


http://forums.shatteredstar.com/user-cgi/ubb/ultimatebb.cgi?ubb=get_topic;f=13;t=000482

Just a quick note for ya, that might be the origins of that comment, the eri's speed is 130 (including after burner)
However if you turn while doing it you go fasta ;p (...although it doesn't say that on your screen)
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Offline StratComm

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Any way to fix the x minute delay problem?
Quote
Originally posted by QuantumDelta


http://forums.shatteredstar.com/user-cgi/ubb/ultimatebb.cgi?ubb=get_topic;f=13;t=000482

Just a quick note for ya, that might be the origins of that comment, the eri's speed is 130 (including after burner)
However if you turn while doing it you go fasta ;p (...although it doesn't say that on your screen)


Thanks, QD, for proving that you have NO IDEA what is going on here.  This is a source code issue dealing with ships.tbl and the maximum number of ship entries there, not ship speed.  Over 130 ships causes errors to build up in the game, causing a delayed entry in single player or (if bumped up in source) multiplayer to fail completely.  However, there is no restriction on how fast a ship can go, so long as you stay within the mission's area limit.  In fact, the Pegasus has a top speed of 160, and it is perfectly legal in multiplayer.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline EdrickV

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Any way to fix the x minute delay problem?
To clarify, for anyone who might not quite get this thread, what it's talking about is this:
Code: [Select]

// ****************************************************************
// DO NOT CHANGE THIS - IT WILL LIKELY BREAK FREESPACE2 PXO SUPPORT
// TALK TO DAVE B FIRST
// ****************************************************************
#define MAX_SHIP_TYPES 130


That means you can only have a max of 130 types of ships, like Orion, Hecate, Pegasus, etc.
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Offline Galemp

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Any way to fix the x minute delay problem?
Hmm, perhaps we should talk to Dave B first.... :drevil:
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Offline karajorma

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Any way to fix the x minute delay problem?
Quote
Originally posted by EdrickV
To clarify, for anyone who might not quite get this thread, what it's talking about is this:
Code: [Select]

// ****************************************************************
// DO NOT CHANGE THIS - IT WILL LIKELY BREAK FREESPACE2 PXO SUPPORT
// TALK TO DAVE B FIRST
// ****************************************************************
#define MAX_SHIP_TYPES 130


That means you can only have a max of 130 types of ships, like Orion, Hecate, Pegasus, etc. [/B]


Does this really matter for FS-open though? The PXO support was taken out IIRC anyway.
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Offline EdrickV

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Any way to fix the x minute delay problem?
Quote
Originally posted by karajorma


Does this really matter for FS-open though? The PXO support was taken out IIRC anyway.


I believe someone in the SCP forums said the same thing, but apparently it doesn't just break PXO, it breaks multiplayer. (Maybe a packet size issue or something?)

Edit: And it's being looked into, so this may be a temporary limit anyways. (Hard for me to imagine a campaign that requires over 130 different ship classes, would have to be one huge campaign.)
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Offline StratComm

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Any way to fix the x minute delay problem?
It's useful for backwards-compatability issues, so that the main campaign can be played without uninstalling a mod.  That's about the only real use though.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline diamondgeezer

Any way to fix the x minute delay problem?
Quote
Originally posted by EdrickV
(Hard for me to imagine a campaign that requires over 130 different ship classes, would have to be one huge campaign.)


*points at avatar*

We're having to drop a lot of FS2 ships... sometimes when we'd rather not...

 
Any way to fix the x minute delay problem?
I don't think I have quite 130 ship entries in the ships.tbl file... there certainly aren't more than double the number of V's original ones.

Sid.

 

Offline karajorma

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Any way to fix the x minute delay problem?
Quote
Originally posted by SadisticSid
I don't think I have quite 130 ship entries in the ships.tbl file... there certainly aren't more than double the number of V's original ones.

Sid.


There are nearly 100 ships on the original table. So you only have to add about 30 more to break the limit
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Offline EdrickV

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Any way to fix the x minute delay problem?
Actually, I think Volition had 110 (maybe 111) entries in there, which doesn't leave as much room for additions as I'd once thought.
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