Originally posted by LtNarol
How exactly does it break multi?
Chrashes Clients on join Server since MAX_PACKETS is reached, its because the stats transmitted on the net is transmitted in one single pack, and it can max have 512 bytes in it.
a machine byte can, max hold the value of 255, so it must use a second byte to generate a number larger than 255
syntax is value =(byte2*256+byte1)
Since the stats function runs trough all availeble ships, that means you must reserve at least 2 bytes for each ship.
We had it set to 200, since i tested this as a safe value for the server, but then lacking LAN, i could´nt test what would happen to clients. and i recieved no error reports in my own builds, the infamous DTP versions

.
but when i put this to FS2_open, these error reports started to appear.
anyway, you still got 130 ships, anything beyond that is information overload IMHO. if you run out of ships, try to remove the ones not needed.
IF you still need more ships because you are working on several MODS, I encourage you to use the -mod flag.
If you are doing a TC MOD, you can even copy fred2_open into the mod directory, so that also only loads the MOD´s tbl.
command line handling for fred2_open, will come, but right now im working on my TBL SHIP/WEAPON file checker since many error reports are caused by bad tbl files. This also gives me chance to learn quite a lot of handleling Files, strings, chars in a very dynamic way. not to mention Memory allocation NEW and DELETE, etc. etc.