Originally posted by diamondgeezer
Purely to satisfy my own curiosity - why did :V: put limits on the tables at all? To stop people using two hundred meg tables and crashing the game?
All the info from the tables goes into arrays of objects, and the number of items in those arrays are set when the program is written and compiled. Trying to put more items into the array then there is space available will cause errors and possibly crashes. To put it much much simpler I'll rephrase the question:
Q. Why does {some company} limit how many eggs go into a package?
A. Because there's only so much room in the package.
// for drawing cool stuff on the background - comes from a table
starfield_bitmap Starfield_bitmaps[MAX_STARFIELD_BITMAPS];
starfield_bitmap_instance Starfield_bitmap_instance[MAX_STARFIELD_BITMAPS];
int Num_starfield_bitmaps = 0;
// sun bitmaps and sun glow bitmaps
starfield_bitmap Sun_bitmaps[MAX_STARFIELD_BITMAPS];
starfield_bitmap_instance Suns[MAX_STARFIELD_BITMAPS];
int Num_suns = 0;
Also, the bigger those defines are set, the more memory FS2 will need to run. (Which is why, before they released it, they lowered all the limits to about the max they needed for the actual game.)