Author Topic: Ship Limit.  (Read 4847 times)

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Offline Mobius

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You're not even supposed to use the new MVPs. There are many things to fix. I switched back to 3.6.8, for example.
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Offline Droid803

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Well, not for me...
I've fixed all the glaring stuff manually (missing beam glows, buggy HTL Ravana), and now its working great for me.
I don't get how anyone can stand not using 3.6.10 and having disco beams.

I'll never switch to 3.6.8! NEVER! Also, the beta Mvps work fine on my 3.6.9 build...

Maybe it's like the elusive "Array out of bounds" thing for PCS2, which has only happened once, and I found a workaround for.
(´・ω・`)
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Offline Mobius

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If you fixed the stuff why don't you UL your changes? :)
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Offline Droid803

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uh...I just grabbed the fixed pof and did a table hack?
besides, 3.6.10 gamma is coming out soon, it seems.
(´・ω・`)
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Offline TrashMan

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I don't get it why doesn't just everyone switch to inferno builds. Make em standard. Lord knows a bigger ship limit is a blessing.
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Offline Snail

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I don't get it why doesn't just everyone switch to inferno builds. Make em standard. Lord knows a bigger ship limit is a blessing.
Because it's harder to make the builds. It's like saying, "Why does anyone still make ships less than 50,000 polies? More detail is like a blessing."

 

Offline Mobius

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It's not the same, Snail. I could care less about 50,000 polies. A boosted ship limit is a far better blessing.
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Offline TrashMan

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I don't get it why doesn't just everyone switch to inferno builds. Make em standard. Lord knows a bigger ship limit is a blessing.
Because it's harder to make the builds. It's like saying, "Why does anyone still make ships less than 50,000 polies? More detail is like a blessing."

It's harder because you have to make two different builds, so it's extra work for the code-wizzards.

IF everyone just switched to one version, the other would be dropped.
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Offline Mobius

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Under a coding point of view this kind of change isn't important because the MVPs don't need it.

I wonder if the mod devs willing to get a build with a boosted limit are really going to use it. I suspect people tend to fill ships.tbl and switch to Inferno builds even if they're not needed.

Let's be honest - how can you use 130 different ship classes in a campaign? How many species are you going to use?
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Offline TrashMan

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Under a coding point of view this kind of change isn't important because the MVPs don't need it.

I wonder if the mod devs willing to get a build with a boosted limit are really going to use it. I suspect people tend to fill ships.tbl and switch to Inferno builds even if they're not needed.

Let's be honest - how can you use 130 different ship classes in a campaign? How many species are you going to use?



Oh, you can fill it up REAL quick, trust me.
Why do you think I've divided the next Chapter of FOW into two sub-chapters.
Granted, there's a LOT of work for once chapter, but partially because there's no way in hell I could fit all ship in there. I'm scratching the limit already and I had to remove almost all shivan ships. And it's still not enough. I had to axe a few ships that would normally be in. I had to axe a few easter eggs because of the limit too.

And for DOTA I'll have the use a INF build, because it contains all of the ships from COTS + a whole load more.
Let's be honest, there's a whole lot of good ships out there these days and the current limit just doesn't cut it anymore.
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Offline Snail

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Under a coding point of view, making Inferno builds is a pain in the ass. That's why I compared it to a 50,000 poly ship, not because it's a feature but because it's hard to make.

 

Offline TrashMan

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I can't phantom why. They already wrote the code for Inferno builds.

How can it be more pain in the ass than a regular build? Updating it - sure. But if it's the only one, then no.
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Offline Mobius

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Oh, you can fill it up REAL quick, trust me.
Why do you think I've divided the next Chapter of FOW into two sub-chapters.
Granted, there's a LOT of work for once chapter, but partially because there's no way in hell I could fit all ship in there. I'm scratching the limit already and I had to remove almost all shivan ships. And it's still not enough. I had to axe a few ships that would normally be in. I had to axe a few easter eggs because of the limit too.

I refer to a purely pragmatic point of view - I hard believe people designers are going to use wishfully all ships used to fill the table file.

I've experienced that in Steadfast. The best thing to do is to divide the campaign in many parts, each with its own tbl and mods.
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Offline karajorma

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I don't get it why doesn't just everyone switch to inferno builds. Make em standard. Lord knows a bigger ship limit is a blessing.

Multiplayer is the historical main reason. The changes I made will allow IP multiplayer games. I have no idea if PXO can cope with the changes though. Given that I only changed the packet that passes data between sever and clients and not the one that passes it to PXO it does seem somewhat doubtful.
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