Just remember that there is a max limit of 2047 total ents in the source
engine and you need to make sure your base map ent limit and player count is
set so you don't max out (and crash) the server.

For HL2DM, I've seen as many as 50+ dynamic entities generated per player so
with 16 players that's 800 dynamic ents.

2047 - 800 = ~1247 max baseline ents in a map.

If your mod supports 32 players then that would be 50 * 32 = 1600 dynamic
ents and your maps will all have to have a baseline of  only 447 ents.

And yes, I've substantially exceeded the existing ent limit on one very
popular map (and could have easily made it larger) so it's very possible and
quite likely to do this.

In maps that are little more then huge open killboxes with nothing to block
VIS, chances are very good that even half of that max number of visible
entities will lag out many middle-range video cards (GForce 6600 class).

KevinO


----- Original Message -----
From: "Joshua S."
To: <[email protected]>
Sent: Saturday, May 26, 2007 7:31 PM
Subject: Re: [hlcoders] coin collecing system



I can see a problem when spawning alot of coins. Wouldn't there be a lot
of
lag? What if the polygon count on the coin model was small (like 8), would
it make a difference?

Would a division system be hard to implement? Like if a guy was worth 57
coins, it'd spawn 13 coins (11 being worth 5 coins instead of 1).

On 5/26/07, Andrew Ritchie  wrote:


I'd suggest looking at how the health packs are done in HL2, it's
practically going to be the same way health is handled for the player and
instead of NPCs dropping the health packs it will be other players.


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