Actually this was the already optimized (hotpatched) version, this
particular map as released has 1739 base ents (I thought the limit was 4096
back then).

There were very few prop_dynamics on the map (especially for hl2dm which is
usually littered with stuff). It's really just a very extensive map - could
have been a lot larger too except for this problem.  Players really like the
map but with a 9-player limit the action just isn't the same.

I suspect the spawn with ents is contributing a bit, but by spawning with a
weapon selection I was able to remove a lot of ents from around the map
which helped the overall performance.

I did try compiling a test mod with a higher edict limit but missed
something and it still acted the same.

Some of the other game engines have larger edict counts (those I could find
numbers for):
===============
Historical Edict limits
===============
quake1: 600
quake2: 1024 - noted "must change protocol to increase more"
fitzquake080: was 600, increased to 1024 -max 8192, limited by network 
protocol
Win/GLQuake 1.31 (May 25 2006): 4096
RTCW (wolfenstein): 2048
HL1: 900
HL2 (Source engine): 2048
RedOrchestra: 4096

Maybe when HL2DM is ported over to OB the
engine->AllowImmediateEdictReuse(); could be implemented in it, perhaps as a
server CVAR.

Just as a point of reference, dm_powerhouse has 1241 base entities with one
player, with 16 players it dances just at the very limit.

Thanks Robin, your feedback is very much appreciated.
KevinO


----- Original Message ----- 
From: "Robin Walker" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Tuesday, April 29, 2008 11:57 AM
Subject: Re: [hlcoders] Map reset.


> My suggestion would be to remove entities. 1599 with 1 player in the
> server is pretty damn crazy. TF2 doesn't reach that with 24 players, and
> it generates a lot of projectile weapons. Do you have lots of
> prop_dynamics you can change to prop_static?
>
> Robin.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
> Ottalini
> Sent: Tuesday, April 29, 2008 10:16 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Map reset.
>
> Robin, any suggestions for the Edict problem in stock HL2DM (other then
> lobotomizing the map)?
> I've been running into this limit on recent custom maps.
>
> HL2DM custom map, current ents = 1599 with one player
> map crashes with 9 players eventually (might take several hours)
>
> 2048-1599 = 499/9 = 50 dynamic ents per player (confirmed dynamic ents
> per
> player)
>
> 16 players * 51 dynamic ents per player (+1 margin)  = 816 dynamic ents
> total
>
> 2048 max ents - 816 = 1232 MAX base ents for any map in HL2DM
>
>
>
> ----- Original Message ----- 
> From: "John"
> To: "Discussion of Half-Life Programming"
> <[email protected]>
> Sent: Tuesday, April 29, 2008 9:59 AM
> Subject: Re: [hlcoders] Map reset.
>
>
>> Many thanks Robin, engine->AllowImmediateEdictReuse(); worked a treat
> :)
>>
>> On Tue, Apr 29, 2008 at 2:07 AM, Mark Chandler wrote:
>>
>>> They are not being cleaned up properly. Had same problem with weapon
>>> spawns
>>> on ges. Make sure you remove all pointers and memory allocation for
> the
>>> weapons.
>>>
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of John
>>> Sent: Tuesday, April 29, 2008 5:53 AM
>>> To: [email protected]
>>> Subject: [hlcoders] Map reset.
>>>
>>> When the map is reset in my mod (with more than 10 players), I get
> the
>>> error
>>> 'No free edicts'. I've tracked it down to the weapons given to the
>>> players
>>> on spawn, each receiving about 6 weapons each. Is there anything I
> can do
>>> to? (yes i've even tried it on a empty map)
>
>
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