Edict limit is controlled by the engine and you wont be able to change it in
a mod.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Wednesday, April 30, 2008 9:28 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Map reset.

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)
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to