Model limit was and still is 1024 though i'm not completely sure how it
is being calculated. Hammer reports 48/1024 during compile on my own map
and i do have more than 48 models in it. 2048 is the dynamic entities
limit that hasnt changed either and if the map hits about 1800, it's
game over when it is loaded up on large server. Personally i would keep
that somewhere 1400 instead just to play for the safe side.
Increasing precached models just makes your game eat more memory. If
some map causes crashes, the reason is usually too many dynamic entities
or map error.
-ics
7.5.2011 9:48, Kyle Sanderson kirjoitti:
2048 is still pretty low (especially with some of these new maps
people are rolling out). Each hat/prop/weapon/(pin?) is an entity. I'm
frequently suffering from ed_alloc crashes.
On Fri, May 6, 2011 at 9:20 PM, Sazpaimon<[email protected]> wrote:
They doubled it when cp_steel broke. I think it's in 2048 now. I think
that'll keep us safe for a little while.
On 5/6/2011 10:24 PM, Brian Simon wrote:
Actually, adding more hats to the game means more models the clients have
to
precache, and thus the less models mods and maps can use. Hats are solely
responsible for breaking maps such as tr_walkway, achievement_turbo, and
others. It has even broken cp_steel. If Valve were to, say, increase the
model limit (*hint hint*), this wouldn't be an issue.
The concept of hats is not ruining the game, but the technical aspects of
hats are.
On Fri, May 6, 2011 at 7:39 PM, Simon
Sheehan<[email protected]>wrote:
On 5/5/2011 10:01 PM, [email protected] wrote:
Re: Mandatory updates coming later today
I firmly believe valve is not killing the game. The entire "Hats are
ruining the game" issue is truly blown out of proportion. It's easy to
ignore the trade stuff, and simply play the game still. Although we do
still
get mostly hats per update, at least they are still trying to improve the
game and continue the support they do give us.
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