Re: [hlcoders] Entity Limit

2010-10-23 Thread Cory de La Torre
Not to be rude or anything, but perhaps the community felt the need to act
that way because of the quality of the content you're putting up on moddb. I
mean hey, it's your mod, do whatever you want. But you should understand it
looks like you made the majority of that stuff being on LSD.

Anyways there is no way to increase the entity limit, sorry. Also you might
want to talk to Garry about trying to remake his game. Regardless of engine
versions, I'm fairly sure it's something you shouldn't really do.

On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
sezam...@gmail.comwrote:

 Hello, I`m co-creator of mod called Go-Mod you can see it here
 http://www.moddb.com/mods/go-mod , it has been archived for a while
 because
 community were so stupid, but we decided to continue our work. I send a
 email to s...@valvesoftware month ago, but I can`t see response yet so I
 decided to ask here. Maybe Gabe can help me here though :)

 So, we`re having problems with entity limit. First version of Go-Mod was
 nice without any problems, second beta was tragedy. We were having host
 errors about that we exceed entity limit (512). Indeed it`s serious problem
 if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
 perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
 models, functions, toolguns, physic gun, and *Newton Dynamics Physics
 Engine
 * ! AMXX helped us because i got metamod to work with Go-Mod so we can have
 sweps and gamemodes instead of lua engine. Physics is just fantastic, works
 only on entbrushes for now, but okay.

 So, is there *any way* to incerase this 512 entity limit ?

 --
 Pozdrawiam,
 Krzysztof Krysztofiak
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Re: [hlcoders] Entity Limit

2010-10-23 Thread Tobias Kammersgaard
I'm pretty sure the concept of Garry's mod isn't under patent.

As Cory said there is no way to up the entity limit on GoldSrc.

- ScarT


On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:

 Not to be rude or anything, but perhaps the community felt the need to act
 that way because of the quality of the content you're putting up on moddb.
 I
 mean hey, it's your mod, do whatever you want. But you should understand it
 looks like you made the majority of that stuff being on LSD.

 Anyways there is no way to increase the entity limit, sorry. Also you might
 want to talk to Garry about trying to remake his game. Regardless of engine
 versions, I'm fairly sure it's something you shouldn't really do.

 On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
 sezam...@gmail.comwrote:

  Hello, I`m co-creator of mod called Go-Mod you can see it here
  http://www.moddb.com/mods/go-mod , it has been archived for a while
  because
  community were so stupid, but we decided to continue our work. I send a
  email to s...@valvesoftware month ago, but I can`t see response yet so I
  decided to ask here. Maybe Gabe can help me here though :)
 
  So, we`re having problems with entity limit. First version of Go-Mod was
  nice without any problems, second beta was tragedy. We were having host
  errors about that we exceed entity limit (512). Indeed it`s serious
 problem
  if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
  perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
  models, functions, toolguns, physic gun, and *Newton Dynamics Physics
  Engine
  * ! AMXX helped us because i got metamod to work with Go-Mod so we can
 have
  sweps and gamemodes instead of lua engine. Physics is just fantastic,
 works
  only on entbrushes for now, but okay.
 
  So, is there *any way* to incerase this 512 entity limit ?
 
  --
  Pozdrawiam,
  Krzysztof Krysztofiak
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


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Re: [hlcoders] Entity Limit

2010-10-23 Thread Adam amckern McKern
Working on svencoop, i can confirm this, however you may run out of temp 
memory, and need to enable a command -num_edicts 4096 at the game shortcut.


Owner Nigredo Studios http://www.nigredostudios.com

--- On Sat, 23/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote:

From: Tobias Kammersgaard tobias.kammersga...@gmail.com
Subject: Re: [hlcoders] Entity Limit
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Saturday, 23 October, 2010, 9:31 PM

I'm pretty sure the concept of Garry's mod isn't under patent.

As Cory said there is no way to up the entity limit on GoldSrc.

- ScarT


On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:

 Not to be rude or anything, but perhaps the community felt the need to act
 that way because of the quality of the content you're putting up on moddb.
 I
 mean hey, it's your mod, do whatever you want. But you should understand it
 looks like you made the majority of that stuff being on LSD.

 Anyways there is no way to increase the entity limit, sorry. Also you might
 want to talk to Garry about trying to remake his game. Regardless of engine
 versions, I'm fairly sure it's something you shouldn't really do.

 On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
 sezam...@gmail.comwrote:

  Hello, I`m co-creator of mod called Go-Mod you can see it here
  http://www.moddb.com/mods/go-mod , it has been archived for a while
  because
  community were so stupid, but we decided to continue our work. I send a
  email to s...@valvesoftware month ago, but I can`t see response yet so I
  decided to ask here. Maybe Gabe can help me here though :)
 
  So, we`re having problems with entity limit. First version of Go-Mod was
  nice without any problems, second beta was tragedy. We were having host
  errors about that we exceed entity limit (512). Indeed it`s serious
 problem
  if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
  perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
  models, functions, toolguns, physic gun, and *Newton Dynamics Physics
  Engine
  * ! AMXX helped us because i got metamod to work with Go-Mod so we can
 have
  sweps and gamemodes instead of lua engine. Physics is just fantastic,
 works
  only on entbrushes for now, but okay.
 
  So, is there *any way* to incerase this 512 entity limit ?
 
  --
  Pozdrawiam,
  Krzysztof Krysztofiak
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
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Re: [hlcoders] Entity Limit

2010-10-23 Thread Ryan Sheffer
So since you cannot up the limit, you need to create a sub entity system.
One entity that controls a number of sub entities if you will, like a single
entity that controls a number of particles. Your mod is already all about
making something from nothing, so you should be able to figure something
out.

On Sat, Oct 23, 2010 at 5:05 PM, Adam amckern McKern amck...@yahoo.comwrote:

 Working on svencoop, i can confirm this, however you may run out of temp
 memory, and need to enable a command -num_edicts 4096 at the game shortcut.

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Sat, 23/10/10, Tobias Kammersgaard tobias.kammersga...@gmail.com
 wrote:

 From: Tobias Kammersgaard tobias.kammersga...@gmail.com
 Subject: Re: [hlcoders] Entity Limit
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Saturday, 23 October, 2010, 9:31 PM

 I'm pretty sure the concept of Garry's mod isn't under patent.

 As Cory said there is no way to up the entity limit on GoldSrc.

 - ScarT


 On 23 October 2010 11:07, Cory de La Torre gear@gmail.com wrote:

  Not to be rude or anything, but perhaps the community felt the need to
 act
  that way because of the quality of the content you're putting up on
 moddb.
  I
  mean hey, it's your mod, do whatever you want. But you should understand
 it
  looks like you made the majority of that stuff being on LSD.
 
  Anyways there is no way to increase the entity limit, sorry. Also you
 might
  want to talk to Garry about trying to remake his game. Regardless of
 engine
  versions, I'm fairly sure it's something you shouldn't really do.
 
  On Sat, Oct 23, 2010 at 12:58 AM, Krzysztof Krysztofiak
  sezam...@gmail.comwrote:
 
   Hello, I`m co-creator of mod called Go-Mod you can see it here
   http://www.moddb.com/mods/go-mod , it has been archived for a while
   because
   community were so stupid, but we decided to continue our work. I send a
   email to s...@valvesoftware month ago, but I can`t see response yet so
 I
   decided to ask here. Maybe Gabe can help me here though :)
  
   So, we`re having problems with entity limit. First version of Go-Mod
 was
   nice without any problems, second beta was tragedy. We were having host
   errors about that we exceed entity limit (512). Indeed it`s serious
  problem
   if we`re trying to recreate *(I can say that, yes ? Maybe it`s not so
   perfect as Garry`s Mod)* Garry`s Mod on GoldSource engine. New weapons,
   models, functions, toolguns, physic gun, and *Newton Dynamics Physics
   Engine
   * ! AMXX helped us because i got metamod to work with Go-Mod so we can
  have
   sweps and gamemodes instead of lua engine. Physics is just fantastic,
  works
   only on entbrushes for now, but okay.
  
   So, is there *any way* to incerase this 512 entity limit ?
  
   --
   Pozdrawiam,
   Krzysztof Krysztofiak
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  --
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  please visit:
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Re: [hlcoders] entity limit?

2004-12-06 Thread Ruari O'Sullivan
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1MAX_EDICT_BITS)
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Re: [hlcoders] entity limit?

2004-12-06 Thread tei
Ruari O'Sullivan wrote:
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
My experience on half-life its 0 (zero, nada, null) , but I suspect can
be something like this:
The absolute limit of entitys with model and flames will be 2048. That
the maximun value the netcode can encode to send over the net. Values big
than this will generate assert failures all over the gamelogic, and will
send error values (overflows) so the clients will unconnect or bad stuff
will happend. Its dificult to change netcode, so this value will not
change this year, I think.
Will be a interesting experience to spawn 3000 headcrabs and check how
and what crash.
You can have more than the absolute limit of entitys. You can have
infinite no of entitys, if the server are not aware of that entitys. But
I dont know how to code that. Maybe you can have arrays, instead of full
entitys, to store waypoints, etc... You dont need full entitys for
logical stuff. Having real entitys for logical stuff its a waste, but
can be handy ;D
Another experiment can be to remove all gamelogic caps to MAX_EDICTS and
spawn 2040 waypoints (no model) then spawn 100 headcrabs. I suspect the
engine will have the MAX_EDICTS cap hardcoded, but If its not caped, and
the netcode its magic, you will see 100 headcrabs and you will have 2140
entitys. If you continue spawning headcrabs, say you spawn 3000 more
headcrabs, the clients WILL unconnect.
I asume hl2 use the client/server architecture for everything, even on
localhost singleplayer. So netcode protocolos limits work on
singleplayer. Sadly enough, I suspect shorcuts to avoid protocol on
singleplayer are hard to write. So singleplayer will suffer from
multiplayer limits and slownness.

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RE: [hlcoders] entity limit?

2004-12-06 Thread Yahn Bernier
I don't think the logicals have an edict_t attached, so I don't think
they have the same limitation.  It looks like the entity list
(CBaseEntityList) limits the total list (networked plus logical) to
1(MAX_EDICT_BITS + 1):

See const.h
// Used for networking ehandles.
#define NUM_ENT_ENTRY_BITS  (MAX_EDICT_BITS + 1)
#define NUM_ENT_ENTRIES (1  NUM_ENT_ENTRY_BITS)

So I think you have 4096 slots total, but I could be wrong...

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ruari
O'Sullivan
Sent: Monday, December 06, 2004 2:54 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] entity limit?

Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.

-randomnine-

Yahn Bernier wrote:

The engine currently has this entity limit:

// How many bits to use to encode an edict.
#defineMAX_EDICT_BITS  11
// # of bits needed to represent max edicts // Max # of edicts in a
level (1024)
#defineMAX_EDICTS
(1MAX_EDICT_BITS)


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RE: [hlcoders] entity limit?

2004-12-05 Thread Yahn Bernier
The engine currently has this entity limit:

// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1MAX_EDICT_BITS)

The index is networked as an unsigned, so the max # of entities is 2048
for networking

Yahn


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Sunday, December 05, 2004 4:07 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] entity limit?

What its the netcode entity limit?

http://www.totalretribution.com/sourcesdk/hl/te__beaments_8cpp.html#a7

I dont understand this:

g_TEBeamEnts.m_nStartEntity = (start  0x0FFF) | ((1  0xF)12);
g_TEBeamEnts.m_nEndEntity   = (end  0x0FFF) | ((1  0xF)12);

hee... Its the limit 4095?

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Re: [hlcoders] entity limit?

2004-12-05 Thread tei
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1MAX_EDICT_BITS)
The index is networked as an unsigned, so the max # of entities is 2048
for networking
Yahn

Thanks Yahn
I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp,
180 pages *cough*
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RE: [hlcoders] entity limit?

2004-12-05 Thread Yahn Bernier
6 years x 15 engineers = much code

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Sunday, December 05, 2004 1:06 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] entity limit?

Yahn Bernier wrote:
 The engine currently has this entity limit:

 // How many bits to use to encode an edict.
 #define   MAX_EDICT_BITS  11
 // # of bits needed to represent max edicts // Max # of edicts in a
 level (1024)
 #define   MAX_EDICTS
 (1MAX_EDICT_BITS)

 The index is networked as an unsigned, so the max # of entities is
 2048 for networking

 Yahn



Thanks Yahn

I am *impressed* by the sdk size. I am actually printing ai_basenpc.cpp,
180 pages *cough*


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