Re: [hlcoders] Entity Limit
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Hello, I`m co-creator of mod called Go-Mod you can see it here http://www.moddb.com/mods/go-mod , it has been archived for a while because community were so stupid, but we decided to continue our work.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 -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Entity Limit
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 -- Gear Dev ___ 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
Re: [hlcoders] Entity Limit
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 -- Gear Dev ___ 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
Re: [hlcoders] Entity Limit
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 -- Gear Dev ___ 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 -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. #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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] entity limit?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] entity limit?
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) ___ 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
RE: [hlcoders] entity limit?
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? ___ 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
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* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] entity limit?
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* ___ 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