what's the deal with the 8 cp limit?

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.

i saw this and was tentatively hopeful. if the game could hold 10 cps, i could make rollout work using true multirounds very easily.
due to the global index limitation on plr, using 10 becomes necessary, otherwise i could use 6, and share them between rounds.

but i want to know if anyone knows any particular or tangible reasons for this hardcoded limit.
it's been brought up before i know, but i've never seen an adequate justification forit.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Because any more than 8 and your map would get boring...

i disagree here.

yes, if you used CPs in a conventional manner then that may be true, but in cases like odd_mainframe and plr_rollout, the limit of 8 cps becomes really limiting on my ability to do what i wish with these maps.

beyond that, your response doesn't give any reason why it was hardcoded to 8. what is the technical reason? is it a memory issue? or what?
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
probably so they could keep the memory size regarding the entities down to a byte or something, which I believe can contain 0 to 7.

I guess it should be expanded to the next power or the one after (16 or 32) so we can have epic matches
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
would it be unreasonable to have this added to the next list of fan requested changes?
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
would it be unreasonable to have this added to the next list of fan requested changes?
Probably, as I'll imagine it would require a major re-work of some boring technical system.