entdata question

Discussion in 'Mapping Questions & Discussion' started by invertMASA, Dec 15, 2014.

  1. invertMASA

    invertMASA L3: Member

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    My entdata is up to 81% and is now saying very full, will this effect performance? Or will it only effect it when it gets to 100%?
     
  2. Crash

    aa Crash func_nerd

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    You can break past 100%, even! Trainsawlaser was at something like 130% last I knew.

    The number you have to worry about is your in-game entity count, which you can find by loading your map up and typing in report_entities in the console. The number at the bottom is what you have to watch out for. 2048 is the max a server can handle before crashing, HOWEVER, each player counts as one entity as well as each cosmetic they are wearing, each rocket/ pipe/ needle they have out/ in the air, and a bunch of other odds and ends. I generally try to stay under 1400 entities active on the map before players. Pipeline is Valve's most entity heavy map and it's somewhere right around there.

    Trainsawlaser's, for reference:
    [​IMG]
     
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  3. invertMASA

    invertMASA L3: Member

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    Alrighty good to know! Thanks a bunch!!!!!
     
  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    sv_cheats 1
    cl_showent

    make sure the ent count is under 1000 or you run the risk of crashing the map on a 32 palyer server
     
  5. Lampenpam

    aa Lampenpam

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    actually 1200 is still perfectly save for a 32 man server, just above ~1400 it gets critical.
    On heavily moded servers it can differ though, since mods might add aditional entities.
     
  6. Crash

    aa Crash func_nerd

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    I can say that one of the most ent heavy mods (x10) with 32 players seemed to run Trainsawlaser just fine with no crashes.
     
  7. henke37

    aa henke37

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    I recall my map, piano, getting up to like 800 % entdata. But almost all of that was I/O. The limit is indeed in the entdicts.
     
  8. invertMASA

    invertMASA L3: Member

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    :) hearing all this makes me happy!!! I was starting to cut rooms, Glad to know I can put them back!
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    To give some general info about the limits reported during compile: The only true limits are the ones with a non-zero denominator in the "objects" column. Anything that says [variable] or x/0 is a false limit that you can exceed.
    The entdata number in particular was their target limit for meeting the HL2 minimum requirements... 11 years ago. It doesn't mean much anymore. I would hazard a guess that that is the same case for all the other variable false limits that report a non-zero percentage.
     
  10. ics

    aa ics http://ics-base.net

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    The commands cl_showents and report_entities aren't as good as loading the map up and typing status for console, and look for edicts number, like edicts : 1242 used of 2048 max. That's the absolute count to worry about.


    PS: Pipeline indeed is the first map that exceeds 1400 entity limit from Valve. While it doesn't seem to crash for 32 player servers, it has it's own issues. Sometimes carts just fail to move on last stage at all and people are stuck in it. Also it caused weird crashes. I run gameservers and had to take it off from cycles.
     
  11. Crash

    aa Crash func_nerd

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    I personally prefer report_entities because then I'm getting a list of everything that's counting against my edicts and it lets me know where I should start cutting back on. The difference in report_entities edict count and status is about 20 (for whatever reason) which is a pretty negligible amount.