- Oct 6, 2008
- 1,949
- 446
Hi Guys!
Tug of war maps are hard to do vs payload. Payload is simple compared to this in terms of coding.
For those of you who don't know it's code a payload one way and then do the exact same thing the other way and then make sure everything syncs up right in both directions and that leads me too...
Double the entity count!
And with space maps it gets harder still - so currrently I'm running via a cl_showsents count of 1430.
How much of a risk am I now running into an edicts crash? I think , if I remember correctly it's 2349 and the crash happens at 2350. If I have 32 demomen all with 8 stickies each and they all det at the same time - will the engine crash?
My usual (even my huge payload maps) only come up to around 1100 or so.
Tug of war maps are hard to do vs payload. Payload is simple compared to this in terms of coding.
For those of you who don't know it's code a payload one way and then do the exact same thing the other way and then make sure everything syncs up right in both directions and that leads me too...
Double the entity count!
And with space maps it gets harder still - so currrently I'm running via a cl_showsents count of 1430.
How much of a risk am I now running into an edicts crash? I think , if I remember correctly it's 2349 and the crash happens at 2350. If I have 32 demomen all with 8 stickies each and they all det at the same time - will the engine crash?
My usual (even my huge payload maps) only come up to around 1100 or so.