what's the deal with the 8 cp limit?

Discussion in 'Mapping Questions & Discussion' started by Ezekel, Aug 14, 2009.

  1. Ezekel

    Ezekel L11: Posh Member

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    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.
     
  2. Micnax

    aa Micnax I maek map

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    Because any more than 8 and your map would get boring...
     
  3. jpr

    aa jpr

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    Hud supports any number
    that probably doesn't mean any number of CPs work
     
  4. Ezekel

    Ezekel L11: Posh Member

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    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?
     
  5. zornor

    zornor L4: Comfortable Member

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    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
     
  6. Ezekel

    Ezekel L11: Posh Member

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    would it be unreasonable to have this added to the next list of fan requested changes?
     
  7. Delusibeta

    Delusibeta L3: Member

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    Probably, as I'll imagine it would require a major re-work of some boring technical system.
     
  8. The Political Gamer

    aa The Political Gamer

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    I think there is some way to make "fake" points. However, I have no clue how to do this.