Author Topic: Tweak: SZ_GetSpace limit increase  (Read 1533 times)

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Tweak: SZ_GetSpace limit increase
« on: February 08, 2008, 12:17:36 PM »
Basically, tweak whatever code necessary to get this to happen less.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Tweak: SZ_GetSpace limit increase
« Reply #1 on: February 08, 2008, 02:32:13 PM »
If you're getting this message, then you have WAY too many entities visible (unvised map, I'm guessing?).  Changing this would probably require a substantial amount of work on the network protocol, break compatibility, and require more bandwidth.  The limitation is there because of the UDP packet size.  Increasing the limit means multiple packets would need to be sent.

The other possibility would be to just start removing entities when the limit is hit.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Tweak: SZ_GetSpace limit increase
« Reply #2 on: February 08, 2008, 02:36:20 PM »
Lol, it was me being selfish so i could use the engine for a project including lots of entities.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Tweak: SZ_GetSpace limit increase
« Reply #3 on: February 08, 2008, 02:39:42 PM »
If that's the case, take a look at kmquake2 (I'm not sure where you can get the latest version, though).  That project focused on increasing the limits for maps and entities.

ViciouZ

  • Map Committee
  • Autococker
  • Posts: 2227
Re: Tweak: SZ_GetSpace limit increase
« Reply #4 on: February 08, 2008, 02:47:33 PM »
Yeah, but my high-res textures don't like it and I coded a load of stuff with stock quake2 code, which won't work with kmquake2 :-/

And I made menus for pb2 and rscripts :-/

y00tz

  • Autococker
  • Posts: 2742
Re: Tweak: SZ_GetSpace limit increase
« Reply #5 on: February 09, 2008, 01:53:57 AM »
Yeah, but my high-res textures don't like it

What was the problem?