Member
344 posts
Registered:
Apr 2007
lately I've been playing a lot on that awesome MegaTF coop server..but on large custom maps, monsters and even weapons sometimes will become completely invisible. I know it has something to do with some type of draw limit..although I heard FTE is working on something to help that. I damn hope that happens with ezquake as well..if they can create a far draw distance command, then there should be a chance for this! =o0
but oh man..that would be so sick.
Member
271 posts
Registered:
Feb 2006
gl_maxdist 0 in fte's gl renderer will let you see an infinite distance
But that's not the actual problem as you describe.
The problem is that the network protocol only allows up to 64 entities to be visible to a player at once.
FTE has a protocol extension that raises this up to 256, as well as depth-sorting entities if that 64 / 256 isn't enough.
So you can just use FTE as a server and you'll get better support for those maps. Enabling stricter entity culling will also help... but both of these require access to the server.
I may be mistaken, but I believe ezquake already supports the 256-ents extension. So its the server that needs replacing rather than the client... But hey, replace both!
News Writer
493 posts
Registered:
Jan 2006
Member
715 posts
Registered:
May 2006
256 entities are not yet supported? What year is this
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member
344 posts
Registered:
Apr 2007
I want to see all the monsters! >=o0
Member
75 posts
Registered:
May 2006
256 entities are not yet supported? What year is this
Uhm, as Spike said, ezQuake already supports this extension.
Member
950 posts
Registered:
Apr 2006
Cokeman, Molgrum meant MVDSV not ezQuake when critisizing
It's sometimes hard to follow the blame
But yes, as far as I can tell, MVDSV limits to 64 entities per packet.
Member
1011 posts
Registered:
Feb 2006
yes the two most popular dedicated servers (mvdsv and zqds) currently only support a max of 64 entities (with a max of 300 in .mvd demos)
if the protocol extension can be ratified (and proven not to adversely effect server cpu usage and network bandwidth) then i'm sure it will be implemented
fyi, protocol.h
#define MAX_PACKET_ENTITIES 64 // doesn't count nails
#define MAX_DEMO_PACKET_ENTITIES 300
Member
1011 posts
Registered:
Feb 2006
... although thinking about it, its probably not that high a priority to implement this in mvdsv/zqds considering its only use would be for either a) coop games on large maps with lots of monsters, or b) big FFA games (fairly infrequent occurrences on their own these days) and in either case you could just use fteqwsv as your dedicated server anyway and still use ezquake as your client connect
Member
271 posts
Registered:
Feb 2006
and in neither case would you actually be likely to want to record a .mvd so you could just use fteqwsv as your dedicated server anyway
You make it sound like fte can't record mvds... I'm hurt. I really am.
Member
1011 posts
Registered:
Feb 2006
apologies, i genuinely didn't think it could, edited :-)