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feature: concept of expanding origin limit for temp entities #503
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Personally I only do stuffs for movement maps so I won't have much use of this. However, when it comes to servers running big maps, this might be very needed. This idea will work nicely in other projects like ReHLDS. I can try implementing this and see. I can use BXT to test my implementation before getting it into something different. |
Oh wow, after that comment it instantly came to me that it won't work in servers because clients need to decode the messages too. Woop woop. |
In fact, these limits for temp entities can be expanded without engine changes, but then you must have access to change the code of both client and server sides In simple words, expanding these limits for example for AG is not impossible, because you can make requests regarding these changes for the client (OpenAG, BHL-Rebased) and server (Adrenaline Gamer 6.7) sides Here is the full guide on this topic: https://twhl.info/wiki/page/Tutorial%3A_Going_beyond_8192_units%3A_Part_2 Server
Client
Also, in the file And yes, the code of these temp entities is quite implementable, since they also rely on the use of an engine interface that is transmitted to the client For example, if in CL_ParseTEnt function for the TLDR:
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Related to big map PR: #500
Well, @khanghugo asked about expanding the origin limit for temp entities, and in general I have a concept of how this can be implemented:
PF_MessageBegin_I
,PF_WriteCoord_I
,PF_MessageEnd_I
,CL_ParseTEnt
andMSG_ReadCoord
engine functionssvc_tempentity
message callsThe engine also has a function PF_StaticDecal which sent coordinates via
MSG_WriteCoord
, so it may also need to be replaced there with MSG_WriteLongPerhaps there are some other temp entities in the engine that are sent via
MSG_WriteCoord
, I don’t seem to have found them, but I also didn’t look deeply enoughThe text was updated successfully, but these errors were encountered: