Insurgency

General discussion of the Project Reality: BF2 modification.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgency

Post by Rudd »

jayceon515 wrote:There's no need to remove all those houses. They can be made nondestructable by code just like the ones that were first used in Helmand Province map in 0.5 and were then put in Basrah in 0.6 in the slums and village area and were made nondestructable for 0.8 to make the map stable.
oh cool, didn't know that
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jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: Insurgency

Post by jayceon515 »

Tirak wrote:Basrah V2 seems pretty stable and they have random spawns.
From what I've seen they have a few permanent RP's that spawn at the same spot every round which means there are as many networkables used for that as many RP's are there.

For a random RP system that was used in 0.7/0.75 there had to be a lot more networkables used to make RP's spawn at different locations every round since every potential RP location used 1 networkable object = as many potential RP locations you have that many networkable objects you need.

I hope this is understandable.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Insurgency

Post by Tirak »

So than what is Basrah's current Network Object count at? And even if it's just permanent destructible spawns, there's enough of them to make the Insurgents mobile and random.
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: Insurgency

Post by jayceon515 »

Tirak wrote:So than what is Basrah's current Network Object count at? And even if it's just permanent destructible spawns, there's enough of them to make the Insurgents mobile and random.
It's hard to give you an exact number since you have to count in all vehicles, pickup kits, RP's (the ones that are placed by mapper and the ones that are placed by SL's during the round itself), supply crates, commander assets, kit bags, all mapper placed destructable objects, all players on the server at given time (player models can be killed = networkables) etc.

AFAIK the limit for that is 1024 networkables and I'm not sure how it works to make the server crash since it didn't crash every time but I'm guessing it crashed when there were too many of those things at the end of the round. So basically if there were less players who didn't build bunkers etc. there was less of a chance of the server crashing. :wink:
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Insurgency

Post by Outlawz7 »

Rhino said that the networkable limit is 255...? Or someone confused it with the ladder limit again.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Insurgency

Post by Spec »

I'm pretty sure the networkable limit is 1024. Otherwise, how would 64 players + their kits + the vehicles + all possible cache locations + bunkers and other deployables + all destructible buildings ever fit in a map like Basrah?
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Insurgency

Post by TeRR0R »

FYI:
In Basrah .75 were 45 defined possible random spawn locations. 1/3rd of them were active at the beginning plus 1/5th of 45 as temporary random spawns (disappearing after 5 mins).
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Insurgency

Post by OkitaMakoto »

[R-COM]Outlawz wrote:Rhino said that the networkable limit is 255...? Or someone confused it with the ladder limit again.
Thats the ladder limit ;)
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