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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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not even 64+1? i mean, what's 1 slot gonna do? it's only one harmless slot :)

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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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BEH wrote:
not even 64+1? i mean, what's 1 slot gonna do? it's only one harmless slot :)

Computers don't like 2^n + 1 numbers :) Sad :/

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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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you sure about that? what com_hunkmeg did you use?
Also 64 limit has just replaced 32 in one line ... maybe gonna try it an other day to see if the server runs

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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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Hmm then make it 128? I mean if you can do 64+1 you can do 128 as well :)

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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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64 seems hardcoded limit in UrT, maybe we could manage to do more on Q3.

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 Post subject: Re: world record try :P
PostPosted: 01.03.11 
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deaths: 332
ratio: 1.60
segfault :(

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 Post subject: Re: world record try :P
PostPosted: 01.04.11 
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posted some :)
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Joined: 01.24.09
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Location: Germany
I just succeeded on running 127 bots on ioquake 3 rev 1802. ;)

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Status Message from server console

Changes made:
common/q_shared.h
MAX_CLIENTS 128

game/g_mem.c
POOLSIZE (2048 * 1024)
Server will crash after ~30 bots because the qagame.qvm doesnt have enough memory
I dont know if it is required with humans only, but increase it just to make sure

botlib/be_aas_def.h
MAX_CLIENTS 128

Notes:
Server Command Overflow on mapcycle occurs for every bot

Is this a step to the world record, at least in q3? :P

Edit: After over half an hour, the server crashed due to no free entities.
This is something you should be aware of!
Q3 has a maximum entity limit of 1024, which cant be increased that easily. (I tried some weeks ago and failed, maybe someone else wants to try)
- 1 player = 1 entity
- 1 dropped weapon/nade = 1 entity
- 1 spawnpoint = 1 entity
128 * 3 = 384
This *should* be okay, just dont throw around weapons n stuff.
If youre using baseq3 its even worse, every plasmaball, rocket etc is another entity.
Also note that the server doesnt seem to free entities too fast, so you may hit the max entities even way earlier. In my case 2/3 of the entities werent actually used, but it still crashed.
So to sum it up, keep the entities low ;)

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 Post subject: Re: world record try :P
PostPosted: 01.04.11 
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nice one rylius!
Now we only need a new map, as that one that was used (sorry for not being there, spah was sappin mah internet) was for a 32-people high tower

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 Post subject: Re: world record try :P
PostPosted: 01.04.11 
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GJ, that's what we thought, could work on Q3 but not on UrT (unless...). However it may have different results in production conditions, as usual ;)
manhut wrote:
Now we only need a new map, as that one that was used (sorry for not being there, spah was sappin mah internet) was for a 32-people high tower

I'm on it :)

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 Post subject: Re: world record try :P
PostPosted: 01.04.11 
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posted some :)
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Only thing I'm worried about is the change in game/g_mem.c as that is QVM code. But you guys will sure find a way :P

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