# Perforce Public Depot Jobs # # Job: The job name. 'new' generates a sequenced job number. # Status: Job status; [open/closed/suspended]. Required # Project: The project this job is for [none/cdsp4/jam/p4hl] Optional. # Severity: [A/B/C] (A is highest) Required. # ReportedBy The user who created the job. Can be changed. # ReportedDate: The date the job was created. Automatic. # ModifiedBy: The user who last modified this job. Automatic. # ModifiedDate: The date this job was last modified. Automatic. # OwnedBy: The owner, responsible for doing the job. Optional. # Description: Description of the job. Required. # DevNotes: Developer's comments. Optional. Job: job000005 Status: closed Project: p4hl ReportedBy: sam_stafford ReportedDate: 2001/11/02 12:44:22 ModifiedBy: shawn_hladky ModifiedDate: 2008/04/13 13:00:54 Description: Max limit of 130 entities - can this be upped? DevNotes: Maybe. Talking to folks at Valve would help, but recently I've made the observation that my snark-dropping crossbow (thank you Wavelength) never crashes Half-Life like expanding a hefty file does. Mayhap using the CBaseEntity::Create method is better somehow? (update) Using CBaseEntity::Create doesn't seem to help any. And yet it does seem that the snark crossbow doesn't crash anything. What could be different...? (update) *bangs head against wall in frustration* (update) Here's a thought - the server/client communication is limited to a certain amount of data in one shot, right? Maybe the fact that I'm creating all those entities in one instant is what's doing it - the server has to tell the client about all of them in one message? The snark crossbow drops snarks one at a time. The fix would be to create the entities not all at once, but to build a queue and spawn them in batches during the Think() function.... (update) Tested it - YES! I was able to create 700 CObjectFiles at once. Past about 400 or so the engine started to go into conniptions because there were too many objects visible, but I had them all piled on top of each other so they wouldn't fly off the map. Once I implement this for real with CObjectRevs I can experiment to see how high it can go. Unconfirmed reports indicate that the server can handle 800 objects at once, but apparently the client doesn't like to render that many. In any case, though, this'll let me create quite a few objects without any crashing (the worst side effect of the "too many visible entities" problem was that I ended up not being able to move). Boo yah.