Tribes 2 object display limit.
by Firenut · in General Discussion · 09/30/2002 (1:01 pm) · 4 replies
I play a mod for Tribes 2 called Construction that allows the placement of lots of objects on a Tribes 2 map. Often, this means that I hit a ~1000 object display limit on a map before I'm done building what I want. I can still deploy objects, they just are not rendered by the engine, or something... It's like the server says that the object is there, but the client disagrees and doesn't show the object. I can' do all the things I would normally do to objects in this mod, I just can't see what I'm doing.
What I would like to know is why these objects are not rendering, what was the reason this limit was put in place, and is there a way to work around it. I would be greatly appreciative of any help in this matter. Thank you.
(Go check out the Construction mod at www.theconstruct.tk and the Construction forums at www.tribes2.org/forums/forumdisplay.php?s=&forumid=32)
What I would like to know is why these objects are not rendering, what was the reason this limit was put in place, and is there a way to work around it. I would be greatly appreciative of any help in this matter. Thank you.
(Go check out the Construction mod at www.theconstruct.tk and the Construction forums at www.tribes2.org/forums/forumdisplay.php?s=&forumid=32)
#2
09/30/2002 (2:15 pm)
Ahhh, so it's not a problem with the renderer, it's a problem with the netcode. That clears up one question. Thank you.
#3
I've n00b-traced the limit down to,
enum { MaxGhostCount = 1024, GhostIdBitSize = 10, GhostLookupTableSize = 1024 };
in sim/netconnection.h
Now carelessly changing these values to make up for a higher ghostlimit (ie. 2048, 11, 2048) with 2048 being 2^11.
Gives the expected effect => unwanted crashing, at the deletion of tsstatics and interiors to be exact. Allthought raising the value a bit likt to 1030 didn't cause problems.
Also the last two values don't cause errors but I supsect they'd need to match the first. Also lowering the first has the expected effect => lower the actual limit.
Now for my question, does anyone familiar with this area of the engine know of any reason this cannot reach up to 2048 or higher.
04/06/2003 (12:46 pm)
I'd like to get back to this problems as I'm hoping someone has taken a look at this or is familiar with the used code.I've n00b-traced the limit down to,
enum { MaxGhostCount = 1024, GhostIdBitSize = 10, GhostLookupTableSize = 1024 };
in sim/netconnection.h
Now carelessly changing these values to make up for a higher ghostlimit (ie. 2048, 11, 2048) with 2048 being 2^11.
Gives the expected effect => unwanted crashing, at the deletion of tsstatics and interiors to be exact. Allthought raising the value a bit likt to 1030 didn't cause problems.
Also the last two values don't cause errors but I supsect they'd need to match the first. Also lowering the first has the expected effect => lower the actual limit.
Now for my question, does anyone familiar with this area of the engine know of any reason this cannot reach up to 2048 or higher.
#4
04/06/2003 (5:13 pm)
Sebastiaan, you should probably talk about this in the Private SDK forums.
Associate Ken Finney
Tubetti World