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Extending some engine limits #12

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Arkshine opened this issue Feb 14, 2013 · 120 comments
Open

Extending some engine limits #12

Arkshine opened this issue Feb 14, 2013 · 120 comments
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@Arkshine
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It would be a good opportunity to slightly increase some max values.

Proposed limits are based on http://code.google.com/p/sing-engine/.
Relevant limits and value would be :

  • MAX_MODELS 1024 (default: 512)
  • MAX_SOUNDS 1024 (default: 512)
  • MAX_BEAMS 256 (default: 64)
  • MAX_TEMPENTS 1024 (default 500)
  • MAX_MAP_MODELS 512 (default: 256)
  • MAX_MAP_LEAFS 16384 (default: 8192)

I think it's fair values. Of course higher values are welcomed (like Sing) but as it is it would be already really useful and awesome.

It will contribute to make everyone happy : the mappers would be able to do better maps (larger/more detailed/etc..), the coders will have more room to do custom stuffs, the admins will see their servers crashing less often, and the players will see their gaming experience improving.

Thanks for considering those changes, which are, I think, quite reasonable and realizable.

@ghost ghost self-assigned this Feb 14, 2013
@dystopm
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dystopm commented Feb 14, 2013

One of the best requests that must be done, +1

@zapy85
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zapy85 commented Feb 15, 2013

+1 on Arkshine
And an extension of chat messages would be nice as well!

@911r0ck
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911r0ck commented Feb 15, 2013

Dont forget Motd character limit !!!
Please increase it from 1536 to at least double ! or 4000

@cTmoNe
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cTmoNe commented Feb 15, 2013

It would be a big favor if you enlarge this limit.

@tehORiON
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This would be a welcome change, would prefer however limits more along the lines of those in the sing-engine, if possible.

@Sence
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Sence commented Feb 16, 2013

Yea this would be awesome! +1

@ghost
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ghost commented Feb 20, 2013

I totally agree

@tschumann
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Just on this, it would be helpful too if the engine didn't crash if it can't precache a model when developer mode is enabled.
If an ERROR sprite or model was displayed instead that would be nice.

@ghost
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ghost commented Feb 21, 2013

If an ERROR sprite or model was displayed instead that would be nice.

Good suggestion

@DanTheMan1
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This would be great, also an increased MAX_EDICTS for all GoldSource games, not just hl1.

@tehORiON
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@alfred-valve Any update on whether or not this change is realizable?

@crustypig
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im curious as to whether these increases are possible within the scope of the current updates - it would be a great boost for the modding community

@tehORiON
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Think alfred will get to this eventually, but right now there are many bugs that need to be addressed first.

@KiaArmani
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@alfred-valve Any updates / news about this?
I'm currently writing a bigger mod, but the precache limit is making many problems.

@jeremymerriam
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Hi Valve and valve gaming community. We are currently working on a new Half-life gaming mod (half-life: Control) and our mod is looking to push the very limits with mapping and the way the map interacts with players. Currently, I am at 98% the clipnode max, and very close to maxing out other specs, so it would be greatly appreciated to see these limits being boosted.

Thanks,

Jeremy

@heylol
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heylol commented Nov 4, 2013

FFS VALVE WORKERS THE LEAST YOU CAN DO IS RESPOND

@joropito
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joropito commented Nov 4, 2013

I guess this is out of scope of these updates so try to not bother posting over and over again

@alfred-valve
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Contributor

We have no plans on doing the major reworking required by this bug at this time, but we will keep tracking it in case future plans make this something we can address.

@KiaArmani
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Alright, thanks for your response.

@heylol
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heylol commented Nov 7, 2013

@alfred-valve Just saying its not a bug.. we're asking for increasment of precache limit. And its not like a define constant variable you guys can change ?

@twisterniq
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twisterniq commented Sep 7, 2019

Has anyone tried increasing these limits and compile the server and tested them? If not, I would be willing to make these changes.

As far as I know, these limits are not only server-side, but client-side too.

@ThomasJaeger
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I'm trying to solve the

"PF_precache_model_I: Model 'models/[pickyourmodel]' failed to precache because the item count is over the 512 limit."

precache error specifically. This only occurs on the server side.

@twisterniq
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I'm trying to solve the

"PF_precache_model_I: Model 'models/[pickyourmodel]' failed to precache because the item count is over the 512 limit."

precache error specifically. This only occurs on the server side.

If you increase it, client just will have bugs with that models/sprites... IIRC, he just will not be able to see new models. At the moment, we can use Ultimate Unprecacher to unprecache unused models/sprites...

@ThomasJaeger
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ThomasJaeger commented Sep 7, 2019

Thanks for the Unprecacher but that seems very hacky and won't really guarantee a clean solution. Looking at the source code, I see the following for example:

#define MAX_MAP_MODELS 400

in file \halflife\utils\common\bspfile.h which is used in several places. I have never compiled the goldsource. Where is the client source code? Is it even available? Or am I just missing it somewhere?

@ThomasJaeger
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I just realized that the client can't be part of the repo because the steampipe is distributing the clients by Valve. So, even I could compile the client it won't help since players will get the clients always from Steam.

@RauliTop
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RauliTop commented Sep 7, 2019

I just realized that the client can't be part of the repo because the steampipe is distributing the clients by Valve. So, even I could compile the client it won't help since players will get the clients always from Steam.

Of course, that's why Valve is the only who can achieve it.

@uniarch
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uniarch commented Oct 13, 2019

So? Dear Developers, I have only 2 questions for you. Is it possible to extend the limits? If the first is true: Will you extend them in the future? I just want clear answers from the real workers. Thanks!

  1. Yes, but doing so will break compatibility with older clients, such as No-Steam/cracked clients. That's a big decision to make.
  2. This issue is a candidate for a future release so it's pretty likely.

The network protocol will need a major revision to support higher limits since even the current limit can't be fully utilized. See #2534 for that.

no-steam - no-support. also they always adapt to changes, so don't care about it much

@y2keeth
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y2keeth commented Feb 20, 2022

yes please do this

@TheArtemMaps
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for god sake valve pls do this i begging y'all

@ENTPRESTIGIOUS
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for god sake valve pls do this i begging y'all

highly doubt it will ever happen if it didn't even happen before.

@buracat
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buracat commented Dec 28, 2022

what is stopping you from doing this?

@Maxi605
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Maxi605 commented Jan 3, 2023

what is stopping you from doing this?

Who exactly are you addressing?
People can't do anything about this, the changes need to come from Valve itself.

@zapy85
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zapy85 commented Jan 4, 2023

what is stopping you from doing this?

Who exactly are you addressing? People can't do anything about this, the changes need to come from Valve itself.

Most likely against Valve.

what is stopping you from doing this?

The mere fact that Gold Source is from 1998, not that many engineers left at Valve that have the knowledge how that engine is put together and would likely need some massive time to get custom to it.
Many other things will presumably stop working as well that needs updated for this to work.
@alfred-valve you have any comments? its quite dead from Valve in form of new games over all, is there more steam platform development and management today than producing new games?
@mikela-valve maybe have some news, i see that its on a to-do list since 2020 :o

@snarks567
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A decade of nothing, sad.

@deathreaperz
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I've been trying to add a new weapon, but all the weapon animation, sounds, muzzleflashes and zoom ability won't work. Is these engine limits causing those errors?

@Maxi605
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Maxi605 commented Sep 1, 2024

@shawns-valve this is mostly (if not entirely) done with the 25th anniversary update. Should be closed and if you see fit, implement new values recommended if not done already.

@tschumann
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tschumann commented Sep 1, 2024 via email

@marigi64
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marigi64 commented Sep 1, 2024

I'm fairly sure the beam limit hasn't increased since #3087 is still an issue.

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