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IcePure

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#1 10 years ago

Since I'm still a n00b mapping wise, I was just wondering if what I've heard about a func limit/trigger limit is true :confused:

Also, if it is, then what is the known limit?

Thanks to anyone in advance.




UU_BobaFett

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#2 10 years ago

Well i'm assuming you're talking about entities here..

yes there is a limit of 1023 active entities at any time, if you go over it the server will crash (read: get an error) instantly.

since func_* and trigger_* class entities are active ents, they are counted towards this limit.

please note that players are included in this limit, so subtract 32 to get the actual map entity limit




MaceCrusherMadunusus

Movie Battles II Mapper

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#3 10 years ago

There is another limit I have found recently, has to do mainly with Brush entities (Trigger and Func are two of them)

Spoiler: Show
enclaveerror.jpg

That is a picture of the error in the console: Can only be seen with /Developer 1. Though there are symptoms of the error. One of them being you wont be able to see any shots you fire, and in some cases not hear any sound. The map will just have a bit of weird spots where you have entities, such as doors may not work completely correct.

So there is a 256 BRUSH entity limit in a map, although I am NOT sure if they are active entities or the total amount.

Then as UU_BobaFett pointed out, there is that G_Spawn: No free entities limit. EXCEPT that the limit is actually 1021 entities, the rest is reserved for certain functions such as the Worldspawn of a map (Limit goes up to 1024, but theres 3 reserved entities) - See below of a partial log.

Spoiler: Show
ENT 997: Classname lightsaber ENT 1001: Classname lightsaber ENT 1003: Classname lightsaber ENT 1005: Classname lightsaber ENT 1007: Classname lightsaber TEMPENT 1013: EV -18 ENT 1013: Classname blaster_proj TEMPENT 1014: EV -18 ENT 1014: Classname bryar_proj TEMPENT 1015: EV 539 ENT 1015: Classname tempEntity TEMPENT 1016: EV -18 ENT 1016: Classname blaster_proj TEMPENT 1017: EV 113 ENT 1017: Classname tempEntity ENT 1018: Classname blaster_proj TEMPENT 1019: EV 795 ENT 1019: Classname tempEntity ENT 1020: Classname blaster_proj TEMPENT 1021: EV 540 ENT 1021: Classname tempEntity TempEnt count: 8 TempEnt ST: 0 NPC count: 0 Projectile count: 3 ******************* ERROR: G_Spawn: no free entities ******************** Sending heartbeat to masterjk3.ravensoft.com Sending heartbeat to master0.gamespy.com Sending heartbeat to masterjk3.ravensoft.com Sending heartbeat to master0.gamespy.com ShutdownGame: ------------------------------------------------------------



IcePure

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#4 10 years ago

I see, cause for some reason my most recent triggers have decided they won't work, even though they are set up exactly the same as other working triggers. :Puzzled:

Wanted to make sure before it was because a limit exists before removing some of the features.

I guess I'll try counting for the limit......which could take a while :bawl:

Thanks btw :)




UU_BobaFett

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#5 10 years ago
So there is a 256 BRUSH entity limit in a map, although I am NOT sure if they are active entities or the total amount.

incorrect. the limit you see there, is the maximum amount of entities per snapshot. So if you get more than 256 entities within a small area, some of em will start disappearing. (first effects to notice: disappering NPC's, projectiles, shots, kill messages, etc)




MaceCrusherMadunusus

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#6 10 years ago
UU_BobaFett;4214421incorrect. the limit you see there, is the maximum amount of entities per snapshot. So if you get more than 256 entities within a small area, some of em will start disappearing. (first effects to notice: disappering NPC's, projectiles, shots, kill messages, etc)

That does not explain how that number stayed constant with my walk though the whole map, heck theres NO areas in that map with that many that you can see in one snapshot.

Again, that was also my first time getting the error, still a bit new to it... your explanation DOES make some sense.




UU_BobaFett

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#7 10 years ago
That does not explain how that number stayed constant with my walk though the whole map, heck theres NO areas in that map with that many that you can see in one snapshot.

I'm assuming you tested this on a custom map. If you got a constant number, with no areas containing that many ents, the explanation for it would be that the areaportals arent set up properly and every entity is sent across, which explains the overflow (note: the game itself can take 1024 ents per shapshot, the dll only 256 (hard-coded limit), thats why you get the error instead of a crash or something)