Re: [Quake-C] Tracebox / Traceline
Quake C mods and support - SSQC / CSQC
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teknoskillz
From: <qu...@ca...> - 2016-02-14 02:51:17
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On 2016-02-12 22:17, Cobalt wrote: > I suppose to eliminate this, you could use makestatic (blah), instead > of > remove () however I believe it still retains all the field data > including > the model etc, and during a single player game I believe it will appear > to > vanish and not be drawn, but in multiplayer if another player joins, > they > will see this edict as its part of the sign on packet. > There is a limit on static entities. quakedef.h:#define MAX_STATICENTITIES 1024 ///< limit on size of cl.static_entities > If there was a true null entity we could use copyentity () on, maybe > that > would work? > So now at least we have a counterpart to world which does not have any > fields that we can essentially null the ent out, and its not a free > ent, so > that means it wont be reused again. There is also a limit on entities. I bet this is a hard limit - it can not be increased without a major engine re-write. quakedef.h:#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit) Probably dont want lots of ents to pile up. It will eventually kill the server. You want the engine to clear out removed ents like it was designed. Most likely you want good entity management in general. Find a way to make code bulletproof against the root problem - like the system_hash I mentioned. |