22.01.2012, 03:03
A friend of mine is creating a WTC recreation for our server that is going to be object heavy. We need to make sure if our server can run it. So, is the object limit of 400 for objects streamed or objects per map?
Changes for SA-MP 0.3d: - Support for Shoutcast/Icecast audio streams - All misson sounds (IDs greater than 2000) from GTA:SA single player can now be used with PlayerPlaySound - RemoveBuildingForPlayer can be used to remove any building or object from the game - Fixed issue with radar jumping up and down while passengering in a vehicle - Fixed quite a few issues with the vehicle sync which might cause vehicles to warp or to appear to be moving sideways - Fixed problems with the motorbike/pushbike sync - Fixed surfing on train carriages - MAX_OBJECTS has been increased to 1000 - MAX_PICKUPS has been increased to 4096 - The frame limiter will now default to 50 fps - Fixed some small issues with the vehicle exiting animation - Fixed game crashes related to escalators - Server has a feature to monitor internal frame rate in the network stats string - Fixed an issue where you might respawn on top of the last vehicle you were surfing - Removed the PED FACTALK animation from showing up in GetPlayerAnimationIndex - Fixed the collision on the elevator model which would allow you to jump out while it was moving down |
This limitation of SA-MP 0.3d is just 400, it will not be enough for you as you mentioned "heavy object". Better use a streamer like Incognito's one?
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no. NO!!! keep it up, goddammit! a collapsing building can be scripted, you just need to limit the entire building to contain just a few hundret objects. players will desync most prolly at 500-900 objects. this is the case each time i test the fireworks, which creates upto 500 (mainly particles) objects, moving them each 75 ms, and as soon it starts to lag (client, not server - maybe due to bandwidth usage or the mentioned object limit?), the player will need to reconnect. concerning this, i simply added a max_objects limit for the fireworks, and now it runs even while the object editor is loaded aswell. slightly offtopic atm, but now you will understand that even a mapped skyscraper can be moved downhill, moving each object on its own dynamic path, like a rocket slowly falling down (fake gravity added to the vertical velocity)...
just keep in mind to start with a few objects, watch the cpu-usage - as long as everything works, raise the objects amount up, until players start to complain about lag/dsync/crashes. oh btw: may i ask how you intented to animate the objects, and how to make sure they wont move into eachother? a 20 floored skyscraper would leave a pretty large pile of concrete, do you want players to be able to (re)move each object, like a mission for cleaning up? |