Tremulous Forum

Mods => Modding Center => Topic started by: MechWarrior001 on August 22, 2010, 03:32:26 am

Title: Increasing player cap for servers
Post by: MechWarrior001 on August 22, 2010, 03:32:26 am
Which file(s) control the amount of players that can be connected at once? I would like to try and double it.
Title: Re: Increasing player cap for servers
Post by: SlackerLinux on August 22, 2010, 04:39:30 am
you seriously want to play with more the 64 people?? doubtful so im going to say

sv_maxclients is the cvar to change playercount
Title: Re: Increasing player cap for servers
Post by: MechWarrior001 on August 22, 2010, 05:23:39 am
However if it set sv_maxclients to 128 the server always reverts back to 64. This has led me to believe there is a coded limitation on the server, which I would like to modify to allow more players. Is the 64 limit determined by a value in the code or just the way the code is written?
Title: Re: Increasing player cap for servers
Post by: gimhael on August 22, 2010, 07:16:53 am
It is controlled by the constant MAX_CLIENTS defined in src/qcommon/q_shared.h. However, you would not only have to recompile the QVMs, but also the tremded and the client if you change this.
Title: Re: Increasing player cap for servers
Post by: SlackerLinux on August 22, 2010, 09:46:15 am
can i ask why would you want/need a higher playercount seriously 64 players is alot
Title: Re: Increasing player cap for servers
Post by: Aelita on August 22, 2010, 03:28:08 pm
IIRC there's protocol limitations for 64 players as well.
Title: Re: Increasing player cap for servers
Post by: MechWarrior001 on August 22, 2010, 11:20:28 pm
Suffice to say I desire to pit X players vs. 64+ AI Dretches/Bassis/Maras/Goons/Tyrants. Or I just want matches to be on a even bigger & more epic scale than they already are, if that's possible.
Title: Re: Increasing player cap for servers
Post by: Crava_Loft on August 22, 2010, 11:36:23 pm
if you plan to use 64+ bots then you should implement NPCs. Using client slots for bots will always fill the available slots(obviously). But if you implement NPCs it will be just like buildables.
by NPCs I mean bots that has no client data, they are just entities.
Title: Re: Increasing player cap for servers
Post by: David on August 22, 2010, 11:57:57 pm
Changing MAX_CLIENTS will break everything, would have to do major modifications to everything and rewrite bits of netcode and everywhere else that uses 64bit bit fields etc.  Probably be easier to port to a new engine...
Title: Re: Increasing player cap for servers
Post by: SlackerLinux on August 23, 2010, 03:16:48 am
both david and crava raise good points you shouldnt consider changing the MAX_PLAYERS cap screws alot so its prob best to 'FIx' the botcode you want to use and change it so they are NPC and not taking up playerslots

but you know trem with only 45+ real players isnt that playable(i have had a few games that has gotten that high some even higher) and adding bot code to that will only increase the load alot the server will most likely be unplayable and the bots are not even that great
Title: Re: Increasing player cap for servers
Post by: MechWarrior001 on August 23, 2010, 04:52:25 am
Hmm, concerning performance, whats the difference between bots & npcs? Also how do you makes npcs count towards kills & creds? (Only on Human vs. CPU servers)