User panel stuff on forum
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Client Talk
2017-04-02, 12:37
Member
13 posts

Registered:
Feb 2009
I've been using ezQuake (3.0.1, Win32, GL) on Mega TF Coop servers (players vs. monsters), and on the larger maps I often end up having invisible enemies (some but not all), and sometimes my weapons fire is also invisible. It does not seem to matter how much memory I allocate; I am using ezquake.exe -heapsize 262144, and it is no help.

Example: connect 74.86.171.201:27500. Speed up any downloads with
rate 99999
setinfo drate 999999
Once you're in, cmd votemap ph7583
Pick a class; I use pyro.
See if all of the first monsters you encounter are visible.

Is the problem an entity limit compiled into the software? Is there a way to increase it?
2017-04-02, 18:17
Administrator
284 posts

Registered:
Sep 2015
The servers are generally very permissive with older clients, with entities with numbers over 512 and/or model numbers > 255 just not being sent - it sounds like that is what is happening.

Support for increased map limits has been worked on recently - try using the latest nightly build and ensure protocol extensions cl_pext_* are turned on.

cl_pext_* might get you further on your current version anyway, but I think there was a bug with player models that had a modelindex > 255 as well.
2017-04-02, 19:42
Member
271 posts

Registered:
Feb 2006
cl_pext_other 1 extends the entity index from 512 to 2048, as well as raising model indexes to from 256 to 512.
this is assuming its an fte server, anyway. qqshka never bothered implementing it in mvdsv, and naturally refused to allow other servers to use it with ezquake clients by defaulting the above cvar to 0.

cl_pext_other has existed since ezquake 1.9 according to a changelog that google found.
moo
2017-04-03, 02:57
Member
13 posts

Registered:
Feb 2009
Hallelujah, cl_pext_other 1 works, both in the latest nightly build and in 3.0.1 stable. I just have to remember to set it before connecting to the server.

Thanks!
2017-04-03, 05:13
Member
271 posts

Registered:
Feb 2006
meag, can we get the default changed now?
moo
2017-04-03, 21:09
Administrator
284 posts

Registered:
Sep 2015
Spike wrote:
meag, can we get the default changed now?


Agreed, have changed to /cl_pext_limits, defaulting to enabled (so people saving old configs will still get it enabled by default)

I've got a version of mvdsv updated but will add some intelligence in so it is turned off for standard maps that don't need it at the moment (maybe on for bsp2 maps and bloodfest).
  6 posts on 1 page  1