just Raise Object Limit on 100 player server? are they stupid?

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  • Опубликовано: 13 янв 2024
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Комментарии • 792

  • @user-vd3rn7xi5r
    @user-vd3rn7xi5r 4 месяца назад +3897

    Shonic is the kind of guy to make a map with 11000 path nods just to play with the source spaghetti monster

    • @FreddOtaku
      @FreddOtaku 4 месяца назад +101

      source spaghetti monster is an accurate name

    • @erick5928
      @erick5928 4 месяца назад +80

      Biblically accurate source spaghetti monster

    • @randompersonontheinterwebs
      @randompersonontheinterwebs 4 месяца назад

      "oh god where do i go"
      "pls stop"
      "hl2.exe has stopped responding."

    • @debbiebernhardt5406
      @debbiebernhardt5406 4 месяца назад +10

      The maximum enforced by valve, so send a request to have it set between 1000 min to 5000 max for user control

    • @Kacper42PL
      @Kacper42PL 4 месяца назад

      Truly

  • @Rift_cz_sk
    @Rift_cz_sk 4 месяца назад +2774

    As someone who used to work on custom tf2 maps , the object/ item limit is just scary as hell

    • @spa7
      @spa7 4 месяца назад +406

      BOOOO i Am A oBjEcT lImItEr OoOoOo

    • @JetFalcon710
      @JetFalcon710 4 месяца назад +285

      ​@@spa7 AAAAAAA

    • @ModdedProp
      @ModdedProp 4 месяца назад +41

      0/2048

    • @skipmanghondarg
      @skipmanghondarg 4 месяца назад +75

      As someone who used to work with SDK,
      HOW TF DO YOU TURN SNAP-TO-GRID BACK OOOON?!!!

    • @Rift_cz_sk
      @Rift_cz_sk 4 месяца назад +80

      @@skipmanghondarg I DON'T KNOW MAN
      I cry every night it's probably somewhere on top idk bro

  • @throwawwy53
    @throwawwy53 4 месяца назад +1531

    "i tried adding 11000 path nodes, but hammer had trouble compiling the map"
    brother Hammer has trouble compiling my maps with 0 train paths, you're lucky the 7k variant even compiled
    edited to fix grammer errer

    • @iriswav7379
      @iriswav7379 4 месяца назад +61

      Hammer build different

    • @cheesepop7175
      @cheesepop7175 4 месяца назад +8

      compiling*

    • @BurningBridgeStudios
      @BurningBridgeStudios 4 месяца назад +24

      @@cheesepop7175
      That's literally how he spelled it.

    • @vinaythakur4742
      @vinaythakur4742 4 месяца назад +18

      ​@@BurningBridgeStudiosliterally*

    • @Romotis
      @Romotis 4 месяца назад +11

      ​@@vinaythakur4742that's literally how he speled it

  • @subjectdelta7210
    @subjectdelta7210 4 месяца назад +845

    i’d gladly sacrifice hats for 50 player games

    • @Luna-Lux
      @Luna-Lux 4 месяца назад +6

      t. Has no unusuals

    • @Romotis
      @Romotis 4 месяца назад +157

      ​@@Luna-Luxmuh shiny pixels on a sooner or later dead game

    • @noahhill841
      @noahhill841 4 месяца назад +1

      ​ok and?

    • @Nitosa
      @Nitosa 4 месяца назад +21

      ​@@Romotisthat's true for every online videogame ever, it's more for personal enjoyment which was the whole point of videogames.....

    • @eco1969
      @eco1969 4 месяца назад +2

      @@Luna-Lux t. Has unusuals

  • @Noah_Levy
    @Noah_Levy 4 месяца назад +205

    Since the office plant and the janitor increased the max player count to begin with, it would be interesting to see if they'd adjust the object limit.

    • @ThatOneDudeThatLikesPurple
      @ThatOneDudeThatLikesPurple 4 месяца назад +17

      "the office plant" LMAOOO

    • @fourlionnn
      @fourlionnn 3 месяца назад +20

      The moment I read "office plant", I imagined the plant in a pot staying on a chair infront of computer, and all this on cs_office

  • @soupofundeniablewisdom1629
    @soupofundeniablewisdom1629 4 месяца назад +727

    I think simply doubling the object limit would already solve most things. At best, pushing it up to 4 times it's size (8192) is more than enough to keep 100 player servers entertained. It could also let VScript users experiment more with things, since the object limit would not be a big issue.

    • @Kacpa2
      @Kacpa2 4 месяца назад +61

      Yeah it would be more than enough and there would be no need to patch the renderer.

    • @Spelo1
      @Spelo1 4 месяца назад +63

      ​@@Kacpa2Have u watched the video? Making object limit bigger also requires patching client's tf2, which would be it's own can of worms

    • @ragibmahfuz5241
      @ragibmahfuz5241 4 месяца назад +141

      @@Spelo1 if devs updated tf2, its fixed

    • @Spelo1
      @Spelo1 4 месяца назад +23

      @@ragibmahfuz5241 And what are the chances that they would do that just to cater to some minor player base that just wants to play on a 100 players server?

    • @archduke0000
      @archduke0000 4 месяца назад +125

      @@Spelo1 his point is that it's possible, not that it's plausible. Stop being argumentative for the sake of it, you KNOW what he meant.

  • @Cinnamowo
    @Cinnamowo 4 месяца назад +938

    Rubat is a really cool guy, always loved the stuff they did for Gmod

    • @duckonaroll1913
      @duckonaroll1913 4 месяца назад +51

      ficool is a g too i could not live without hammer++

    • @keli5
      @keli5 4 месяца назад +16

      they actually work for facepunch, the creators of gmod now!

    • @tempname8263
      @tempname8263 4 месяца назад +10

      Rubat has been deleting a lot of features lately in Gmod, irreversibly breaking addon support in many places, absolutely love him

    • @unknao
      @unknao 4 месяца назад

      @@tempname8263 Elaborate please.

    • @NinetyEight418
      @NinetyEight418 4 месяца назад +7

      Rubat is not multiple people

  • @soviut303
    @soviut303 4 месяца назад +708

    This feels like something valve could build into the client themselves where the server can dictate the entity limit.

    • @drgabi18
      @drgabi18 4 месяца назад +389

      Me, the server, sending the client an order to allocate 2TB of ram for objects

    • @leithaziz2716
      @leithaziz2716 4 месяца назад +104

      Considering jumping into a random community server can lead to you installing several mega-to gigabytes of space for assets, you would probably need to put a description if possible.

    • @soviut303
      @soviut303 4 месяца назад +114

      @@drgabi18 Who said anything about it being uncapped? You raise the entity limit in the client to a sufficiently high value (8000 to 16000), then let the server tell the client to match its entity limit. This lets server admins host more detailed maps and more players if they have the memory and bandwidth capacity.

    • @8Kazuja8
      @8Kazuja8 4 месяца назад +60

      The absolute simplest way to go about it is if Valve simply just raised the hard object limit in their code and updated the game for everyone. This is something they'd probably have to do with server-set object caps anyway, and at that point, they might as well just enable it for all servers. For each additional bit, the amount of allowed entities doubles, so even just one more bit would probably be enough for 100 players even.
      Only problems I could see with this is that a higher limit could probably hurt performance/playability on the very low end of PCs(probably nothing to worry about these days though considering how old the game is) or that it might introduce some follow-up bugs they wouldn't feel like ironing out. With 100 players being explicitly unsupported they probably won't bother because of these reasons.

    • @kingofbleh
      @kingofbleh 4 месяца назад +4

      Possibly, but there would need to be a cap. Past that, the thing that makes this fix infeasible is the expectation valve ever would.

  • @kodicraft
    @kodicraft 4 месяца назад +226

    I think it's funny to look back now on how eager a lot of people were to install random third party software to play tf2 while faceit was popular in the community. I guess the same people would think it's perfectly fine to install a program that can modify executables for the sake of silly hats

    • @Archimedes.5000
      @Archimedes.5000 4 месяца назад +52

      Given how many people lose their accounts because they download a random exe from an obvious scammer, I think there would be a lot of people willing to download that.
      Besides it's not like "downloading a program for hats" is anything wrong, you are forced to download potentially dangerous executables all the time and usually are fine, welcome to windows I guess

  • @catfree
    @catfree 4 месяца назад +207

    jonkler references are always appreciated

    • @ebux9885
      @ebux9885 4 месяца назад +9

      Unfortunately you were not appreciated by your parents

    • @catfree
      @catfree 4 месяца назад

      @@ebux9885 D:

    • @thatone_awesome
      @thatone_awesome 4 месяца назад

      why are you crediting jonkler instead of man? are you stupid?

    • @Jornker
      @Jornker 4 месяца назад +16

      The jonkler meme is so confusing for me lol

    • @tickaten
      @tickaten 4 месяца назад

      Why did ​@@ebux9885 say that? Are they stupid?

  • @Vvix0
    @Vvix0 4 месяца назад +526

    Purely theoretically, how hard would it be for Valve to patch higher object limit to TF2? We know from the video that it's not that hard to just do, but what would be the consequences of doing so? I imagine there'd be some sort of domino effect of more things breaking after increasing the limit? Or would it really be just simple as that?

    • @nero7699
      @nero7699 4 месяца назад +431

      the server room gets a bit warmer

    • @gameworkerty
      @gameworkerty 4 месяца назад

      Good news it's 20F in Seattle this week ​@@nero7699

    • @FumbleSquid
      @FumbleSquid 4 месяца назад +248

      Not hard, but as shounic said, there may be unintended bugs down the line we don't know about.
      Also it's not like it needs to be raised for what Valve intends TF2 to be, so they have no reason to shake anything up. It'd be nice and maybe something we could've seen with a more active dev team, but probably wont happen now.

    • @Vvix0
      @Vvix0 4 месяца назад +153

      @@FumbleSquid I'd argue that raising the limit would benefit mappers. Latest Halloween maps are already close to the limit, with bloodwater being crashable, even outside of 100 player servers. There's even a person in this comment section, complaining about the object limit as a mapper.

    • @nnikitov57
      @nnikitov57 4 месяца назад +32

      Yes, it's just changing a number, it's that simple. The only consequence is a potential higher server/client load, that's it, there are no other consequences .

  • @vel0city96
    @vel0city96 4 месяца назад +170

    2048 objects/entities would've been a good limit back in 2007. Modern hardware can process all of that at a rate not even dreamt of back in 2007, so actually officially raising the limit to say 4096 wouldn't hurt anybody and would open up a whole new playground for mappers and modders.

    • @Nykomil
      @Nykomil 4 месяца назад +28

      A major portion of the playerbase being on the edge of the game becoming unplayable

    • @leonardo9259
      @leonardo9259 4 месяца назад +5

      yeah, just look at bloodwater, great map frfr

    • @DJTimeLock
      @DJTimeLock 4 месяца назад +18

      would be even better if they let the server decide the size. Would allow more customization. But the default being 4096.

    • @megapussi
      @megapussi 4 месяца назад

      @@Nykomil This would only be relevant on community maps that use more than 2048 objects. None of the maps that currently exist in the game would be affected. The game becoming unplayable for someone doesnt matter if its only unplayable on a map that already was impossible to make.

    • @BackwardsPancake
      @BackwardsPancake 4 месяца назад +25

      @@DJTimeLock Yeah! To be nice, they could also build a "handshake" for it on the client side, so it'll warn you that "playing on this server is going to use additional memory and bandwidth", and stop the connection process if your hardware is really ancient and can't take it.

  • @luigibudd
    @luigibudd 4 месяца назад +13

    why doesnt valve just fix all the bugs? are they stupid??

  • @triumphator4714
    @triumphator4714 4 месяца назад +34

    Arkham insanity really gets to him.

  • @AsP3cT.199
    @AsP3cT.199 4 месяца назад +18

    Is there a lore reason?

    • @qoombert
      @qoombert 2 месяца назад +3

      are they stupid?

  • @Tuntor689
    @Tuntor689 4 месяца назад +43

    shounic must’ve gotten the title of the video in the comments a lot, because despite the fact he’s addressed this issue in a previous video, he still had to make an entirely new one on why it doesn’t really work

  • @heliusuniverse7460
    @heliusuniverse7460 4 месяца назад +194

    It would be nice if valve doubled the object limit in a future update

    • @pixcore7221
      @pixcore7221 4 месяца назад +108

      It would be nice if valve made a future update

    • @mtdfs5147
      @mtdfs5147 4 месяца назад +28

      It would be nice if valve wasn't an abusive father figure

    • @dsobransingh
      @dsobransingh 4 месяца назад +13

      It would be nice if valve

    • @gerardonavarro3400
      @gerardonavarro3400 4 месяца назад +9

      It would be nice

    • @seba_dud
      @seba_dud 4 месяца назад +11

      it would be

  • @maliciousfry
    @maliciousfry 4 месяца назад +12

    "Exponential Painful" is a VERY good wait to describe programming in general.

    • @cewla3348
      @cewla3348 4 месяца назад

      i forgot to add the library im using in ONE function's parameters, so now its bugged and i have to do some boring stuff

  • @or6060
    @or6060 4 месяца назад +76

    i do miss not having sprays. 100 sprays on a server would be amazing

    • @JM-dq7xn
      @JM-dq7xn 4 месяца назад +2

      wait sho enabled sprays some time before, they're gone again?

    • @lilsos6892
      @lilsos6892 4 месяца назад +7

      @@JM-dq7xnthey are still there. Just 60 outta 100 playere can use them. If your index is 61 and higher - you won’t be able to spray

    • @or6060
      @or6060 4 месяца назад

      @@JM-dq7xn when i played nobody had them

    • @jackraptor695
      @jackraptor695 4 месяца назад +7

      I miss my furry spray :(

    • @lilsos6892
      @lilsos6892 4 месяца назад

      @@jackraptor695 You were behind classic:
      "Today we are doing an experiment to find out"
      "how much cock can a single boipussy take", mr. Mathf?

  • @Flashyface
    @Flashyface 4 месяца назад +37

    I wouldn't mind if Valve raised the limits for every game to what CSGO's limits are.

  • @floridaboigaming6961
    @floridaboigaming6961 4 месяца назад +11

    2:58 bro thought he was Todd Howard 💀

  • @Shuflduf
    @Shuflduf 4 месяца назад +27

    Surprisingly, I find your server much more enjoyable to play on compared to the casual servers. Since I'm as f2p, being able to call for a medic is an actual lifesaver. And the dopamine hit of hitting a nasty crocket into the enemy team and getting 8 kills that I didn't deserve makes it infinitely better.

    • @Jun.Suzuki
      @Jun.Suzuki 3 месяца назад

      just spend $5 retard

  • @tuduscz6836
    @tuduscz6836 4 месяца назад +22

    I was thinking if the limits of 32bit architecture would be potential problem too like if all 100 players had theirs unique cosmetics it might be possible to reach the 4 GB limit

  • @sprucewillis9000
    @sprucewillis9000 4 месяца назад +34

    Havent't played TF2 in a while, but I absolutely love the epic saga of the 100 Player Server

  • @eatingmage603
    @eatingmage603 4 месяца назад +58

    Why don’t they just port everything over to Source 2? It would solve every one of their problems, including world hunger.

    • @VoxAstra-qk4jz
      @VoxAstra-qk4jz 4 месяца назад +32

      Valve said no

    • @TeamSprocket
      @TeamSprocket 4 месяца назад +50

      Valve devs are too busy making the 100th game that will never release

    • @yousorooo
      @yousorooo 4 месяца назад +8

      @@TeamSprocketValve used to make games, now they just make money.

    • @leithaziz2716
      @leithaziz2716 4 месяца назад +39

      @@yousorooo Valve's issue is moreso a unique case of only focusing on making games as long as they make something that pushes technology that justifies it. Valve is more of a tech company nowadays and don't have much interest in the gaming market.

    • @Cheerybelle
      @Cheerybelle 16 дней назад

      lol. lmao.

  • @brastionskywarrior6951
    @brastionskywarrior6951 4 месяца назад +18

    the insane player density + no hats on the server leads to some interesting phenomenon
    -since there are no hats players look interchangable, + with the great player density spy can actually disguise and have it work sometimes since everyone blends into eachother. Assuming the map is big enough to not get choked out by projectile spam. Which balances spy out
    -stock stickies + the base jumper is actually good, since players still dont look up and are dense enough to where most stickies fired will hit something. This also gives sniper a new niche since hes one of the only classes easily able to quickly shoot a demo bomber out of the air
    -despite mvm levels of player density the gas passer is still garbage. Since it doesnt do meaningful damage and any player hit by it is about to die or near a medic anyways

  • @Tharronis
    @Tharronis 4 месяца назад +73

    Could you maybe patch the server to be able to handle more than 2048 objects, and try a couple methods to make sure the client only ever needs to handle a max of 2048 per update tick? (Start alternating which set is sent to the client each tick? Pick entities within range of each client or something much more processing intensive?) Then your server won't hard crash any time the entity limit is breached which will increase stability, and you wouldn't need clients to patch.

    • @nerdycatgamer
      @nerdycatgamer 4 месяца назад +28

      The issue is basically the game reserves a buffer of memory to store all the objects, and the entity limit is just a hardcoded constant for the size of this buffer. Both the server and the client store a copy of this buffer and use it for reference, so they need to be the same size. To have the server have a different entity limit than the client would probably* require complete redoing of the routines for transfering the data. At this point, we're changing the binary executable of the game so it's no longer the same one serviced by steam, which could cause the problems listed in the video (needing a program to patch it, VAC, etc).
      *I haven't actually looked at the code myself. This is an educated guess based on what is shown in the video and my own knowledge.

    • @grumpykitten4566
      @grumpykitten4566 4 месяца назад +11

      That's what I was thinking. Like trying to cull out any objects from the servers' master object list to fit within the 2040 limit for each player.
      That can even be done in parallel which by dear god we have a lot of cores doing jack.

    • @nikkiofthevalley
      @nikkiofthevalley 4 месяца назад +10

      I have a feeling that the client won't like that, assuming this is possible in the first place. Creating and destroying 2000 objects every tick cannot possibly be good for a system not designed to do that.

    • @Tharronis
      @Tharronis 4 месяца назад

      @@nikkiofthevalley Yea that seems very possible, but it could be interesting to try. For science!

    • @MicahJohn21659
      @MicahJohn21659 4 месяца назад +3

      ​@@nikkiofthevalleyif done properly then it won't be destroying 2000 objects every tick
      Similar methods have worked for quake 3 based games which is a very similar networking model

  • @mctoggo
    @mctoggo 4 месяца назад +5

    shounic uploading is always a good day

  • @hedwig7s
    @hedwig7s 4 месяца назад +52

    Out of curiosity would it be possible to modify object replication to:
    Replicate all essential objects
    Replicate non-essential objects based on distance until hitting the limit

    • @saiv46
      @saiv46 4 месяца назад +6

      I thought about that too, the problem is that the server needs to constantly keep track of everyone's object list for every single player, which is bad for performance.

    • @ZugTheDragon
      @ZugTheDragon 4 месяца назад

      I've had that idea too. I guess the performance argument is a good one, but perhaps if someday more server power is available for cheap it'd be an interesting thing to try

    • @hedwig7s
      @hedwig7s 4 месяца назад

      I mean I know games like Roblox use a similar replication technique so it might work

    • @hydraulicsystems332
      @hydraulicsystems332 4 месяца назад

      @@saiv46 the server already does that? Correct me if I'm wrong but the server doesn't tell you the state of some one's hat if they are out of line of sight, otherwise you could wallhack, or do they just tell you everything on the map at all times?

    • @Mernom
      @Mernom 4 месяца назад

      @@saiv46Honestly, server performance is less of a concern, as it can easily be made into a more powerful machine.
      I would say that the technical complexity of making it work is more of an issue.

  • @nanomachines2954
    @nanomachines2954 4 месяца назад +4

    I no longer play TF2 but damn I still love watching your videos.. something so entertaining about watching you dissecting every small bit of Source's spaghetti code xD

  • @Kachopper9
    @Kachopper9 4 месяца назад +4

    Oh no the title, you’ve been infected

  • @Nananki
    @Nananki 4 месяца назад

    I love these deep dives into TF2, simply excellent videos sir!

  • @TzTokJzSok
    @TzTokJzSok 4 месяца назад

    I love the quotes you always place at the end

  • @samblamjam
    @samblamjam 4 месяца назад +9

    Is shounic from aslume? Am I stupid?

    • @professionalshitposter6897
      @professionalshitposter6897 4 месяца назад +2

      according to quantum mechanics, you are both stupid and not stupid at the same time

    • @gajonoob5122
      @gajonoob5122 4 месяца назад

      ​@@professionalshitposter6897schrodinger's aslume

  • @bikutoso
    @bikutoso 4 месяца назад +67

    It probably would be more effort than what it's worth, and could have massive issues.
    But would it be possible to further modify the server to send a truncated object list, where objects ranked low to high importance is removed to meed the client limit?

    • @autochaosyt1160
      @autochaosyt1160 4 месяца назад +1

      Whats the point? Its much harder to get pñayer object limit, send objects with priority to each different player then just not doing all of that. On top of requiring a third party app to even join with chance of getting vac

    • @autochaosyt1160
      @autochaosyt1160 4 месяца назад

      Whats the point? Its much harder to get pñayer object limit, send objects with priority to each different player then just not doing all of that. On top of requiring a third party app to even join with chance of getting vac

    • @Saltience
      @Saltience 4 месяца назад +10

      @@autochaosyt1160that’s not what he’s saying, he’s saying the server would keep a list of 2048 “relevant” objects to send to the clients, that way it doesn’t require a patch on the client end, but still has the ability to go over 2048.

    • @nerdycatgamer
      @nerdycatgamer 4 месяца назад +2

      It would be a ton of effort, and the process of ranking the objects and only sending the 2048 most important ones would probably use too much processing power and just make the server run slower (shoenic has said that the server does not have an abundance of cpu cycles)

    • @ChaosSwissroIl
      @ChaosSwissroIl 4 месяца назад +3

      @@nerdycatgamer That's because TF2 itself is a single thread process. Processing server data does not need to be done within TF2 though, only sending out the data 'needs' to be done in TF2. The limitation is in whether or not you can send specific clients specific data.

  • @thisdeath
    @thisdeath 4 месяца назад +3

    WAIT THE ASLUME REFRENCE OMGOSH

  • @MentalEdge
    @MentalEdge 4 месяца назад

    I host Titanfall 2 servers, which also runs on source (though modified). With the Northstar mod, it's possible to past the vanilla player limit of 12, however, going past 16 starts exhibiting some weirdness.
    Past 18, you have to increase the object limit, and it does work. That's nowhere near 100 players but remember that TF has titans and NPC's and other stuff. Lots of objects.
    But when playing, it's like the client doesn't get all the data from the server to display everything. Explosions might go off and have an effect, but you won't hear or see the explosion effect client side. Basically, stuff starts to go "missing" in the communication between server and client.

  • @leumasme
    @leumasme 4 месяца назад +4

    Further patching of the server to hide irrelevant objects from the client (e.g. entities that are guaranteed to be out of view anyway, probably using visleaves which tf2 already uses) would probably be possible. The client probably never needs to actually know of all entities everywhere on the map.

  • @JohnBread69
    @JohnBread69 4 месяца назад +5

    The comments are coping so hard, they want their hats lmao

  • @RaceBandit
    @RaceBandit 4 месяца назад

    The title alone actually reminds me of a time the Beat the Geek _(It was an online Tower Defense game.)_ owner tried to extend its score limit from the 32-bit limit to ... i think the 64-bit limit. It, uh, _broke things._

  • @IsaacDaBoatSloth
    @IsaacDaBoatSloth 4 месяца назад +3

    if valve fixed it to like say a 10,000 object limit which apparently is where issues arise, then maybe it could work, or a setting in the launch options that allows clients to increase the limit, or clients copy the servers limit

    • @henke37
      @henke37 4 месяца назад +4

      It has to be a power of two, so 16684 or 8192 entities.

    • @nerdycatgamer
      @nerdycatgamer 4 месяца назад +1

      You wouldn't be able to set it in the launch options because this would restrict what servers you're able to connect to (your limit must match the servers), and just taking the server's limit could be an issue because the server would basically be telling your computer to allocate a buffer of whatever size they want, and stupid/malicious server admins could set the entity limit stupidly high and make your computer run out of memory.

    • @heliusuniverse7460
      @heliusuniverse7460 3 месяца назад

      @@henke37 It doesn't have to be a power of 2. It is simply a constant in the code.

  • @ColonelPanic0
    @ColonelPanic0 4 месяца назад +3

    If they raised the object limit they could probably also re-insert the effects that got removed over time, like the individual syringes in the syringe gun that disappeared to make room for hats.

  • @meatystalactite531
    @meatystalactite531 4 месяца назад +14

    I’m sure absolutely no one is surprised but ficool2’s profile pic (3:31) is from a very popular animation involving two male Beastars characters who explore new ways to show their appreciation for each other. Just if anyone was curious.

    • @turnerbytrade6700
      @turnerbytrade6700 4 месяца назад +1

      Proof?

    • @kitkatchomper69
      @kitkatchomper69 4 месяца назад +1

      i know bruh i was freaking the hell out when i saw that

    • @cemint9268
      @cemint9268 4 месяца назад +2

      Glad I wasn’t the only one who noticed LOL

    • @minus100iq8
      @minus100iq8 2 месяца назад

      I mean, he is polish (at least according to his steam profile)

  • @laszlobenedek2710
    @laszlobenedek2710 4 месяца назад +5

    is it possible to sort the objects by distance from the player and only send the first 2048? that way the server could be patched without the client's knowledge

  • @notloopers1110
    @notloopers1110 4 месяца назад

    Its good to know my question wasn't fully stupid, only partially
    Nice video regardless!

  • @meeyatttA
    @meeyatttA 4 месяца назад

    As you have said, the only thing it would change is allowing hats to be used, but it still would've been nice to have an option regardless

  • @zesnowpea6347
    @zesnowpea6347 4 месяца назад +3

    The aslume is spreading

  • @squareeyes7386
    @squareeyes7386 4 месяца назад +1

    4:34 would there be a way for the server to lie to the client about the amount of objects? only listing the closest 2048 (maybe + a priority system) or something to that effect

  • @bobiddybob2068
    @bobiddybob2068 4 месяца назад +2

    Its official, shounic has escaped the aslume.

  • @EdisonGarsecondchannel
    @EdisonGarsecondchannel 4 месяца назад +1

    Same thing goes to other source engine games like left 4 dead 2.
    There were some custom maps almost exceeded 2048 limit.

  • @bobbyfisher8
    @bobbyfisher8 4 месяца назад

    Honestly this is all I have been playing for the past month. I even got to play with Shounic once and he started messing with the server adding to the chaos 😂

  • @userkill2221
    @userkill2221 4 месяца назад +1

    would you be able to selectively display hats to the players with the mod? so that everyone gets what they want?

  • @aaronlink127
    @aaronlink127 4 месяца назад

    I feel like there *could* be a plugin made that spoofs object info sent per client, such that it never tells any client about more than 2048 objects at once. But, that would, a. be significantly harder to do, and b. might result in weird bugs like objects disappearing (?)

  • @XionLuis
    @XionLuis 4 месяца назад +2

    they tend to have exponential painful.

  • @iplayminecraft2248
    @iplayminecraft2248 4 месяца назад +1

    5:13 "all that including needing to keep up with tf2 updates"
    I like your funny words magic man

  • @Loolilol
    @Loolilol 4 месяца назад

    Always wondered why!

  • @zethekobold
    @zethekobold 4 месяца назад +1

    Seeing Ficool2’s profile picture was like a slap to the face

  • @XxguaxinimxX.
    @XxguaxinimxX. 4 месяца назад

    Great video!

  • @wile123456
    @wile123456 4 месяца назад

    It's like the thermometer in littlebigplanet DO NOT HIT THE LIMIT

  • @caramelldansen2204
    @caramelldansen2204 4 месяца назад

    Cool! Thanks Shoe!

  • @jakovsaric9492
    @jakovsaric9492 4 месяца назад

    Would it be possible to have a proximity/priority based system of sending object data?
    E.g. pipe isn't important for us if it is more than 1000hu away, and therefore server doesn't send it to us

  • @YotaXP
    @YotaXP 4 месяца назад +4

    Could the server be modified to only send the 2K objects nearest to each respective player?

  • @elliot9634
    @elliot9634 4 месяца назад

    the train wiggling about is killing me

  • @ApocalypseMoose
    @ApocalypseMoose 4 месяца назад +1

    It turns out that we were the spaghetti code all along.

  • @autistukral
    @autistukral 4 месяца назад +4

    Man it would be nice if Volvo increased the limit to 4096 or 8192 :)

  • @WunderWulfe
    @WunderWulfe 4 месяца назад

    it would be cool to see an official tf2 source2 with raised object limits and other optimization features
    (and laser weapon rebalance)

  • @Naxer2272
    @Naxer2272 4 месяца назад +4

    So essentially, get Valve to increase the object limit.
    They've been doing simple changes from others before, like shown here in this video, so they could do this as well.

  • @5Breaker
    @5Breaker 4 месяца назад

    Question:Is the size (amount of data) fixed for every object slot? If not would it be possible to put multiple objects into one slot. And if so maybe via a normal mod. So no patching of the files. Does vScript allow that?
    Sorry if this is a stupid question... but I thought like using this like a multi dimensional array. Use one for one for mandatory stuff and "compress" the rest for everything else.

  • @AndonutsJeff
    @AndonutsJeff 4 месяца назад

    is the title a reference to that post about the people who died in Pompeii

  • @BrDown
    @BrDown 4 месяца назад

    correct me if I'm an idiot but
    what if instead of having people modify their clients, you modify the server a little bit more?
    in theory you could limit the objects sent to a client to make sure people don't crash
    like a rendering distance type shit
    object-hiding or whatever it's called where it isn't loaded if you aren't looking at it
    I will admit there's flaws in this, esp. wit snipers & stuff, but you get the idea

  • @typicwhisper6569
    @typicwhisper6569 4 месяца назад +1

    What about having the server only send a portion of the objects to the clients? Like only visible or important ones. It would be quite the technical marvel to achieve that.

    • @LonelySpaceDetective
      @LonelySpaceDetective 3 месяца назад

      re: "only the important objects", that's kind of what the 100-player server is already doing by disabling cosmetics and some unimportant map entities. Like, the main point of raising the object limit is to make it so they don't _have_ to do that.
      I can't speak for the feasibility of "only visible objects" with certainly, but... I can't see that actually solving anything, since the object list has to be kept track of _globally._ If there's too many objects for the server, it doesn't matter if the object list hasn't been exceeded yet for the players; the server's still crashing anyway.

  • @Williraser
    @Williraser 4 месяца назад +2

    5:21 keeping up with updates...what updates?

  • @AntonyCannon
    @AntonyCannon 4 месяца назад

    Good vid!

  • @NikolasoGames
    @NikolasoGames 4 месяца назад

    Returning to hatless days. Honestly.. that's kinda great.

  • @ihavethisnowiguess
    @ihavethisnowiguess 4 месяца назад +5

    you could use occlusion culling of objects, but i have zero idea how good it would work(and would probably only solve issues to a certain point)

  • @metalclawsteelheart
    @metalclawsteelheart 4 месяца назад

    Ok, so what if the server sends limited data? Like how minecraft lets you limit the render and simulation distance. Such as, say, it only sends data of the 2048 closest entities, prioritising things like players and projectiles? How would source handle that?

  • @Paycheck777
    @Paycheck777 4 месяца назад

    The Alsume is here too. We will never leave.

  • @purplehaze2358
    @purplehaze2358 4 месяца назад +1

    Hey, at least you didn't outright get rid of items entirely, which is more than I can say for Valve.

  • @yeetboiwhatyesplease2095
    @yeetboiwhatyesplease2095 2 месяца назад +1

    I just realized how little I truly know about programming

  • @user-jr4tn8ix3w
    @user-jr4tn8ix3w Месяц назад +1

    Will the 46 - bit update help increase the object limit?

  • @zioxidegaming
    @zioxidegaming 2 месяца назад

    lmao not ficool having a frame from backdoor labrador as their pfp

  • @123cooldude500
    @123cooldude500 4 месяца назад

    Arkham subreddit in the wild!😮

  • @Intrafacial86
    @Intrafacial86 4 месяца назад +1

    *WAIT . . . how do I raise the object limit for a local server???* I have this one old community map I used to enjoy playing, but after an update several years ago it keeps crashing when the payload explodes, citing "Too many edicts."

  • @selbi182
    @selbi182 4 месяца назад

    Would it work if Valve added a new server variable that tells the client the entity limit beforehand? And idk, default it to 2048 if isn't set

  • @darknetworld
    @darknetworld 4 месяца назад

    object limit with bandwidth to server and client is crazy and I bet it sync objects. I feel your download the big files if those objects can handle process of the data. I guess it was not design for the game that has been fixed and guess it hard to deal with coding and test and it just guess work. Basic it rewrite of the code to allow many entities. I guess there was hardware limit back in the days to prevent crashes.

  • @theimperialcombine
    @theimperialcombine 4 месяца назад

    We'll have to wait and see what the 64-bit update brings.

  • @Deeznootsgotteem
    @Deeznootsgotteem 4 месяца назад +1

    *Man* would've been proud if he sees this video

  • @gsk1299
    @gsk1299 4 месяца назад

    We're getting out of the Aslume with this one!

    • @zerefoex
      @zerefoex 4 месяца назад

      H3 ie stuöif

  • @fisz6355
    @fisz6355 4 месяца назад

    What's called this little animation on 4:32? In task 2, laptop screen and server side

  • @8BitShadow
    @8BitShadow 4 месяца назад +1

    so basically; you'd have to mod the game engine and not just the game itself. A line that is a very risky road to cross. Mods can be sandboxed (by the engine), mods of the engine itself really can't.
    Understandable why you wouldn't, had the same conundrum myself but with unity for RoR2.
    Was working on a specialised and *highly* experimental sudo mod-loader I called "Plug-and-Play" for streamlining the modding process & live modding severs - not intended for public use because I predicted it would be just way to unstable.
    The mod would allow you to load any mod into the game *at any time even while in-game* so that while developing your mods you can just re-load your mod whenever you make a change to practically instantly test the changes, especially useful if all you're doing is updating some text.
    --
    if you're insteresting in how it works:
    It still used BepInEx to load mods in for the most part but acted as a 'intermediary'; calling functions that the mods are trying to call and generally hooking things from the mod into unity - not loading in the mod, BepInEx did that, and not hooking directly like BepInEx does but listening for calls and forwarding them instead, so not really a mod-loader per-say but functionally like one.
    --
    *And it worked.* Though I only ever 'hooked' the basic functions unity uses (like Update()) as it was just a proof of concept.
    The problem? You couldn't *unload* the mod once it was loaded, defeating the entire point of 'load-unload-update-load' testing.
    The fix was to use something called "domains" for managing loaded DLLs and by all means it *would* work, but the version that RoR2 is on of Unity is literally *1 week too new.*
    That's right. Unity didn't just disable but outright removed domain loading, trying to use it now will just throw an error that it's "not supported".
    Trust me I tired to look for a solution but I couldn't find one that wasn't just "re-add it to the engine by having users modify the the engine - re-implementing it".
    Which would work and by all means it's possible to automate the modification but, just as it would here, that's very dangerous and asking A LOT of the user - even if they're a modder themselves.
    Just modding the engine is a line I don't think I'll ever cross.

  • @Zergy_Poo
    @Zergy_Poo 4 месяца назад

    People that know about Ficool's profile picture, you have my salute. :3

  • @SanryoBrosYT
    @SanryoBrosYT 4 месяца назад +2

    Maybe with the *64 bits updates, they will upgrade the object limit?

  • @Soctom
    @Soctom 4 месяца назад

    Back in my day we only had 64 edicts to work with 😱

  • @ME0WMERE
    @ME0WMERE 4 месяца назад

    How do you have the source of tf2? Is it from the source leak a little while back?

  • @Player1Joined
    @Player1Joined 4 месяца назад +1

    At 3:30 , is it wrong of me that I know where ficool2's profile picture originated from?

    • @blank_ZIP
      @blank_ZIP 4 месяца назад

      Ik exactly what your talking about T~T

  • @cyber4053
    @cyber4053 4 месяца назад +1

    Can it just be turned into a modded version? Like TFC?

  • @Aelfraed26
    @Aelfraed26 4 месяца назад +2

    So the reason it's not possible for Valve to simply update the game with a higher object limit is because due to the nature of TF2's spaghetti code a lot of things could break now or down the line and since very few people are working on TF2 it's not feasible?

  • @JohnDoe-mi8qr
    @JohnDoe-mi8qr 4 месяца назад

    Cmon man, add more spaghetti to the spaghetti code

  • @Relkond
    @Relkond 4 месяца назад

    There was time when I performance number of worker threads available to an older version of JBoss (when it was still called JBoss). Bumping up the thread count let it do more things concurrently, but very quickly tanked performance - 20? Pretty good, long as you didn’t run out. 100? Still ok. 500? Eh, things are working, but the performance hit is measurable. 1000? the hit’s worse, and just past that you’d hit limits on some OSs (some would run out of address space just short of 1024 threads).
    ‘point being, bigger isn’t always better. Especially when it comes to resource pools.

  • @Cat_in_The-Box
    @Cat_in_The-Box 4 месяца назад

    2136, we were one off from greatness