Author Topic: Any way to destroy the datablock limit?  (Read 4963 times)

You don't need any add-ons in order to play the game. The base code allows for it to play properly. However you want all those add-ons. So yes, I do know what you need to play.
What I meant was for TDM's, Mini Empires RP's and for builds, not just for basic freebuilds or town RP's.

Literally all I was doing was providing a counter-example to TristanLuigi's point. I didn't ask for anyone's opinion on how I should go about building my own project.
And what I was doing was explaining why your example is dumb and should not apply to anyone. If you really don't want anyone's opinion on it, don't say it in the first place.

And what I was doing was explaining why your example is dumb and should not apply to anyone. If you really don't want anyone's opinion on it, don't say it in the first place.

Do you know what a counter-example is? It doesn't have to be relevant to everyone, it just has to exist.

I was pointing out that it is still legitimately possible to reach the limit without mismanagement of vehicle and weapon add-ons. I think that you should be allowed to have whatever combination of weapons, colors, vehicles, sounds, music, bricks you want on your server without restriction. This is a sandbox game where your imagination is supposed to be the limit. We should be pushing the boundaries, not telling people to imagine differently.
« Last Edit: December 05, 2014, 09:57:11 PM by Rally »

I was pointing out that it is still legitimately possible to reach the limit without mismanagement of vehicle and weapon add-ons.
And I'm saying mismanagement of sound add-ons instead is still not legitimate.

This is a sandbox game where your imagination is supposed to be the limit. We should be pushing the boundaries, not telling people to imagine differently.
lol. https://www.youtube.com/watch?v=6RdVihv5eKM&t=3m12s

And I'm saying mismanagement of sound add-ons instead is still not legitimate.

Whatever you say bucko, after all you are the ultimate authority on add-on management and it's your call, right?

lol. https://www.youtube.com/watch?v=6RdVihv5eKM&t=3m12s

Wowzers, an irrelevant appeal to some ""ground breaking"" meta game which was specifically designed to be forgetin' stupid. My logic is in shambles. Blockland is about placing blocks in (relatively) infinite space and interacting with some of these blocks. Different things.
« Last Edit: December 06, 2014, 07:58:50 PM by Rally »

Whatever you say bucko, after all you are the ultimate authority on add-on management and it's your call, right?
Yes, definitely, I'm glad we've settled that.

Wowzers, an irrelevant appeal to some ""ground breaking"" meta game which was specifically designed to be forgetin' stupid. My logic is in shambles. Blockland is about placing blocks in (relatively) infinite space and interacting with some of these blocks. Different things.
Oh fine I'll actually make an argument. The limit is generous for anyone with a reasonable amount of content enabled. Complaints about it are rare, and when they do show up, they're almost always from some idiot who installed an unnecessary amount of stuff into their game and then enabled it all at once. This gets back to my original point,
If you've hit the datablock limit, you've done something wrong.

You say "I hit the datablock limit!" I say "You did something wrong." You say "Shut up it's my private museum of 400 fully functional musical instruments or whatever so it's none of your business!" And sure, if the datablock limit means your hall of didgeridoos doesn't work, that's your problem, not my concern. Pretty insubstantial as a means of refuting the claim that nobody hits the limit while enabling add-ons responsibly, but whatever, you're free to check out of the thread whenever you like and instead question whether the 16 different kazoos are really that important to your museum.

Personally, I'm gonna stick around and maintain that the limit does not need to be increased to play the game properly until someone with a real counterargument shows up. Pushing limits just for the sake of pushing limits is not one. Pushing limits just for the sake of idiots who enable stuff they don't need isn't either. Also, any hypothetical server design that goes beyond the limit should be viable in singleplayer mode, because if you pass the 4096 in multiplayer then download times would be creeping into sillytown.


I just got an idea for a project
is it a corridor of bassoons?

I suppose the max datablocks is equal to how much memory/RAM, divided. I have no idea, but im trying to figure out how our Datablocks are measured.

Oh fine I'll actually make an argument. The limit is generous for anyone with a reasonable amount of content enabled. Complaints about it are rare, and when they do show up, they're almost always from some idiot who installed an unnecessary amount of stuff into their game and then enabled it all at once. This gets back to my original point,
You say "I hit the datablock limit!" I say "You did something wrong." You say "Shut up it's my private museum of 400 fully functional musical instruments or whatever so it's none of your business!" And sure, if the datablock limit means your hall of didgeridoos doesn't work, that's your problem, not my concern. Pretty insubstantial as a means of refuting the claim that nobody hits the limit while enabling add-ons responsibly, but whatever, you're free to check out of the thread whenever you like and instead question whether the 16 different kazoos are really that important to your museum.
Personally, I'm gonna stick around and maintain that the limit does not need to be increased to play the game properly until someone with a real counterargument shows up. Pushing limits just for the sake of pushing limits is not one. Pushing limits just for the sake of idiots who enable stuff they don't need isn't either. Also, any hypothetical server design that goes beyond the limit should be viable in singleplayer mode, because if you pass the 4096 in multiplayer then download times would be creeping into sillytown.

I like how you keep making stupid assumptions about how I use my datablocks without a single scrap of relevant knowledge. Yeah, I guess I'm not the average blocklander who works on a project for half a day, hosts it for a week, then forgets about it. I guess you're right, many of the people here such as you do not have the neurological resolve to work on the same project for more than a few weeks at max so their need to enable relevant content to their work will probably fall under the maximum. Guess I'm just not one of these people and I should lower my ambition and dumb myself down in order to stoop to your level of "content management"

The developers of Gamemaker had a similar problem. Once you reached, I'm not sure, somewhere around 300,000 objects in your game, things would start to break. Nobody managed to hit this limit for several years. But then somebody did. It was a project he had been working on for years upon years, his coding was well-managed and his game exceeded 300,000 objects, so things started to break. He reached out to the developers, and you know what they did? In the next version they fixed it. They didn't tell him to forget off and "lern2gamemaker lol noob", they just simply loving fixed it for a guy with some neat ambitions. Obviously this person isn't you.

I'm not sure why I'm wasting my time with you. You have no say in whether or not the datablock limit gets raised and as far as I'm concerned you're just another deer stuck in the headlights of indifference. If you're happy with other people giving you a special limit because you have no self control and can't find it for yourself, I bid you good luck in life.

I suppose the max datablocks is equal to how much memory/RAM, divided. I have no idea, but im trying to figure out how our Datablocks are measured.
4096 datablocks is the limit, which can represent a variety of different things. A single sound, a particle or emitter for particles of a certain type, a tire for a vehicle, an item, a player type, ect. They take on the role of prototypes, so you make 10 players with all the same features, and you only have to send the people connected to the server one datablock containing those features and tell them that 10 people are using it, rather than sending them all the stuff for the player 10 times. More complicated add-ons happen to require more datablocks, but they aren't directly linked to the amount of memory they use. Default torque had a limit of 1024, but that sucked for games with custom content, so it was doubled to 2048. That still turned out to be kinda low with the goddamn paintcan eating up 500 of them, plus a bunch of other default ones, so it was redoubled to 4096. This has proven to be a comfortable number.

I like how you keep making stupid assumptions about how I use my datablocks without a single scrap of relevant knowledge.
I'm actually running out of ideas on how you could hit that limit with just sounds. I asked someone else what he thought you could possibly be doing, and he speculated "lying."

Yeah, I guess I'm not the average blocklander who works on a project for half a day, hosts it for a week, then forgets about it. I guess you're right, many of the people here such as you do not have the neurological resolve to work on the same project for more than a few weeks at max so their need to enable relevant content to their work will probably fall under the maximum. Guess I'm just not one of these people and I should lower my ambition and dumb myself down in order to stoop to your level of "content management"
Something something craftsman blaming his tools. Clearly Blockland is at fault for not being able to have bots present the Complete Works of Shakespeare in 9 languages.

The developers of Gamemaker had a similar problem. Once you reached, I'm not sure, somewhere around 300,000 objects in your game, things would start to break. Nobody managed to hit this limit for several years. But then somebody did. It was a project he had been working on for years upon years, his coding was well-managed and his game exceeded 300,000 objects, so things started to break. He reached out to the developers, and you know what they did? In the next version they fixed it. They didn't tell him to forget off and "lern2gamemaker lol noob", they just simply loving fixed it for a guy with some neat ambitions. Obviously this person isn't you.
That was a bug in their engine. This is a limit deliberately imposed to keep idiot end users from enabling four thousand add-ons and then complaining about the load time being absurdly long.

I'm not sure why I'm wasting my time with you. You have no say in whether or not the datablock limit gets raised
Same goes for you.

and as far as I'm concerned you're just another deer stuck in the headlights of indifference.
I don't understand. Am I about to be run over by indifference?

If you're happy with other people giving you a special limit because you have no self control and can't find it for yourself,
Yes, let's all get a lesson in self control from the guy who spent years finding a way to hit the datablock limit with sounds (which only take up one datablock a piece - you'd need a few thousand of them to do this.) Personally, the datablock limit doesn't apply to me, because I've never hit it.

I bid you good luck in life.
I bid you good luck in your Blocklander Voice Pack featuring the entire speaking cast of every Rob Schneider movie.

Something something craftsman blaming his tools. Clearly Blockland is at fault for not being able to have bots present the Complete Works of Shakespeare in 9 languages.

This isn't even half relevant to what I said but I'm going to address it anyway.
Well I never really loving asked for that did I? All I'm saying is that one number should be changed to a different number.

That was a bug in their engine. This is a limit deliberately imposed to keep idiot end users from enabling four thousand add-ons and then complaining about the load time being absurdly long.

Maybe you should let me decide how long the wait time will be on my server?

I think the only limitations to datablocks should be: How much space you're willing to use on your computer, how long you're willing to let Blockland load, how long you're willing to let others load for your server. Not some magical number that somebody else handed me as a hard ceiling because of other people's stupidity. Why the forget should I be responsible for them, and why the forget should somebody have to be responsible for me? It's my own server, it's my own build, it's my preferred add-ons, let me figure it out for myself. You don't give people enough credit.

You talk a lot of stupid horsestuff about 'load times', yet the stuff that takes the longest to load (sounds + music) you also claim are impossible to hit the limit with. Half of the actual datablocks people use are things that don't require that much loading at all.

Yes, let's all get a lesson in self control from the guy who spent years finding a way to hit the datablock limit with sounds (which only take up one datablock a piece - you'd need a few thousand of them to do this.) Personally, the datablock limit doesn't apply to me, because I've never hit it.

Well we're all very clear on your complete lack in interest in accepting any form of different opinion from anyone, thanks doc, you can cut the stuff now. Looks like we're just going to have to agree to disagree. You're obviously very content with your special magical hard limit making optimization decisions for you.

This isn't even half relevant to what I said but I'm going to address it anyway.
Well I never really loving asked for that did I? All I'm saying is that one number should be changed to a different number.
Oh hey, you figure out why you're wasting your time with me yet?

Maybe you should let me decide how long the wait time will be on my server?
It's my own server, it's my own build, it's my preferred add-ons, let me figure it out for myself. You don't give people enough credit.
In single player, maybe, but I doubt you can convince Badspot to make the engine differentiate between online versus offline. Not really worth the effort. In multiplayer, we've already had major changes put into place because server load times were taking way too damn long and that affected the end user's experience.

I think the only limitations to datablocks should be: How much space you're willing to use on your computer, how long you're willing to let Blockland load, how long you're willing to let others load for your server. Not some magical number that somebody else handed me as a hard ceiling because of other people's stupidity.
This would be a nice way to cap add-ons, if torque had something could measure the amount of stuff in it that would be sent to clients and keep a running tally of that as you enable add-ons, but it doesn't, and Badspot probably won't add it. For now, datablocks are a fair enough estimate for servers which have a normal distribution of types of add-ons.

You talk a lot of stupid horsestuff about 'load times', yet the stuff that takes the longest to load (sounds + music) you also claim are impossible to hit the limit with. Half of the actual datablocks people use are things that don't require that much loading at all.
Never said it was impossible, I said I can't imagine what on earth you could be doing that would make this a problem.

Well we're all very clear on your complete lack in interest in accepting any form of different opinion from anyone, thanks doc, you can cut the stuff now. Looks like we're just going to have to agree to disagree.
Still have yet to hear any non-stupid example of a situation that actually calls for an increase in the limit. To give one to support my claim, I think we should maintain status quo because stuff like this actually happens.

Okay, there is really one way to settle this.
Rally, enable everything you had enabled and legitimately upload your console.log and share the link.