128000 brick limit

Author Topic: 128000 brick limit  (Read 8074 times)

Is there a way around the 128000 brick limit?

I changed the brick limit higher in advanced config.

LOLWTF? Why is there a limit? If it is because of advanced integer handling, I think we need 64 bit compatibility here.

$Pref::Server::BrickLimit = "128000";

Is there a way around the 128000 brick limit?

I changed the brick limit higher in advanced config.


did you just answer your own question?

did you pass the limit or not?

Check his Detailed Build city his Bricks are at max.

Thanks Resonance_Cascade your code seems to work!  For some reason the advanced config would just reset itself to 128000 when I sat it higher.

Badspot

  • Administrator
The ghostIDs are transmitted using 17bits.  2^17 = 131072 ghosted objects at a time.  Due to bugs in the ghosting code, if you have more objects than that, you may have problems like not seeing other people or not being able to respawn.  Even if it works perfectly, you won't be able to save everything at once from the client because not all of the server's objects will be represented on your client. 

I could up the ghost limit but there are problems with that.  Say I up it to 19 bits for 524288 ghosts max.  That would be an extra 2 bits for every single ghost update packet that is sent out to every client.  If you're on the DSL network setting, the maximum packet size is 400 bits and the maximum packet rate is 20.  So for a scene with 128k bricks, those extra 2 bits would take 640 packets which would take a minimum of 32 seconds to send out to you.  Realistically though, it would probably add over a minute to the brick loading time. 

Considering the framerate most people get in the city as it is now, I don't think adding more bricks is a prudent thing to do. 


The ghostIDs are transmitted using 17bits.  2^17 = 131072 ghosted objects at a time.  Due to bugs in the ghosting code, if you have more objects than that, you may have problems like not seeing other people or not being able to respawn.  Even if it works perfectly, you won't be able to save everything at once from the client because not all of the server's objects will be represented on your client. 

I could up the ghost limit but there are problems with that.  Say I up it to 19 bits for 524288 ghosts max.  That would be an extra 2 bits for every single ghost update packet that is sent out to every client.  If you're on the DSL network setting, the maximum packet size is 400 bits and the maximum packet rate is 20.  So for a scene with 128k bricks, those extra 2 bits would take 640 packets which would take a minimum of 32 seconds to send out to you.  Realistically though, it would probably add over a minute to the brick loading time. 

Considering the framerate most people get in the city as it is now, I don't think adding more bricks is a prudent thing to do. 
What if the bricks are spread out? Middle earth will defeat that limit I expect, so if they are spread beyond view distance and different parts are saved on different .bls's will it make a difference?

idk if it effect on the map your building but i built something outside of bedroom and when i loaded it, half of it was in house and other outside but its still connected.
hay badspot, y didn't you make the brick limit on a resonable number like 125, 130 , 135 , ETC?

Builds out side the View distance won't lag until they are within the view distance.
Saving big builds with multi-saves is a good idea it won't kill your sever by loading every thing at once.

Badspot

  • Administrator
idk if it effect on the map your building but i built something outside of bedroom and when i loaded it, half of it was in house and other outside but its still connected.
This bug is fixed in 1.03


oh it was a bug, what was it? loading error, misplaced stuff?

idk if it effect on the map your building but i built something outside of bedroom and when i loaded it, half of it was in house and other outside but its still connected.
This bug is fixed in 1.03



When will V. 1.03 come?
It's been a long time
just relise the new version now and add the rest later, like V. 1.03.5

Great, I forgot to cheak the date....

What page was this on, dig...?