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Old 04-15-2007, 11:46 AM   #1
Mpetrus
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sv_maxclient

hi all, did anyone change the value of sv_maxclient more then 32 players?


i need a server can support more then 32 players, but i can't set the number i want.

i also tryed "to force" the dedicated server to set the number i want, but when it loads a map, sets the number to 32.

thx for replay
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Old 04-15-2007, 12:26 PM   #2
Gamall Ida
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That limit is hard-coded here (q_shared.h) :

Code:
#define	MAX_CLIENTS			32
I presume you could just change MAX_CLIENTS to whatever you like, but it is probable the server won't like it with 40 clients or so... well, you just have to try

It is also possible that raising this alone will break everything, because there won't be enough room for all the entities etc... I don't know...


Last edited by Gamall Ida; 04-15-2007 at 12:54 PM.
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Old 04-15-2007, 01:47 PM   #3
ensiform
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This cannot be changed by a mod. Change it and it wont affect anything because the engine hasn't been changed. Other than some of the loops will not be right and end up getting non-client entities when you wanted clients.


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Old 04-15-2007, 02:05 PM   #4
Mpetrus
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i tried a lot of values before posting....considering also the server rate but null.

when i compilied ( with MVSC) the official sdk, i found a control for maxclients:

in bg_public.h there was

#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif

that genereted an error while compiling....


in the source, modificated for compiling with dev-cpp, this control was inhibited.
so i compile the dlls with a value of sv_maxclient=86 (for example), but when i launch the jampDep with my dll the number of maxclient is again set to 32 by the main .exe


considering that we have a number of entities=1024.....


@ esiform: i read your answer after my reply...

which loops are you talking about ?

Last edited by Mpetrus; 04-15-2007 at 06:25 PM.
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Old 04-15-2007, 04:44 PM   #5
razorace
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I think what ensi is basically saying is that there's critical things that have to be done for clients inside the engine. But, you can't change the MAX_CLIENTS variable for the engine code since you don't have access to the engine's source code.


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Old 04-20-2007, 02:55 PM   #6
Mpetrus
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but this is a server side modification....i think being under 1024 entities the client doesn't have problems, i hope


i'm new in studing JA code, but in a first read, it seems to be very close to q3's one which allows 128 players in a map...or not?

Last edited by Mpetrus; 04-20-2007 at 03:07 PM.
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Old 04-20-2007, 03:52 PM   #7
razorace
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Those q3 mods probably had access to the engine code, which has been open sourced for q3. However, we don't have that for JKA.


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Old 04-20-2007, 04:26 PM   #8
Mpetrus
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which code's parts do you mean?
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Old 04-20-2007, 04:51 PM   #9
ensiform
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Parts of which which you don't have access to.

Quit asking silly questions like where code x and y are...

It's deep in the engine and that is final.

Truth be told, the JKA engine code isn't entirely the same because its in C++ not regular C which you would have a tough time deciphering how to make things work. No, I myself do not have the code but I've seen the makefiles and it is all looking for cpp files and thus can assume its C++.

If you really must know, this is probably one of the main reasons why it isn't letting you physically edit the cvar once the server is loaded:

Code:
/*
===============
SV_BoundMaxClients

===============
*/
void SV_BoundMaxClients( int minimum ) {
	// get the current maxclients value
	Cvar_Get( "sv_maxclients", "8", 0 );

	sv_maxclients->modified = qfalse;

	if ( sv_maxclients->integer < minimum ) {
		Cvar_Set( "sv_maxclients", va("%i", minimum) );
	} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
		Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
	}
}


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Last edited by ensiform; 04-20-2007 at 05:03 PM.
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