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CL_FlushEntityPacket when >=120 entities' info is sent to player


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didoWEE
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Old 04-10-2016 , 13:54   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #11

What if no flags are set?
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Old 04-10-2016, 14:17
georgik57
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georgik57
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Old 04-10-2016 , 14:31   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #12

Quote:
Originally Posted by georgik57 View Post
Works without any flags, but still 10 thinks per second.
Tried messing with the framerate. Without the following line:
Code:
set_pev(iID_Ent2, pev_framerate, random_float(10.0, 15.0))
...think doesn't trigger anymore. However, if I set framerate to a higher value like 60 for example, it doesn't affect the thinks per second.
They seem to be limited to 10 per second no matter what.
I think it's because the entity is env_sprite.

Any other suggestions?
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georgik57
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Old 04-29-2016 , 10:47   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #13

bumpity bump bump
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SkumTomteN
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Old 05-06-2016 , 13:44   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #14

Also would like an answer to this, thanks.
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georgik57
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Old 05-12-2016 , 00:27   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #15

^
|
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georgik57
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Old 08-09-2016 , 08:58   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #16

year 3000, still bumping the thread
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georgik57
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Old 09-08-2016 , 19:31   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #17

1 month later since the previous post. ~984 years left until year 3000.
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PRoSToTeM@
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Old 09-09-2016 , 01:46   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #18

Did you try sv_minrate 100000?
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Solokiller
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Old 09-09-2016 , 06:49   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #19

You don't need to bump your threads, if nobody knows how to solve your problem they won't post anything.

I'm seeing a few misconceptions here.
For starters, MOVETYPE_NOCLIP doesn't check FL_ALWAYSTHINK. Setting that will do nothing for any movetypes other than MOVETYPE_PUSH, which is used for brush entities.

You should set nextthink to the current time to think as often as possible. Sprites think every 0.1 seconds, which is why their framerate tops out at 10 FPS. No matter how high the server's tickrate is, it won't go higher. Changing the nextthink time after the entity has run its think will change that.

Note that this is game code, not engine code that's doing this. The client might have this logic in the engine though.

FL_CUSTOMENTITY tells the engine to network the entity as though it were a beam, so it will never work for any entities other than those.

The engine isn't designed to handle a lot of entities that constantly update. What you're trying to do is exactly that, so it'll have to send a large amount of data to clients. Unlike Source, which can merge entity changes together in pending packets, GoldSource will happily stick changes that will overwrite each-other into packets and send them, consuming more bandwidth in the process.

I suggest reworking your code so the visuals are handled using client side sprites as much as possible (SVC_TEMPENTITY). The damage logic can be handled on the server side, it won't send as many updates as the sprites would.
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georgik57
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Old 09-09-2016 , 07:39   Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
Reply With Quote #20

Is there any message I could send to the player that would involve all the properties that I need for my entities?(sprite, render, velocity, framerate)
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