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

แชร์
ฝัง
  • เผยแพร่เมื่อ 13 ม.ค. 2024
  • 24/7 100 PLAYER TF2 SERVER INFO
    search for the "shounic" tag in the server browser, server name is "shounic trenches"
    or: add | 45.62.160.71:27015 | to your server browser favorites
    also / discord -- important updates, info, voting, report a player & appeals: bans/mutes
    (7800X3D hosted in chicago, physgun.com bare metal)
    channel discord --- / discord
    channel patreon --- / shounic
    channel tracker --- trello.com/b/L3B65jUX
    [ todo list / current progress on upcoming videos / channel roadmap ]
    feedback --- forms.gle/bkuGF6attQrRPc6o9
    custom files --- pastebin.com/raw/e32aG4nP
    [ hud / crosshairs / hitsound / killsound / gfx cfg ]
    Music: BananaSlug ( / user-426347780 )
    big thanks to:
    mitch, rubat, ficool, & sappho :)
    FAQ:
    Q: How did you make that? What editing software do you use?
    A: I use Adobe Photoshop, Premiere Pro & After Effects. Photoshop for image editing and thumbnails. Premiere Pro for compositing and After Effects for motion graphics (the fancy animations).
  • เกม

ความคิดเห็น • 800

  • @Rift_cz_sk
    @Rift_cz_sk 5 หลายเดือนก่อน +2855

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

    • @spa7
      @spa7 5 หลายเดือนก่อน +412

      BOOOO i Am A oBjEcT lImItEr OoOoOo

    • @JetFalcon710
      @JetFalcon710 5 หลายเดือนก่อน +288

      ​@@spa7 AAAAAAA

    • @ModdedProp
      @ModdedProp 5 หลายเดือนก่อน +41

      0/2048

    • @skipmanghondarg
      @skipmanghondarg 5 หลายเดือนก่อน +77

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

    • @Rift_cz_sk
      @Rift_cz_sk 5 หลายเดือนก่อน +81

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

  • @user-vd3rn7xi5r
    @user-vd3rn7xi5r 5 หลายเดือนก่อน +4006

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

    • @FreddOtaku
      @FreddOtaku 5 หลายเดือนก่อน +105

      source spaghetti monster is an accurate name

    • @erick5928
      @erick5928 5 หลายเดือนก่อน +81

      Biblically accurate source spaghetti monster

    • @randompersonontheinterwebs
      @randompersonontheinterwebs 5 หลายเดือนก่อน

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

    • @debbiebernhardt5406
      @debbiebernhardt5406 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน

      Truly

  • @throwawwy53
    @throwawwy53 5 หลายเดือนก่อน +1609

    "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 5 หลายเดือนก่อน +63

      Hammer build different

    • @cheesepop7175
      @cheesepop7175 5 หลายเดือนก่อน +8

      compiling*

    • @BurningBridgeStudios
      @BurningBridgeStudios 5 หลายเดือนก่อน +25

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

    • @vinaythakur4742
      @vinaythakur4742 5 หลายเดือนก่อน +19

      ​@@BurningBridgeStudiosliterally*

    • @Romotis
      @Romotis 5 หลายเดือนก่อน +13

      ​@@vinaythakur4742that's literally how he speled it

  • @subjectdelta7210
    @subjectdelta7210 5 หลายเดือนก่อน +898

    i’d gladly sacrifice hats for 50 player games

    • @Luna-Lux
      @Luna-Lux 5 หลายเดือนก่อน +8

      t. Has no unusuals

    • @Romotis
      @Romotis 5 หลายเดือนก่อน +162

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

    • @noahhill841
      @noahhill841 5 หลายเดือนก่อน +1

      ​ok and?

    • @Nitosa
      @Nitosa 5 หลายเดือนก่อน +26

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

    • @eco1969
      @eco1969 5 หลายเดือนก่อน +2

      @@Luna-Lux t. Has unusuals

  • @Noah_Levy
    @Noah_Levy 5 หลายเดือนก่อน +239

    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 5 หลายเดือนก่อน +23

      "the office plant" LMAOOO

    • @fourlionnn
      @fourlionnn 3 หลายเดือนก่อน +29

      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

  • @Cinnamowo
    @Cinnamowo 5 หลายเดือนก่อน +951

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

    • @duckonaroll1913
      @duckonaroll1913 5 หลายเดือนก่อน +51

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

    • @keli5
      @keli5 5 หลายเดือนก่อน +16

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

    • @tempname8263
      @tempname8263 5 หลายเดือนก่อน +10

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

    • @unknao
      @unknao 5 หลายเดือนก่อน

      @@tempname8263 Elaborate please.

    • @NinetyEight418
      @NinetyEight418 5 หลายเดือนก่อน +8

      Rubat is not multiple people

  • @soupofundeniablewisdom1629
    @soupofundeniablewisdom1629 5 หลายเดือนก่อน +746

    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 5 หลายเดือนก่อน +62

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

    • @Spelo1
      @Spelo1 5 หลายเดือนก่อน +64

      ​@@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 5 หลายเดือนก่อน +144

      @@Spelo1 if devs updated tf2, its fixed

    • @Spelo1
      @Spelo1 5 หลายเดือนก่อน +24

      @@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 5 หลายเดือนก่อน +126

      @@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.

  • @luigibudd
    @luigibudd 5 หลายเดือนก่อน +35

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

  • @soviut303
    @soviut303 5 หลายเดือนก่อน +723

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

    • @drgabi18
      @drgabi18 5 หลายเดือนก่อน +394

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

    • @leithaziz2716
      @leithaziz2716 5 หลายเดือนก่อน +107

      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 5 หลายเดือนก่อน +117

      @@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 5 หลายเดือนก่อน +61

      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 5 หลายเดือนก่อน +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.

  • @catfree
    @catfree 5 หลายเดือนก่อน +214

    jonkler references are always appreciated

    • @ebux9885
      @ebux9885 5 หลายเดือนก่อน +9

      Unfortunately you were not appreciated by your parents

    • @catfree
      @catfree 5 หลายเดือนก่อน

      @@ebux9885 D:

    • @thatone_awesome
      @thatone_awesome 5 หลายเดือนก่อน

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

    • @Jornker
      @Jornker 5 หลายเดือนก่อน +16

      The jonkler meme is so confusing for me lol

    • @tickaten
      @tickaten 5 หลายเดือนก่อน

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

  • @triumphator4714
    @triumphator4714 5 หลายเดือนก่อน +35

    Arkham insanity really gets to him.

  • @Vvix0
    @Vvix0 5 หลายเดือนก่อน +532

    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 5 หลายเดือนก่อน +436

      the server room gets a bit warmer

    • @gameworkerty
      @gameworkerty 5 หลายเดือนก่อน

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

    • @FumbleSquid
      @FumbleSquid 5 หลายเดือนก่อน +252

      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 5 หลายเดือนก่อน +157

      @@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 5 หลายเดือนก่อน +33

      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 .

  • @kodicraft
    @kodicraft 5 หลายเดือนก่อน +232

    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 5 หลายเดือนก่อน +53

      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

  • @vel0city96
    @vel0city96 5 หลายเดือนก่อน +179

    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 5 หลายเดือนก่อน +30

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

    • @leonardo9259
      @leonardo9259 5 หลายเดือนก่อน +5

      yeah, just look at bloodwater, great map frfr

    • @DJTimeLock
      @DJTimeLock 5 หลายเดือนก่อน +21

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

    • @megapussi
      @megapussi 5 หลายเดือนก่อน

      @@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 5 หลายเดือนก่อน +27

      @@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.

  • @AsP3cT.199
    @AsP3cT.199 5 หลายเดือนก่อน +25

    Is there a lore reason?

    • @qoombert
      @qoombert 2 หลายเดือนก่อน +7

      are they stupid?

  • @Tuntor689
    @Tuntor689 5 หลายเดือนก่อน +46

    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

  • @maliciousfry
    @maliciousfry 5 หลายเดือนก่อน +13

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

    • @cewla3348
      @cewla3348 5 หลายเดือนก่อน

      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

  • @floridaboigaming6961
    @floridaboigaming6961 5 หลายเดือนก่อน +16

    2:58 bro thought he was Todd Howard 💀

  • @Flashyface
    @Flashyface 5 หลายเดือนก่อน +39

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

  • @heliusuniverse7460
    @heliusuniverse7460 5 หลายเดือนก่อน +195

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

    • @pixcore7221
      @pixcore7221 5 หลายเดือนก่อน +109

      It would be nice if valve made a future update

    • @mtdfs5147
      @mtdfs5147 5 หลายเดือนก่อน +28

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

    • @dsobransingh
      @dsobransingh 5 หลายเดือนก่อน +13

      It would be nice if valve

    • @gerardonavarro3400
      @gerardonavarro3400 5 หลายเดือนก่อน +9

      It would be nice

    • @seba_dud
      @seba_dud 5 หลายเดือนก่อน +11

      it would be

  • @Shuflduf
    @Shuflduf 5 หลายเดือนก่อน +28

    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 4 หลายเดือนก่อน

      just spend $5 retard

  • @sprucewillis9000
    @sprucewillis9000 5 หลายเดือนก่อน +34

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

  • @or6060
    @or6060 5 หลายเดือนก่อน +77

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

    • @JM-dq7xn
      @JM-dq7xn 5 หลายเดือนก่อน +2

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

    • @lilsos6892
      @lilsos6892 5 หลายเดือนก่อน +8

      @@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 5 หลายเดือนก่อน

      @@JM-dq7xn when i played nobody had them

    • @jackraptor695
      @jackraptor695 5 หลายเดือนก่อน +8

      I miss my furry spray :(

    • @lilsos6892
      @lilsos6892 5 หลายเดือนก่อน

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

  • @tuduscz6836
    @tuduscz6836 5 หลายเดือนก่อน +23

    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

  • @eatingmage603
    @eatingmage603 5 หลายเดือนก่อน +59

    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 5 หลายเดือนก่อน +32

      Valve said no

    • @TeamSprocket
      @TeamSprocket 5 หลายเดือนก่อน +51

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

    • @yousorooo
      @yousorooo 5 หลายเดือนก่อน +8

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

    • @leithaziz2716
      @leithaziz2716 5 หลายเดือนก่อน +41

      @@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 หลายเดือนก่อน

      lol. lmao.

  • @Kachopper9
    @Kachopper9 5 หลายเดือนก่อน +4

    Oh no the title, you’ve been infected

  • @thisdeath
    @thisdeath 5 หลายเดือนก่อน +3

    WAIT THE ASLUME REFRENCE OMGOSH

  • @brastionskywarrior6951
    @brastionskywarrior6951 5 หลายเดือนก่อน +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

  • @ColonelPanic0
    @ColonelPanic0 5 หลายเดือนก่อน +4

    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.

  • @leumasme
    @leumasme 5 หลายเดือนก่อน +5

    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.

  • @Tharronis
    @Tharronis 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน

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

    • @MicahJohn21659
      @MicahJohn21659 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +5

    shounic uploading is always a good day

  • @hedwig7s
    @hedwig7s 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน

      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 5 หลายเดือนก่อน

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

    • @hydraulicsystems332
      @hydraulicsystems332 5 หลายเดือนก่อน

      @@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 5 หลายเดือนก่อน

      @@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.

  • @Williraser
    @Williraser 5 หลายเดือนก่อน +4

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

  • @samblamjam
    @samblamjam 5 หลายเดือนก่อน +9

    Is shounic from aslume? Am I stupid?

    • @professionalshitposter6897
      @professionalshitposter6897 5 หลายเดือนก่อน +2

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

    • @gajonoob5122
      @gajonoob5122 5 หลายเดือนก่อน

      ​@@professionalshitposter6897schrodinger's aslume

  • @zesnowpea6347
    @zesnowpea6347 5 หลายเดือนก่อน +3

    The aslume is spreading

  • @terrestrialTerror
    @terrestrialTerror 7 วันที่ผ่านมา

    Several people talked about some kind of per-player way to stay under the limit using the visleaf system + some kind of priority system to cull entities. It's the most error prone and viscerally fun to program solution (until you get stuck on *that one bug* for like half a year wondering why you are still alive).
    Definitely will never be implemented, but it will sure as hell bounce around in my head.

  • @Nananki
    @Nananki 5 หลายเดือนก่อน

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

  • @bobiddybob2068
    @bobiddybob2068 5 หลายเดือนก่อน +2

    Its official, shounic has escaped the aslume.

  • @TzTokJzSok
    @TzTokJzSok 5 หลายเดือนก่อน

    I love the quotes you always place at the end

  • @XionLuis
    @XionLuis 5 หลายเดือนก่อน +2

    they tend to have exponential painful.

  • @MentalEdge
    @MentalEdge 5 หลายเดือนก่อน

    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.

  • @nanomachines2954
    @nanomachines2954 5 หลายเดือนก่อน +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

  • @iplayminecraft2248
    @iplayminecraft2248 5 หลายเดือนก่อน +2

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

  • @userkill2221
    @userkill2221 5 หลายเดือนก่อน +1

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

  • @RaceBandit
    @RaceBandit 5 หลายเดือนก่อน

    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._

  • @meeyatttA
    @meeyatttA 5 หลายเดือนก่อน

    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

  • @squareeyes7386
    @squareeyes7386 5 หลายเดือนก่อน +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

  • @SanryoBrosYT
    @SanryoBrosYT 4 หลายเดือนก่อน +2

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

  • @laszlobenedek2710
    @laszlobenedek2710 5 หลายเดือนก่อน +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

  • @aaronlink127
    @aaronlink127 5 หลายเดือนก่อน

    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 (?)

  • @IsaacDaBoatSloth
    @IsaacDaBoatSloth 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +4

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

    • @nerdycatgamer
      @nerdycatgamer 5 หลายเดือนก่อน +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 4 หลายเดือนก่อน

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

  • @AntonyCannon
    @AntonyCannon 5 หลายเดือนก่อน

    Good vid!

  • @jakovsaric9492
    @jakovsaric9492 5 หลายเดือนก่อน

    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

  • @XxguaxinimxX.
    @XxguaxinimxX. 5 หลายเดือนก่อน

    Great video!

  • @caramelldansen2204
    @caramelldansen2204 5 หลายเดือนก่อน

    Cool! Thanks Shoe!

  • @5Breaker
    @5Breaker 5 หลายเดือนก่อน

    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.

  • @selbi182
    @selbi182 5 หลายเดือนก่อน

    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

  • @AndonutsJeff
    @AndonutsJeff 5 หลายเดือนก่อน

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

  • @Loolilol
    @Loolilol 5 หลายเดือนก่อน

    Always wondered why!

  • @fisz6355
    @fisz6355 5 หลายเดือนก่อน

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

  • @EdisonGarsecondchannel
    @EdisonGarsecondchannel 5 หลายเดือนก่อน +1

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

  • @user-jr4tn8ix3w
    @user-jr4tn8ix3w 2 หลายเดือนก่อน +1

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

  • @bikutoso
    @bikutoso 5 หลายเดือนก่อน +68

    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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน

      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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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 5 หลายเดือนก่อน +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.

  • @ME0WMERE
    @ME0WMERE 5 หลายเดือนก่อน

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

  • @yeetboiwhatyesplease2095
    @yeetboiwhatyesplease2095 3 หลายเดือนก่อน +1

    I just realized how little I truly know about programming

  • @ApocalypseMoose
    @ApocalypseMoose 5 หลายเดือนก่อน +1

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

  • @wile123456
    @wile123456 5 หลายเดือนก่อน

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

  • @notloopers1110
    @notloopers1110 5 หลายเดือนก่อน

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

  • @metalclawsteelheart
    @metalclawsteelheart 5 หลายเดือนก่อน

    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?

  • @Naxer2272
    @Naxer2272 5 หลายเดือนก่อน +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.

  • @bobbyfisher8
    @bobbyfisher8 5 หลายเดือนก่อน

    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 😂

  • @BrDown
    @BrDown 5 หลายเดือนก่อน

    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

  • @elliot9634
    @elliot9634 5 หลายเดือนก่อน

    the train wiggling about is killing me

  • @WunderWulfe
    @WunderWulfe 5 หลายเดือนก่อน

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

  • @autistukral
    @autistukral 5 หลายเดือนก่อน +4

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

  • @zethekobold
    @zethekobold 5 หลายเดือนก่อน +1

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

  • @Aelfraed26
    @Aelfraed26 5 หลายเดือนก่อน +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?

  • @Monkwrestler
    @Monkwrestler 4 หลายเดือนก่อน

    could you play around with the server having 8000 limit but keeping the users pegged at 2000 with the closest ones kept up to date only?

  • @Intrafacial86
    @Intrafacial86 5 หลายเดือนก่อน +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."

  • @cyber4053
    @cyber4053 5 หลายเดือนก่อน +1

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

  • @purplehaze2358
    @purplehaze2358 5 หลายเดือนก่อน +1

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

  • @theimperialcombine
    @theimperialcombine 4 หลายเดือนก่อน

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

  • @WACdeG
    @WACdeG 5 หลายเดือนก่อน

    Can you only send the objects that a specific client needs, and not the rest?

  • @SlavTiger
    @SlavTiger 4 หลายเดือนก่อน +1

    if an update added the change client and server side officially, but good luck getting valve to do this

  • @AfraidMonsters
    @AfraidMonsters 5 หลายเดือนก่อน +2

    3:31 Uh... Is that profile picture from what I think it's from? (a gay legoshi phrn image/vid, pretty sure)

  • @YotaXP
    @YotaXP 5 หลายเดือนก่อน +4

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

    • @elihillman8758
      @elihillman8758 5 หลายเดือนก่อน +1

      That's actually a good idea

  • @NabekenProG87
    @NabekenProG87 5 หลายเดือนก่อน

    Could you limit the amount of objects you send to a player? Like some kind of render distance

  • @BenLubar
    @BenLubar 5 หลายเดือนก่อน

    Does this require changes outside of client.dll and server.dll? Asking for a completely unrelated Source Engine mod.

  • @Deeznootsgotteem
    @Deeznootsgotteem 5 หลายเดือนก่อน +1

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

  • @typicwhisper6569
    @typicwhisper6569 5 หลายเดือนก่อน +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 4 หลายเดือนก่อน

      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.

  • @ZugTheDragon
    @ZugTheDragon 5 หลายเดือนก่อน

    Would it be possible, to make the server only send a limited number of objects around the player to the client, instead of everything on the entire map?

  • @Soctom
    @Soctom 5 หลายเดือนก่อน

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

  • @ettoresalvatore9437
    @ettoresalvatore9437 4 หลายเดือนก่อน

    I don't know anything about TF2 spaghetti, but would it be possible to raise the object limit slightly on the server-side (say by something like 100 or 500), just so the server wouldn't crash immediately if the limit is reached? That way, even if the limit is broken, clients would crash out, but would be able to re-connect quicker, since the server doesn't have to spin back up?

  • @123cooldude500
    @123cooldude500 5 หลายเดือนก่อน

    Arkham subreddit in the wild!😮

  • @Paycheck777
    @Paycheck777 5 หลายเดือนก่อน

    The Alsume is here too. We will never leave.

  • @CatQueen1323
    @CatQueen1323 5 หลายเดือนก่อน +1

    Is there a lore reason why the insanity is here too?

    • @thisdeath
      @thisdeath 5 หลายเดือนก่อน +1

      broo like yea i came here for both the aslume and tfe and why are people baely talking about it??

  • @gsk1299
    @gsk1299 5 หลายเดือนก่อน

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

    • @zerefoex
      @zerefoex 5 หลายเดือนก่อน

      H3 ie stuöif

  • @S0up3rD0up3r99
    @S0up3rD0up3r99 5 หลายเดือนก่อน

    Why not merge the cosmetics into the player models to make it a single object?

  • @infamoushacker4chan883
    @infamoushacker4chan883 5 หลายเดือนก่อน

    Pity Vscript cant temporary 'update' connecting clients to inform it of the increased object limit. I guess that could also be a security issue if VScript could modify your game files.