please make more teams possible (16 players or more) - Page 2

please make more teams possible (16 players or more)

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Regarding spring its probably as easy as changing the above mentioned constants and recompiling, so I don't really see it it as 'limiting ourselves'. It just doesn't make sense to reserve memory for 4 million players if no one plays with so many anyway.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

I'll update it to 16 teams in lobby too (I didn't consider it high priority so far so it didn't got changed since the change is not trivial at all :)
I guess 32 is there because you may have spectators in the game or multiple players on same team (sharing a comm) etc.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

<3 awesome <3!
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

gaia equals to ?
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

16
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

So if a mod really needed 4 different Gaia sides, itw ould be as simple as recompling the source with appropriate #defines, right?
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

yes
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Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

What a mess! 32 Players on a small divide map! :)
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

Dr.InfernO wrote:What a mess! 32 Players on a small divide map! :)
Yeah and 16 players per one commander, now thats a lot of team-work haha!
HAARP
Posts: 182
Joined: 06 Apr 2006, 07:18

Post by HAARP »

Sorry, what's Gaia?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

A currently unused feature.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Well unused... :roll: there is a reserved spot for it in the team list, but nothing actually supports inserting things in that gaia team.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

I think 255 players would be a good number, since it's way more than anyone will likely ever do, wheras 16 still limits us somewhat. Then again, I have no idea how much memory is reserved per player.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

It's about 5 Meg extra to increase MAX_TEAMS from 16 to 255 when 5000 units are in game (4 bytes per team per unit plus a bit of constant overhead for storing Player & Team info for 255 teams/players).

Still I don't think it's smart to increase it that much as it will basically be unused memory most of the time and it will just cause more page faults, cache misses, and other complex slow things. :wink:
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmm so why use static arrays of fixed length and not STL containers?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Because that would mean extra overhead in terms of:
* speed (an extra pointer-dereference whenever LOS is used, which is basically everywhere) &
* memory usage (more then three extra pointers per unit, 3 for the std::vector plus some pointers internal to the memory allocator. The overhead would be as big or bigger then the array size in many cases, in which case fixed size arrays are the right solution IMHO),

Plus the current way just was easier to code :-)

And additionally, it compiles faster 8)
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

why not just do it now and set it at 21 teams? I doubt anyone would need more than 4-5 anyway; it coudl save you some hassle down the road :P
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