Unit Limit

Unit Limit

Requests for features in the spring code.

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Unit Limit

Post by Otherside »

I want the unit limit to be higher than 5k not for TA mods in particular but for my mod i might have over 5000 units :P and i dunno why 5000 should be the max i know that 5000 units would cause problems on most pc's but shudnt mods define a reasonable unit limit not the engine ??

couldnt you raise the unit limit up a bit more ?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Making it mod defined seems like a good idea.

Making it unlimited as I have been suggesting earlier has been scrapped because it would not be smart for performance reasons.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Tobi wrote:Making it mod defined seems like a good idea.

Making it unlimited as I have been suggesting earlier has been scrapped because it would not be smart for performance reasons.
Yar. Even minefields need to have a limit at some point.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

If I could see the threshold for maximum units pressed up to 20k for some content packages and down to 1k for others, I would be happy. I think this is a reasonable request, provided the engine has some protection from content developer madness.
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theHive
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Post by theHive »

Tobi wrote:Making it mod defined seems like a good idea.

Making it unlimited as I have been suggesting earlier has been scrapped because it would not be smart for performance reasons.
Would unlimited unit numbers actually have any effect on performance until a higher number of units was reached?

I'm all for it being mod defined, for balance reasons (or whatever), but if there's no negative impact from making it unlimited otherwise, why not make the hard coded value unlimited?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

theHive wrote:Would unlimited unit numbers actually have any effect on performance until a higher number of units was reached?
Pathfinder, probably. That and highres shadows.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Not really, it'd just use a bunch of extra memory now, and there may be bugs if the uh->units array is turned into a std::vector (in particular if it is allowed to shrink too.)

Should be an easy job for someone to try this out though and figure out the implications; I don't have time for it.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Most AIs assume that you'll never have more than 5000 units, and its the same with lobbies in their max units slider.

So a single player games with an AI is likely to give an access violation or an out of bounds error when unit 5001 is spawned.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Should be easy for the one picking this up to add an AIVAL_MAXUNITS, or a HandleEvent (or whatever it is called) extension for when the limit is dynamically increased.

If AIs then still crash it's their problem.

As for the lobby, that's max units per team. Even if the limit is removed from Spring I don't think it matters much that there's still a limit of 5000 units per player. Today's CPUs can't handle that anyway (10000 units in a 1v1, 20000 units in a 2v2 ...)
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Post by Otherside »

yeh just needs to be a bit higher (maybe double) then it will be fine and let the mods define the limit like i said i doubt games will hit over 10000 units anywayz b4 becoming unplayable
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

As long as COB calls to nonexisting unit IDs don't crash...
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