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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: max gamestates exceded
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
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Level 6
Category: CoDUO Mapping
Posted: Monday, Sep. 19, 2005 01:08 am
Hi All,

Re : max gamestates excceded

Whilst I'm not yet suffering from this error, I have heard it mention a few times and have been warned that if I keep adding things to my my I may get it. !

What is it ? and how do I avoid it, I cant seem to find it in the Common mapping errors section.


Paul
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11654
Last: Jul 5, 2018
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Level 10
Admin
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Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Monday, Sep. 19, 2005 04:20 am
it isnt a common mapping error - rather an engine limitation

every frame the server sends information to each client machine telling the client what things are where, who is alive and where, etc

much like a packet - now this 'packet' cannot exceed a certain size or you get the max gamestate - hence the reason to be wary of how much you put into your map

each player, model, vehicle, weapon, script object and a few other things contribute to the size of your gamestate

[angryalien]
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
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Level 6
Category: CoDUO Mapping
Posted: Monday, Sep. 19, 2005 06:13 am
Thanks StrYdeR,
I've havent come across the error yet and hopefully I never will !

You any ideas how big / full a map would have to be to get this error, I've played some very big maps and never come across it !

Also, just a quick tag to this question, do you know what the max amount of models allowed in a map are. Mine are beginning to mount up !
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoDUO Mapping
Posted: Saturday, Mar. 11, 2006 09:54 am
What is the command to monitor gamestate?

Useful links:

AHz thread on gamestate (including testing results)

Second AHz thread about gamestate
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoDUO Mapping
Posted: Saturday, Mar. 11, 2006 10:35 am
Detailed post by Slyk on IWNation forums
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Mar. 16, 2006 10:40 am
Finally found out how to monitor gamestate. There's no console command, the information only shows up when you run CODUOMP in developer mode.

http://www.iwnation.com/Forums/index.php?act=ST&f=70&t=14890&hl=&view=findpost&p=135947

To see your map's gamestate, the gamestate size is recorded in the console log in bytes when you start your map in developer mode (/set developer 1). It will look like this:

Code:
dropped gamestate, resending  
SV_SendClientGameState() for Unknown Soldier  
Going from CS_CONNECTED to CS_PRIMED for Unknown Soldier  
Sending 14299 bytes in gamestate to client: 0


You can also set "developer 1" by adding it to your CODUOMP launch shortcut.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Mar. 16, 2006 10:55 am
One more question:

Each different type of misc_model adds ~20 bytes. More of the same type has no effect.

Does this mean that if I use a particular type of tree around 250 times that it doesn't affect gamestate dramtically?

IOW, if I want to shave gamestate, I should stick with as few variations of models as possible, but the overall quantity of models doesn't seem to matter much.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Thursday, Mar. 16, 2006 12:47 pm
The gamestate shouldn't be affected much I think. However.. there is a limit to the number of models you can put in one map.

And using the same model too often makes your map look "fake".. better to use a few different tree models and create a backdrop of brushes with tree textures.
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Ol_Sniper
General Member
Since: Dec 4, 2004
Posts: 308
Last: Nov 28, 2008
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Mar. 16, 2006 01:56 pm
therein lies a big problem, I don't find a huge variation of tgrees and bushes, am I missing something?
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoDUO Mapping
Posted: Thursday, Mar. 16, 2006 03:23 pm
My trick for trees (and it helps that I'm using winter pine trees) is to always change the modelscale_vec values by at least 0.1 on every new tree until I have 20 or 30 different sizes. Plus, every time I place a tree, I rotate it a random amount.

I'm only at 1100 models on the map and I expect to top out at around 1500 entities (including everything). I plan on waiting until I hit beta stage before I start slaughtering models and spawn points. Gamestate in TDM is around 21000, which is high enough to be worrisome but not high enough that I feel I'm in trouble (yet).
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