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sv_maxclient


Mpetrus

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hi all, did anyone change the value of sv_maxclient more then 32 players?

 

 

i need a server can support more then 32 players, but i can't set the number i want.

 

i also tryed "to force" the dedicated server to set the number i want, but when it loads a map, sets the number to 32.

 

thx for replay

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That limit is hard-coded here (q_shared.h) :

 

#define	MAX_CLIENTS			32

 

I presume you could just change MAX_CLIENTS to whatever you like, but it is probable the server won't like it with 40 clients or so... well, you just have to try ;)

 

It is also possible that raising this alone will break everything, because there won't be enough room for all the entities etc... I don't know...

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:) i tried a lot of values before posting....considering also the server rate but null.

 

when i compilied ( with MVSC) the official sdk, i found a control for maxclients:

 

in bg_public.h there was

 

#if (CS_MAX) > MAX_CONFIGSTRINGS

#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS

#endif

 

that genereted an error while compiling....

 

 

in the source, modificated for compiling with dev-cpp, this control was inhibited.

so i compile the dlls with a value of sv_maxclient=86 (for example), but when i launch the jampDep with my dll the number of maxclient is again set to 32 by the main .exe

 

 

considering that we have a number of entities=1024.....

 

 

@ esiform: i read your answer after my reply...

 

which loops are you talking about ?

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I think what ensi is basically saying is that there's critical things that have to be done for clients inside the engine. But, you can't change the MAX_CLIENTS variable for the engine code since you don't have access to the engine's source code.

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but this is a server side modification....i think being under 1024 entities the client doesn't have problems, i hope :)

 

 

i'm new in studing JA code, but in a first read, it seems to be very close to q3's one which allows 128 players in a map...or not?

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Parts of which which you don't have access to.

 

Quit asking silly questions like where code x and y are...

 

It's deep in the engine and that is final.

 

Truth be told, the JKA engine code isn't entirely the same because its in C++ not regular C which you would have a tough time deciphering how to make things work. No, I myself do not have the code but I've seen the makefiles and it is all looking for cpp files and thus can assume its C++.

 

If you really must know, this is probably one of the main reasons why it isn't letting you physically edit the cvar once the server is loaded:

 

/*
===============
SV_BoundMaxClients

===============
*/
void SV_BoundMaxClients( int minimum ) {
// get the current maxclients value
Cvar_Get( "sv_maxclients", "8", 0 );

sv_maxclients->modified = qfalse;

if ( sv_maxclients->integer < minimum ) {
	Cvar_Set( "sv_maxclients", va("%i", minimum) );
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
	Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
}
}

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