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Discussion Call of Duty Limitation Guide

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oO Di2eamZz

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Hey guys, I'm just posting all the limitations here for everything from hud elements to ui and models.. This is on the mods repository but a little tricky to find so I'll post it here as a guide since I see alot of people asking the same questions...

  • 4096 Dvars/Cvars set at any given time
  • 63+1 Dvar name characters shown in console, but the names can be longer ( PC Only )
  • 2048 Fx (simultaneously playing)
  • 400 Fx Asset limit
  • 2048 Material assets
  • 1024 Model assets
  • 31 HUD Elements ( Per Client )
  • 1600 Sounds
  • Radiant - 3d view:
    "Out of Radiant meshes (262144)"
  • Test map, brushes: 102,631 (138,752)
    97.8 MB mapfile


Alot of these next ones won't make sense to many of you but they are worth posting

  • models: 4096
  • materials: 1024 (1223)
  • brushes: 32,768 (32765)
  • brushsides: 655,360? (655368)
  • planes: 65,536 (65544)
  • entdata: 16,777,216 byte / 16 MiB (16773218)
  • nodes: 32,768 (32773)
  • leafs: 32,768 (32768)
  • leafbrushes: 262,144 (262150)
  • collisionverts: 65,536 (65542)
  • collisiontris: 131,072 (131080)
  • collisionedgewalk: (393,026)
  • collisionborders: 32,768 (32775)
  • collisionparts: 131,072 (131181)
  • collisionaabbs: 262,144 (262654)
  • layered verts: 524,288 (524317)
  • layered data: 1,048,576? (1284080)
  • simple verts: 524,288? (589834)
  • layered indexes: (992,147)
  • simple indexes: 1,048,576? (1179581)
  • layered tri soups: 32,768 (32771)
  • simple tri soups: 32,768 (32766)
  • lightmaps: 31
  • light grid rows: 4096 (4235)
  • light grid points: 1,048,576 (1048545)
  • light grid colors: (671,063)
  • visibility: ?
  • portalverts: 16,384 (16380)
  • layered aabbtrees: 32,768 (32791)
  • simple aabbtrees: 32,768 (32738)
  • cells: 1024
  • portals: 2048
  • cullgroups: ?
  • cullgroupindexes: ?
  • reflection_probes: 255
  • primary lights: 255
  • light regions: 255
  • light region hulls: 2048 (2045)
  • light region axes: 16,384? (16000)
  • paths: ? (1666)
 
QM Haackz

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how would you get 31 hud per client if at 16 per client it starts dissappering is this the limit so if you spawn one more it will crash the game lol a g_spawn error but for hud
 
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oO Di2eamZz

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Are you sure this is SP?
31 seems fine with me, I havent tried, it but I know in CoD4 if you called the same hud elem twice it counted as two but if you called it three times it counted as two aswell.. :$ not too sure though but this IS from the SP files

PS - There are other ways of creating hud elem without newClientHudElem(), they just cant use functions like moveOverTime and all that jazz
 
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oO Di2eamZz

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how would you get 31 hud per client if at 16 per client it starts dissappering is this the limit so if you spawn one more it will crash the game lol a g_spawn error but for hud
g_spawn errors can be counter-acted by one statement though for models, sounds and hud elem... Take this for example ( quickly written and wont work, just for the idea )

Code:
restrictModels()
{
    models = getMapModels();
    for( i = 0; i < models.size + 1; i++ )
    {
          players = get_players();
          for( p = 0; p <= 3; p++ )
          {
              if( models[i] >= 1023 )
              {
                    players[p] freezeControls( true );
                    // Restart Map ( cant remember the function )
              }
          }
    }
}
 
XeXWill

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31 seems fine with me, I havent tried, it but I know in CoD4 if you called the same hud elem twice it counted as two but if you called it three times it counted as two aswell.. :$ not too sure though but this IS from the SP files

PS - There are other ways of creating hud elem without newClientHudElem(), they just cant use functions like moveOverTime and all that jazz

Like what?
 
Mila Kunis

Namecheap

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As far as the HUD elements go....you have to count the ones already on screen like your ammo etc. From what I've tested I've got about 31 altogether including the ammo etc before stuff started disappearing.
 
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