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Mega Group Screenshot using DarkPlaces Dedicated
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I used to use an engine called tyr-quake.exe. It was supposedly better for handling larger packets and bigger amount of monsters. It works great for Marcher Fortress. "Optimized for singleplayer" it said.
Anyone ever heard of it?
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http://ghdigital.com/~havoc/helm10000.zip
Notes on how to get 0.5 fps as opposed to 0.1 fps:
- Turn on notarget (dp requires sv_cheats 1 first). If the knights wake up, your framerate is toast.
- Try not to injure any knights. If you do, a whole bunch will wake up. So use the quad and either RL or LG
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You can't increase the packet size,no UDP packet can be larger than around 1400 bytes. DP merely has a much, much more lightweight protocol (meaning more entities fit in 1400 bytes), and sends as many packets as it needs. The reason DP demos don't run in older engines is of its completely different network protocol.
Here's a screenshot of the 10,000 knights map (helm32.bsp). You'll notice that it's running at 2 SPF (seconds per frame)

Click for bigger image
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In DarkPlaces you can increase the packet size. This could be added to other engines, but the problem with that is that demos recorded with larger packet sizes are not playable in engines that use the standard 10,000 packet size (winquake, glquake, proquake).Originally posted by MonsterHoly fucking shit, how is that possible?!?
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Are you new to the whole MMORG scene? that's how it's possible
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LordHavoc has gibbed thousands (and I mean that number literally) of knights simultaneously. Framerate goes all to hell, but theres no packet overflow, it just runs slow as crap for a little bit (the map he did it on had 10k knights in it).
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Not when someone fires a BFG into a massive pyramid of players and gibs fly everywhere? Damn. Thats some advanced technology.
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A thing of the past with DP. Ive never gotten a packet overflow in it.packetoverflows everywhere!
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Why? So you can crash that one too?!Originally posted by BankIt's not a party without Bank.
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