Map Rotation Limit


(ZeaL11) #1

Hello,

I am wondering if there is a maximum number of maps you can have on both the server or client that can be used in a single objective map rotation server.

If you have too many maps in a rotation would et crash on the server and/or client.
Thanks :slight_smile:


(stealth6) #2

well the maximum number for the client is well over 100 so I don’t think you should worry about that.

Not sure about servers though.


(ZeaL11) #3

ok thanks
I am concerned about the server as well, as we would like to make a very large rotation if possible.

I should also ask, if one was to have a large number of maps stored in et main would that or could it create any sort of lag during online gameplay.
Thanks :slight_smile:


(phisherman) #4

[QUOTE=ZeaL11;228442]if one was to have a large number of maps stored in et main would that or could it create any sort of lag during online gameplay.[/QUOTE]I don’t think this will happen. I cant tell about more than 50 pk3s, but 50 work great and dont create any lag.

What is limited though is the amount of maps in one rotation cycle. I tried it out once and the server crashed. I don’t remember the exact count, but I think it was somewhere between 20 and 30 maps in one OBJ-cycle. Maybe anybody here knows the exact count.


(stealth6) #5

I’m sure that somebody else knows since I’ve seen it posted before, also the client won’t lag, but it will take longer to start up the game (few seconds), andd if you have like 200+ pk3’s, you can forget hosting a server :smiley:


(Undead_fly) #6

One thing to note, is that the name if every pk3 gets stored in the configstrings along with their path from fs_basepath, so having a large amount of pk3s (Especially with long names) increases the chance of server crashing because the configstring is full.

I don’t see any reason why the server would crash just because of a large objectivecycle though. Server probably just can’t handle so many different maps, for some weird reason.