For those Maps
Posted: Fri Mar 01, 2019 11:25 pm
There is a sort of work-in-progress toward a map-vote which in theory should be capable of loading 8191 maps (not really 8192) on purpose to develop options for those multi-mods-servers. It's not like players are playing more than their default around 50 maps but...
Such a MapVote it's in style MapVoteLA13 - based on a decompiled code NOT ORIGINAL LA13 code.
For the record and refreshing memories, primary attempt to 2048 maps was a failure doesn't matter who thinks what. Iterations boundary specific to UE1 aka UnrealEngine1 has developed a crash around 1500 - 1700 maps sorted, coming with a default lag which was even dropping players outta server. Due to changes in sorting maps using a STATE code with sleep timers (everyone needs to sleep at moment) this MapVote type could be developed (even crapped) at more than 2048 maps. Of course this is not a must-have - it has long arrays, memory consuming, some CPU used, for these reasons I will go for testing it on weak machines. In primary stage after passing over some unexpected limitations (it did not load more than 9 columns) which I worked 4-5 hours to figure WTF was going on (I even sleep as well during this time), I could do some small but important code polish and tiny changes. Result ON-LINE it's like here - using 12 columns with maps - here some labels are removed until everything will be finished: I do not have here a million of maps, neither so much free HDD space for loading a lot of maps on testing purpose, but... it works properly in a decent load in a not very powerful machine used as server and client in the same time. If other problems are not going to be encountered it will go public somewhere announced.
At this moment Admin Control part is under (re)construction - Deepak O V is working there, because it will require new options added, including client's "rainbow".
Such a MapVote it's in style MapVoteLA13 - based on a decompiled code NOT ORIGINAL LA13 code.
For the record and refreshing memories, primary attempt to 2048 maps was a failure doesn't matter who thinks what. Iterations boundary specific to UE1 aka UnrealEngine1 has developed a crash around 1500 - 1700 maps sorted, coming with a default lag which was even dropping players outta server. Due to changes in sorting maps using a STATE code with sleep timers (everyone needs to sleep at moment) this MapVote type could be developed (even crapped) at more than 2048 maps. Of course this is not a must-have - it has long arrays, memory consuming, some CPU used, for these reasons I will go for testing it on weak machines. In primary stage after passing over some unexpected limitations (it did not load more than 9 columns) which I worked 4-5 hours to figure WTF was going on (I even sleep as well during this time), I could do some small but important code polish and tiny changes. Result ON-LINE it's like here - using 12 columns with maps - here some labels are removed until everything will be finished: I do not have here a million of maps, neither so much free HDD space for loading a lot of maps on testing purpose, but... it works properly in a decent load in a not very powerful machine used as server and client in the same time. If other problems are not going to be encountered it will go public somewhere announced.
At this moment Admin Control part is under (re)construction - Deepak O V is working there, because it will require new options added, including client's "rainbow".